Ability mechanics

Ability mechanics are comprised of the technical details relevant to the use of abilities (spells and talents).

Activated
Activated abilities have an original stamina/mana cost in order to cast it but nothing further. After the initial cast, the stamina/mana cost is drained and the desired effect is achieved.

Sustained
Sustained abilities do not have a cost but instead have an upkeep. This upkeep is taken from your maximum stamina/mana instead of the stamina/mana you have available. If activated during combat this means you could take advantage of a larger pool of stamina/mana until you activate the sustained ability. Additionally, a cumulative fatigue penalty is gained for as long as the ability is kept active. Fatigue increases the stamina/mana cost of subsequent abilities by a certain percentage.

Passive
Passive abilities are neither cast nor activated, but instead affect the properties of some action.

Personal Range
A casting range that can apply the given effect only to the caster.

Allies Range
A casting range that can apply the given effect to the caster and their allies.

Short Range
A casting range that can apply the given effect within 8 meters.

Medium Range
A casting range that can apply the given effect within 25 meters.

Long Range
A casting range that can apply the given effect within 35 meters.

Fast Casting
A casting speed equivalent to 1.0 seconds.

Medium Casting
A casting speed equivalent to 2.0 seconds.

Activation
A one-time mana cost for generating the effects of an ability.

Cooldown
An amount of time after an ability is cast in which it cannot be cast again, as given by a duration (in seconds).

Fatigue
An additional amount of fatigue imparted on the caster while the ability is active.

Upkeep
A deduction from the caster's maximum stamina/mana used to keep an ability active. Upkeep prevents a character from reaching maximum Stamina/Mana (reserving a certain amount for an ability) but does not constantly drain mana or stamina.

Area of Effect - Cone
A cone shaped area where an effect is applied, as given by a radius (in meters) and an angle (in degrees). The effect extends from the caster, and is applied to all targets within a distance of radius and in a wedge-shaped area extending to half the angle to either side of the casting direction.

Area of Effect - Sphere
An effect is applied within a circular region, as given by a radius (in meters). The center of the circle is the impact point.

Effect At Intervals
A method of applying an effect over time given by an interval and a duration (both in seconds). The effect is applied every interval seconds, and each application lasts for duration seconds.

Effect Over Duration
A method of applying an effect over time given by a duration (in seconds).

 Pseudocode: Effect Application NumTicks = ToInteger(Duration / 1.5) + 1 EffectPerTick = Effect / NumTicks ApplyEffect AtEveryGameTick While (Time <= Duration) ApplyEffect

Damage Limits
A pair of limits given on an effect's damage, as given by a minimum and a maximum value.

Damage Colors
Damage values are displayed in the game with color coding so you can easily identify the type of damage done.


 * Fire: Orange
 * Cold: Light Blue
 * Electrical: Yellow
 * Nature: Dark Green
 * Spirit: Purple
 * Physical: White
 * Healing: Green

Effect Limit
A limit on the number of instances of the effect that can exist in an area at any one time, as given simply by a number.