Core Ability List

I just finished pulling out some information from the Core Ability Files.  I haven't had a chance to properly format this, but I figured I'd post it so that everyone could have a better idea of what is going on under the hood.

I tried to break things up under appropriate headings, but some abilities are simply uncategorized, and it took me a few entries to get a hang of the category breakdown thing.  I also probably missed an ability or two while scrolling down to find the various ability names and such.

Mainly, I felt this would be helpful, so that people would be better aware of the number of abilities we have.  I'll probably go back and format this better at some point, but here is what I have in the meantime.

Note the prerequisites and traits tree structure in some cases:


Path Of The Assassin (Level 4)
  -->Acrobat
  -->Charge
  -->Gamblers Strike
  -->Master Scout
  -->Precision --> Precision 2 --> Precision 3
  -->True Strike
  -->Vital Strike 1 --> Vital Strike 2 --> Vital Strike 3

Path Of The Defender (Level 4)
  -->Counterattack
  -->Dodge 1 --> Dodge 2 --> Dodge 3
  -->Endurance
  -->Guardian 1 --> Guardian 2 --> Guardian 3
  -->Spell Resistance

Path Of The Governor (Level 4)
  -->Administrator 1 --> Administrator 2 --> Administrator 3
  -->Trainer 1 --> Trainer 2 --> Trainer 3
  -->Loremaster 1 --> Loremaster 2 --> Loremaster 3
  -->Merchant 1 --> Merchant 2 --> Merchant 3

Path Of The Mage (Level 4)
  -->Affinity
  -->Summon 1 --> Summon 2 --> Summon 3
  -->Evoker --> Evoker 2 --> Evoker 3
  -->Prodigy --> Prodigy 2 --> Prodigy 3

Path Of The Warrior (Level 4)
  -->Bloodthirsty
  -->Crushing Blow
  -->Discipline
  -->Double Strike
  -->Leadership 1 --> Leadership 2 --> Leadership 3
  -->Rage
  -->Tactician --> Tactician 2 --> Tactician 3




Constitution

Strength --> Brute

Dexterity  --> Finesse

Emnity

Fast

Hardy

Impulsive

Might

Natural Leader

Scavenger

Wealthy


Spell lists:
  Level requirements:List 2: Lvl 3  List 3: Lvl 5  List 4: Lvl 7  List 5: Lvl 9

    Air 1 --> Air 2 --> Air 3 --> Air 4 --> Air 5
    Death 1 --> Death 2 --> Death 3 --> Death 4 --> Death 5
    Earth 1 --> Earth 2 --> Earth 3 --> Earth 4 --> Earth 5
    Fire 1 --> Fire 2 --> Fire 3 --> Fire 4 --> Fire 5
    Life 1 --> Life 2 --> Life 3 --> Life 4 --> Life 5
   Water 1 --> Water 2 --> Water 3 --> Water 4 --> Water 5

Champion History
  Adventurer
  Assassin
  Bandit Lord
  Diplomat
  Summoner
  Warlock
  General
  Hunter
  Master Merchant
  Scholar
  Weakness

Champion Weakness
  Clumsy
  Cowardly
  Cruel
  Inefficient
  Scarred
  Vulnerable

Attunement

Adventurer's Boon

Balance

Bash

Bloodthirsty

Brilliant

Conscripted

Daze

Deadly Bite

Experienced

Fire Breath

Fortitude

Fury

Fast

Finesse

Scout

Enduring Empire


Educated

Death Worship

Defensive

Deflect Missiles

Graceful

Guile (Empire Ability)

Hallowed Rite (requires tech Training)

Harbinger

Heroic

Ignore Pain

Immune To Cold

Immune To Criticals

Immune To Fire

Immune To Lightning

Immune To Magic

Immune To Poison

Ironskin

Knowledge

Large

Master Of Arms

Medic

Overpower

Quick

Regeneration
Regeneration 2
Regeneration 3

Resist Cold

Resist Fire

Spit Acid
Spit Acid 2
Spit Acid 3

Stun

Summon Death Demon

Sweep

Tangled Web

Trophy Abilities
  Abiex
  Amhah
  Delin
  Morian
  Sarog
  Torax
  Vetrar

Venomous 1
Venomous 2
Venomous 3

Vulnerability
  Cold
  Fire
  Lightning




Spell Abilities

  Barbs
  Blindness
  Blizzard
  Contagion
  Curse
  Curse of Cyndrum
  Embers
  Fireball
  Reprisal
  Shockwave
  Slow
  Soulburning
  Static Blast
  Storm
  Titan's Breath
  Touch Of Entropy
  Wellspring
  Resistance

Player Abilities

  Lucky Empire
  Master Smiths
  Endless Legion
  Powerful Empire
  Legacy of Serrane
  Serpent's Pact
  Slave Lord
  Uneducated
  Vulnerable
  Wanderlust (Exploration tech)
  War Machine (Standing Army tech)
  Warriors (Training Tech)
  Weak



Combat Triggers

  Fear
  Mass Curse
  Titan's Breath


Unit Design

  Lithe
  Potential
  Rage
  Shieldwall
  Strength
  Underdog
  Veteran
  Weak


Injuries

  Afraid Of Dying
  Hallucinations
  Amnesia
  Blind In One Eye
  Broken Leg
  Broken Nose
  Chipped Tooth
  Cracked Skull
  Flesh Wound
  Rotting Wound
  Gangrene Hand
  Missing Ear
  Pneumonia
  TisButAScratch
  Concussion
  Typhoid Fever


City Level 2
  Merchant
  Gallows
  Garden
  Mason
  Training Yard

City Level 3
  Almshouse
  Archivist
  Bakery
  Bell Tower
  Tax Office

City Level 4
  Apothecary
  Infirmiry
  Bank
  Mining Guild
  Oracle
  Prison
  Scribe
  Slums
  Tower Of The Magi

City Level 5
  Amethyst Vault
  Ereog's Tower
  Great Arena
  Hedigah Bathouse
  Hosten's Library
  Mint of Ruvenna
  Onyx Throne
  Palace
  Pyre Of Annielum
  Tenfell University
  Underforge



Edit: This is from V0.86, per Heavenfall's request


1,928 views 5 replies
Reply #1 Top

This is probably going to change dramatically in each patch up to release. You should note what version you pulled this from.

Reply #2 Top

Hm, so if my champion dies 17 times does that mean that they get a second broken leg, or lose the second ear or eye?  :waaaa:

 

(Thanks for this list though.)

Reply #3 Top

I think injuries are not repeatable. 

Reply #4 Top


Yes, you are most probably right. 

I was pursuing my musing about what happens to a champion who dies once they already have all the injuries.

Reply #5 Top

Well, they'd be pretty useless by then, because the injuries can be quite debilitating now.  Maybe the champion should die after getting all the injuries and then getting one more.  Just how many injuries are there in 0.86?

About the only thing you can do for a champion that has all the injuries is put them in the back line and hope for a Restoration potion, in this case it would be supremely useful as it would remove 6 or more injuries!