Mechanics or Game Mechanics are the basic actions, processes and control mechanisms that create the rules of gameplay within Pantheon: Rise of the Fallen. This article aims to identify and explain the Game Mechanics present within Pantheon.
You can view the official FAQ regarding Mechanics here
Considering is a mechanic that is used to determine various statistics of an NPC.
Level & Difficulty
Considering an NPC will also give you feedback regarding the creature's level. This is done in two ways: text and color. When you consider an NPC, the message will be in a certain color. That color gives you an idea of the creature's level relative to you. The last part of the consider message is the estimated difficulty of defeating the NPC. Below are the colors and possible messages.
The following list is organized by lowest to highest. Note: Not all messages have been seen in-game.
|Looks like a reasonably safe opponent.||Green||This NPC is lower than you.|
|Looks kind of dangerous.||Light Blue or LB||This NPC is lower than you.|
|Appears to be formidable.||Dark Blue or DB||This NPC is lower than you.|
|Looks like an even fight.||White or even con||This NPC is an even level with you.|
|Looks like a challenging fight.||Yellow||This NPC is a higher level than you.|
|What would you like your tombstone to say?||Red||This NPC is a higher level than you.|
Lastly, considering an NPC will give you an idea of it's Disposition:
|You sense a disposition of [...]|
Combat Game Mechanics
Also know as a "Crit". On every attack your character makes or Nuke they cast, there is a small chance that they will critically succeed, doing extra damage. This is noted in the combat log with the message: "[...] scored a critical hit!"
Fleeing is typically seen when a Mob drops to low HP, but may also be caused by status effects. Some NPCS will not flee naturally, either because of their Disposition or their creature type (e.g Undead).
- The NPC will cease attacking its enemies and begin to flee. If PCs don't stop the NPC from fleeing (by controlling its movement via abilities that root, snare or stun, or by killing it), the fleeing mob can agro additional mobs, which will immediately become alerted to the location of all PCs and NPCs that were on the fleeing mob's hatelist. There is no limit on how many creatures a fleeing NPC can agro. The only determining factors are:
Social Agro refers to whether or not NPCs share a faction or if they are on opposing factions. If an NPC shares a friendly faction with another NPC, and they see that allied NPC being attacked or Fleeing through their agro radius, that NPC will go on agro and inherit the allied NPC's hatelist. If an NPC has an opposing faction to another NPC and that enemy NPC ever enters their agro radius, the NPC of opposing faction who isn't already in a fight will agro the enemy NPC. To help understand the concept, here are some examples:
- 1. There are 2 "Orc Scouts" standing together. You choose to attack Orc #1. Both Orcs share a faction, meaning they have "Social Agro". Orc #1 is also within Orc #2's "agro radius" and he is not blocked by line of sight. Orc #2 will agro anyone who attacks Orc #1.
- 2. There is "A Rat" that you want to fight, and there is also "A Bandit Outlaw" nearby. The Bandit Outlaw doesn't share a faction with the rat, so she will not agro if she sees the rat being attacked within or Fleeing through her agro radius. (Note: this will NOT prevent the Bandit Outlaw from attacking a PC/NPC she is hostile to if they pass through her agro radius!)
- 3. You are fighting "A Thief" and there is also a "Thronefast Guard" nearby. The lawbreaking Thief is on an opposing faction to the Thronefast Guard, which means if the thief ever enters the Thronefast Guard's agro radius and isn't blocked by LoS, he will attack the Thief.
There is no direct way of telling if NPCs share social agro, but it is generally not difficult to guess. Most NPCs that belong to a faction will have a common name (e.g: Black Rose Bruiser, Black Rose Recruit etc) and NPCs that share a race tend to have social agro (e.g: a wolf with assist another wolf). Lastly, it can be assumed that most hostile NPCs that hang out in the same area have social agro (There are exceptions, especially if there is a mix of Humanoid and Non-Humanoid.)
Unlike standard NPCs, Roaming NPCs don't spawn and stand in a single area. Rather, they spawn in a set area and then begin to patrol a preset path, typically lingering for a short time at the beginning and end of their route.
Quest sharing, as the name implies, is the act of sharing a quest you have active with a player in your group who does not have that same quest. This does NOT share quest progress and can only be done if you haven't completed any of the steps required and the receiving player can actually get the quest themselves.