<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>the bar, by priority, shows purple for degen hex spells, green for poison and diseasee, pink for bleeding, and no special indication for burning, etc. Deep wound = first fifth of the health bar is turned gray and healing this portion is not possible. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>if target has a condition, their health bar will show a brown down arrow. Enchantment is yellow up arrow. Hex is purple down arrow. Weapon spell is a small sword in front of a star on the health bar. </span> </li>
<p>This is a list of everything I need to add before the Blessfrey is complete. I can add more in subsequent updates, but I have to draw the line somewhere. The list is broken into versions. <br></p>
<p>This is a list of everything I need to add before the Blessfrey is complete, version by version. I can add more in subsequent updates, but I have to draw the line somewhere. The list is broken into versions. </p>
<br>
<br>
<p>Focus and finish the game! <br></p>
<p>Focus and finish the game! <br></p>
<br>
<p>Legend: <span class=mundane>nothing at all</span>, <span class=common>designed</span>, <span class=unusual>basic implementation</span>, <span class=rare>intentionally designed, documented, but with known issues</span>, <span class=unique>ironed out and polished...or at least as done as it will ever be</span>
<br><hr><br>
<h2>legend </h2>
<p><span class=mundane>nothing at all</span>, <span class=common>designed</span>, <span class=unusual>basic implementation</span>, <span class=rare>intentionally designed, documented, but with known issues</span>, <span class=unique>ironed out and polished...or at least as done as it will ever be</span> </p>
<br><hr><br>
<h2><span class=unique>0.0 - ship literally anything at all</span> </h2>
<h2><span class=unique>0.0 - ship literally anything at all</span> </h2>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>all text is in a spreadsheet. at least 2 working languages and a way to switch between them. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>all text is in a spreadsheet. at least 2 working languages and a way to switch between them. </span> </li>
</ul>
</ul>
<br>
<h3><span class=mundane>characters </span> </h3>
<h3><span class=mundane>characters </span> </h3>
<ul>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures have life, spirit, AR, etc </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures have life, spirit, AR, etc </span> </li>
@ -52,11 +54,11 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures' maximum energy is 20 for warriors, 30 for rangers, paragons, sins, and dervs, and 40 for everyone else. they have 1 extra pip of energy regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures' maximum energy is 20 for warriors, 30 for rangers, paragons, sins, and dervs, and 40 for everyone else. they have 1 extra pip of energy regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures can have a special skill active on them like Stun Immunity or Natural Resistance. This can make the creature have altered armor against damage types. Plants are more susceptible to fire and slashing. Etc. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures can have a special skill active on them like Stun Immunity or Natural Resistance. This can make the creature have altered armor against damage types. Plants are more susceptible to fire and slashing. Etc. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has life</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>character has life</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has spirit </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>character has spirit </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 20 energy </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 20 energy </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 2 pips of energy regen</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 2 pips of energy regen</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 2 pips of energy regen</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 2 pips of energy regen</span> </li>
@ -70,8 +72,6 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>each pip is 2 health gained or lost each second</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>each pip is 2 health gained or lost each second</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>each pip is 1 energy gained or lost every 3 seconds...so .33 per second</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>each pip is 1 energy gained or lost every 3 seconds...so .33 per second</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>although only 10 pips can be active, the UI will show all pips applied to character. They will still be there to counteract degen as it's applied. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>although only 10 pips can be active, the UI will show all pips applied to character. They will still be there to counteract degen as it's applied. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>the bar, by priority, shows purple for degen hex spells, green for poison and diseasee, pink for bleeding, and no special indication for burning, etc. Deep wound = first fifth of the health bar is turned gray and healing this portion is not possible. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>if target has a condition, their health bar will show a brown down arrow. Enchantment is yellow up arrow. Hex is purple down arrow. Weapon spell is a small sword in front of a star on the health bar. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapon, equipment, skills, etc, can increase max health</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapon, equipment, skills, etc, can increase max health</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters suffering from health generation do not automatically regen health. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters suffering from health generation do not automatically regen health. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life is lost by damage, health degen, sacrifice, life stealing, life draining, health decrease due to a decrease in maximum health, the loss of all health due to an instant death effect, direct health loss from other sources (such as Infuse Health, Spoil Victor, Shelter)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life is lost by damage, health degen, sacrifice, life stealing, life draining, health decrease due to a decrease in maximum health, the loss of all health due to an instant death effect, direct health loss from other sources (such as Infuse Health, Spoil Victor, Shelter)</span> </li>
@ -84,7 +84,7 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>party healing provides healing, health gain, or health regen to all party members </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>party healing provides healing, health gain, or health regen to all party members </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life draining keyword - belongs to vampiric weapon. Steal 1...5 health each time you hit.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life draining keyword - belongs to vampiric weapon. Steal 1...5 health each time you hit.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has equipment</span> </li>
@ -93,29 +93,11 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor comes from core armor, bonus armor, and special armor</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor comes from core armor, bonus armor, and special armor</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor bonus - additional energy, energy regen, additional health, reduction in physical damage, increase in AR. headgear gives +1 to single attribute for their job</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor bonus - additional energy, energy regen, additional health, reduction in physical damage, increase in AR. headgear gives +1 to single attribute for their job</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a set of armor increases energy regen by a total of +2 for warriors and paragons, +3 for rangers, and +4 for dervs, sins, eles, monks, mesmers, necros, and rits. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a set of armor increases energy regen by a total of +2 for armsman, +3 for tamer, and +4 for hacker, disciple, chemist, brawler. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a set of armor increases energy by a total of 20 for warriors, 25 for rangers and sins and dervs, and 30 for everyone else. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a set of armor increases energy by a total of 20 for armsman, 25 for brawlers and tamers, and 30 for everyone else. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>there are different equipment slots</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>there are different equipment slots</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>there is a main hand and an off-hand slot</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>there is a main hand and an off-hand slot</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>main hand reflects the handedness of the character. Night is left-handeded. The player can choose her handedness. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>main hand reflects the handedness of the character. Night is left-handeded. The player can choose her handedness. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>daggers = 7-17. 1.33s attack speed. Piercing or slashing damage by default. 2% double strike chance per rank of dagger mastery. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>scythe = 9-41. 1.5s attack speed. Slashing damage by default. hits up to 2 additional foes adjaccent to target. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>flatbow = 15-28. 2.0s attack speed. 1.35 range, measured by aggro circle/danger zone radii. Flight time 0.88s at shortbow range. Arc size is high. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>hornbow = 15-28. 2.7s attack speed. 1.2 range, measured by aggro circle/danger zone radii. Flight time 0.59s at shortbow range. Arc size is medium. Piercing damage by default. 10% armor penetration. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>longbow = 15-28. 2.4s attack speed. 1.35 range, measured by aggro circle/danger zone radii. Flight time 0.59s at shortbow range. Arc size is medium. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>recurve bow = 15-28. 2.4s attack speed. 1.2 range, measured by aggro circle/danger zone radii. Flight time 0.4s at shortbow range. Arc size is low. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>shortbow = 15-28. 2.0s attack speed. 1.0 range, measured by aggro circle/danger zone radii. Flight time 0.59s at shortbow range. Arc size is medium. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>spear = 14-27. 1.5s attack speed. 1.0 range, measured by aggro circle/danger zone radii. Flight time 0.60s at shortbow range. Arc size is medium. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>staff = 11-22. 1.75 attack speed. 1.20 range. .56 flight time. Arc size medium. Standard damage type varies by attribute. +5...10 energy, 10....20% HSR, Extremely low critical hit rate. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>wand = 11-22. 1.75 attack speed. 1.20 range. .56 flight time. Arc size medium. Standard damage type varies by attribute. Extremely low critical hit rate. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor comes from equipment, keywords</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor comes from equipment, keywords</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Attacks will hit one of the equipment slots. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Attacks will hit one of the equipment slots. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Every 40 points of armor rating cuts 50% of non-armor ignoring damage and every loss of 40 doubles that damage. 100 AR takes half the damage of AR 60 and twice the damage of AR 140. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Every 40 points of armor rating cuts 50% of non-armor ignoring damage and every loss of 40 doubles that damage. 100 AR takes half the damage of AR 60 and twice the damage of AR 140. </span> </li>
@ -130,7 +112,7 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapons have slots for mods</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapons have slots for mods</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor has slots for mods</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor has slots for mods</span> </li>
</ul>
</ul>
<br>
<h3><span class=mundane>job/gig </span> </h3>
<h3><span class=mundane>job/gig </span> </h3>
<ul>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has job / gig</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has job / gig</span> </li>
@ -145,7 +127,7 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attributes can only have a value between 1 and 16</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attributes can only have a value between 1 and 16</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>changing gig refunds all attribute points spent in former gig attributes </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>changing gig refunds all attribute points spent in former gig attributes </span> </li>
</ul>
</ul>
<br>
<h3><span class=mundane>stacks </span> </h3>
<h3><span class=mundane>stacks </span> </h3>
<ul>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>effects stack by adding totals from all sources (equipment, skills, environment, etc) unless the effect is capped, the source of the contribution has a cap to its contribution, or a more complex formula is involved. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>effects stack by adding totals from all sources (equipment, skills, environment, etc) unless the effect is capped, the source of the contribution has a cap to its contribution, or a more complex formula is involved. </span> </li>
@ -192,7 +174,7 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character cannot have duplicate status effects applied. The old will not trigger completion or removal events ('when burning ends, do X' -- in this case, you must wait for the character to stop burning, no matter where the last second of burning originated from). The new counts as an additional application (in case there is like 'when bleeding is applied on you three separate times'). If values are different, the rules will be defined by a case-by-case basis for which overwrites the other. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character cannot have duplicate status effects applied. The old will not trigger completion or removal events ('when burning ends, do X' -- in this case, you must wait for the character to stop burning, no matter where the last second of burning originated from). The new counts as an additional application (in case there is like 'when bleeding is applied on you three separate times'). If values are different, the rules will be defined by a case-by-case basis for which overwrites the other. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>stances end before being reapplied </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>stances end before being reapplied </span> </li>
</ul>
</ul>
<br>
<h3><span class=mundane>skills </span> </h3>
<h3><span class=mundane>skills </span> </h3>
<ul>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills consume an energy cost </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills consume an energy cost </span> </li>
@ -228,7 +210,7 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>canceled skills do not need to recharge </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>canceled skills do not need to recharge </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>canceled skills do not cause aftercast delay </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>canceled skills do not cause aftercast delay </span> </li>
</ul>
</ul>
<br>
<h3><span class=mundane>keywords </span> </h3>
<h3><span class=mundane>keywords </span> </h3>
<ul>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>duration is specified in seconds</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>duration is specified in seconds</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attack damage is based on equipment </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attack damage is based on equipment </span> </li>
@ -354,6 +336,7 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Spells and Signets use the stated activation time. Spell casting time can be modified by half casting time weapon upgrades, Fast Casting, and skills or effects that explicitly reduce it (e.g. Healer's Boon). Signets are also affected by Fast Casting and a different set of skills or effects. In addition, all signets and nearly all spells suffer from aftercast delay. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Spells and Signets use the stated activation time. Spell casting time can be modified by half casting time weapon upgrades, Fast Casting, and skills or effects that explicitly reduce it (e.g. Healer's Boon). Signets are also affected by Fast Casting and a different set of skills or effects. In addition, all signets and nearly all spells suffer from aftercast delay. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Flash enchantment spells have no activation time or aftercast delay but cannot be activated while activating other skills or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Flash enchantment spells have no activation time or aftercast delay but cannot be activated while activating other skills or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Shouts can be activated immediately, outside the queue, in the middle of other actions, or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Shouts can be activated immediately, outside the queue, in the middle of other actions, or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Character cannot be tripped while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Pet attacks can be activated immediately, outside the queue, in the middle of other actions, or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Pet attacks can be activated immediately, outside the queue, in the middle of other actions, or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Stances can be activated immediately, outside the queue, in the middle of other actions, or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Stances can be activated immediately, outside the queue, in the middle of other actions, or while tripped </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Some skills have no specified activation time but suffer aftercast delay. Others cannot be activated in mid-action even though they have no aftercast delay. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Some skills have no specified activation time but suffer aftercast delay. Others cannot be activated in mid-action even though they have no aftercast delay. </span> </li>
@ -409,14 +392,14 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>the skill queue tracks skills you attempt to activate before completing your current action. queued skills have a rippling effect on their icon in your skill bar. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>the skill queue tracks skills you attempt to activate before completing your current action. queued skills have a rippling effect on their icon in your skill bar. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>only one skill can be queued. Attempting another will drop the first from the queue. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>only one skill can be queued. Attempting another will drop the first from the queue. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>queued skills begin activating as soon as activation completed for the first skill or after any aftercast delay ends. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>queued skills begin activating as soon as activation completed for the first skill or after any aftercast delay ends. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>aftercast delay is 3/4s. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>if you try to use a skill on an out-of-range target, the skill will queue and you will pathfind towards the target. the skill will begin activating as soon as you are within range. (shouts fail if target is out of range) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>if you try to use a skill on an out-of-range target, the skill will queue and you will pathfind towards the target. the skill will begin activating as soon as you are within range. (shouts fail if target is out of range) </span> </li>