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ABILITY TYPES OVERVIEW
** COMPLETED March 26 2023 ** PASSIVE ABILITIES:
These bonuses/features are "always on" and do not have other conditions required to trigger their bonuses. These bonuses will always be active and increase the base stats until unequipped. For instance, the "Gorewood Bow" in the Circle Deck grants three passive abilities: add 4 blue dice, reroll+1 and maximum energy is increased by 2. Another example is the variant power "Ice Armor" - it has a one-time cost to equip, then provides a permanent +2 green dice and +2 reroll ability. All of these abilities are accounted for in this implementation (including the energy cost to equip Ice Armor) and will be removed if they are unequipped.
** COMPLETED April 10 2023 ** ACTIVE ABILITIES:
These bonuses must be activated. Generally these include spells, scrolls, potions or powers that have an associated cost (energy, discard, etc.), or trigger an added effect if another power is used. For instance, "Soul Stealer" is a reward item in Shadowfang Keep Stage II. It has a passive ability (+2 red dice) AND an active ability (pay 1 health to add an additional +2 red dice). Another example is "Greater Healing Potion" in the Square Deck, which will regain 3 health AND requires you to discard the card.
NEXT ITEMS ON ACTIVE ABILITIES
Conditional Abilities:
These bonuses are passively activated by other factors or require an active decision. For example, the Druid's "Ferocity" Tier 2 Talent adds an attrition and a reroll IF the player is in Bear or Cat form. Another example is the Paladin's "Holy Shock" Tier 2 Talent, which allows you to either add two blue dice OR heal a friendly player for 1 health.
Some Conditional Abilities will not be automated (e.g. things that increment a die value, things that require Spotting a die, etc.) but their effects MAY be "Activated". Many Conditional Abilities will be included in the "Active Abilities" phase so the player can choose to activate them. Where possible, this will be replaced in the Conditional Abilities phase to automate that.
Team Aura:
These bonuses may be either active or passive, but the scope extends to all friendly characters (or potentially, all opposing players). Examples of this include "Headmaster's Charge" which has a passive ability of adding two red dice AND a team aura impact of increasing maximum energy for the team for a given combat. Another example is the Mage level 4 power "Arcane Brilliance" which will increase the maximum energy during combat AND immediately regain 2 energy. This will be implemented last as it requires a very clean, simple way to enable passive and active abilities AND the ability to impact other player zones.