Weapon Actions

Weapon Actions

Weapon Actions are actions that a given weapon can perform, these actions can only be used if the character has the correct weapon type equipped.

Weapon Actions can be granted through a variety of means, such as class, expertise tree perks, or as quest rewards. Skill vendors will also provide a limited supply of class-specific weapon actions, this will scale based on map location since access to map areas can be tuned for various levels and effectively gated by difficulty.

Shared Weapon Actions

Two-Handed Swords, Axes and Blunt weapons use the same pool of actions as their One-Handed variants. In some cases using an action with a two-handed weapon may add a point of Fatigue to the user. Fatigue makes the user's next action cost one additional action point to use.

Dual Wielding

Weapon actions may require dual wielding. The user must be holding two weapons of the same type. The damage calculation considers the damage range of each weapon held.

Weapon Action Properties:

PropertiesDescription

Action Type

Weapon Action

Mastery Type

Axe, blunt, sword, etc.

Recharge Time

Turn duration before an action can be used again

Power Points

Number of available uses between long rests

Elite Status

Determines whether a action is an Elite action

Resource Cost

AP Cost

The number of action points to use the action

Sacrifice

A percentage of maximum health that is sacrificed

Targeting

Target

Self, Enemy, Tile

Range

The maximum number of game units an action can be used from

Area of Effect

Line, cone, ring, adjacent, nearby

Action Effect

Damage Type

Fire, earth, water, air, lightening, slashing, blunt, piercing, etc.

Damage Formula

Combination of weapon stats, bonus dice rolls, dice modifiers

Conditional Effect

Secondary action effects that trigger under certain conditions

Saving Throw

On hit, a saving throw may be required of the target.

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