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Abilities

There are many abilities in A Tempest Season. Abilities consist of skills, spells and gifts. Each ability has a certain function and levels. The following page will explain how they work.

 

Viewing Abilities

To view your abilities type one of the following commands:

For skills: skills

For spells: spells

For gifts: gifts

For virtues: virtues

For gadgets: gadgets

Skills

The following image displays the skill screen:

Skills

Skills

 

This table explains each column:

Column Description
Skills The name of the skill.
Target The valid target type: single target, self only, etc Note: Passive and Auto cannot be used directly.
Affects The area of affect for this skill: single, group, etc.
Stamina The stamina cost of the skill.
Use(Reuse) Use: The number of seconds you’re in delay for using the skill. Reuse: The duration this cannot be used. Most skills have short reuse times, but some more powerful ones have very long reuse times.
Train Many skills have levels associated with them but not all do. The first word in cyan is the skill level (ie: Godly or Novice). The second part in white, are the number of uses left before it can be leveled up. Note: It is not a requirement to reach 0 uses in order to level up a skill.
Level The required character level for this skill. Green indicates you can use it, and red indicates you cannot.

 

 

 

Spells

The following image displays the spell screen:

 

Spells

Spells

This table explains each column:

Column Description
X SPELLS The category of the spells – in this example Fire spells are displayed.
Target The valid target type: single target, self only, etc Note: Passive and Auto cannot be used directly.
Affects The area of affect for this spells: single, group, etc.
Drain The essence and elemental charge cost of the spell. The color indicates the charge type and the + or – indicates if a charge is added on use or subtracted. In the above, Fire Bolt takes 10 essence and adds 1 fire charge. Fire ball takes 20 essence and requires 2 fire charges to cast.
Use(Reuse) Use: The number of seconds you’re in delay for using the spell. Reuse: The duration this cannot be used. Most skills have short reuse times, but some more powerful ones have very long reuse times.
Train Many spells have levels associated with them but not all do. The first word in cyan is the spell level (ie: Godly or Novice). The second part in white, are the number of uses left before it can be leveled up. Note: It is not a requirement to reach 0 uses in order to level up a spell.
Level The required character level for this spell. Green indicates you can use it, and red indicates you cannot.

 

Gifts

The following image displays the gift screen:

 

Gifts

Gifts

This table explains each column:

Column Description
X GIFTS The category of the gifts – in this example Basic gifts are displayed.
Target The valid target type: single target, self only, etc Note: Passive and Auto cannot be used directly.
Affects The area of affect for this gift: single, group, etc.
Min-Max The minimum and maximum amount of favors that can be spent on this gift.
Mod For each favor spent above the min, the gift will increase in by power # points. For example, Vitality will heal an extra 9 health per point spent over 1.
Use(Reuse) Use: The number of seconds you’re in delay for using the gift. Reuse: The duration this cannot be used. Most gifts have short or no reuse times, but some more powerful ones have very long reuse times.
Train Most gifts do not have levels associated with them but some do. The first word in cyan is the spell level (ie: Godly or Novice). The second part in white, are the number of uses left before it can be leveled up. Note: It is not a requirement to reach 0 uses in order to level up a spell.
Level The required character level for this spell. Green indicates you can use it, and red indicates you cannot.

 

In addition, the gift screen shows the progress to the next donation level for Clerics.

 

 

Virtues

The following image displays the virtue screen:

 

Virtues

Virtues

This table explains each column:

Column Description
X VIRTUES The category of the virtues: Good, Neutral and Evil.
Target The valid target type: single target, self only, etc Note: Passive and Auto cannot be used directly.
Affects The area of affect for this virtue: single, group, etc.
Use(Reuse) Use: The number of seconds you’re in delay for using the virtue. Reuse: The duration this cannot be used. Most virtues have medium length reuse times, but some more powerful ones have very long reuse times.
Train Virtues have levels associated with them, increasing their power. The first word in cyan is the virtue level (ie: Awakening Faith). The second part in white, are the number of uses left before it can be leveled up. Note: It is not a requirement to reach 0 uses in order to level up a spell.
Level The required character level for this spell. Green indicates you can use it, and red indicates you cannot.

Gadgets

The following image displays the gadget screen:

gadgets

Gadgets

This table explains each column:

Column Description
Gadgets The name of this gadget.
Target The valid target type: single target, self only, etc Note: Passive and Auto cannot be used directly.
Affects The area of affect for this gift: single, group, etc.
Steam The amount of steam this takes on use or each minute.
Use(Reuse) Use: The number of seconds you’re in delay for using the gadget. Reuse: The duration this cannot be used.
Equipped If this gadget is equipped or not.

Each gadget adds to the passive upkeep cost. This is calculated each minute and drained from your personal steam generator. See the section on Using Gadgets for more information!

Simple View Mode

A simple mode can be turned on or off for the Skill and Spell screen by typing:

config simpleAbilityScreens

 

This mode greatly reduces the amount of information displayed:

 

Simple Skill View

Simple Skill View

 

Using Abilities

 

The following explains how to use skills, spells and others. Each are slightly different.

Many ability names can be abbreviated, most often, using the first character.

Example:

If the spell “Crystallized White Out” was known, the following could be typed:

cast crystallizedwhiteout stalker

cast cry stalker

cast cr stalker

cast c stalker

 

 

Skills

Using a skill is easy to do. There are two ways to do so:

  1. Type: use <skillname> <target>
    1. Example: use dropkick dayrinni
  2. Type: ‘skill name’ <target>
    1. Example: dropkick dayrinni

Spells

Using a spell is easy to do.

Type: cast spellname <target>

 

 

Gifts

Using a gift is easy to do.

Type: pray <gift name> <target> [<favors>|min|max]

Clerics need to specify the amount of favors they’re using on each gift. Each gift has a minimum and maximum amount of favors. The amounts can be seen on the gifts command. To make it easier on the Cleric, the max word can be used to fully pump up a gift.

 

Virtues

Using a virtue is easy to do.

Type: unleash  <virtue name> <target>

Templars need to have the correct amount of favors and meet the necessary alignment requirements. You may only use Good virtues while in a Good alignment, Neutral in a Neutral Alignment (except Fervor Blade) and Evil in an Evil alignment.

 

Gadgets

First, a gadget must be equipped before it may be used.

To equip a gadget, type: gadget equip < gadget name>

For example, gadget equip Wrist Gun would equip the clockwork wrist gun, a powerful steam based weapon.

 

Once a gadget is equipped, such as the wrist gun above, it must be cranked to fire it:

Type: crank <gadget> <target>

For example, crank wristgun dayrinni would fire the gun at Dayrinni.

 

Cranking Steam

Steam is used to power the Agents gadgets Any equipped gadget takes steam which is drained every minute by a %. The more gadgets equipped, the stronger the drain. Additionally, gadgets take some steam upon activation (passive gadgets do not).

 

To restore a percentage of steam to your personal generator, type:

crank steam [value%]

This will restore the indicated value as a %. If left blank, the amount restored will be 100%.

 

Cranking the generator and restoring the steam.

Cranking the generator and restoring the steam.

Training Abilities and Specializations

As you adventure, your abilities and specializations will be able to raise up in level. To train an ability or specialization to the next level visit the trainer in Tralisia.

Tralisian Trainer

Tralisian Trainer

 

To view the screen to see what abilities can be trained type: train list

 

Training Abilities

Training Abilities

In the above, several skills can be trained to the next level: defensive maneuvers, fanaticism, fix and several others. Each ability costs gold and sometimes a tier point to raise up in level.

To train an ability to the next level type: train ability <slot>

To train a specialization to the next level type: train spec ‘<slot>

For example: train ability 1 would train the Bind Wounds skill to the next level.

Training an Ability

Training an Ability

 

Training Cost

As mentioned above, the cost to train an ability or specialization requires gold and sometimes a tier point.

Tier Points

Tier points are used to level up abilities and specializations.

Not all abilities require a Tier Point but all specializations do. To determine if an ability requires a tier point, view the train cost by typing, at the trainer:

train list

 

 

Gaining Tier Points

There are many ways to gain tier points, which are explained below.

Leveling Up

Tier points are gained during level up of your character’s normal level. Some classes receive extra tier points throughout their advancement, which is based on the number of abilities they ultimately receive. Mages, Rogues and Arcanist gain an extra tier point every 5 levels.

For example, going from level 1 to 2 would grant you a single tier point.

 

Buying Tier Points

You may also buy up to 10 tier points at the trainer. Each tier point has a cost, starting from 500 gold to 3,500 gold for the last point.

To check the cost of a tier point type:

train tier cost

To buy the tier point type:

train tier buy

 

Questing Tier Points

Some quests award tier points upon completion – so go out and explore! The dynamic quests offered by Dar’larna also have a small chance to award a tier point. She can be found in the Swordspire Training Hall, west of the center of town.

 

Maximum Level Tier Points

At level 100, all experience gained by your character goes into generating tier points. There is no limit to the amount of tier points earned.

 

Currency Cost

Many abilities require a currency cost to level up. If the ability has uses, this cost will be prorated against the remaining amount.

For example, if a skill has 50 out of 100 uses, the cost would be reduced by 50%!

Ability Levels

Abilities that can be trained have levels associated with them. The average amount of levels is 3, 5 and 10. To see the maximum level of an ability, see its help file.

The following are the lists of adjectives used:

Novice Spells

Apprentice
Adept
Master

Advanced Spells

Apprentice
Adept
Skilled
Supreme
Arcane Master

Basic Abilities

Novice
Accomplished
Proficient
Veteran
Expert

Advanced Abilities

Novice
Accomplished
Proficient
Professional
Veteran
Expert
Master
Legendary
Mythical
Godly

 Other

There are some abilities that follow different adjectives for their levels, such as Shard Construction. However, the vast majority of the abilities in the game use the above.

Resetting Tier Points

You may reset your characters tier points at the trainer for 5,000 gold. When doing so, all of your non-natural abilities and specializations will be set to level 1.

You will receive all of your spent tier points and 75% of the spent ability points as a refund.

Your Natural abilities will remain the same.

 

To reset your tier points while at the trainer type:

train tier respec confirm

 

Practicing Abilities

Another way to practice your abilities besides using them is paying the trainer a small fee per use. The cost of each use is 10 silver. There can be cases were the ability cost can be quickly reduced by spending a small amount of gold.

Practicing abilities at the trainer requires ability points and silver.

Ability Points

Ability points are gained while leveling up your character’s level and killing monsters in combat. The more monsters killed, the more ability points you’re character acquires. These can be used to gain cheap uses at the trainer.

How to Practice at the Trainer

To find out what can be practiced, type: practice list

Practice List

Practice List

To practice an ability type: practice <slot> <amount of uses>

For example: practice 1 100 would practice Bind Wounds for 100 uses at a cost of 1,000 silver or 10 gold.

Practicing an Ability

Practicing an Ability

Remember, each ability point spent on an ability lowers the training cost.

 

Learning Abilities and Specializations

You may also learn new abilities and specializations. These can be learned at the trainer in Tralisia as well as from items in the game. The learn command is used to do this.

Learning at the Trainer

To view the abilities that can be learned, while at the trainer type learn list.

Learning an Ability

Learning an Ability

To learn a new ability simply type: learn ability ‘<slot>

To learn a new specialization simply type: learn spec <slot>

For example, learn ability 2

Learning a new Ability!

Learning a new Ability!

Learning from Items

It is also possible to learn new abilities and specializations from items, such as tomes, manuals, books and scrolls.

To learn from an item type: learn item ‘item name’

For example, learn item book

Learning from an item.

Learning from an item.

 

 

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