Every weapon's abilities are divided into three different progression lines (skill trees that do not branch, but instead converge at the end into a single Capstone skill).
Accruing with each attack, to pay a cost for a payoff (Assault Rifle, Blade, Fist, Hammer)Īctive Abilities, manually used (triggered) in battle by the player.
Opposing forces employed to create an optimum balance (blood Magic and Elementalism).
After a known number of attacks (Shotgun - Reload).
The resources all have different names for each Weapon's, and build in four different ways: Players that love storytelling may decide the three free character slots are free seats to the experience of all three of the playable Factions storylines : Illuminati, Dragon and Templars.Īssault Rifle : Grenade Blade : Chi Blood Magic : Corruption and Martyrdom Chaos : Paradox Elementalism : Heat and Cooling Fist : Fury Hammer : Rage Pistol : Random roll to match Blue, Red, and White Shotgun : Reload Secret World Legends allows every skill in the game to be acquired by every character. New players may find the choice of skills considerably less demanding than in other games, where ability choices are fixed, or require expensive Real Life money upgrades to be altered, and if they do not research the ideal, cookie cutter combination of abilities and gear, their characters' future is bleak. The myriad distinct interdependencies of States and Abilities are unified there are still a range of distinctions for each Weapon, but they are all loosely based on a single resource-building mechanic. Weapon pages that have been thoroughly edited to reflect the new changes will have a link to the old version of the page with the old skills.Ībilities in Secret World Legends are almost completely changed from those available in The Secret World. Note: Weapons and Abilities and Skills have been substantially altered in the Dungeon and Raid Rebalance Patch of November 2020 see also Dungeon and Raid Rebalance patch notes -, and the Patch Notes section here.