Equippable Abilities
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An equippable ability refers to any ability that can be easily learned and unlearned with no net loss. For example, if an ability costs 3 points to learn, 3 points will be refunded if the ability is unlearned. The term equippable comes from its similar behavior to equipment in role-playing games. This behavior includes that abilities may be swapped out at no penalty, and also that abilities must be found before they can be equipped.
There are several variants of equippable abilities, listed below.
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[edit] Types of Equippable Abilities
[edit] Point Allocation
This is perhaps the most closely related to skills in role-playing games. A character is given a pool of points which can be spent on abilities. Often, these points are increased the character grows in level. Like skills, abilities in the Point Allocation method may cost different amounts. Examples of video games using point allocation are Final Fantasy IX and Paper Mario.
[edit] Ability Slots
A character, or more often a piece of equipment, contains slots into which abilities can be inserted. This method could be considered a form of point allocation in which every ability costs an equal amount. However, since it's usually equipment that contains the slots, the given number of such slots may increase or decrease as equipment is swapped out. An example of a video game using ability slots is Final Fantasy VII.
[edit] Semi-Equippable Abilities
Semi-Equippable abilities are abilities that aren't technically equippable, but contain certain elements of equippable abilities.
[edit] Consumable Ability Slots
Consumable ability slots work like normal ability slots, except points are not refunded for removing or replacing an ability. Generally, this means the ability is lost (or consumed) in the process. Succinctly, consumable ability slots function almost exactly like skills but with the following properties of equippable abilities:
- The abilities must be found before they can be used
- There are a limited number of abilities that can be learned (slots)
- Abilities may be removed or swapped in some manner
Examples of video games with consumable ability slots are Final Fantasy X and Tales of Symphonia.
[edit] Properties
The exact implementation of equippable abilities varies from game to game. The actual abilities themselves also vary. Below are the properties that define equippable abilities:
[edit] Ability Types
- Statistical Modifiers (increased health, strength, etc)
- Triggered Abilities (Action-Reaction abilities such as a counterstrike when hit)
- State Modifiers (Percentage increase to element defenses, increased likelihood of a random event, faster filling of specific gauge)
[edit] Picking Up Abilities
An equippable ability must be able to be found or picked up. Usually this means the ability is represented as an actual item that must be equipped from a menu. Sometimes an ability is actually represented as a combination of items. This is more common in the pseudo-equippable ability type of Consumable Ability Slots.
[edit] See also
- List of video games with equippable abilities

