Abilities

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Text here about abilities in general.

Overview[edit | edit source]

Text here giving the reader an idea how abilities/skills in Camelot Unchained work, from customization to function. Make additional subsections as needed.

Ability Building System[edit | edit source]

Description of how abilities in CU are created use the Ability Building UI.


Components[edit | edit source]

Short description of what components are.


Primary Components[edit | edit source]

The primary component of an ability can be generally thought as the "what" of an ability. Are you using a quarterstaff? Perhaps it's demonic hellfire, or primal water.

Types of Primary Components

  • Instrument: Used to show an instrument is the primary components.
  • Primary: A basic themeless component
  • Runes: Runes are primary components that are used to designate a spell
  • Weapon: Primary component for the use of a weapon.
  • Ammunition: Used to load a projectile weapon.
  • Voice: When a voice is used.


Secondary Components[edit | edit source]

The secondary component is the "how" an ability. While the primary component tells you what you're using, the secondary dictates just how that the primary component is going to be used. Depending on the secondary used, it can wildly change the delivery and effectiveness method of a primary component. Take primal fire, not much on it's own, but when add the ball secondary component to make a fireball; allowing you use fire at a very long distance. Though if you utilize the touch secondary, then it becomes a burning hands type spell. While the fireball has a vastly further distance, a very short fire spell would probably do more damage, and/or has a shorter cooldown.

It is unknown if any abilities will utilize two or more secondary components.

Types of Secondary Components

  • Aim: Used with projectile weapon components; archery
  • Arisen/Specter/Wisp Ability: Components require a specific scout modal to use.
  • Draw: Used with projectile weapon components; archery.
  • Load: Used with ammunition components; archery.
  • Secondary: An basic secondary component.
  • Shape: Used with rune components.
  • Shout: Used with voice components.
  • Song: Used with instrument or voice components. Typically a continuous ability.
  • Style: Used with melee weapon components.


Modifier Components[edit | edit source]

Modifiers are additional components that can be added to a primary/secondary combo to further tailor and fine tune your ability. These are optional, and often come at some sort of trade-off such as: additional blood cost, higher cooldown, item dependency, modal dependency, and more. Modifiers can modify the primary and/or secondary components, and will vary considerably depending on the component.

Types of Modifier Components

  • Infusion: Used with spells.
  • Modifier: Basic modifier.
  • Style: Used with melee components.
  • Technique: Used with archery components.


Modals[edit | edit source]

A modal is like a stance, form, and mode. Shapeshifters and Scouts are the most notable examples of a modal, which are used to change forms or character control. Some other components may only be used if a certain modal is activated. It is uncertain if there's any overlapping that can be done with modals, or whether if the modal is a toggle that modifiers each ability or abilities need to be made with the modal in mind.


Gaining Components[edit | edit source]

See: Progression


Ability/SpellBook[edit | edit source]

This is the medium in which a player can review, organize, and/or remove obsolete abilities. It shows a model and summary of the components used to make the ability. Detail statistics of the ability's effects. It's currently unclear if this feature will be universal or vary across all class archetypes. This feature is still in Alpha and is subject to change.