Charge System
From FuryWiki
Using abilities in Fury is quite unique at a fundamental level. Fury does not have a typical mana system. Instead there is a system of aligned charges. Some abilities create charges and others consume charges. Because of this, a player has to manage charges by deciding when to use them and when to build them.
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[edit] Charge Basics
A "Charge" is a unit of energy that is aligned with an element and powers ability usage.
Abilities create a charge side-effect when cast. The side-effect may:
- Add charges to the user (charge-generation abilities)
- Remove charges from the user (charge-consumption abilities)
- Leave charges unaffected
Charge-generation abilities are typically weaker, simpler, and quicker to cast than charge-consumption abilities. This means you use charge-generation abilities to power out your stronger charge-consumption abilities in combat.
[edit] Charge Elements
The four elements are Water, Fire, Nature, and Air. All abilities (except Defensive Stance) are aligned with one element. Water and Fire are opposites, as are Nature and Air. You may hold a maximum of 10 charges in an element. However, you may not hold charges in two opposite elements at once - generating an opposite charge will remove an existing charge.
For example:
- You have 5 Fire Charges.
- You cast Mend: +1 Water Charge.
- You now have 4 Fire Charges.
You may not cast a charge consumption ability unless you can pay the charge cost.
As you gain charges on an element, abilities aligned with that element become stronger.
[edit] Charge Bonus/Penalty
Some abilities' effectiveness are scaled according to charge magnitude. Charge magnitude can either benefit or oppose the standard effectiveness of the ability being used. This is done by building/dropping charges. Basically, the more charges that a player has that correspond to the current ability, the more effective that ability will be and vice versa. Negatively aligned charges (i.e. fire from water or nature from air) can result in a negative magnitude for an ability of the opposite charge.
Here is a table explaining the charge magnitude bonus/penalty to aligned abilities.
| Charges | -10 | -9 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Ability Magnitude | 63% | 63% | 64% | 66% | 68% | 70% | 74% | 78% | 84% | 91% | 100% |
| Charges | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Ability Magnitude | 110% | 119% | 128% | 135% | 142% | 147% | 152% | 156% | 158% | 160% |
[edit] Charge Manipulation
A role in Fury that is derived from this aspect of the game is Charge Manipulation. There are abilities that manipulate other players' charges, which fall into the following categories:
Push: Transfers charges of a specific element from you to the target
Pull: Takes charges of a specific element from the target and gives them to you
Exchange: Swaps charges between you and the target
Reverse: Reverses the charges on the target (ie. changes fire charges to water)
Magnetize: Converts all charges on the target to a specific element
