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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Ability slots, charges and effect rules

The current menu and player each reference 27 definitions: eight passives, fourteen normal actives, one melee and four ultimates. The loadout is classless, with explicit slot identities and distinctness validation.

Slot Equipped count Input Resource
Passive 2 distinct Automatic Behaviour/stat contribution
Normal active 3 distinct Q / F / C Sequential missing-charge recharge
Ultimate 1 Z Separate ultimate charge
Melee 1 V Separate action timing

Browse the full catalogue, including its passive, active, ultimate and melee groups.

Charges and refunds

Missing normal-active charges recharge sequentially. Spare Charge is ranked for a selected equipped Q/F/C ability and supplies added capacity once. Ultimate/melee are excluded. Full abilities do not bank refund credit for a later cast.

Kill Recharge refunds a fraction of authored base cooldown across missing normal queues. Catalyst's precision refund is a fixed 0.5 seconds at most once per second. Normal recharge rate modifiers divide authored recovery time; ultimates are not assigned an invented normal cooldown.

Ultimate charge has a maximum of 100. Eligible passive earning is 0.5/second; nonultimate applied damage contributes 0.01 charge per damage, and ordinary/elite/boss kills contribute 2/5/10. Active ultimate windows suspend earning. These are traced source rules, not a newly executed runtime measurement.

Recasts and effect lifetime

Some abilities refresh a bounded source, some wait for movement completion, and instant damaging casts can remain independent. Extra charges do not bypass recast or overlap rules. Dash is collision-limited; support fields require living recipients/LOS; hard-control limits remain distinct from slow/mark duration bonuses.

Focus Window and Rail Surge resolve duration from enhancement assets despite their serialized zero duration field. Ward Beacon magnitude means shield/second. Arc Anchor magnitude means damage/second. Radius fields sometimes represent reach or placement context; read each entry's behaviour before interpreting a raw table.

Base stats and schemas

Each equipped definition contributes authored HP, movement, gun-damage and ability-damage fractions. Schema 2 separates gun and ability damage; older schema fallback uses the old damage field. Fixed healing/shield grants do not scale with ability damage. Effect-settings schema/defaults and virtual duration overrides are runtime interpretation, not raw YAML output.

Source: loadout, build validation, ability definition, charge state machine, ultimate charge.