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Power · Changes

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Create Mobs/Power authored Aug 11, 2020 by Jacob Epstein's avatar Jacob Epstein
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Power Level
===========
![](http://fs5.directupload.net/images/160325/wrovw3y5.jpg)
Skill Power is an attribute available to all skills that increases the
potency of skills. Base attributes set in the mob configuration will not
be affected by power levels. It is primarily used as a way to increase
skill power with a mob's level, and can only be applied using [Level
Modifiers](/databases/mobs/levels). Some mechanics have certain
attributes that can be multiplied by power levels.
Future builds will allow you to define a scaling factor on it. In
current builds it's not possible to turn off the affection of power
levels when using mechanics except for the
[Projectile](/skills/mechanics/projectile) and
[Missile](/skills/mechanics/missile) mechanics. If you don't wish to
utilize power levels simply do not use them in the level modifiers.
**Mechanics that are affected by power levels + formulas:**
- [basedamage](/skills/mechanics/basedamage){multiplier=M} - damage =
M \* power
- [consume](/skills/mechanics/consume){damage=D} - damage = D \* power
- [consume](/skills/mechanics/consume){heal=H} - heal = H \* power
- [damage](/skills/mechanics/damage){amount=A} - damage = A \* power
- [leap](/skills/mechanics/leap){velocity=V} - velocity = V \* ( 1 +
power \* 0.1 )
- [projectile](/skills/mechanics/projectile){velocity=V} - velocity =
V \* power
- [projectile](/skills/mechanics/projectile){maxrange=MR} - maxrange =
MR \* power
- [missile](/skills/mechanics/missile){velocity=V} - velocity = V \*
power
- [missile](/skills/mechanics/missile){maxrange=MR} - maxrange = MR \*
power
Examples
--------
In this example, a Level 2 ThornySkeleton would do 10 damage instead of
5 because it gains +1 power per level (base power of 1 + 1 per level =
2, 5\*2 = 10). A level 3 ThornySkeleton would do 15 damage, and so on.
ThornySkeleton:
Type: SKELETON
Health: 20
LevelModifiers:
Health: 10
Power: 1
Skills:
- damage{a=5} @trigger ~onDamaged
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