Passive Skills | ||||||||||||||||||
|
Status Effects | ||||||||||||||||||||||
|
Transformations | |||||||||||||||
|
Let me be the first to say that this is a killer thread. Good job. :)I appreciate that. Much of it is amalgamated from your replies to confused people. :)
Very cool. I see a lot of work has gone into this. Thanks for posting it.Thanks. Are anchors the same as linking to specific messages in other topics? Also, will the letter limit display a warning before posting or just cut off the last "however-many" letters from the end of the post?
Now the problem is that there might be too much stuff here. :) Soon you will reach the one-post letter limit. Also the bigger the wall-of-text is, the more difficult it is to use.
We will probably have to either split this into multiple topics, or use a table of contents that has links to anchors inside your post. I can do that for you if you don't know how.
Anchors are a bit different. Instead of linking to a specific url (like a specific reply in a topic), they link to a specific line of text in your post.Very cool. I see a lot of work has gone into this. Thanks for posting it.Thanks. Are anchors the same as linking to specific messages in other topics? Also, will the letter limit display a warning before posting or just cut off the last "however-many" letters from the end of the post?
Now the problem is that there might be too much stuff here. :) Soon you will reach the one-post letter limit. Also the bigger the wall-of-text is, the more difficult it is to use.
We will probably have to either split this into multiple topics, or use a table of contents that has links to anchors inside your post. I can do that for you if you don't know how.
(Going to bed now. :) )
[anchor=aether]Aether[/anchor]
2. Insert a link that points to the anchor you just made.[url=#aether]Aether[/iurl]
Soon you will reach the one-post letter limit.What exactly is the limit? I've always been worried my ttw thread would run over.
Game Mechanics (i.e. The Expanded Rules)
...
this is an awesome article.Here's the problem we've been having quite some time now.
do you mind posting this on the wiki, or giving permission to one of the wiki editors to do so?
I think with every article/post we should either posted on wiki or posted here. Doesn't make much sense to put the same exact thing in both. A simple link would work better than typing everything twice.For the list of abilities I included a link to the appropriate Wiki page. No sense reinventing the wheel. If the list of passive skills gets any bigger I may do the same for that.
A slight wording suggestion: abilities are actually called skills, and there are two types: active and passive. Right now weapons only have one type of skill, active, and creatures have up to one active and two passive skills. Active is always the text under the icon, while passive is obviously the text under "passive skill". If you make the wording consistent under the Creatures & Permanents section like this, new players will have a firmer grasp of creature and permanent mechanics.The terms skill and ability are pretty much interchangeable so I'm cool with making those changes.
Further detail: MutantsI have 'mutation' under status effects, because like other status effects it can be transferred
Any targeted creature can be Mutated into -- a random Mutant.
Mutants (and Fate Eggs) can become any creature except Chimera, Fate Egg, Devonian Dragon, Scarab, and Immortal.
Mutants get the benefit of a single Chaos Power in addition to their normal stats, and they gain a random skill (I don't have the list handy) with an activation cost (if relevant) of 1 or 2 quanta of the creature's element.
so calling active skill types by different names is confusing to players, especially the new ones.Calling something active that is clearly passive is also confusing.
You need to understand the differences between 'passive' active abilities and just passive status.
passive active abilities are the ones that does not require triggering, but usually auto-triggers when a creature attacks, etc.
for example, deathstalker's deadly poison is a passive active ability that activates when deathstalker attacks.
passives, however, are the status that could be found when u put the mouse cursor on a creature and wait for the status window to pop up. graboid has 'burrowed' passive, devourer has 'devourer' passive, airborne creatures have 'airborne' passive, etc.
a mutant keeps the passive of the creature that they currently look like. for example, a mutant devourer, regardless of whatever ability it has, retains the devourer's original 'devourer' passive, and therefore takes one quantum from the opponent and transfer it as a darkness quantum to you.
an easy way to distinguish passive (or active) active abilities from passives is lobotomization. all passive active abilities can be loboed, while passives are never loboed. the only way to remove passive, at the moment, is to remove airborne passive by web ability.
@GG: Maybe you should word it more clearly. Call one of them "passive skills" (non-activatable), and the other "passive abilities" (Devourer, Airborne, etc).
Using the above example, a creature with Link (active) and Vampirism (passive) could go on the same creature. Am I getting this right as far as passive/active?
Fine. It's an ability. But a passive one.Err, no, Immaterial is an active ability in this case. It is still displayed under the card after you played it. It is an active ability that is used as soon as the card is put into play. That is why you can't give phase dragons (or immortals, or morning stars) bioluminescence with luciferin, they already have an ability. It's just like the momentum of a charger for example.Graboids are burrowed and devourers still drain quanta. This is because they're passive abilities. Immaterial is an active ability: therefore, it's replaced with another one.Err, no, it's not an active ability. It's a status.
Does quanta generation not count as a passive ability? Damselfly is listed as having air beneath the card, but the new lovely pop-up window doesn't list it.
Just a further note on Classifications:
Currently a creature has:
Statistics (Attack Rating | Defense Rating)
Element (One of the 12)
Cost (relative to it's Statistics)
Active Ability (Click this creature to cause ability to happen)
Passive Ability (At the end of your turn, your creature does this)
Status (Your creature is frozen/time bubbled/poisoned)
What I meant was making momentum, bioluminescence, and adrenaline all passive, since adrenaline cant be removed.
bioluminescence I feel is more passive for RoL than momentum for chargers, which is why i feel that if momentum cant be removed, niether should bioluminescence. Am I making sense? It makes sense in my head, but I dont think im saying it right.
I don't call any of those passive, because they aren't passive. In fact, examples like those above are the reason why we have to have a systemized name for these skills instead of calling them whatever we think they should be called. The examples you provided are incorrect and misinformed, and here is why:so calling active skill types by different names is confusing to players, especially the new ones.Calling something active that is clearly passive is also confusing.
Evidence:You need to understand the differences between 'passive' active abilities and just passive status.
passive active abilities are the ones that does not require triggering, but usually auto-triggers when a creature attacks, etc.
for example, deathstalker's deadly poison is a passive active ability that activates when deathstalker attacks.
passives, however, are the status that could be found when u put the mouse cursor on a creature and wait for the status window to pop up. graboid has 'burrowed' passive, devourer has 'devourer' passive, airborne creatures have 'airborne' passive, etc.
a mutant keeps the passive of the creature that they currently look like. for example, a mutant devourer, regardless of whatever ability it has, retains the devourer's original 'devourer' passive, and therefore takes one quantum from the opponent and transfer it as a darkness quantum to you.
an easy way to distinguish passive (or active) active abilities from passives is lobotomization. all passive active abilities can be loboed, while passives are never loboed. the only way to remove passive, at the moment, is to remove airborne passive by web ability.@GG: Maybe you should word it more clearly. Call one of them "passive skills" (non-activatable), and the other "passive abilities" (Devourer, Airborne, etc).Using the above example, a creature with Link (active) and Vampirism (passive) could go on the same creature. Am I getting this right as far as passive/active?Fine. It's an ability. But a passive one.Err, no, Immaterial is an active ability in this case. It is still displayed under the card after you played it. It is an active ability that is used as soon as the card is put into play. That is why you can't give phase dragons (or immortals, or morning stars) bioluminescence with luciferin, they already have an ability. It's just like the momentum of a charger for example.Graboids are burrowed and devourers still drain quanta. This is because they're passive abilities. Immaterial is an active ability: therefore, it's replaced with another one.Err, no, it's not an active ability. It's a status.Does quanta generation not count as a passive ability? Damselfly is listed as having air beneath the card, but the new lovely pop-up window doesn't list it.Just a further note on Classifications:
Currently a creature has:
Statistics (Attack Rating | Defense Rating)
Element (One of the 12)
Cost (relative to it's Statistics)
Active Ability (Click this creature to cause ability to happen)
Passive Ability (At the end of your turn, your creature does this)
Status (Your creature is frozen/time bubbled/poisoned)What I meant was making momentum, bioluminescence, and adrenaline all passive, since adrenaline cant be removed.
bioluminescence I feel is more passive for RoL than momentum for chargers, which is why i feel that if momentum cant be removed, niether should bioluminescence. Am I making sense? It makes sense in my head, but I dont think im saying it right.
I dont think he was trying to say that the people he quoted were right, but rather that it showed how many people are confused by the current system. Especially the whole passive active thing. People get confused because they assume abilities such as bioluminescence and phoenix are passives, since in many other games any ability that you dont have to activate or use yourself is considered a passive. Thus when they see abilities that are actually passives, it makes the whole system seem confusing. Smuglapse is suggesting that a different term should be used for active abilities since people who dont know about passives or dont understand all the workings of the game assume that any ability you dont have to use yourself is a passive, not an active. If that makes any sense...Exactly. And it is not just the fact that the term may be used in many other games... it is the standard English definition of the word. The terms active and passive are not the invention of Elements the game and have a meaning in of themselves and shouldn't be used as arbitrary place-holding names like Bob or Tom. If Otyugh was not named Otyugh but instead "Flying No-Mouth Tree" players would be confused as to why it has the function it does.
Edit: Also just to add, I think that the most logical name for the abilities would be like he said to have any ability which is currently classified as active and appears under the cards name be considered a "primary" ability, while any that are currently classified as passive be changed to "secondary" abilities. This would be clear and concise and would eliminate a lot of the confusion.
They are active in the sense that they are trigger-ready, caused by an event (creature death, creature action, successful attack, etc.). Mummy's passive skill actually used to be an active skill, until Zanz made it a passive skill in order to be lobo-proof.I can activate a creature's passive skill instead of its active. I can reverse time a mummy and I can cause damage to a voodoo doll so that it reflects on the opponent. At this point you are completely ignoring obvious facts just to support your argument. I'm sorry if you've told 1000 newbies that something is called "active skill" and you don't want to be wrong in that aspect, but things change and if there is a logical reason people understand. You are arguing for the illogical just to keep the definition that you are used to.
Primary, main, principal, major, or exposed all hint that you could possibly activate a creature's passive skill instead of its active. Passive means that you can't touch it - it's just there and it will happen. Active means that something is required for the skill to happen.
Active –adjectivePhotosynthesis is active, you have to click on it. It involves physical effort of moving your mouse and pressing the left mouse button.
1.engaged in action; characterized by energetic work, participation, etc.; busy: an active life.
2.being in a state of existence, progress, or motion: active hostilities.
3.involving physical effort and action: active sports.
Passive –adjectiveEarth is passive, you don't click on it. It happens without your active participation.
1.not reacting visibly to something that might be expected to produce manifestations of an emotion or feeling.
2.not participating readily or actively; inactive: a passive member of a committee.
3.not involving visible reaction or active participation: to play a passive role.
Since this guide is aimed at new players, simplicity is better.This guide can be used by new players, sure, but I would rather it be a comprehensive reference to the game mechanics. So it will include every general function that may not make sense at first glance. I have included the basics as well, so that it can be read from any starting point--beginner to advanced. I have tried not to include anything speculative or that can't be reproduced in-game. None of the terms can be official because there is no already existing player's guide, besides the basic rules and level 0 popups. The terms I use are descriptive of what actually transpires in game, and I don't expect these terms to become in-game labels.
Instead of focusing on the differences between skill subsets, why don't we focus on the similarities that make those subsets part of the main set (active/passive), and what differentiates active from passive? Once this is hashed out, then names can be discussed.
I'd like to step in here and point out that 'active' and 'passive' are game terms, not able to be meaningfully redefined by anyone except Zanz, who has already defined them via the info box: if a skill shows up in the "passive skill" side of the creature info box, it's passive. Otherwise, it's active. That's the absolute end of the debate.We know that and it's already been pointed out but for to be able to understand each other it's easier to make our own more detailed labels for easier understanding of each other as long as it doesn't contradict stuff already in game.
You can argue about what to call various kinds of active skill, but those distinctions are made up in your head, and other people are perfectly right in choosing to view and label things in their own way. 'Active' and 'passive' (as used in Elements), however, are predefined by a power greater than any of us.
A slight wording suggestion: abilities are actually called skills, and there are two types: active and passive. Right now weapons only have one type of skill, active, and creatures have up to one active and two passive skills. Active is always the text under the icon, while passive is obviously the text under "passive skill". If you make the wording consistent under the Creatures & Permanents section like this, new players will have a firmer grasp of creature and permanent mechanics.Sorry I bring this from page 1, but i have a doubt: Inmaterial Morning Star and Momentum Titan aren't both passive skills? (i don't recall if momentum can be lobed)
This is why I feel the wording is confusing.A slight wording suggestion: abilities are actually called skills, and there are two types: active and passive. Right now weapons only have one type of skill, active, and creatures have up to one active and two passive skills. Active is always the text under the icon, while passive is obviously the text under "passive skill". If you make the wording consistent under the Creatures & Permanents section like this, new players will have a firmer grasp of creature and permanent mechanics.Sorry I bring this from page 1, but i have a doubt: Inmaterial Morning Star and Momentum Titan aren't both passive skills? (i don't recall if momentum can be lobed)
Immaterial and momentum are both statuses. The only reason they appear as text below a creature is for clarity's sake. Sure, it's a little confusing (because they aren't skills) but it would be more confusing to new players to see :time appear on a creature with no explanation as to what it means. The same is true for the momentum status symbol.I would like to clarify this slightly. The skills Momentum and Immaterial that appear on cards give that card the same status when it enters play. The skill only affects entering play and nothing else. If the creature enters play without the skill and later gains it, it will not gain the status, and it is possible to be grated the status without being iussued the skill. Note lobotomiser effects can erase the status momentum because it appears in the skill names list but effects that replace the skill like Liquid Shadows Vampire effect will not affect the status effect momentum.
Hello :)...
Delayed The creature or weapon is unable to attack or use its activated or end-of-turn automatic skill. Condition is removed during the attack phase after a specified number of attack attempts.
Frozen The creature or weapon is unable to attack or use its activated or end-of-turn automatic skill. Condition is removed during the attack phase after a specified number of attack attempts. Quintessence or Immortality cast on the creature will also remove the frozen status.
Druidic Staff is unaffected by either Freeze or Delay.At this point i'm just asking out of curiosity/love of the game more than anything but is that both permanent staff and flying staff?
Yeah.Druidic Staff is unaffected by either Freeze or Delay.At this point i'm just asking out of curiosity/love of the game more than anything but is that both permanent staff and flying staff?
Well, perhaps I am good at intuiting stuff but I never had problems understanding what a card did... it said on the card. And naturally during my first games I had to read every single card, later I found the wiki and simply read every single card.Most of these orders are already described in the first post; specifically this part (http://elementscommunity.org/forum/index.php/topic,11691.0.html#post_turns) of the post.
What interests me specifically is exact turn order, for example turn begins, you draw a card, then you have a main phase to play cards, then you attack, then your quanta is produced (pillars, pendulems, and towers first then your mark), then your weapons attack and other permanents heal you, during your opponents turn your purity/poison occurs during the attack phase. (at least this is how I see it right now, I'd be delighted in a precise turn order)
Just my thoughts. As I have read the wiki and knew the skills and abilities already.
On top of this order, creatures and weapons with ability will attack first and then "activates" their ability. E.g: A Vampire will do the damage first and then heal you afterwards. Though this doesn't matter most of the time.Although that holds for the ability Vampire (and many of other abilities), I'm afraid that it is not the case in general. Actually, some of creatures' abilities, as well as all of their statuses, are applied before their attack. For example, the ability Acceleration/Overdrive is applied before a creature's attack so that it deals more damage. Also, the passive ability Swarm which Scarabs have is also applied before each Scarab's attack, so a newly played Scarab does not bypass Gravity Shield.
Ah yes, that's true. Totally forgot about acceleration. I didn't say anything about passive ability (or passive skill or whatever the name is) and status because I feel those are entirely different and didn't think it was necessary because it can get a lot more complicated. ;)On top of this order, creatures and weapons with ability will attack first and then "activates" their ability. E.g: A Vampire will do the damage first and then heal you afterwards. Though this doesn't matter most of the time.Although that holds for the ability Vampire (and many of other abilities), I'm afraid that it is not the case in general. Actually, some of creatures' abilities, as well as all of their statuses, are applied before their attack. For example, the ability Acceleration/Overdrive is applied before a creature's attack so that it deals more damage. Also, the passive ability Swarm which Scarabs have is also applied before each Scarab's attack, so a newly played Scarab does not bypass Gravity Shield.
For creatures' statuses it is natural to think so; one notable thing is that poison counters are also applied before attack. Thus a creature with 6 HP and 2 poison counters on it will bypass Gravity Shield, since the poison counters reduce its HP to 4 (under threshold) before its attack.
Where is Skeleton?[/td][/tr][/table]
Transformations
Graboid Evolves into Shrieker Ash is Reborn into Phoenix Mummy is Reverse Time'd into Pharaoh Fate Egg or mutant Hatches into a random creature Any targeted creature can be Mutated into a random creature