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Feat Icon Heraldry

We made a big push to provide icons to all the items and Feats that were still missing them. While we were going to be adding icons for Feats that were missing them, we went ahead and converted all of them to a consistent set of visual rules that will make it easier to distinguish the icons for various active Feats and provide more information at a glance. Rather than make everyone work out how you can get that at-a-glance information, this guide explains the theory behind the icon construction:

The Border

The first thing you may notice when all your attack feats are together in the feats window is that they have three different border colors: a light gold, a middle gray, and a dark black. The light border indicates a primary attack (that goes in your 1-3 slots), the dark border indicates a secondary attack (that goes in your 4-6 slots), and the middle border indicates a utility action or expendable (the slots to the right of or above the main action bar).

This border is mostly there to make it easier to tell which slots your actions are going to fill without having to drag them to see which slots light up.

The Pictograph

Each icon also includes a white pictographic overlay. This image calls out one of the more significant effects of an action (e.g., two actions with the Charge effect will both have the same running figure image unless there’s another effect that’s even more important). There’s a 100+ image list currently in use, and sometimes we err on making similar actions visually distinct, so you shouldn’t try to memorize the exact correspondences. But the image should give you a pretty good clue as to what the action does.

The Herald

The background of each image uses a system of lines and colors that’s similar-looking enough to feudal banners and shields that we’re calling it a herald. This is where some of the real meaty distinguishing information about an action lives.

If the action is an area of effect (AoE), the herald is stylized to represent the shape of the area template in use. If the action is single-target, the herald indicates which states it applies or requires. If multiple states are applied and/or required by the action, the state designators can overlap.

Actions with conditional effects will still light up their corners in your action bar when they’re ready, but the state designators on the icon should give you consistent data without having to mouse over for the tooltip first. Additionally, since most weapons include primary attacks that set up a state and secondary attacks that require it as a condition, this system should make it easier to identify your combos (e.g., the attack on the left side of the bar with the upper right herald can apply Distressed to your target, and the attack on the right side of the bar with the same herald can take advantage of it).

The Colors

The setup of the herald means that all actions have a two-color background which also conveys information. This is the least important information, since we don’t want our colorblind players to be at a disadvantage, but helps to visually unify related actions. Until we get better filters in for the trainers, it will also help you find the feats you want to purchase in the trainer list.

The lighter color indicates the distinguishing keywords used by the attack. For physical attacks, there are nine different colors from a matrix of three by three keywords: Bludgeoning, Piercing, and Slashing plus Light, Balanced, or Heavy. There is some overlap between different weapon categories (e.g., both hammers and shields are Bludgeoning and Balanced), but it should help to distinguish on the trainers. Meanwhile, magical attacks (cantrips and orisons) repurpose the same list of colors but indicate whether the attack is Arcane or Divine and which of the five subtypes of Arcane attacks or three subtypes of Divine attack are represented. If you have a lot of different colors on your wand, staff, or focus, some of those actions will become less effective as you level them up, as not all of them are equally supported by any given caster weapon.

Color

Physical Attacks

Magical Attacks

Red

Bludgeoning, Light (None Yet)

Divine, Elemental (Elemental)

Orange

Bludgeoning, Balanced (One-Handed Blunt, Shield)

Arcane, Mental (Psychic)

Yellow

Bludgeoning, Heavy (Two-Handed Blunt)

Arcane, Binding (Somatic)

Lime

Piercing, Light (Light Knife, Shortbow)

Arcane, Vexing (Diminishing)

Green

Piercing, Balanced (Longbow, One-Handed Fencing, Piercing Polearm)

Arcane, Energizing (Quickening)

Teal

Piercing, Heavy (None Yet)

Divine, Battle (Battle)

Blue

Slashing, Light (None Yet)

Divine, Occult (Occult)

Indigo

Slashing, Balanced (One-Handed Sword)

Arcane, Volatile (Charged)

Violet

Slashing, Heavy (Two-Handed Sword)

TBD

 

The darker color indicates role. For the majority of actions in the game right now, it will be a dark gray to indicate that the role is General. Those that do have a non-gray color are role-specific. This is useful now to find your role-specific Utilities and Expendables. Long term, it will also help you notice when you’re slotted for multiple roles.