Abilities within TAS are a way of using your resources to do certain enhancements or skills for either a period of time, or as a permeant bonus to yourself and also have both tiers and levels to them which grow along with you as you use them more during real combat and training situations. the classification of where you are using them does have an impact into how fast they will level up
As Active Abilities level an integrated person can choose Alter to their Active Abilities at set levels, these Alterations come in 3 variations, Lesser, Major and Capstone. The first Lesser Alteration is at at 5th level, the first major Alteration is at at 10th level, the second minor Alteration is at at 15th level, and a Capstone Alteration can be selected when you max an ability out at 20th level.
As Passive Abilities level, they get the Major Alteration at level 10 and the Capstone at level 20, but do not get any Minor Alterations.
All Alterations give you three alternatives to choose from. One of each Minor Alteration's alternatives is always a cost reduction. (Volume 2, chapter 26.)
While Abilities have a max Level of 20, they can also evolve. Once an Ability is 'maxed', if hidden requirements are met, they can be upgraded to the next Tier. They will subsequently restart from Level 0 of that new Tier. This 'keeping of Abilities' of Class Abilities has a couple of requirements. Primarily, you will need to max out your Ability to Level 20 of the corresponding Tier. Let's say you are a Tier 2 Class, and want to bring over one of your Abilities into Tier 3. For that to happen, you'll need to max out the Ability you want to move over, to Tier 2 - Level 20 when you go to tier up your class.
Initially T0 marines get 5 Active and 8 Passive abilities. (Chapter 1.13)
Classes grant specific abilities, and provide exactly enough slots to hold the abilities they grant.
The Allbright System classifies abilities into different ranks. There are a total of 10 ranks of abilities within the system: 5 “base” ranks, 4 “true” ranks and then unique rank.
The top ranking ability is as follows:
The ranks for these “true” abilities are as follows with the highest rarity first descending:
The ranks for these “base” abilities are as follows with the highest rarity first descending:
The difference between the two types are: The base rarities simply indicate how often a certain thing generally occurs inside the System, akin to a random distribution with certain percentage values. The true rarities, however, indicate how often a certain thing can occur inside the System. Only 5 active and 8 passive abilities can be slotted at a single time. as the name implies passive abilities are always on and working while active abilities require a cost normally for their effect to occur
To contextualize this using current known abilities: Gold-rarity Abilities only show up in roughly one out of every 10,000 Participants. This is neither a guarantee nor a limit, however. Two Participants that get integrated right next to each other might both receive a Gold-rarity Ability right from the get-go, just as a group of 100,000 newly integrated Participants might not have a single one.
This is distinctly different from the true rarities. Where only a certain number of copies of that ability can be owned at any one point and once that limit is reached someone needs to either unslot or die to free up a space for someone else to gain that ability
Whenever someone is integrated within The Allbright System they gain 1 active Ability and a Faction trait which does not count towards the limit of 5 Active and 8 Passive abilities at any one point, these Abilities are given to you based
There are a total of five different ways to gain new Abilities.
There is also another known way of gaining a unique ability is that The Allbright System balances Abilities if you manage to break an ability in a way that the system did not intend or breaks the ability from it's purpose the system will patch the break for everyone else however you will be given a unique ability which stills lets you use the exploit you discovered
The current list of known abilities, and any augmentations
No Unique abilities are yet known within The Allbright System
No Galactium abilities are yet known within The Allbright System
No Exium abilities are yet known within The Allbright System
No Crysium abilities are yet known within The Allbright System
Selene's abilities (chapter 1.124):
We know the names of four Stellar Republic abilities, but nothing else about them (chapter 1.58):
Given the nature of the System, it is likely that these are also available to the UHF.