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Table of Contents


Abilities are advanced actions that a unit can perform. They include magick spells, physical actions, and more. Currently abilities are learned by Jobs, which specialize in training them. While a unit can equip up to four (4) abilities at a time, the average Job will have at most two (2) abilities you can learn from it, so mixing and matching Jobs and Abilities is important.

Abilities have multiple sub-groups that pertain to their specifications. Physical Abilities are called Skills, while Magickal Abilities are called Spells.


A general category of special abilities that revolve around physical feats and prowess. They may still require Magick Points to use, but they are usually non-elemental and deal straight physical damage which is based on the Physical Attack attribute and mitigated by the Physical Defense attribute. While there is no innate resistance to physical damage, physical attacks can be dodged or even blocked using a shield.

As of version 0.6.0, Skills are starting to become categorized. Aside from Commands, the basic skill category, there will be other skill types.

One idea for a Skill Type is Weapon Skills which are being implemented as Arts, which will be Skills that require you to have a specific Weapon Type equipped in order to use them. Combo Skills may require you to have an ally nearby and maybe even require that ally to also know the Combo Skill. Another idea is “Feats” which are skills that can be performed no matter what equipment is currently in use, but they will require a specific condition to be met, such as the weather being rainy, or your target being below you, vertically. I don't want the various types to get too convoluted, so I may stick to the basic offense/defense/support as the skills will speak for themselves and be divided by job, not type.


Commands are the basic skills. They are often cut and dry, you simply use the skill and it will deal damage or steal an item. This is the bread and butter of Skills.


Skills that rely on non-combatant actions are known as Support Skills. Jobs without any Magick that are not combat central often consist of Support Skills that range from rallying allies to demoralizing enemies. Usually manifesting in an inocuous way, these skills can slowly but surely back your enemies into a corner.


Arts require the use of a specific training and often specific equipment being equipped. Some Jobs will focus on using and mastering a weapon type. The skills learned from this job are known as Arts, in this case Weapon Arts (Sword Arts, etc).


Spells make up a vast array of abilities often categorized further into Schools of Magick. Spells almost always use Magic Points and almost always have an elemental base. Spell Damage is often based on the Magick Attack attribute and mitigated by the Magick Resist attribute as well as any elemental resistances that apply.

A list of abilities is in the works.

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combat/ability.txt · Last modified: 2019/04/21 02:24 by lou