Effects
Effects define what abilities do. The level of an ability is determined first by its effect, then adjusted by any modifiers. Combat abilities are further adjusted by their triggers.
Name | Level | Effect Type | Description |
---|---|---|---|
Bullion Workshop 4 | 4 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.04 gold worth of production each day while making bullion in downtime. |
Bullion Workshop 5 | 5 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.05 gold worth of production each day while making bullion in downtime. |
Bullion Workshop 6 | 6 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.06 gold worth of production each day while making bullion in downtime. |
Call Fire | 3 | Passive, Damage Type | You may call Fire whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Call Ice | 3 | Passive, Damage Type | You may call Ice whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Call Prime | 3 | Passive, Damage Type | You may call Prime whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Call Shock | 3 | Passive, Damage Type | You may call Shock whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Call Tox | 3 | Passive, Damage Type | You may call Tox whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Calm | 2 | Combat, Enhancement | You become immune to Frenzy and Taunt effects, but vulnerable to Sleep and Soothe effects. You may not willingly end your Calm, but others can end it with a Rage or Rouse effect. |
Carry | 1 | Passive, Proficiency | You can Carry an incapacitated, Subdued, or Slain character. This is identical to the Drag assumed ability except you are not Slowed. |
Charge | 1 | Combat, Enhancement | You become immune to attacks from the front while jogging or running toward an opponent. The effect ends when you reach your opponent or stop. You may not Charge if your mobility is hindered in any way, such as when you are Confined (Pin, Slow, Snare, Stop), unconscious (Subdued, Slain, Sleep), Dragging another character, or have a Maimed leg. |
Charm 1 | 1 | Downtime, Crafting | You yield 0.04 gold worth of production each day while making charms in downtime. |
Charm 10 | 10 | Downtime, Crafting | You yield 0.24 gold worth of production each day while making charms in downtime. |
Charm 11 | 11 | Downtime, Crafting | You yield 0.28 gold worth of production each day while making charms in downtime. |
Charm 12 | 12 | Downtime, Crafting | You yield 0.32 gold worth of production each day while making charms in downtime. |
Charm 2 | 2 | Downtime, Crafting | You yield 0.05 gold worth of production each day while making charms in downtime. |
Charm 3 | 3 | Downtime, Crafting | You yield 0.06 gold worth of production each day while making charms in downtime. |
Charm 4 | 4 | Downtime, Crafting | You yield 0.08 gold worth of production each day while making charms in downtime. |
Charm 5 | 5 | Downtime, Crafting | You yield 0.1 gold worth of production each day while making charms in downtime. |
Charm 6 | 6 | Downtime, Crafting | You yield 0.12 gold worth of production each day while making charms in downtime. |