Skill details

A Skill can be identified by a number of characteristics:
 * Name and Icon (see below)
 * Profession
 * Linked Attribute
 * Skill type
 * Cost (Energy/Adrenaline/None) (see below)
 * [[Image:Activation.png]] Activation Time
 * [[Image:Recharge.png]] Recharge Time
 * [[Image:Upkeep.png]] Upkeep
 * Effect/Description (see below)
 * [[Image:Sacrifice.png]] Health Sacrifice
 * Exhaustion

Name and Icon
A Skill's name is a unique identifier for each Skill, and an Icon has a purely aesthetic value. There are currently no game mechanics that depend on a Skill's name or Icon.

Cost
Skill costs have to be paid as soon as a Skill is activated. The caster is charged the cost immediately upon activation regardless of whether the skill is succesfully performed or not.

There aren't any skills that cost both energy and adrenaline.

Description
A skill's effects resolve as soon as the skill's activation time is over and the skill resolves. At resolution, every effect is checked individually whether or not the target is valid for this effect.

Progression
Almost all Linked Skills have one or more effect variables in their description, which are colored green for easy recognition. In the game, each variable is of the form x...y, where x is the Variable's value at at 0 rank of the Linked Attribute, and y is the value at 12 rank. The value progresses linearly (before rounding) with respect to the linked attribute level, and always have integer values (before rounding) at rank 0 and 15. The first formula proposed was

VL = round(V0+L*(V15-V0)/15)

where VL is the value at rank L. However, it has been suggested (non-English link) that the true formula is in fact

VL = round(V0+(L*(V15-V0)-0.5)/15)

Unlike the old version, this one seems to match the in-game values precisely.