Post by CJ on Feb 11, 2008 6:10:36 GMT -5
This is a small, incomplete list of a few basic Passive Abilities that exist in the game. Keep in mind that these are by no means the only ones that you can take. If you can imagine it, you can pretty much have it.
These are just some standard ones to give you an idea of what general level of power to expect from a passive you buy, and to give you some idea what they 'do' in case you're stumped for thinking of one.
The more circumstantial a Passive is though, the more powerful it tends to be, and obviously leveling one up will make it even stronger (keep in mind that most passives cap at level 4, or even 3). Also, having a negative effect will also make the positive one stronger.
Just keep in mind that you can generally only have one positive and one negative effect per passive.
This field is LITTERED with grey areas, so it's very important that you discuss with me any ideas you might have.
One last thing. These rules of thumb also pretty much apply to Active Abilities.
Without further ado...
Movement Skills - More on these in the Movement Skill thread.
Weapon Proficiencies/Advanced Weapon Proficiencies - More on these in the Proficiency thread.
Augmented Criticals - Levels in this passive boost either the chance or the damage of Critical Hits. Keep in mind that these boosts only matter if a chance exists in the first place, and that you can boost chance one level and damage on others at any ratio you want. This skill caps at Level 4, regardless of which choices you make at each level. Each level has one of the two following effects.
Decreases Crit Chance Divisor by .25 (Base: Hit/3).
OR
Each Level of Damage: +.25 to Crit Multipliar (Base: 2)
Augmented AP - Levels in this passive boost the chance of scoring an Armor Pierce when using a Piercing weapon. Each level increases the chance by 1/4 of the current, capping at a doubled chance at level 4.
Dodge - Taking levels in this passive increases your Speed, but ONLY for purposes of Dodging. Priority is unaffected. Cannot be taken in the same slot as any skill that increases Priority.
Level 1: +5 Speed when dodging only.
Level 2: +9 Speed when dodging only.
Level 3: +12 Speed when dodging only.
Level 4: +14 Speed when dodging only.
Enhanced Reflex - Taking levels in this passive increases your Speed, but ONLY for purposes of Priority. Dodging is unaffected. Cannot be taken in the same slot as any skill that increases Dodge chance.
Level 1: +5 Priority.
Level 2: +9 Priority.
Levle 3: +12 Priority.
Level 4: +14 Priority
Strength - Each level in this passive increases the maximum weight of weaponry you can use. Unlike most passives, this costs a FULL slot per level, and caps at level 3.
Without This Skill - 3 Units one handed, 4 Units two handed.
Level 1 - 4 Units one handed, 5 Units two handed.
Level 2 - 5 Units one handed, 6 Units two handed.
Level 3 - 6 Units one handed, 7 Units two handed.
Enhanced Armor Proficiency - Each level in this passive increases the maximum weight of your total equipped armor. Without this skill, your max weight is equal your Power Bonus. Every level of this skill adds flat +1 to that max weight, making it Power Bonus+#. This skill caps at 3.
Shield Proficiency - Each level of this passive allows more skilled use of a Shield. Caps at 3. You can still use shields without it, but each level of this skill grants one of the following effects at your choice;
1) Allows Shield Bash and special attacks made with a shield. Shield Bash is considered a normal attack, using the shield's Buckler Bonus as BLUDGEONING weapon damage. Each Shield Bash lowers the HP of the shield by 1.
2) Halves Act cost of putting up Full Defense. Can only be taken once.
3) Halves Act cost of dropping a Full Defense. Can only be taken once.
Antibuckler Proficiency - Each level in this passive allows more skilled use of Antibucklers. Caps at 3. You can still use Antibucklers without it, but each level of this skill grants one of the following effects;
1) Allows Piercing Gaze - Attack with the AntiBuckler by staring really hard! Deals the Antibuckler Bonus in PIERCING damage, but reduces it's HP by 1. Taking this level of the skill also allows AntiBuckler based attacks to be taken and used.
2) Halves Act cost of putting up Full Aim.
3) Halves Act cost of dropping a Full Aim.
These are just some standard ones to give you an idea of what general level of power to expect from a passive you buy, and to give you some idea what they 'do' in case you're stumped for thinking of one.
The more circumstantial a Passive is though, the more powerful it tends to be, and obviously leveling one up will make it even stronger (keep in mind that most passives cap at level 4, or even 3). Also, having a negative effect will also make the positive one stronger.
Just keep in mind that you can generally only have one positive and one negative effect per passive.
This field is LITTERED with grey areas, so it's very important that you discuss with me any ideas you might have.
One last thing. These rules of thumb also pretty much apply to Active Abilities.
Without further ado...
Movement Skills - More on these in the Movement Skill thread.
Weapon Proficiencies/Advanced Weapon Proficiencies - More on these in the Proficiency thread.
Augmented Criticals - Levels in this passive boost either the chance or the damage of Critical Hits. Keep in mind that these boosts only matter if a chance exists in the first place, and that you can boost chance one level and damage on others at any ratio you want. This skill caps at Level 4, regardless of which choices you make at each level. Each level has one of the two following effects.
Decreases Crit Chance Divisor by .25 (Base: Hit/3).
OR
Each Level of Damage: +.25 to Crit Multipliar (Base: 2)
Augmented AP - Levels in this passive boost the chance of scoring an Armor Pierce when using a Piercing weapon. Each level increases the chance by 1/4 of the current, capping at a doubled chance at level 4.
Dodge - Taking levels in this passive increases your Speed, but ONLY for purposes of Dodging. Priority is unaffected. Cannot be taken in the same slot as any skill that increases Priority.
Level 1: +5 Speed when dodging only.
Level 2: +9 Speed when dodging only.
Level 3: +12 Speed when dodging only.
Level 4: +14 Speed when dodging only.
Enhanced Reflex - Taking levels in this passive increases your Speed, but ONLY for purposes of Priority. Dodging is unaffected. Cannot be taken in the same slot as any skill that increases Dodge chance.
Level 1: +5 Priority.
Level 2: +9 Priority.
Levle 3: +12 Priority.
Level 4: +14 Priority
Strength - Each level in this passive increases the maximum weight of weaponry you can use. Unlike most passives, this costs a FULL slot per level, and caps at level 3.
Without This Skill - 3 Units one handed, 4 Units two handed.
Level 1 - 4 Units one handed, 5 Units two handed.
Level 2 - 5 Units one handed, 6 Units two handed.
Level 3 - 6 Units one handed, 7 Units two handed.
Enhanced Armor Proficiency - Each level in this passive increases the maximum weight of your total equipped armor. Without this skill, your max weight is equal your Power Bonus. Every level of this skill adds flat +1 to that max weight, making it Power Bonus+#. This skill caps at 3.
Shield Proficiency - Each level of this passive allows more skilled use of a Shield. Caps at 3. You can still use shields without it, but each level of this skill grants one of the following effects at your choice;
1) Allows Shield Bash and special attacks made with a shield. Shield Bash is considered a normal attack, using the shield's Buckler Bonus as BLUDGEONING weapon damage. Each Shield Bash lowers the HP of the shield by 1.
2) Halves Act cost of putting up Full Defense. Can only be taken once.
3) Halves Act cost of dropping a Full Defense. Can only be taken once.
Antibuckler Proficiency - Each level in this passive allows more skilled use of Antibucklers. Caps at 3. You can still use Antibucklers without it, but each level of this skill grants one of the following effects;
1) Allows Piercing Gaze - Attack with the AntiBuckler by staring really hard! Deals the Antibuckler Bonus in PIERCING damage, but reduces it's HP by 1. Taking this level of the skill also allows AntiBuckler based attacks to be taken and used.
2) Halves Act cost of putting up Full Aim.
3) Halves Act cost of dropping a Full Aim.