Adventures of Conquest

Abilities

Table of contents

    What are Abilities?

    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.

    An example ability with various parameters.

    Cooldowns, Requirements & Target types

    Below you will find an explanation of all parameters and their possible variations inside an Ability.

    Cooldown

    Shown as a number on the top-right of the Ability infobox. Once the Ability has been used, players and NPCs have to wait for that amount of time to use it again.
    During combat, 1 unit of cooldown equals 1 combat turn.
    Outside of combat, 1 unit of cooldown equals 5 seconds of real-time.

    Skill requirement

    Skill requirements are always shown under the Ability name, along with the required Skill level. It is shown in red, if the requirement isn't met. In that case, the Ability also cannot be cast by the player.

    Weapon requirement

    Some Abilities may require a certain weapon to be equipped. If so, it is shown under the Skill requirement. It is shown in red, if the requirement isn't met. In that case, the Ability also cannot be cast by the player.

    Target types

    Target types are usually shown below the Skill requirement. These describe what the Ability can target. The following types are possible:

    Casting costs

    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.

    Range

    The range in tiles of the Ability, measured from the tile of the caster. A range of 1 meter means, that the caster can target every tile in their immediate vicinity (8 tiles around them).

    Radius (Description only)

    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.)

    Duration (Description only)

    Not shown by default, but can be stated as part of the Ability description.
    States how long the Effect of the Ability will last. This is mostly for Buffs and Debuffs, but it can also act as a Countdown for something else to happen.

    Types of Abilities

    Abilities come in various forms, ranging from simple actions to complex sequences of actions.
    Their Effects can be chained together, and also be scripted (e.g. showing dialogue when casting).

    Important ability types are:

    Instant

    The Effect of the Ability is applied to the target instantly.
    Example: Immediately causing 5 points of fire damage.

    Buff

    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.

    Debuff

    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.

    Channeling

    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.

    Countdown

    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.

    On-Action

    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.