If true, the character must not be in combat to cast the ability.
If true, the character must be in stealth mode to cast the ability.
A list of Weapon Skills. The character must have a weapon equipped that matches the type of at least one of the skill to cast the ability.
A list of PrefabProfiles that contain links to GameObjects that will be held while the ability is being cast.
Holdable Object Name
The name of a PrefabProfile that contains a link to a GameObject.
Use Universal Attachment
If true, attachment points from the PrefabProfile will be ignored, and the universal attachment in the Attachment Name field will be used.
The Node Name field from one of the Attachment Point Nodes in an Attachment Profile.
An enumeration that defines what sources will be used for holdable objects.
Holdable objects defined directly in the ability, and defined in the weapon will be spawned.
Only holdable objects defined in the ability will be spawned
Only holdable objects defined in the weapon will be spawned.
If true, holdable objects will be created in response to animation events, and not created automatically by the ability manager when the cast starts.
The amount of time, in seconds, that holdable objects should persists past the end of the ability cast before being destroyed.
A link to an animation clip that the character will perform while casting.
If true, the ability will use the Cast Clips or Attack Clips currently active for the character, instead of the clips defined in the ability.
Animation Hit Audio Profile Name
If the animation has Hit events while it is playing, this Audio Profile will be played in response to those events.
An audio clip to play while the ability is casting.
Casting Audio Profile Name
If true, the audio will be looped until the cast is complete.
The level the character must be to learn the ability.
Character Class Requirements
A list of Character Classes. The character must be one of the classes to learn the ability.
Class Specialization Requirements
If true, the ability can be cast without learning it. This is useful for teleport abilities that will be cast on interaction with a Teleport Interactable Option.
If true, when learned, the ability will be automatically added to the action bars in the UI if there is room.
If true, this ability can be cast while another ability cast is in progress.
If true, the ability can be cast while the character is in motion.
This spell can be cast while the global cooldown is active.
The base amount of the Power Resource that will be spent to cast the ability. This amount is not scaled by level.
The amount of the Power Resource that will be spent to cast the ability. This amount is multiplied by the character level.
The time delay (in seconds) before the Power Resource is spent when the ability is cast.
Generate Power Resource Name
The name of a Power Resource that should be gained when the ability hits the target.
The base amount of the Power Resource that will be gained. This amount is not scaled by level.
The amount of the Power Resource that will be gained. This amount is multiplied by the character level.
If true, after the cast time is calculated, it will be affected by the Speed secondary stat.
If true, the cast time is based on the length of the animation played while casting.
If Use Animation Cast Time is false, this value will be used for the cast time.
The cooldown time, in seconds, before the ability can be cast again.
If true, the cooldown will be initiated at the start of the cast, instead of the end of the cast, which is the default.
Use Ability Effect Targetting
If true, the Target Options of the ability will be overridden by the Target Options of the first Ability Effect.
A list of Ability Effects, defined directly, to cast when the ability casting is complete.
Inline Channeling Effects
Channeled Ability Effectnames