%-%-%-%-%-%-%-%-%-% *4.3 Skill Legend * %-%-%-%-%-%-%-%-%-% Beside the name and effect of the skill, to make skills easier to read and manage, most of them share several other properties, which are explained in this section. Skill Name : Every skill has a name, as you might have guessed, this is purely cosmetic. Skill Type : All the skill types are covered in the previous section, and as you can read there, they are quite important. Description : Without this, you'll be lost, aside from the name, this is the only property that isn't consistant between any skills, if a skill does damage, this is where you'll see it, but then from here you'll also be able to learn if it's a projectile or instant hit spell, or if it has some sort of other unique effect, which is very common, as no 2 skills are exactly the same. Energy Cost : Most skills, but not all, have an energy cost. Although energy recharges very quickly, energy management and energy sufficiency is very important, both when choosing your skills and when using them. Activation Time : Many skills, especially spells, have a slight delay before it is activated. During this time, you will be unable to move or perform any other action, but you can que up other skills so that they will begin activating as soon as your current skill is done. If your skill is interrupted by movement, you will not gain back the energy spend. If your skill is interrupted by an enemy, you will have to wait for it to recharge normally before you can use it again, and you will also still lose the energy cost of it. Recharge Time : This is the cool-down time in seconds that you will have to wait for before you can use the same skill again. Attribute : Almost all skills are alligned to an attribute, and the power or effectiveness of that skill is usually entirely dependant on the level of that attribute. Energy Upkeep : Some enchantments used by monks will remain active for an indefinite amount of time. Although the enchantment can be removed by an enemy, it will only end if the range between the monk who cast it and the person it's cast on becomes too large. These skills all require a constant supply of energy to maintain, which translates into exactly 1 energy arrow. This means that if you have 4 base energy regeneration, you will be stuck with 3, and if you only have 2 energy regeneration, it will be cut in half. You can have multiple of these enchantments active at the same time, meaning you can even bring your energy regeneration into the negative if you maintain more than 4. These enchantments will get an icon in the "upkeep" aread of their on screen display, which you can double click to cancel the enchantment and get your energy arrow back. Health Sacrifice : Some necromancer spells require you to sacrifice a certain percentage of health, which is calculated by using you max health. Although this is actually specified in the description of the spells, my manual lists it as a seperate property, so here you go. Elite Skill : Some skills are "elite". This doesn't mean anything inherently, but you are never abe to equip multiple elite skills at the same time. Elite skills are usually relatively powerful compared to other skills, so it's always wise to pay extra attention to which elite skill you pick, to get the maximal effect from this added power. Elite skills can be identified by their gold border, and the confirmation of the skill being elite can be found in the skill description. Adrenaline Cost : Many warrior skills require adrenaline to use instead of energy. This, combined with the low energy supply of warriors, encourages them to use some adrenaline skills instead of just energy reliant ones to be energy efficient. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+