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:
Properties | Description |
---|---|
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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