Actions
Last updated
Last updated
Actions are the primary form of interaction in combat. Typically Actions have an Action Point (AP) cost, but in some cases can have alternative costs such as health or a class-specific resource.
To use an action the user must have requisite Action Points available. Each Class determines their starting action point value and defines the regeneration at the beginning of each turn. The Avatar's Primary Class determines the AP regeneration rate.
Action Points can be restored through a range of gameplay mechanics during combat, often upon fulfilling a certain condition.
An action bar can contain up to 8 Actions. Actions with Cooldown times are represented on the action bar. Actions are locked and cannot be modified once leaving a safe zone such as a town.
When changing Secondary Classes, the Actions unlocked through the Secondary Class are saved, but inaccessible until that secondary class is chosen again.
Elite Actions are extraordinary abilities that the player can utilize for difficult encounters. A creature's action bar can contain only 1 Elite Action. Elite Actions can can be any of the following types; weapon, spell, shield or stance.
Classes
Classes dictate their AP regeneration per turn.
Equipment
Some equipment can impart traits that modify the users AP regeneration.
Actions
Some actions will modify the current AP of a target, others will modify the AP only under certain conditions.
Overcast
A stacking debuff that is removed by absorbing the AP regeneration at the beginning of the creature's turn.
Fatigue
After performing heavy attacks, the following action costs 1 additional action point.
Concentration
Concentration refers to maintaining an ongoing spell, reducing the AP regeneration of a creature.
Environment
Certain environments or scenarios dictated by the game may impart a penalty or buff-altering AP regeneration.