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Welcome to: Cosmic rage!
By Nathan Tech!
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interruptable abilities
During day-to-day combat there are two types of ability, as you may already be aware.
Your passive abilities, those which will happen with you giving minimal input, and your active abilities: those you have to type a command to execute.
For active abilities, some can deal a significant amoutn of damage and as such these fall into a third category, called inteupts.
An interupt is an ability which takes some time to prepare, for instance, going through a series of complex movements to build up pressure, before it is unleashed with a significant amount of damage or force.
to counterbalance, and as the name might suggest, is that these abilities can be interupted with some degree of success depending on who who is executing the ability and who is doing the interupt.
Interupt abilities can be spotted in a number of ways:
- The prepare message and interupt message are shown in red.
- If you have sound hooks, they are indicated by a specific sound being played.
- the person or enemy you are fighting will stop doing passive abilities during their preparation.
- Activities
- Help files
- Recent announcements
- View Recent Changes
- View our policies.
- our hosts
- Leaderboards.
- Our Roleplayers.
- About the races of the game
- Go to the MOOs home
- Find out about PVP on Cosmic Rage
- The Cosmic Rage Podcast.
- Our skills system
- The Ranking System
- Frequently Asked Questions
- Leave us a review!
Enemy creature preparations
Most of the time, though not every time, if an enemy creature such as a Vacus or Droid prepares an ability, this will be because the ability they are about to do is area of effect.
Area of effect abilities often slip through armour and can deal significant damage so should be watched out for especially as they can work around tanks!
The reason they are given special attention in this file though is that, if you do not interupt a creature's ability, they will be able to do it again after a short period of time where as, if you interupt it, you will get a noteable cooldown before they can try again.
abilities that interupt:
Each race has abilities that are either guaranteed to, or have a chance of, interupting.
Across the board, including creatures against you, critical hits have a chance to interupt.
Cy-larkans:
rPu*nch: A robot punch to use physical force to try to interupt a target.
disorientate, can be shortened to dis. Will, depending on what you are fighting, cause you to do something that will disorientate the creature you are fighting, for instance, you could emit a loud noise to damage the ears of creatures who rely on their hearing heavily.
stun
Dragons:
Bash: Use your significant bulk and mass to deliver an immediate hard slam to your enemy.
Tailwip: Coil your tail tightly about yourself, then slam it into your target with the aim of breaking their concentration. tails might not be the most damaging weapon, but they can certainly break concentration!
Humans:
Humans rely a lot on their ability to deliver precisely times strikes and as such do not always succeed but have a variety of options open to them:
First, they can use the stun gun and stun baton if available.
Inately, humans are also able to learn, from professional teachers of physical combat, the following four abilities:
Dolyo, clash, redirect and kip.
They all use the same syntax and the more time you put into learning them the better you will get at them.
Mutariansi:
SpineJab(spj): This launches a thin barb of bioplasma towards your enemy.
Rupture(rpt): this forms a significant amount of bioplasma into a ball which is then launched at an enemy to deadly effect.
Pauagiwa:
Pauagiwa have only a single interupt ability however, this is balanced by the fact that their's is the only one that is area of effect and thus can interupt multiple targets at once.
Harmonic Shout(hrms): Use the harmonics and vibrations present in the air to deliver a hard shove to all enemies.
Ryuchi:
The Ryuchi race is a firm believer in just taking the hits and roling with the fight, however, they do also have two interupts based around their forms:
EarthPunch(earp): Use the force of the Earth to drive your claws home.
AirD*art: Move faster than the wind and take your enemy by surprise.