Abilities

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Safi
Her stuff is here.

Zane Does some stuff
Abilities are special attacks that are available for adventurers to learn in order to expand their repertoire and increase their chances of survival out in the open world. Everyone can swing a sword, shoot a bow, shoot an arcane missile, or operate heavy artillery cannon provided you can find one in the open field, but knowing how to swing your weapon and knowing how to survive in the world of Aisfor are two totally separate things.

Techniques and skills differ from your average sword swing or arcane bolt, they’re skills that have to learned over time and often have the ability to put down monsters or hostile people in a much finer fashion. Some skills are purely offensive, while some skills are intent on crippling or injuring a foe, while others are meant to close the gap between you and your prey. Skills range from fireballs all the way down to bouncing the sunlight off your polished blade and into an opponent's eyes. These abilities are often picked up pretty quickly by the adventurer’s of Aisfor, thanks to the constant battle they face in the wilds people are quick to learn tricks and skills to help increase their chances of surviving.

Abilities can often be improved on or used at a higher skill level the more technical an adventurer is. A starting adventurer might use a baseball sized fireball or focus on shooting only three arrows at a time while a seasoned adventurer could summon 10 baseball sized fireballs and shoot seven arrows at once. Most skills and abilities are easy to learn and very effective, but with practice and mastery comes proficiency with skills that make them that much deadlier.

Skills are often separated into X Categories which will be explained below. Some skills serve two purposes, but will always be listed under their primary function. Offensive, Defensive, Ailments, Movement, and Healing skills are the sorted abilities list for all adventurers of Aisfor and most abilities fit right into the cast without much issue.

Offensive
Offensive skills are bread and butter for adventurer’s trying to make it big in the world. They’re the opening strikes, the attack that hits for big damage and causes your opponent to think twice before they attack you again, and most importantly, the deathblows. These attacks range from weapon skills, to offensive magics, even skills that specifically increase a person’s physical strength or fighting prowess.

Steel Tempest
A quick and brutal MELEE attack that sacrifices defenses and strategy in favor of a constant barrage of attacks. The attacks can come from a short ranged weapon like a dagger, a medium ranged spear, or even a blunt weapon like a club. The attacks can be fast and precise, or wide heavy swings that only need to connect once to make up for all the missed attacks. During the flurry of blows most users cannot move more than a few feet thanks to the constant attacks with no room for breaks. While mounting a flurry of blows, it’s often hard to counter, parry, or block.

((Zane Note: The attack details what it is, how it’s done, and the different ways a person can use it. It lists that it’s MELEE and that it can be fast or slow and can use a number of weapons. It doesn’t list what it can’t use (Bows/Magic/Range) because the word Melee should give it away. Also lists some downsides and some “counterplay” to the skill so not everyone just dodges if attacked by it.))



Fireball
A MAGICAL attack called forth using an adventurers spiritual powers and harnesses the power of fire to do the masters bidding. The fireball is created usually in the palm of the person’s hands or sometimes at the tip of a staff and launched in the direction the caster desires. The fireball will fly in a straight line unless deterred by other forces and upon impact will have a small spread of fire that will quickly dissipate. The shape, size, and form are all up to the caster but larger and more intricate balls of fire will take more concentration, more focus, and more time to conjure as well as drain an adventurer more. While a caster is summoning a fireball their focus is usually split in two which makes this a good time to attack, gain ground, or get away. Shields and barriers are good for stopping a straight line missile spell.

((Zane note: Again, listing what class it falls under >magical< and listing what it does. At “level 1” i see players just making a normal fireball, while at a higher “levels” it could be a dragon or multiple fireballs at once. Counterplay still added in. I feel like this is a bit wordy.))

Multi-Shot
An attack made from RANGE that hopes to assault something with multiple attacks from a distance. This skill is primarily used with things like Bows and Crossbows, but also slingshots, throwing knives, and even just a handful of rocks. The skill is to use 2 or more pieces of ammo to take aim at hitting whatever it is you hope to bring down. The skill can be used as a spread shot in hopes of stopping someone from simply blocking or sidestepping or a rapid fire mechanic of one right after the other to confuse, throw off, or simply barrage a target. If the person using multi shot is on the move, chances are their accuracy is going to suffer a bit, so be on the move yourself or make your target areas smaller by hiding behind a shield or crouching. If they’re standing still their accuracy will be higher so it’s little use trying to dodge. Counter attacking is key, if their feet are planted, now is the time to hit them back with something big that they will have a hard time dodging.

((Zane Note: Same things here. What type of attack it is. Open ended enough for so many different weapon types to use it. Discluded guns because I'm not sure if we’ve settled on them yet. The counterplay is here isn’t simply “dodge or block” and I think it’s key to list counterplay as an option for most skills since our PVE enemies will also most likely use these skills as well as PvP mechanics. It also helps weaker writers combat wise come up with something other than “I dodge it!”))

Heavy Adrenaline
The offensive skill where an adventurer focuses their mind, utilizes anger, or helps tap into adrenaline flow to boost their system and give them a boost in multiple areas for a short time. The skill helps a person hit harder, move a quicker, push more mana into a spell, or focus harder on precision all by being on the ball or “frosty” by keeping their adrenaline levels high. A staple ability any adventurer can use to help boost their offensive capabilities no matter how they fight. The drawback to tapping into this is causing yourself to become TIRED quickly if used for extended periods of time. If you see a person channeling this skill by checking their buff window in the UI, you’ll know when their burst is coming. Deciding whether to throw status ailments at them or to use defensive spells is key. Once they become tired, it’s time to go on the offensive.

((Zane note: Something different that you might not expect to go in offense. It’s not a defensive skill and while it IS a status effect, it’s a positive one. All caps stuff should link to things. For example here, TIRED debuff is mentioned, so it should link to the conditions page for TIRED so people know EXACTLY what it does. ))

Derick's Abilities
Look at the cool stuff!

Bob's Corner
BE AFRAID!

False Death:

Skill Type: Activated Stance.

Requirements/Restrictions: Cannot be wearing heavy armor

A defensive reaction that requires the user to carefully time taking a hit from an enemy. The user takes full damage from the hit, but if the hit would drop the user below 1 HP then the user remains at 1 instead (this ability does not reduce condition based damages). Furthermore, the user falls prone and appears for all intensive purposes to be dead (both to enemies and allies) for ten seconds. This allows for the user to subtly attempt a recovery and gain a potentional posistioning and suprise bonus against his enemies. From the ground the user may utalize potions or healing spells, but the second an enemy is attacked the False Death stance is broken. Differences in use very from how the user attempts to 'die,' some give a short saying and others simply cry out and cut off. Five minute cooldown.

How to Obtain: To master this stance: one must have been reduced to critical health by an enemy, and observed the true death of another adventurer. These need not be done at the same time, but both elements must be met in order to unlock the skill.

Acrobat's Tumble:

Skill Type: Activated Defense

Requirements: Cannot wear heavy armor, cannot be crippled.

A defensive reaction that has the user time either a cartwheel, forward or backward roll with an opponents attack. If timed correctly, the user avoids the attack and lands ready to chain a skill or combo. Imperfect timing (either getting hit or bumping into a solid object) results in the user landing where they wished to, but has a hard second reset before being able to preform a skill or combo. Three second cooldown.

How to Obtain: Successfully complete the trainee level obstacle course within the Capital.

Devil's Roll:

Skill Type: Activated Attack

Requirements/Restrictions: Must be using a one handed weapon.

The user attempts a forward roll at full speed to raise up and strike the opponent straight in the solar plexis with their weapon. On a hit the user deals double their normal damage. This technique can also help to avoid area of effect attacks or projectile attacks, but can be blocked by a shield or a perfectly timed counter strike. Ten second cooldown.

How to Obtain: successfully use acrobat's tumble to evade a hit ten times.

The ability to focus the users will into their weapon. Resulting in up to double power output from the weapon than a normal attack would provide.
Charge comes in a variety of colors and features depending on the users class. Most notable is that the weapon will take on a new colored hue or light effect to signify the charged state

Obtained by someone who already has the skill teaching it to you

Mirrors Edge
A sword art that has the user create a mirror after image of their attack while attacking. This skill allows the user to attack twice in the same instant.

The image of the sword doubles on the user. All effects on the sword are doubled as if a ghost or after image.

Learned by taking speed training for sword attacks.