Skills: Difference between revisions

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moved Magic Sigil to Magic
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There are eight magic schools on the skill ring that include: [[Sun Magic|Sun]], [[Earth Magic|Earth]], [[Life Magic|Life]], [[Water Magic|Water]], [[Moon Magic|Moon]], [[Air Magic|Air]], [[Death Magic|Death]], [[Fire Magic|Fire]].  The center of the ring creates an eight point [[Chaos Magic|Chaos]] starr and is also included as a magic skill with a few variations.
There are eight magic schools on the skill ring that include: [[Sun Magic|Sun]], [[Earth Magic|Earth]], [[Life Magic|Life]], [[Water Magic|Water]], [[Moon Magic|Moon]], [[Air Magic|Air]], [[Death Magic|Death]], [[Fire Magic|Fire]].  The center of the ring creates an eight point [[Chaos Magic|Chaos]] starr and is also included as a magic skill with a few variations.


=== COMBAT ===
placeholder
{| class="sotawikitable"
|+ Combat Sigil
|-
|[[File:SotA Combat Sigil concept.jpg|600px|left|Combat Sigil on Slate]]
|}
==== 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 ====
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.
 
==== [[Offensive Schools]] ====
 
===== [[Blade Skill]] =====
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
 
===== [[Polearm Skill]] =====
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
 
===== [[Bludgeon Combat]] =====
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:
**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
 
 
==== [[Defensive Schools]] ====
Note that innate skills in defensive schools have a primary and sometimes secondary effect.
 
===== [[Gambeson Combat]] =====
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
 
===== [[Mail Skill]] =====
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
 
===== [[Plate Skill]] =====
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
 
===== [[Shield Skill]] =====
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


=== [[CRAFTING]] ===
=== [[CRAFTING]] ===

Revision as of 15:12, 17 April 2014

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Magic, Combat, and Crafting Skills

This is an introduction to each of the skills and what they can offer. A better understanding requires knowledge of Stats, Damage Types, and the Skills System[1].

Combat is achieved with a skill bar that is comprised of your Deck. A deck is made with Noble Skills, Focus Skills, and Slugs. Some of the slots may be Locked Slots[2].

MAGIC

Main Article: Magic

Magic is one of the two skill rings that involve combat and defensive abilities in Shroud of the Avatar. It has an outer ring written in Runic that translates "Lunar Rifts And ~ Forsaken Virtue ~ Are The Costs ~ Of Colliding Moons ~ But There Is ~ Yet Hope For ~ Those Who Seek ~ Knowledge In Chaos"

There are eight magic schools on the skill ring that include: Sun, Earth, Life, Water, Moon, Air, Death, Fire. The center of the ring creates an eight point Chaos starr and is also included as a magic skill with a few variations.

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CRAFTING

Combat Sigil
Crafting Sigil on Wood
Crafting Sigil on Wood

There are three rings of Crafting: Gathering, Refining and Production. Each ring contains five different skills. The rings represent the paths required to make items. All crafting activities require tools. Refining and Production also require crafting tables and recipes in addition to tools. Crafting skill trees have two skill types: Generalized (darker) and Specialized (lighter). Generalized skills affect things like quality, quantity, tool use, etc and they modify all the results of that particular crafting school. Specialized skills improve success chances for types of items. For ultra-high quality items the chances may be so low that specialized skills are required. Gathering and Refining skills are lumped into two schools that cover all the types of gathering and refining in those two schools. Production skills are divided out into individual schools of each Production type.

Runic

Outer Ring

Starting at the One O'Clock and moving around the runic reads: Craftsmanship is Earned ~ Honed through Practice ~ Attention to Detail ~ Elegant and Functional ~ Refined and Durable

Gathering

Gathering is getting raw resources that can be refined or in some cases (reagents) used directly. This is the innermost ring on the Crafting Sigil and includes: Mining, Forestry, Agriculture, Field Dressing, and Foraging.

  • Generalized Skills:
    • Surveying: Increases range that resource nodes are visible
    • Speed: Increases the speed that resources are gathered
    • Quantity: Increases the quantity of resources gathered from each resource node
    • Quality: Increases chance to get higher quality resources from each resource node
Mining
  • Resources Gathered:
    • metallic ore
    • salts
    • gems
    • minerals
    • chemicals
  • Tools
    • Pickaxe
    • Facemask (for toxic fumes)
  • Resources For:
    • Smelting
    • Cooking
    • Alchemy
Lumberjack
  • Resources Gathered:
    • Wood
    • Tamed Animals
    • Fish
  • Tools:
    • Axes
    • Saws
    • Fishing Poles
    • Taming Collars
  • Resources For:
    • Milling
    • Butchery
    • Cooking

NOTE: Not just chopping wood. This skill includes Taming and Fishing.

Agriculture
  • Resources Gathered:
    • Food Crops
    • Textile Crops
  • Tools:
    • Hoes
    • Scythes
    • Plows
  • Resources For:
    • Cooking
    • Alchemy
    • Textiles
Field Dressing
  • Resources Gathered:
    • Meat
    • Hides
  • Tools:
    • Skinning Knife
  • Resources For:
    • Butchery
    • Tanning
    • Textiles
Forage
  • Resources Gathered:
    • Herbs
    • wild fruit & berries
    • grasses
    • mosses
    • & More...
  • Tool:
    • Gathering Knives (sickle)
  • Resources For:
    • Alchemy
    • Cooking
    • Textiles


Refining

Refining is taking raw resources and turning them into refined elements that can be used to make complete items. This is the middle ring of the Crafting Sigil and includes: Smelting, Milling, Textiles, Tanning, and Butchery.

  • Generalized Skills:
    • Quality: Increases chance to get higher quality elements from raw resources
    • Quantity: Increases the quantity of elements created from raw resources


Smelting
Milling
Textiles
Tanning
Butchery
  • Elements Created:
    • Chops
    • Ribs
    • Roasts
    • Steaks
    • Organs
  • Tools:
    • Butcher’s Table
    • Cleaver
  • Elements For:
    • Cooking


Production

Production is taking refined elements or raw resources and turning them into finished goods like weapons, furniture, potions, etc. This is the outermost ring of the Crafting Sigil and includes Blacksmithing, Carpentry, Tailoring, Cooking, and Alchemy. Each Production school starts by learning to make and use the tools of that trade. Each point spent on a specialized Production skill increases the chance for success when making that item type.


Blacksmithing

NOTE: This is the only tree we took down to a fourth tier. We will likely not go this deep for Episode 1.

  • Generalized Skills:
    • Tools: Improves chances when making metal tools like hammers, punches, etc. Also lowers wear when using Smithing Tools
    • Quality: Increases chances for success when making higher quality items
    • Repair: Increases the amount of damage repaired
    • Enhance: Improves chances when enhancing items to make them higher quality


  • Tools Used:
    • Smithing Table
    • Hammer
  • Items Created:
    • Metal Tools
    • Weapons
    • Armor
    • Construction Materials (nails)


  • Specialized Skills:
    • Tinker: mechanical objects like clocks, lanterns, lamps, etc.
    • Weaponsmith:
      • Blades / Tangs
        • Swords
        • Daggers
      • Shafted Weapons
        • Bludgeons
        • Axes
        • Polearms
      • Ranged
        • Crossbows
        • Arrows
        • Bolts
    • Armorsmith:
      • Forged:
        • Splint
        • Plate
      • Shields
      • Riveted:
        • Chain
        • Scale
Carpentry
  • Generalized Skills:
    • Tools: Improves chances when making wooden tools. Also lowers wear when using Carpentry Tools
    • Quality: Increases chances for success when making higher quality items
    • Repair: Increases the amount of damage repaired
    • Enhance: Improves chances when enhancing items to make them higher quality


  • Tools Used:
    • Carpentry Table
    • Claw Hammer
  • Items Created:
    • Wooden Tools
    • Weapons
    • Furniture
    • Musical Instruments


  • Specialized Skills:
    • Furniture:
      • Chairs
      • Tables
      • Storage
    • Musical Instruments:
      • Drums
      • Strings
    • Weapons:
      • Blade Handles
        • Swords
        • Axes
        • Daggers
      • Shafted Weapons
        • Bludgeons
        • Polearms
      • Ranged
        • Bows
        • Arrows
        • Bolts
Tailoring
  • Generalized Skills:
    • Tools: Lowers wear when using Tailoring Tools
    • Quality: Increases chances for success when making higher quality items
    • Repair: Increases the amount of damage repaired
    • Enhance: Improves chances when enhancing items to make them higher quality


  • Tools Used:
    • Tailoring Table
    • Needle
    • Punch
  • Items Created:
    • Armor
    • Bandages
    • Clothing
    • Textiles
    • Taming Collars


  • Specialized Skills:
    • Armory:
      • Cloth Armor
      • Leather Armor
      • Taming Collars
    • Clothing:
      • Common
      • Finery
    • Textiles:
      • Rugs & Tapestries
      • Linens
      • Bandages
Cooking
  • Generalized Skills:
    • Tools: Lowers wear when using Cooking Tools
    • Quality: Increases chances for success when making higher quality items


  • Tools Used:
    • Cooking Table
    • Pot
    • Spatula
    • Spoon
  • Items Created:
    • Baked Goods
    • Alcohol
    • Cheese
    • Stews
    • Soups
    • & More...


  • Specialized Skills:
    • Baking:
      • Breads
      • Sweets
        • cakes
        • cookies
        • pies
    • Fermenting:
      • Wine
      • Beer
      • Spirits
      • Cheese (“Blessed are the cheese makers”)
    • Cooking:
      • Preserving
        • jams
        • jellies
        • pickles
        • jerky
        • salted meats
      • Frying
      • Grilling
      • Stewing


Alchemy
  • Generalized Skills:
    • Tools: Lowers wear when using Alchemy Tools
    • Quality: Increases chances for success when making higher quality items


  • Tools Used:
  • Alchemy Table
    • Bottles
    • Mortar & Pestle
  • Items Created:
    • Consumable Items:
      • Potions
      • Enchanted Items
      • Poisons


  • Specialized Skills:
    • Potions:
      • Buffs
      • Cures
      • Effects (Invisibility, Explosion, etc.)
    • Enchantments: Requires one scroll with the spell needed. Each charge requires the same reagents as casting the spell. Each item can only hold one spell at a time. Number of charges each item can hold based on quality and size of item.
      • Wands & Staves
      • Weapons
      • Armor
    • Poisons:
      • De-Buffs
      • Weapons
      • Ingestibles

References