General Game Mechanics

## Moving Skills On Skillbar

With advances in wizarding technology we are now able to move our skills! If you right click a skill it will flash. If you right click another skill the two skills will swap places. Fancy!

## Item Types/Loot

Items come in 4 varities, blue, yellow, purple and green.
Blue Items are "Magic" and come with 1-2 random mods.
Yellow Items are "Rare" and come with 2-6 random mods.
Purple Items are "Unique" and come with a predetermined number of mods (generally 6+)
Green Items are "Set" and come with predetermined mods, as well as give a bonus for multiple pieces of the same set being worn

You can find out more about how item generation works in loot

## Experience

Defeat monsters to gain experience. This can be viewed by pushing the C key to open your characters equipment (experience is bar at the bottom of this screen). The higher level a monster "cons" the more experience it will give. When grouping, experience is split but monsters are made more difficult.

7/29/22 atm the current grouping rates are a difference of 7 <= level 20 and 65% of max level above level 20. This means a level 20 can group with a 13 and a 50 can group with a 35.

Grouping should always result in faster xp gain, so if you can, always try to group!

## Monster Name Colors/"Con"/Classes

The color of a monsters name tells you what level they are in relation to you, its commonly referred to as their "con"(short for consider). For example a green con mob is much lower level then you, it shouldnt pose too much of a challenge but also won't give much xp.

A red con mob is much higher level then you. Because its combat experience excels yours, it will take reduced damage from your attacks and deal increased damage to you. The monster cons from lowest level (no experience) to highest (will kill you) is grey, green, light blue, blue, white, yellow, orange, red.

Monsters also have classes just like players! This can be viewed by the symbol to the left of their name. As you venture into deeper dungeons advanced strategies will be required! Targets will need to be focused down, or pacified! Pay attention to a monsters class!

## Aggro Management

Aggressive Monster Management(Aggro) is an important part of the game, start every fight as a squishy with your biggest AOE spell and youre toast! Whoever has the most "threat" is who the monster will focus on. Some attacks cause your threat with a monster to go up, while others (usually defensive ones) will lower your threat. It can be a delicate balancing act! Some classes may have abilities to "taunt" creatures, moving them to the top of the threat list.

You can view who currently has threat by the color of the box to the top right of the monsters name. The party members portrait box who matches that color is the one that has aggro! Note-You are always red so keep in mind your party members might not be the same colors for you as you are for them!

## Negative Status Effects

These are the negative effects (other then dots) that enemies can inflict on you.

Fear reduces your healing and damage by 50%, it is shown by skulls.

Stun prevents any action from being taken, it is shown by orbs of light.

Silence prevents you from casting any spells, it is shown by rainbow orbs.

Paralyze disables parry, dodge, riposte and double attack. Shown by purple orbs

Chill slows attack speed. When inflicted by a monster onto a player also makes GCD recharge slower. (you can lower the time you are chilled by increasing your cold resist! There is no specific "chill resist" like there are for the other status effects. Ex "stun resist".

Stagger is not technically a status effect with a visible icon, but it will cause the target to have their auto-attack cycle reset. Enemies will use special abilities at certain auto-attack intervals, so this will also reduce enemies' ability usage.

You may find Status effect resists on items or receive buffs, they reduce the duration the effect persists on you.

## Shields

All Shields are able to be used by anyone, they give a % chance to block 25% of physical or magic damage(nukes only) done to you.

## Piercing

Some attacks are considered piercing, this means they cant be blocked, parried, or riposted!

## Ranged

Some attacks are considered ranged, this means they do full damage against the back row.

Some can even be both!

## Cast Time Knockback

Being attacked while casting a spell you may incur a cast time knockback penalty. Meaning your spells will take longer to cast!

## Weapons/Apparel Class list

You can wear armors that are under your tier. For example a Shaman can wear Chain, Leather, and Cloth.

*Credit Lyra for making the awesome table!*

## Leech Life/Mana/Spirit

Some items or abilities will allow you to leech life/mana/spirit from enemies.

In combat you will see numbers above your character. Red is health, blue mana, and green spirit.

## Shrines

While adventuring you may find shrines, these will give you (+party) buffs based on the shrines name.

## Grouping

Nevergrind Online supports up to 5 player parties. Heroic dungeons are harsh and unforgiving, so you will need to bring strong adventurers if you wish to survive. With more risk comes more reward, the larger the party the higher the magic find multiplier, experience, as well as gold.

## Attack Ranges

Some attacks will target specific areas of effect. An attack may only hit front monsters, or back monsters, or hit multiple targets close to each other or in the same row. As a general rule monsters in the backrow take 50% damage from physical attacks.

The two most common area of effect types are "cone3" and "cone5", some AOE attacks may hit random targets (and the skill may not say it does so please bug report)

## Haste

attack haste (Auto attack haste)

spell haste (Casting speed haste)

skill haste (Global Cooldown Haste)

## Dungeon Map

In order to complete a quest you usually have to find a boss, each dungeon is randomly generated. Here is a key for what each of the symbols on the mini map means.

## Unique Monster Traits

On your quest you may encounter unique monsters, they generally have at least one specific modifier (with legendary/boss monsters having multiples). Pay attention it may mean life or death!

*Credit Lyra for making the awesome table!*

## Monster Abilities

Much like players monsters also have their own skills they will use against the player. This is not dev confirmed but from playtesting I believe mobs have a static timer between when they can use skills. For example (and using made up numbers), if a monster rogue backstabs, it will not use backstab again for between 10 and 20 seconds. So, there is some level of RNG added, but it gives you a little breathing room between skills.

EDIT-6/27/22 Some more information has been shared on how mobs use their abilities. Most are set up by "number of monster attacks". Meaning they refresh not based on a static timer but instead a variable point between number of attacks. (So an enemy wizards fireball may refresh after between 4-6 attacks just to give made up numbers).

What this means is attack slows, stuns, staggers. Anything that can slow down or prevent a monster from attacking will delay how often they use their skills!

Most monsters also have two skill "cycles". Meaning two independent "cooldowns" between skill use.

So using rogue for example again, his main cycle might be "Poison Dagger". And his secondary cycle might be "Backstab". They each have their own 10-20s cooldown.

In addition certain mobs might have ANOTHER cycle depending on monster type, or if they are a boss, or if they are a special "unique/champion" monster with random modifiers. So a "fire enchanted" rogue might get a third 10-20s CD cycle for a "fire blast" that hits all players with fire damage.

It sounds complicated but TLDR-mobs use abilities, its somewhat random but there is a cooldown based on number of attacks they perform after they use one before they can use the same one again.