Difference between revisions of "Character Abilities"
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(→Support Abilities) |
(→Support Abilities) |
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| [[Armor Fitting]] || [[Backhand Grip]] || [[Basic Crafter]] || [[Bulletmaking]] | | [[Armor Fitting]] || [[Backhand Grip]] || [[Basic Crafter]] || [[Bulletmaking]] | ||
|- | |- | ||
− | | [[Concentration]] || [[Equip Instruments]] || [[Equip Measures]] || Equip Pistols]] | + | | [[Concentration]] || [[Equip Instruments]] || [[Equip Measures]] || [[Equip Pistols]] |
|- | |- | ||
| [[Equip Shield]] || [[Evade Fire]] || [[Evasion]] || [[Fearless]] | | [[Equip Shield]] || [[Evade Fire]] || [[Evasion]] || [[Fearless]] |
Revision as of 05:35, 13 October 2010
Contents
Active Abilities
Active abilities are abilities which must be activated to use. It is required to equip the Categories they are found under in one of the Ability Slots to access the ability so we have listed the categories which they are under. Click the category to see what abilities it supports. |
Support Abilities
Once equipped in a Support slot, these abilities will be considered active and their bonus will be applied without requiring any special activation. |
Reactive Abilities
These abilities have a chance of activating when damage is inflicted on a character, though what sort of damage (be it physical, magical or another similar effect) depends on the ability in question. |
Passive Abilities
These abilities are bonuses which are granted to a character while they are in the job that offers them. When the job is left the bonus is replaced by the new job's passive ability. |
Movement Abilities
These abilities typically offer bonuses involving movement when in combat. Until combat is fully functional these are waiting to be further fleshed out. |
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