Similar to Life Siphon, the result will be one Asuran Scan on the target, but all characters who used Asuran Scan will gain the positive benefits. In other words, yes, you are safe to run Asuran Scan on two or more characters in a party. -- WarBlade 17:56, 7 December 2008 (UTC)
The new update says that your attacks cannot miss the target. This counteracts the effects of Blinding, apparently, as I blinded myself and still landed every hit on the target while he had Asuran Scan on him. Pretty nice effect for a melee character to have, I think.~ A R A ~ 04:22, 18 February 2011 (UTC)
Meh. There are so many other better skills at this point. Plus in pve if you don't have someone with a quick condition removal ability that can be used often, you're usually doing it wrong. And not that many monsters block in pve, so... This is a "maybe, in some places" skill, but has been completely removed from main bars on all my weapon-using characters:-/ --208.179.66.2 08:40, 18 February 2011 (UTC)
Actually, I'm pretty excited about this skill now. My BHA ranger could put this to good use. --RoyHarmon 12:18, 18 February 2011 (UTC)
Nope afraid not. It only stops 'miss', not 'dodge' so it doesn't synergise well with BHA or using a flatbow, etc:( --Combatter 14:34, 18 February 2011 (UTC)
<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>
<h2><span class=unique>0.0 - first</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>
</ul>
<h2><span class=mundane>0.12 - boss fight</span> </h2>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures can have a special skill active on them like Stun Immunity</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creature can 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 be in parties</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures' armor rating is 3 * creature level + armor bonus. The armor bonus is 20 for warriors and paragons, 10 for rangers, dervs, and sins, and 0 for everyone else. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures' maximum health is level*20+80. </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>skill library - sort by job, classifications, alphabetical, order obtained, frequency of use</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>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=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>Death Penalty decreases characters' maximum energy</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 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 pip of energy reegen generates 1 energy every 3 seconds. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>energy can drop below 0. The UI will read 0 until energy is recovered.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>if character is at less than full health, is not attacking, not taking damage from attacks, not using offensive skills, not being targeted by offensive skills, and has not lost health for 5 seconds, their health will begin to regen slowly at a rate that increases by 1 every 2 seconds until it reaches +7 health regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 100 health</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters gain 20 health per level up to 480 health at lvl 20. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a character cannot reduce their max health below 1 </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>changes to max health can not reduce current health below 1</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>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, morale boosts, 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>destructible terrain that requires specific keywords - slash or burn webs</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 weapons</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>equipment reduces armor-respecting damage, including attack damage and chemical damage</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>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>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>AR's affect on incoming damage is calculated by only the armor piece hit by the attack. A AR 40 head attack gains no benefit from an AR 80 chest. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>In most cases, creature AR = 3 * Level + Armor bonus. The armor bonus is determined by job.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Armor penetration reduces the AR. Hitting a 60 AR target with 25% armor penetration will reduce the effective AR to 45, increasing damage by 30%. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Armor enhancing skills do not stack beyond +25 armor. (A single skill can still exist, though, that "Blessing. +40 armor for 5 seconds. When nonstacking, only the skill with the highest bonus will apply. )</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>zone: holding cell, local security HQ</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>quest: freedom - parents come retrieve their children and apologize. no one comes for Helia, so eventually Ray comes over and lets her out himself. </span> </li>-->
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>zone: Lucrest shopping center - Mayor's Mansion, gym, apothecary, library, QuestionMart, sporting goods, clothing store, theatre, arcade, cable company, atelier, woks, cafe, photobooth, stage, gondolier, carousel, splash sidewalk, piano sidewalk (look at Disney World for fun sidewalk ideas) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>zone: Lucrest residential zone - uncle's, Tidwell's, McIntyre's, St Martin's, playground, walking trail</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>entity: training dummy - tells you your DPS, inflicted keywords, etc</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has job / gig</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>player can change gig </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>player can change job (just for this version) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>jobs and gigs have attributes </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>only jobs have perks (associated skills will still be shown in the skill list, but the perk will not be listed with the other attributes) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>perks bestow a constant effect on the character </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>you can gain attribute points</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>you can spend attribute points and pump up attributes</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills' values scale with their associated attributes </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>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>armor bonuses stack, but some are labeled "non-stacking" </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>The strongest nonstacking bonus takes precedence, but all penalties will be applied. Sup and Major will not both apply their boost, even if they still exact -35 and -75 life penalties. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>AR and damage reduction equipment mods do not stack. They only apply locally to the part of the body protected by the piece of equipment. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life and spirit bonuses on armor stack, but runes of vigor do not. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>runes and inscriptions that provide condition reduction stack with each other. Runes that provide the same condition reduction do not stack. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life and spirit bonuses on weapons stack </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapon mods that provide condition reduction stack with each other </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapon mods that affect casting and recharge times stack but are capped. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill effects typically do not stack. The most recent or most powerful application takes precedence. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>The beneficial effects of hex spells on different targets stack. Life Siphon on two foes will provide twice as much health regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>the beneficial effects of hex spells on the same target stack. AP provides each spellcaster the energy gain and skill recharge when the foe dies. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can only be affected by one stance </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can only be affected by one preparation </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can only be affected by one party bonus </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can only be affected by one glyph </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can only be affected by one weapon spell </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can only be affected by one form </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>pets can only be affected by one pet attack buff </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can only hold one bundle (activating a new bundle skill will cause the old one to be dropped and trigger drop effect)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>(for the above, activating a new one of the same type will override any existing ones </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a new binding ritual or nature ritual of an existing ally type will kill the existing ally spirit. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>random chances stack multiplicatively and are capped at 100%. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>In most cases, a cap can be exceeded by a single source. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane> Effects that increase/decrease attack speed actually decrease/increase the time taken to attack, resulting in a significantly greater change than stated in skill descriptions. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Attack Speed: +33% to -50% </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Movement Speed: +34% to -50% </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Block or Miss: 100% to 0% | stacks multiplicatively</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Healing: +???% to -40% </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Life/Spirit Regen: +10 to -10 | apply to single effects not just multiple sources </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Recharge Time: ??? to -50% | single skill effect can bypass this limit; item mods cannot stack beyond this limit </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Activation Time: +150% to -25% | Fast Casting does not count toward this cap </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Armor Rating: +25 to 60 AR | The positive cap is only applied to bonus armor. Core and special armor are uncapped. Negative bonus armor can only reduce your armor to 60, or to your core armor rating, if that is below 60. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Attribute: 20 to 0 | These caps apply to single effects not just multiple sources. 21 can be reached using weapons with a chance of boosting an attribute. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Damage multipliers: ? to ? </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Projectile travel speed: +100% to -50% </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Maximum health: ? to 1 | The minimum cap also applies to single effects. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Condition duration: ? to 0s | the cap only applies to the remaining duration. Conditions can be re-applied indefinitely. A zero-second duration condition will trigger Fragility once instead of twice. (skill causes damage upon infliction and recovery of a new condition) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Combat experience: 350% to ???% </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>The maximum number of maintained enchantments is limited only by your spirit regen. You can never have less than -10 regen. Any maintained enchantments in excess of that cap will be lost. Monks can maintain 14 enchantments. </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>skills consume an energy cost </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills' descriptions' values scale with their associated attributes </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters have energy and health</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>track skills currently applied to character </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>track keywords currently applied to character </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>track status effects currently applied to character </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills cannot be used again until the cooldown duration ends. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>interrupted skills, skills disrupted by Trip have to wait for the cooldown duration. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>cooldown can be modified </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>stackable cooldown modifiers are maxxed at 50% reduced cooldown. A single nonstacking skill can still be whatever it wants to be (5 seconds. All skills cooldown 80% more quickly.)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills can be instantly recharged </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Attack skill. recharge all other skills if attack hits. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Attack skill. Instantly recharges if target is above 50% life. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: For 30s, cooldown for attack skills is reduced by 33%. Skill ends if your health drops below 50%. (Does not affect its own cooldown. This does not affect interrupted skills, as they didn't activate.)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills can be elite </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>only one elite skill can be equipped on the skillbar. All but the rightmost will be removed. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>If elite skills are sideloaded onto the bar, more than one elite can be on the bar. The bar will be appropriately policed when changing zones. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills can be acquired. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills can be captured from dead characters </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>There are 35 core skills for each job that define the job. There are 25-30 additional skills that define the setting. There's also rez sig, available to everyone. 5 core skills per job are elite. 10 per job per setting are elite. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>BF should shoot for 6 jobs, 210 core skills, 150 setting skills, and of those, 90 should be elite. There should also be a number of special, boss-only, monster-only skills, plus some festival skills or mission-only temporary skills. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>duplicate skills cannot be equipped onto the skillbar. All but the rightmost copy will be kept. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Echos let you duplicate skills temporarily, captures let you sideload a dupe on the bar, thievery skills also, etc. After zoning, only the rightmost dupe will be kept. </span> </li>
</ul>
<h2><span class=mundane>0.97 - full game</span> </h2>
<h3><span class=mundane>keywords </span> </h3>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>feature: the completed game</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>full main story</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>all major characters</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>the Damage Monitor displays the source of damage a player has received in the last moments. x2 Vicious Attack. x66 Quick Shot, Cruel Spear. If the player dies, it will remain frozen until rez. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>modify damage order: Life steal/Life loss | base weapon damage | linear elemental damage buffs | group (flurry, dual shot, triple shot) | armor, armor penetration, character level, other modifiers that affect damage calulation | attack skill damage and linear nonelemental damage buffs | group (primal rage, frenzy, frenzied defense) | Xinrae's Weapon | Defy Pain | Shield Inscriptions | Dark Escape | Reverse Hex | Shelter | Protective Bond | Group (in order of a0plication - Life Barrier, Life Bond, Protective Spirit, Lightbringer) | They're on Fire | Group (Mantra of Flame, Frost, Lightning, Earth) | Mark of Protection | Union | Group (Stoneflesh Aurua, Shile dof Absoprtion, Shielding Hands) | Group (Reversal of Fortune, Life Sheath). But Life Steal/Life Loss can be modified by specific protective skills, like (Convert next incoming life steal to health). </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>status effect: bleeding - applies slight health degen for a long period </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>health degen - takes target's health over time</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>health drain - takes target's health over time and increases user's health over time </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>spirit drain - takes target's spirit over time and increases user's spirit over time </span> </li>
</ul>
<h2><span class=mundane>0.98 - involve other people (obv review after every milestone)</span> </h2>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>feature: improvements based on suggestions</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>playtesting - diverse playtesters like colorblind, French keyboard users, different res/older computers, etc</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>maintain my community - forums, Discord, Twitter, any forums tied to store platforms, etc</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>press - YouTubers, Twitch streamers, bloggers, game journalists, local news, etc. I'll def reach out to Godot's showcase. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>festivals/contests - local conventions, Godot con, Indie Games Expo, PAX, GDC. I'll probably do a booth/panel at the cons in my town because why not. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>funding - kickstarter, etc No reason not to try. Even if I can finish the game in my freetime, I can set it up to cover publishing/legal fees then set valid stretch goals like translating all text into more languages, supporting more platforms, getting a professional editor to look over my script, keyart by cool artists like vickisigh...so long as it seems like a reasonable amount of extra work. Then set wild goals like getting Trigger to redo my animations and hiring Imogen Heap to redo my soundtrack or whatever. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attack skills have the same speed and damage as an auto-attack unless otherwise stated</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attack skills with a specified activation time are affected by any effect that alters attack speeds
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attack skills deal bonus damage in addition to the attack damage when specified (deal +15 damage) </span> </li> </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attack can miss</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>The chance to miss stacks multiplicatively rather than additively. 50% + 50% = 75%. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectile attacks can miss even if Blind, etc is applied after the attack </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: For 5 seconds, target has 66% chance to miss attacks. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: For 10 seconds, you cannot miss target. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attacks can be interrupted</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills can be disabled. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>disabled skills cannot be used. They may be put on cooldown (either with additional seconds tacked onto normal cooldown or a custom length that ignores the cooldown duration). They may also be disabled until a when condition is met. Or they may be disabled permanently. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>you can disable skills on your party's skillbar, so that the AI will not use them. You can still manually use them while they are disabled. The AI will consider them again for usage when the player removes the disable. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>disabled skills are not affected by keywords that affect cooldown time. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills already on cooldown (let's say 19 more seconds) do not have their cooldown reduced by a disable (let's say - disable all skills for 5 seconds) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills already on cooldown (let's say 3 more seconds) have their cooldown increased by a disable (let's say - disable all skills for 5 seconds) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Additional recharge time and disabling duration are unaffected by skills that reduce recharge time. For instance, casting Meteor Shower (60s recharge time) after Glyph of Sacrifice (+30s recharge time) while under Serpent's Quickness (33% recharge time reduction) will lead to a 2/3*60s+30s=70s recharge time instead of 2/3*(60s+30s)=60s recharge time.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapon skills will be disabled if the correct weapon is not equipped. A sword skill will be disabled if a pistol is equipped. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: (20s cooldown) Do something. Skill is disabled for 45 seconds. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: For 60 seconds, all skills recharge 50% more quickly. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Your next skill gives you 180% of its spirit cost. That skill is disabled for +10 seconds. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Heal for 100. Disables your other Healing Attribute skills. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills with an activation time can be interrupted</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>interrupted targets halt the activation bar and change its color, activating skill ends without instarecharge, queued skills will be unqueued. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: You cannot be interrupted. Each time you would have been interrupted, you lose 5 spirit or skill ends. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: If target is using a skill, that skill is interrupted and target takes 100 damage. (Damage is not dependant on interruption.)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Interrupt target. If a skill was interrupted, inflict Burning. (Burning is dependant on interruption)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL. Attack. Interrupt target's action. If action was a miracle, that miracle is disabled for +20 seconds. (If the miracle is not interrupted, the target's miracle will skill become disabled.) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL. Mark target. Next time target attacks, the attack is interrupted and foe suffers 70 damage. (Interruption cannot be prevented.) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL. Interrupt action. If action was a skill, that skill is disabled for 10 seconds, and this skill is replaced by that skill. (If interruption is prevented, skill is not disabled nor copied.) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills can be easily interruptible</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>easily interruptible skills will be interrupted by any successful incoming attack during its activation</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL. Heal for 85. Easily interrupted. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill can be blocked</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>blocked skills deal no damage</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>stackable blocking skills are multiplicative. Two 50% chance to block skills = 75% chance to block. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>blocking can be bypassed or disallowed. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Next time target blocks, he takes 100 damage. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: You have a 75% chance to block. Lose 5 spirit for each attack blocked or skill ends. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Deal +50 damage. This attack is unblockable. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill can fail</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill fails when insufficient funds</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill fails when rule requirements are not met </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Attack for +50 damage. Skill fails if you are not blessed. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Attack for +50 damage. 50% chance of failure if this skill's associated perk is 4 or less. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill fails when target died during activation</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>some skills actually target the target's location, so they will not fail if the target dies. Fire Storm, etc.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill fails when target became invalid during activation. A target can become invalid if you are using a resurrection skill on a dead character that becomes alive before you finish activating. Also, a target may complete an "untargetability" skill like SF or VoS while your skill is activating. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skill fails when the skill becomes disabled. (Blackout was used on you during activating your skill.)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>when skill fails, activation stops, and skill recharges. Skill cost is not refunded, and failed attacks still counts as an attack. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>press cancel to cancel skill during activation duration</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills have an activation time </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>activation time begins as soon as a character selects the skill </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>activated skills are executed </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>activation time is halted and skill fails if it is interrupted or canceled </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>After the activation time of a skill with a stated activation time, there will be an aftercast delay of 3/4s before the skill user can act again </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attack skills with unstated activation time will use the first half of the character's next attack interval. The remaining half will be the time it takes the character to return to the neutral state. For Body Blow, it takes half of 1.33 seconds for axe-wielders and half of 1.75 seconds for hammer-wielders. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Skills with an explicit activation time - halfway through the interval, a melee attack will connect with its target and a ranged attack will launch its projectile. The remaining half will be used to return to a neutral state. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Attack skills bypass the return-to-neutral delay from the previous attack.
</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Pet attacks function as shouts. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Effects and Skills like Migraine that affect the activation time of any skill will not affect the activation time of attack skills. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Attack skills are affected by IAS effects.</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>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>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>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>Ranger skills with activation times have aftercast delay to prevent damage compression/spikes </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>A skill with an explicit activation time can be used to bypass the second half of a previous attack interval (after that attack has hit). Use Executioner's Strike after Eviscerate at normal speed will land 1.33 after Eviscerate, while Agonizing Chop would have landed 1/2 second after Eviscerate. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>energy loss - target loses energy </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>attacks have a chance to be critical </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>when - when X, do Y </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>when - the next 3 times X happens, do Y </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>when - when X, if Y, do Z </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>skills have classifications. Skill, Poison, Blessing, etc. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>keywords have a duration or other exit condition </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>when - after X seconds, do Y </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>modify critical hit rate - skill guarantees next attack crits, perk guarantees every other attack is a crit </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>modify miss rate (default is 0%, but some skills make missing possible) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles travel to target then bestow the effect they carry </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles can be obstructed </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles are obstructed when the target is behind an impenetrable barrier at time of fire </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles can stray </span> </li>
</ul>
<h2><span class=mundane>1 - release</span> </h2>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>feature: store pages</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles stray when the target is moving toward an obstructed location </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles can be dodged </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles are dodged when the target kites, causing the projectile to land in the place where the target would have been </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>projectiles can be obstructed </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>shouts have no activation time</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>shouts can be used during the activation time of another skill or when tripped. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>multiple shouts can be active at the same time</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Unlike most skills, if target is not within range, the character will not try to get closer to use the skill. The skill will not activate and warn you that target is out of range.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>'skill' is the most basic skill type. </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>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>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>
</ul>
<h2><span class=mundane>??? - post-release, if ever</span> </h2>
<h2><span class=mundane>0.2 - later</span> </h2>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>feature: ideas that haven't been assigned to a release yet. probably not everything can fit into the game by 1.0, if ever</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>play as a boy</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>translate into additional languages</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>add your own music to music folder, appears in music app. pixelate cover to match-ish game graphics</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>voice acting, even if just for the trailer or intro cutscene or whatever</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>support as many input devices as possible, though this probably isn't an XBOX controller-friendly game. keyboard, mouse, touchscreen, voice commands</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>emotes for player (screenshot fodder) - sleep in beds, sit on seats, cry, confess, dance</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>hide UI for screenshots optionally</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>support touchscreen for click</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>consider on-screen keyboard for name/word input during gameplay for touchscreen, Steam Deck, etc</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>if I ever do full voiceacting, downloading and installing all the GB of voiceacting should be optional, and the game should work fine voiceless</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>All skills with an area of effect greater than the target itself will apply to all targets within a circle of the mentioned proximity of the skill </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>adjacent on user affects directly around the user </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>adjacent on target affects directly around target </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>line = cause a long, linear effect on the ground like Lightning Javelin. (Send out a lightning javelin that strikes for 40 damage if it hits. It strikes all foes between you and your target. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Adjacent is 166 gwinches, roughly 1/6 the size of the aggro bubble, larger than melee/touch range but smaller than nearby (about 2/3) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Adjacent to target is the standard area of effect for melee attacks, touch skills, and scythe radius. Skills that target others and say 'adjacent' usually use this range. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>nearby = 252 gwinches, roughly 1/4 the size of the aggro bubble or 1.5x adjacent. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Spirit range affects an area of 2512 gwinches unless otherwise stated (slightly less than 2.5x the aggro bubble and slightly more than half of party range. This is about the size of the compass center to halfway between the end of the aggro bubble and the compass's end. This is the minimum distance at which any two spirits with the same name created by the same party can exist. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Party area: 5020 gwinches, only for skills that affect hte whole pary. It is 12% larger than the compass. Party members outside of this range turn gray on the party window. The is the maximum range enchantments can be maintained. Cautery Signet and Mystic Healing have an unlimited range. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>adjacent melee touch - 144 gwinches - 0% of danger zone - spells, melee weapons, other skills - touch skills are 86.746987951% closer than adjacent range</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>nearby - 16% - near the target</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>in the area - 22% - wards, wells, AoE spells - largest range for offensive spells</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>spell - 1248 gwinches - 120% - spells, staves, wands, most skills - includes projectile spells. Staffs, Wands, and projectile spells are not affected by height. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>party, compass - 5020 gwinches - slightly larger than compass - visual range for creatures, bundles, objects. outisde, they fade from sight and cannot be selected </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>party - 378% - party spells, maintained enchantments - maintained enchantments are dropped outside of the range</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Number of skills with AoE Size ... Point blank 0 | Adjacent to target 0 | Adjacent 190 | Nearby 161 | In the Area 88 | Line: 4 | Half-range: 0 | Earshot: 124 | Spirit range: 49 | Party area: 27 </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>untargeted shouts affect every applicable target within earshot</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>line of sight is the line between something and its target </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>targeted shouts have spell range by default</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>If the target is out of range when activating a skill, your character will path toward the target (rather than the closest location where the target would be in range), stopping to activate it shortly after entering range. Manually moving in range will give better results when trying to pull enemies and avoid over-aggro or aggroing before using your first skill</span> </li>
</ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters can have patrol routes</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>The Danger Zone is more commonly known as the "aggro bubble", the white translucent circle around your character on the radar. It determines when NPCs become aware of, and subsequently hostile to, their foes. Exceptions to subsequent hostility include most creatures with level 1-2 in starting areas, like Juvenile Bladed Termites in Normal mode. </span> </li>