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{{Infobox
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{| class="sotawikitable"
{{PAGENAME}} in Shroud of the Avatar utilizes a [[Deck]] system and a [[Combat Bar]] interface that utilizes [[Combat Glyph]]s.
|+ Combat Sigil
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|[[File:SotA Combat Sigil concept.jpg|600px|left|Combat Sigil on Slate]]
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== Runic ==
=== Outer Ring ===
Starting at the One O'Clock and moving around the runic reads: Only a Last Resort ~ Legitimate Authority ~ Redress of Injury ~ Proper Intention ~ Achievable Success ~ Proportional Harm ~ Imminent Danger ~ Avert Noncombatants


== Requirements ==
The avatar has 2 Stances (or modes) with respect to engaging with players, NPCs, and creatures:
We want each school of combat to have a theme. There are 4 Offensive Schools and 4 Defensive Schools. All Combat Skills (active & innate) require the corresponding gear to be equipped (i.e. to use a Blades skill you must have a sword in your hand). Note that all weapons and armor can be used by characters, increasing skills makes them more effective. All names are placeholder.
* <span style="color:lime">'''Passive Stance'''</span> (sometimes called Non-Combat mode) - in this mode, your weapon is sheathed (if you have one equipped) and you are prepared for peaceful interaction. You need to be in Passive Stance to interact with most NPCs (you will automatically be placed in Passive Stance with your weapon sheathed when you interact with a Friendly NPC, but this courtesy does not extend to Neutral or Enemy NPCs. If you try to interact with a Neutral or Enemy NPC when in Combat stance, you may instigate a battle when you did not intend to do so). Also, many non-combat activities will require that your avatar be in Passive Stance (e.g. decorating, equipping gear, unequipping gear, teleporting using scrolls, etc.). So, if you are unable to perform a non-combat activity, put your avatar in Passive mode and try again.
* <span style="color:lime">'''Combat Stance'''</span> (sometimes called Combat Mode) - in this mode, your weapon is wielded (if you have one equipped) and you are prepared to engage in battle (it will also decrease your [[Understanding the Avatar's Movement Stats| Current Speed]] of movement by approximately 10%). Certain combat related activities can only be performed while in Combat Stance, such as attacking and activation of glyphs from the combat bar.


== [[Offensive Schools]] ==


=== [[Blade Skill]] ===
To engage in combat, you must put your avatar into Combat Stance.
Swords, Daggers. Fast direct damage. Weaker against heavy armor.
The default keyboard command for toggling between Combat Stance and Passive Stance is the "Z" key.


*Active
If you are attacked while in passive stance, you will automatically be placed in Combat Stance.
**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


=== [[Polearm Skill]] ===
If you are in Combat stance, you can engage in combat using either Auto-attack or Free Attack.
Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor.
The "T" key toggles between these two attack modes (T is the default key for the  “Toggle Attack” function).


*Active:
==Combat Glyphs==
**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


=== [[Bludgeon Combat]] ===
*Combat Glyphs are icons that can be dragged from the [[Skills Window]] onto the [[Combat Bar]] to allow you to adapt to different situations at any time. Dragging a Combat Glyph onto the Combat Bar will cause the Glyph to incur a slight countdown time before the glyph can be used.
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


=== [[Ranged Skill]] ===
Bows and Crossbows. Hitting targets at distance but requires ammo


*Active:
==Auto-Attack Mode==
**Aimed Shot: Attack that if used as first move in combat gets large accuracy and damage increase
Whenever your Avatar is in Auto-Attack mode, the sword icon on the Combat Hotbar will flash red.
**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


Auto-Attack mode makes the Avatar constantly attack any enemy they are facing and that is in range of their equipped weapon. You will continue to attack automatically until you move out of range or leave Combat Stance.
Auto-Attack mode does not allow you to charge attacks.


== [[Defensive Schools]] ==
==Free Attack Mode==
Note that innate skills in defensive schools have a primary and sometimes secondary effect.
Free Attack is an optional advanced technique option for combat that you can unlock during a conversation with most [[Basic Adventuring Trainer]]s, [[Adventuring Trainer]]s, and [[Master Trainer]]s.


=== [[Gambeson Combat]] ===
Free Attack mode requires more active engagement in combat. When in Combat Stance, you will attack with your equipped weapon whenever you click the left mouse button. You must aim the reticle at an enemy to make sure your attacks hit.
Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.


*Active:
Free Attack mode allows you to charge attacks for additional damage. To charge an attack, hold down the Left Mouse Button while in Combat Stance. A notched status bar will appear at the bottom of the screen and begin to fill. Releasing the Left Mouse Button releases the charged attack. The more notches are filled, the more damage the charged attack will do. Be aware that you may select a new target while left-clicking when your cursor is not over the target of your charged attack.
**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


=== [[Mail Skill]] ===
Small, light weapons (like daggers) have short charge bars that only contain a few notches. Heavier weapons (like polearms) have charge bars that contain many notches, allowing the delivery of mighty strikes.
Best balanced armor between protection and minimal penalties.


*Active:
==Sticky Targeting and assigning a Soft Lock==
**Glancing Blow: Causes next attack to glance off armor
When in combat stance, the Avatar will target nearby enemies in range of their equipped weapon based on position and distance. A red highlight will “snap” to your target and follow them. You will generally target the closest enemy you can hit, centered in the direction the camera is facing.
**Trip: Next attack on caster has chance to do a knockdown attack on target
<br clear="all"/>
**Step Through: Caster is able to ignore any defensive moves of target
{{Infobox
**Brawl: Next weapon swing also gets a punch, pommel hit, etc.
|name=Targeting
**Grapple: Next hit on caster has chance to either root the attacker or render equipped weapon ineffective for one attack
|image=Targeting Image 01.png
*Innate:
}}
**Deflection: % chance to deflect% of damage + Increase Defense
<br clear="all"/>
**Agility: Increases Glancing Blow, Trip & Step Through + Decrease Medium Armor Penalty
If you have multiple targets in range and are using a weapon that can hit multiple enemies at once (such as a halberd) a red highlight will remain over your primary target. If you no longer have any valid targets in range, then the white “X” will return to the center of the screen.
**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


=== [[Plate Skill]] ===
Best protection but biggest penalties for movement, encumbrance, and focus.


*Active:
Sometimes you may want to attack something other than the closest enemy, such as an archer or mage in the back of an enemy group. To do so you can assign a “Soft Lock.” Attacks always prioritize your Soft Lock, and you will see their nameplate displayed next to yours in the upper-left of the screen.
**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


=== [[Shield Skill]] ===
Defensive school with most cooperative skills.


*Active:
You assign a Soft Lock by centering the reticle (or mouse cursor in Interactive mode) over an enemy, and double-left-clicking on them. A distinctive red highlight appears over your Soft Lock target. For as long as they are in range, and you are generally facing your Soft Lock target, projectile weapons and single target spells will alway be aimed at them. If you swing a melee weapon into a group containing your Soft Lock, the Soft Lock target will always be among the targets attacked.
**Deflect: Increases defense values vs melee attacks for next X seconds on caster
<br clear="all"/>
**Overhead Hold: Increases defense values vs ranged attacks for next X seconds on caster
{{Infobox
**Shield Bash: small damage instant attack intended to possibly disrupt caster with small stun chance
|name=Targeting
**Charge: Small damage attack with medium stun chance that also moves caster forward 3 meters
|image=Targeting Image 02.png
**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
<br clear="all"/>
*Innate:
 
**Angles: Increased Defense with shield
Pressing the “Next Target” key (TAB hotkey by default) assigns the closest target as your Soft Lock. Pressing Next Target again cycles through assigning nearby valid targets as your Soft Lock.
**Balance: Increase Shield Move effects
 
**Shield Preservation: Reduces shield damage
 
Stand Your Ground: Increase resist stun, knockback & knockdown effects
Other Avatars and friendly NPCs can be set as your Soft Lock by holding Shift + left-clicking on them. Hostile creatures need only be double-clicked on.
 
 
You may also set party members as your Soft Lock, which is useful if you want to heal or buff them during a chaotic battle. Spells like Healing Ray will always hit a friendly Soft Lock, provided they are in range and you are facing their general direction. You may set party members as your Soft Lock by clicking on their nameplates or pressing F1–F8.
 
 
Pressing Escape (ESC) clears your Soft Lock.


== See also ==
== See also ==
[[Skills]]
*[https://www.shroudoftheavatar.com/playerinstructions Player Instructions]
* [[Skills]]
* [[Combat Deck]]
* [[Combat Bar]]
 
==Outdated Information - Included for Historical Purposes Only==
:''You can drag a skill into your hotbar from the Skills <s>or Glyphs</s> windows (accessible from the Window Selector), as well as from one hotbar slot to another. Glyphs are skills and objects that can be added to your hotbar. Specifically, any Glyph can be added to your Combat Hotbar but only utility, summoning, and healing skills (like Light and Healing Touch), as well as potions, can be added to your Utility Hotbar.<br>Each slot in a hotbar can only be occupied by one Glyph, but the Glyph in each slot is up to you. If the new Glyph came from the skills window, the original Glyph will be replaced. If the new Glyph came from another slot on the hotbar, the two Glyphs will swap places.''
 
==References==
<references/>
[[Category: Gameplay]]

Latest revision as of 03:47, 31 March 2026

Template:Under Construction Template:Infobox Template:Tocright Combat in Shroud of the Avatar utilizes a Deck system and a Combat Bar interface that utilizes Combat Glyphs.

The avatar has 2 Stances (or modes) with respect to engaging with players, NPCs, and creatures:

  • Passive Stance (sometimes called Non-Combat mode) - in this mode, your weapon is sheathed (if you have one equipped) and you are prepared for peaceful interaction. You need to be in Passive Stance to interact with most NPCs (you will automatically be placed in Passive Stance with your weapon sheathed when you interact with a Friendly NPC, but this courtesy does not extend to Neutral or Enemy NPCs. If you try to interact with a Neutral or Enemy NPC when in Combat stance, you may instigate a battle when you did not intend to do so). Also, many non-combat activities will require that your avatar be in Passive Stance (e.g. decorating, equipping gear, unequipping gear, teleporting using scrolls, etc.). So, if you are unable to perform a non-combat activity, put your avatar in Passive mode and try again.
  • Combat Stance (sometimes called Combat Mode) - in this mode, your weapon is wielded (if you have one equipped) and you are prepared to engage in battle (it will also decrease your Current Speed of movement by approximately 10%). Certain combat related activities can only be performed while in Combat Stance, such as attacking and activation of glyphs from the combat bar.


To engage in combat, you must put your avatar into Combat Stance. The default keyboard command for toggling between Combat Stance and Passive Stance is the "Z" key.

If you are attacked while in passive stance, you will automatically be placed in Combat Stance.

If you are in Combat stance, you can engage in combat using either Auto-attack or Free Attack. The "T" key toggles between these two attack modes (T is the default key for the “Toggle Attack” function).

Combat Glyphs[edit]

  • Combat Glyphs are icons that can be dragged from the Skills Window onto the Combat Bar to allow you to adapt to different situations at any time. Dragging a Combat Glyph onto the Combat Bar will cause the Glyph to incur a slight countdown time before the glyph can be used.


Auto-Attack Mode[edit]

Whenever your Avatar is in Auto-Attack mode, the sword icon on the Combat Hotbar will flash red.

Auto-Attack mode makes the Avatar constantly attack any enemy they are facing and that is in range of their equipped weapon. You will continue to attack automatically until you move out of range or leave Combat Stance. Auto-Attack mode does not allow you to charge attacks.

Free Attack Mode[edit]

Free Attack is an optional advanced technique option for combat that you can unlock during a conversation with most Basic Adventuring Trainers, Adventuring Trainers, and Master Trainers.

Free Attack mode requires more active engagement in combat. When in Combat Stance, you will attack with your equipped weapon whenever you click the left mouse button. You must aim the reticle at an enemy to make sure your attacks hit.

Free Attack mode allows you to charge attacks for additional damage. To charge an attack, hold down the Left Mouse Button while in Combat Stance. A notched status bar will appear at the bottom of the screen and begin to fill. Releasing the Left Mouse Button releases the charged attack. The more notches are filled, the more damage the charged attack will do. Be aware that you may select a new target while left-clicking when your cursor is not over the target of your charged attack.

Small, light weapons (like daggers) have short charge bars that only contain a few notches. Heavier weapons (like polearms) have charge bars that contain many notches, allowing the delivery of mighty strikes.

Sticky Targeting and assigning a Soft Lock[edit]

When in combat stance, the Avatar will target nearby enemies in range of their equipped weapon based on position and distance. A red highlight will “snap” to your target and follow them. You will generally target the closest enemy you can hit, centered in the direction the camera is facing.
Template:Infobox
If you have multiple targets in range and are using a weapon that can hit multiple enemies at once (such as a halberd) a red highlight will remain over your primary target. If you no longer have any valid targets in range, then the white “X” will return to the center of the screen.


Sometimes you may want to attack something other than the closest enemy, such as an archer or mage in the back of an enemy group. To do so you can assign a “Soft Lock.” Attacks always prioritize your Soft Lock, and you will see their nameplate displayed next to yours in the upper-left of the screen.


You assign a Soft Lock by centering the reticle (or mouse cursor in Interactive mode) over an enemy, and double-left-clicking on them. A distinctive red highlight appears over your Soft Lock target. For as long as they are in range, and you are generally facing your Soft Lock target, projectile weapons and single target spells will alway be aimed at them. If you swing a melee weapon into a group containing your Soft Lock, the Soft Lock target will always be among the targets attacked.
Template:Infobox

Pressing the “Next Target” key (TAB hotkey by default) assigns the closest target as your Soft Lock. Pressing Next Target again cycles through assigning nearby valid targets as your Soft Lock.


Other Avatars and friendly NPCs can be set as your Soft Lock by holding Shift + left-clicking on them. Hostile creatures need only be double-clicked on.


You may also set party members as your Soft Lock, which is useful if you want to heal or buff them during a chaotic battle. Spells like Healing Ray will always hit a friendly Soft Lock, provided they are in range and you are facing their general direction. You may set party members as your Soft Lock by clicking on their nameplates or pressing F1–F8.


Pressing Escape (ESC) clears your Soft Lock.

See also[edit]

Outdated Information - Included for Historical Purposes Only[edit]

You can drag a skill into your hotbar from the Skills or Glyphs windows (accessible from the Window Selector), as well as from one hotbar slot to another. Glyphs are skills and objects that can be added to your hotbar. Specifically, any Glyph can be added to your Combat Hotbar but only utility, summoning, and healing skills (like Light and Healing Touch), as well as potions, can be added to your Utility Hotbar.
Each slot in a hotbar can only be occupied by one Glyph, but the Glyph in each slot is up to you. If the new Glyph came from the skills window, the original Glyph will be replaced. If the new Glyph came from another slot on the hotbar, the two Glyphs will swap places.

References[edit]