This guide provides a comprehensive overview of all the different possibilities for abilities.
This guide aims to provide a clear explanation of creature attributes and player-made abilities as of the Dungeons Update released on February 11, 2024.
The information presented is derived from the creation of custom abilities and careful observation of player and monster interactions. However, due to the approximate measurement of certain metrics – like time – some descriptions may be 100% accurate.
The focus of these descriptions mainly revolves around level 1 players engaging with level 1 monsters.
I highly welcome and appreciate any and all corrections or additions to this guide in an effort to make it as accurate as possible!
Thank you for taking the time to read this guide. I sincerely hope it proves to be a valuable resource for you, and happy designing!
Health represents the damage an entity can take before dying and can be used as a resource for activating abilities. Players and monsters start with Health at its maximum value.
Outside combat, players naturally heal 2-3 health every 2 seconds. To recover without the use of abilities, players will sit and rest until fully healed.
Potions can also be purchased outside of combat to instantly heal a player to max health.
Rage is a resource that can be used as a cost for activating abilities. Players and monsters start with Rage at 0.
Players gain 1 Rage for every 1 point of damage dealt or received. For instance, dealing 5 damage yields 5 Rage, and taking 5 damage also results in 5 Rage.
Rage begins to drain if no damage is dealt or received in the last 2-3 seconds. Every 2 seconds without taking or receiving damage, an entity will lose 1 Rage until it reaches 0.
Mana is a resource that can be used as a cost for activating abilities. Players and monsters start with Mana at its maximum value.
An entity starts to regenerate Mana in if a mana-consuming ability hasn’t been used in the last 4-5 seconds.
Effects on Target
Heal / Charge Mana / Generate Rage
These effects increase the specified attribute. For instance, “Heal – 3” restores 3 points to a target’s health.
Damage / Drain Mana / Reduce Rage
These effects decrease the specified attribute. For example, “Drain Mana – 5” subtracts5 points from a target’s mana.
Effects on Attributes Over Time
This refers to abilities like “Heal Over Time” or “Damage Over Time”. For instance, “Heal Over Time” gradually restores health over a specified duration. The “HPS” value indicates the health recovered each second.
These effects apply every 2 seconds. Thus, if an ability has an HPS value of 2, then 4 health will be recovered every 2 seconds.
This refers to abilities like “Siphon Health”. They drain the specified attribute from the target, giving the amount drained to the caster. If the target has less than the specified value, the caster gains the remaining amount from the target. For example, if a target has 2 mana, and a caster siphons mana on the target with a siphon value of 5, the caster only regains 2 mana.
This slows a target by about half of their total speed.
This effect lessens the amount of damage taken by the specified percentage for the duration specified.
The damage taken is reduced by the percentage listed. In other words, if a target has the Protect buff at 20% and an attack dealt to the target deals 5 damage, the total damage taken is 80% of the original damage value. Thus, the target only takes 4 damage.
This effect increases the amount of damage taken by the specified percentage for the duration specified.
The damage taken is increased by the percentage listed. In other words, if a target has the Weaken debuff at 20% and an attack dealt to the target deals 5 damage, the total damage taken is 120% of the original damage value. Thus, the target takes 6 damage.
Root in Place
This prevents the target from moving for the time specified, causing entangling vines to sprout from the ground and entrap the target.
The target can still attack and use their abilities.
This prevents the target from moving for the time specified, causing star effects to show up around the target.
The target can still attack and use their abilities. NOTE: I’m unsure if this is a bug. I assumed that Stun would prevent the target from moving and using any abilities, but as of now it seems to only prevent them from moving.
This forces the target to aggro and attack only the caster for the duration listed.
This specifies how much time must pass before a selected ability will actually be cast and take effect.
This specifies how much time must pass after a caster has used an ability to use it again. This does not take into account other costs, like mana, rage, and so on.
This defines the area around the caster where entities may be targeted.
A range of self means that only the caster themselves can be targeted and affected.
The other ranges (melee, missile, sniper) allow a caster to target entities within that range, including the caster.
Single Target and Area of Effect
This defines the number of targets affected by the ability.
“Single Target” impacts only one target, while both small and large Area of Effect options create a sphere around the targeted entity, affecting entities within it.
Through my own testing, it seems like Area of Effect abilities will only affect entities of the same “type” as the initial target of the ability. By “type”, I mean either player or monster. For instance, if a caster targets a monster with a damage ability, then only that monsters and other monsters in the area of effect will be healed. Likewise, if a player is targeted with healing ability, then only that player and other players (regardless of class) will be healed, including the caster.