Reading Abilities (Elemental Powers)

Reading your abilities is critical to playing properly. Understanding how your effect resolves, how you pay for things, and how it interacts with others and with yourself -- that is the crux of strategic play in this game.

The Anatomy of an Ability
For this, let us refer to Flame Fluidity for dissection and understanding.

Flame Fluidity (1) Type: combo (2) Prerequisite(s): 5 SP (3) Burn 2 supply (4); make a chain check. On a success, regain 2 AP. On a failure, burn 2 HP. On a break, burn 4 HP and burn 1 supply. (5) - Cannot combo attack after using this. Does not count as a combo attack. (6)

(1) First is the name of the ability. This is used as shorthand for communication. Nothing too fancy.

(2) Second is the action type of the ability. This is important to know how you can use it and how much AP you need to spend.

(3) Third is the necessary prerequisites of the ability. This shows how much SP the ability costs and what other abilities, levels, or achievements you need to meet to acquire this ability.

4, 5, and 6 make up the full effect text of the ability. This is how the ability actually functions.

(4) Fourth is the cost of the ability, and is denoted by all text that comes before a semicolon. Some abilities may not have this.

(5) Fifth is the effect of the ability, and is denoted by all text that comes after a semicolon. All abilities have this, and it is the entire text if there is no cost.

(6) Sixth is the notes of the ability and any other important information to keep in mind when using the ability.