Adventures of Conquest
Abilities






Table of contents
In Adventures of Conquest an Ability is a special power that players/NPCs can use in- or outside of combat. Abilities can be offensive, defensive or supportive, and they come in many forms.
Abilities are always grouped under their respective Skills. Most Abilities have a Skill level requirement in order to be learned.
Abilities have costs, cooldowns, possible targets, ranges and effects. They can be wielded by player characters and NPCs alike.
The effects, costs and cooldowns of abilities can dynamically scale with certain Skill levels and attributes. This is indicated by colored numbers within the description. A green-colored number indicates that it has been altered through certain attributes, skills, buffs or equipment of its user. In the image to the right, the player character's own fire damage attribute boosts the fire damage of the ability.
A red-colored line indicates that a certain requirement is not met. In the image to the right, the player character does have the 'Two-handed Swords' skill at level 5 or higher, but they do not have a two-handed sword equipped.
Below you will find an explanation of all parameters and their possible variations inside an Ability.
In Adventures of Conquest there are 2 resources for casting Abilities:
Mana (MP) and Energy (EP).
Mana is associated with magical abilities, while Energy is associated with physical abilities.
Both resources do not regenerate automatically by default, but this can easily be achieved with the right equipment.
Not shown by default, but can be stated as part of the Ability description.
States how many tiles around the target will be affected by the Ability. If multiple NPCs/players are within these tiles, they will be affected according to the target type.
(If the target type is 'Hostile', then only hostile NPCs will be targeted in the radius.)
Important ability types are:
The Effect of the Ability is applied to the target instantly.
Example: Immediately causing 5 points of fire damage.
The Effect of the Ability is applied to the target every turn/minute for a duration of X.
Example: Healing a friendly target for 2 HP every minute for 5 minutes total.
The Effect of the Ability is applied to the target every turn/minute for a duration of X.
Basically the same as the Buff, but the Effects are mostly harmful to the target.
Example: Damaging a hostile target for 6 poison damage every minute for 3 minutes total.
The caster continues to invoke the ability until stopped through one way or another.
Depending on the Ability, the Effect is either applied on the target every turn/minute for a duration of X,
or applied only once, when the duration of X is over.
The difference to the Debuff is, that the caster cannot do anything else while channeling.
Example: Transferring health from a hostile target to self every turn for 8 turns total or until stopped.
Once the duration of X has counted down to 0, the Effect is applied to the target.
The difference to the Debuff is, that the Effect is not applied on every turn. The target may cleanse itself from this without taking damage, if quick enough.
Example: Placing a curse on a hostile target that makes it take damage once the countdown is at 0.
Type of Buff that is placed on a player/NPC. Once they attack another target, then that target will receive the Effect.
Example: A weapon enchantment buff that makes every attack also cause fire damage to whomever they attack.