COMBAT SCHOOLS AND SKILLS

SotA_Combat_Sigil_concept

Blades School: Swords, Daggers. Fast direct damage. Weaker against heavy armor.

Active

  • Thrust: Powerful basic attack
  • Double Thrust: Two attacks in one
  • Rend: Attack that also adds a DOT
  • Parry: Increases defense values for next hit on caster
  • Riposte: Attack that also increases defense value for next hit on caster
  • Whirling Blades: Whirling attack that hits multiple targets around caster
  • Coup de Grace: Attack that does double damage if target is below 20% health

Innate:

  • Vital Points: Increases Damage with bladed weapons
  • Speed: Increases speed with bladed weapons
  • Dual Wield: Decreases dual wield penalty

Blade-Combat-Tree-2

Polearms: Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor

Active:

  • Push: Attack that also has chance to push target back
  • Block: Increases defense values for next hit on caster
  • Disarm: Attack that has chance to unequip target’s weapon
  • Puncture: Attack that tends to ignore Armor
  • Spinning Attack: Spinning attack that hits multiple targets around caster
  • Leg Sweep: Attack that has chance to knockdown
  • Skewer: Attack that roots the target

Innate:

  • Reach: Increases range of Polearms
  • Armor Weak Points: Increases damage to armor with Polearms
  • Defensive Stances: Increases Defense while Polearm equipped

Pole-Arm-Combat-Tree

Bludgeons: Clubs, Maces, Axes, and Hammers. Lowest direct damage but offset with crowd control (stun, knockback, knockdown) and high damage to armor and weapons.

Active:

  • Crushing Blow: Stunning Attack
  • Knockback: Stunning Attack that also has chance to knockback
  • Knockdown: Stunning Attack that also has chance to knockdown
  • Break Weapon: Attack that has chance to damage targets equipped weapon(s)
  • Break Armor: Attack that has chance to damage targets equipped armor pieces
  • Berserk: Caster gets damage increase but accuracy decrease for X seconds
  • Ground Pound: Caster strikes the ground sending out ripples of force that damage all enemies within radius around caster

Innate:

  • Stunner: Increases Stun effects with Bludgeons
  • Breaker: Increases Damage to Armor & Weapons with Bludgeons
  • Crusher: Increases Damage with Bludgeons

Bludgeon-Combat-Tree

Ranged: Bows and Crossbows. Hitting targets at distance but requires ammo

Active:

  • Aimed Shot: Attack that if used as first move in combat gets large accuracy and damage increase
  • Disabling Shot: Attack that has chance to slow target for X seconds
  • Blinding Shot: Attack that has chance to lower target’s accuracy values for X seconds
  • Piercing Shot: Attack that tends to ignore Armor
  • Multi Shot: Attack that can hit multiple targets (up to 3) in front of caster
  • Rapid Fire: Stream of arrows for X seconds or until ammo runs out. Can hit multiple targets

Innate:

  • Range: Increases range with Ranged
  • Eagle Eye: Increases Accuracy with Ranged
  • Draw Strength: Increases Damage with Ranged

Ranged-Combat-Tree

Defensive Schools: Note that innate skills in defensive schools have a primary and sometimes secondary effect.

Light Armor: Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.

Active:

  • Dodge: Increases defense values for next hit on caster
  • Tumble: Increases defense values for next hit on caster and moves caster X meters
  • Flurry: Increases attack speed
  • Sprint: Increases Movement speed
  • Detaunt: Decreases Agro on caster

Innate:

  • Speed: Movement & Attack Speed Increased + Decrease Light Armor penalty
  • Acrobatics: Light Armor Moves Effects Increased + Increase Defense
  • Armor Preservation: Armor Damage Reduced
  • Camouflage: Increased stealth when not moving
  • Silent Movement: Increased stealth while moving

Light-Armor-Combat-Tree

Medium Armor: Best balanced armor between protection and minimal penalties.

Active:

  • Glancing Blow: Causes next attack to glance off armor
  • Trip: Next attack on caster has chance to do a knockdown attack on target
  • Step Through: Caster is able to ignore any defensive moves of target
  • Brawl: Next weapon swing also gets a punch, pommel hit, etc.
  • Grapple: Next hit on caster has chance to either root the attacker or render equipped weapon ineffective for one attack

Innate:

  • Deflection: % chance to deflect% of damage + Increase Defense
  • Agility: Increases Glancing Blow, Trip & Step Through + Decrease Medium Armor Penalty
  • Aggression: Increases Brawl and Grapple effects
  • Focus: Focus regenerates % faster + Decrease Med Armor casting penalty
  • Field Repair: Armor damage regenerates% of max X min after last combat

Medium-Armor-Combat-Tree

Heavy Armor: Best protection but biggest penalties for movement, encumbrance, and focus.
Active:

  • Defensive Stance: Increases defense values for next X seconds on caster
  • Inner Strength: Increases strength at cost of Focus
  • Absorb Impacts: Decreases damage received at cost of increasing damage to armor
  • Knight’s Grace: Removes stun, knockdown effects
  • Body Slam: Stunning attack that comes at cost of increasing damage to armor
  • Taunt: Increases agro on caster

Innate:

  • Heavy Lifter: Increase base carry capacity:
  • Hard Headed: Increases resist stun, knockback & knockdown effects
  • Endurance: Increases Strength + Decreases Heavy Armor penalties
  • Healthy: Increases Health + Increases Health Regen Rate

Heavy-Armor-Combat-Tree-1

Shields: Defensive school with most cooperative skills
Active:

  • Deflect: Increases defense values vs melee attacks for next X seconds on caster
  • Overhead Hold: Increases defense values vs ranged attacks for next X seconds on caster
  • Shield Bash: small damage instant attack intended to possibly disrupt caster with small stun chance
  • Charge: Small damage attack with medium stun chance that also moves caster forward 3 meters
  • Dig In: Roots Caster in exchange for huge increase in AC in radius around caster, radius increased 50% for each ally equipped with shield. Radius tripled if ally also casts Dig In
  • Testudo: Slows Caster movement but grants increase in AC in radius around caster, radius increased 50% for each ally equipped with shield. Radius tripled if ally also casts Testudo

Innate:

  • Angles: Increased Defense with shield
  • Balance: Increase Shield Move effects
  • Shield Preservation: Reduces shield damage
  • Stand Your Ground: Increase resist stun, knockback & knockdown effects

Shield-Combat-Tree-1