Type of ability

You can check your creature’s abilities in their Kaode file in the Kaodian library.

During a battle, your Kaode’s abilities appear on the left of the screen, under the action parchments symbol. Click left to select them, click right to see more information about how they work.

Each ability has one or several targeting, reach and resolution phase. An ability can have a limited number of use.

Passive abilities (and/or some unique power which kind of work in the same way) are deactivated whenever a creature is knocked out, ejected or swapped.

Some abilities may cost in vitality and/or energy points, depending on their damage index and the creature’s statistics, the number of targets, and/or these latters level.
It require one creature round for them to be activated, except in the case of some passive abilities.

However, during a battle round, only innate abilities can be used several times by Kaodes of the same specie, unlike abilities to be acquired.

UNIQUE ABILITY

UNIQUE ABILITY

Each Kaode specie has a unique power: an ability that is active (or that can be activated) only when the creature fights with its allies.
This power can work exactly as a passive ability, an ability to be activated, a special bonus or a combination of the three.
It usually is powerful and sometimes costs 0 energy points.

When several Kaodes of the same specie are part of the same team, only the creature with the highest power can use its unique power.
PHYSICAL ABILITIES

PHYSICAL ABILITIES

Physical abilities include at least one physical attack, potentially paired with an effect, penetrating damages or the application of a bonus/penalty.

They can be innate, to acquire, field related or neutral.
RANGED ABILITIES

RANGED ABILITIES

Ranged abilities include at least one ranged distance attack, potentially paired with penetrating damages or the application of a bonus/penalty.

They can be innate, to acquire, field related or neutral.
MIXED ABILITIES

MIXED ABILITIES

Mixed abilities include at least one physical attack and one ranged attack, potentially paired with penetrating damages or the application of a bonus/penalty.

They can be innate, to acquire, field related or neutral.
DEFENSIVE ABILITIES

DEFENSIVE ABILITIES

Defensive abilities include effects that benefit the creature and/or its allies, bonuses, heal, or that penalize its opponents.

They can be innate, to acquire, field related or neutral.
SPECIAL ABILITIES

SPECIAL ABILITIES

Special abilities can affect anyone during the battle: allies, enemies, the arena, etc…

They usually are abilities to acquire, powerful and with specific effects.
ABILITY PROVIDING AN ORIGINAL EFFECT

ABILITY PROVIDING AN ORIGINAL EFFECT

Some ability are so complexe, weird or specific than they don't possess a particular symbol, but are endowed with an asterisk.

This asterisk and its explanation can be found in the Kaodian library, for all the curious and Travelers willing to master their creatures.
FIELD ABILITIES

FIELD ABILITIES

Field abilities are mainly specific attacks a creature has acquired, which draw their power from the materials or the elements found in their particular field type.

Attacks from field abilities can be devastating for an enemy vulnerable to the said field.
Indeed, a Kaode enduring damages from a creature’s “field ability” (from a field type it’s vulnerable to) will have its “resistance to damages” reduced by 15% during the resolution of the said ability.

They can be innate or to acquire.
TRAP ABILITIES

TRAP ABILITIES

Some abilities (neutral, field abilities, special and even unique powers) use devious methods to injure or confuse one or several enemies.

These are called “trap” abilities.
GREYED ABILITY

GREYED ABILITY

A greyed ability means its cost in energy is higher than the actual energy point a creature has.

In that case and on its “creature round”: it will be greyed, meaning it can’t be selected.
LOCKED ABILITY

LOCKED ABILITY

An ability can be locked for several reasons:
- Its prerequisite hasn’t been fulfilled
- The creature able to use it is “sheltered” or “neutralized”
- A Kaode of the same specie has already used this ability to be acquired during this battle round

In case a creature doesn’t have enough energy point to use an ability, this latter will only be greyed and will not appear as a locked ability.
UNLOCKED ABILITY (FOR NOW)

UNLOCKED ABILITY (FOR NOW)

An ability with this symbol can now be used because some conditions have been filled, for this moment in time.
FORBIDDEN ACTIVATION ABILITY

FORBIDDEN ACTIVATION ABILITY

A forbidden activation ability is an ability that can’t be activated if the “Anti” effect of one of the abilities used before is still active.

An enemy ability thus probably prevents selecting this ability for example, or a certain type of abilities (defensive, trap etc).
PASSIVE ABILITY IN ACTIVITY PASSIVE ABILITY IN ACTIVITY

PASSIVE ABILITY IN ACTIVITY

An ability that is being activated can cost resources in vitality and/or energy at the beginning of a creature’s creature round. This is called the “maintenance cost”.

When a creature isn’t able to pay this cost in energy any more, the ability is deactivated.
When a creature has to pay a maintenance cost in vitality that equals or exceeds its current number of vitality points, the creature is knocked out.
FRIENDLY PASSIVE ABILITY AFFECTING A CREATURE

FRIENDLY PASSIVE ABILITY AFFECTING A CREATURE

If you check a creature’s file during a battle (right click), the passive abilities affecting the said creature and triggered by an ally will be notified by this symbol.
ENNEMY PASSIVE ABILITY AFFECTING A CREATURE

ENNEMY PASSIVE ABILITY AFFECTING A CREATURE

If you check a creature’s file during a battle (right click ), the passive abilities affecting the said creature and used by an enemy will be notified by this symbol.
COMPÉTENCE PASSIVE A ACTIVATION AUTOMATIQUE

COMPÉTENCE PASSIVE A ACTIVATION AUTOMATIQUE

Une compétence passive à activation automatique est mise en cours de fonctionnement dès le début du combat, avant le premier tour de combat.
AUTO-ACTIVATION PASSIVE ABILITY

AUTO-ACTIVATION PASSIVE ABILITY

An auto-activating passive ability is set for use as soon as the battle starts, before the first battle round.
ONE TURN ACTIVATION PASSIVE ABILITY

ONE TURN ACTIVATION PASSIVE ABILITY

An ability of which activation costs 1 round is also likely to cost a creature in energy and/or vitality when it activates it, just like all other abilities.
IMPOSSIBLE DEACTIVATION PASSIVE ABILITY IMPOSSIBLE DEACTIVATION PASSIVE ABILITY

IMPOSSIBLE DEACTIVATION PASSIVE ABILITY

An impossible deactivation passive ability, well... can’t be deactivated!
These abilities are usually auto-activating.
AUTOMATIC DEACTIVATION PASSIVE ABILITY AUTOMATIC DEACTIVATION PASSIVE ABILITY

AUTOMATIC DEACTIVATION PASSIVE ABILITY

An automatic deactivation passive ability will work during a predefined number of round (along with its effects).
These abilities can be deactivated manually.
FREE DEACTIVATION PASSIVE ABILITY FREE DEACTIVATION PASSIVE ABILITY

FREE DEACTIVATION PASSIVE ABILITY

A free deactivation ability DON'T cost a creature round to deactivate.

A creature can indeed choose to activate another ability after deactivating one of this kind, during its same creature round.
ONE TURN DEACTIVATION PASSIVE ABILITY ONE TURN DEACTIVATION PASSIVE ABILITY

ONE TURN DEACTIVATION PASSIVE ABILITY

A passive ability of which deactivation costs 1 turn is also likely to cost a creature in energy and/or vitality when it activates it.