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This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay. | This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay. | ||
Revision as of 10:43, 5 October 2023
Overview | Combat |
This page is in the process of being constructed or reformatted. You are welcome to contribute as well. Last edited on 2023-10-05. If multiple days have passed since, this template should be removed. |
This page focuses on Enver Gortash's behavior during turn-based combat gameplay.
This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.
Spells and Abilities
Common
Notable or Unique
During a specific encounter[1], Gortash does not "use" these abilities himself, but entities in the location will apply the following statuses to him under the right conditions:
- Shell of Resistance - Thunder Immunity, +1 Bonus Action, "Extra Movement Speed"
- Reflectoguard Active
Invoke the Black Hand
- Applies condition to Gortash.
- Allows Gortash to cast the concentration spell to each member of the party (and any summons). which can apply the
- Gortash summons multiple Manifestation of Tyranny entities around the room.
- Gortash summons 1 "Bane's Fist" entity that gets inserted into the very end of the turn order.
The Closed Fist of Bane
- Gortash summons 1 additional "Bane's Fist" entity, which is added to the end of the turn order.
Empowered Unarmed Strike
- Available to Gortash as a melee attack for as long as is active.
- If available, Gortash uses this as an opportunity attack against targets moving out of melee range.
Summoned Entities
- Manifestation of Tyranny - Gortash summons a fixed number of these creatures into specific places in the room. These have no place in the initiative order but each one applies 1 stack of the aura condition to Gortash and/or nearby Black Gauntlet characters, as long as they are standing within a short distance.
- Bane's Fist - Inserted into the end of the turn order. At the end of each of its turns, Bane's Fist punches the ground around it for a lot of damage.
Conditions
This information is not specified on this character's Examine page, but has resulted from contributor testing. If this information varies depending on whether this character is hostile, allied, or neutral, then please specify this in the applicable section.
Unique
This character has frequent access to the following unique conditions, but is not necessarily the caster of these conditions.
Immunities
Immunities include Conditions that, according to in-game UI messages, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can still go in this section, but please provide more detail about what combat actions are prevented.
This character is immune to all of the following Conditions:
Vulnerabilities
Vulnerabilities include specific named Conditions that can be afflicted onto this character, even if the chance of successfully afflicting this condition on the character is really, really low.
This character can be affected by all of the following Conditions:
- Blinded
- Paralysed
- Prone
- Mental Fatigue
- Sluggardly
- Shredded Armour
Encounters
This section is a list of specific combat encounters where this character gets added into the initiative, and any specific differences about how this character can behave in each combat encounter.
Get Gortash's Netherstone - Wyrm's Rock Fortress (Office)
This encounter is triggered during Act Three if Gortash has become hostile. Inside Gortash's office, a number of appliances are attached to the walls that are added into the initiative order as entities that affect the early part of the fight.
Two of these entity types apply Conditions to Gortash while he is standing in range:
- "Micromodron Force Curtain" applies the condition to Gortash.
- "Deranged Force Curtain" applies the condition to Gortash.
Notes and References
- ↑ Contributor note: I admittedly have no idea if you can fight Gortash in a different setting, as I have only ever tried to fight him here.