Skills: Difference between revisions
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**Focus: Focus regenerates % faster + Decrease Med Armor casting penalty | **Focus: Focus regenerates % faster + Decrease Med Armor casting penalty | ||
**Field Repair: Armor damage regenerates% of max X min after last combat | **Field Repair: Armor damage regenerates% of max X min after last combat | ||
===== 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 | |||
===== 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 | |||
Revision as of 03:30, 27 November 2013
Magic, Combat, and Crafting Skills
This is an introduction to each of the skills and what they can offer. An better understanding requires knowledge of Stats, Damage Types, and the Skills System.
MAGIC SCHOOLS AND SKILLS
Here is the current lists of magic schools and skills. We want each school of magic to have a theme and some interactions with other magic schools (either cooperative or versus). All Active magic spells require reagents. All names are placeholder.
Life Magic
Healing, curing, fighting death
- Active:
- Healing Touch: Base healing spell, super short range
- Healing Ray: Ranged Healing Spell
- Banish Undead: Direct damage to undead
- Purify: Clear some negative effects
- Healing Burst: AoE healing spell
- Healing grace: Heal over time
- Purify Burst: AoE purify
- Resurrection: Bring a fallen ally back to life
- Innate:
- Life Power: Increases power life spells
- Life Reach: Increases range & radius of life spells
Death Magic
Transferring life to caster from enemies, summoning Undead
- Active:
- Death Touch: Very short range hit point transfer
- Death Ray: Ranged hit point transfer
- Death Field: AoE hit point transfer
- Death Shield: Some % of damage from attacks against Death Shield become hit point transfers
- Corpse Explosion: Make a corpse explode
- Animate Dead: Creates a zombie from a corpse, skeleton if no corpse is targeted
- Summon Undead: Summons an Undead to fight for summoner
- Innate:
- Death Mastery: Life transfers give more hit points
- Undead Mastery: Summoned Undead are stronger
- Mummified Undead: Summoned Undead decay slower
Sun Magic
Removing/reducing stealth
- Active:
- Light: Summons a bright light. If cast out of combat it summons a bright light over the caster that travels with them. If cast on an enemy, it puts a light directly over their head that gives players attack **bonuses and lights the scene
- Blind: Curse that reduces the attacks of targeted creature
- Blinding Armor: Attackers have % chance to have their attacks reduced by blinding flashes
- Searing Ray: Direct damage spell
- Destroy Shadows: Direct Damage, extra damage to "Shadow/Night" creatures
- Enlightenment: Intelligence buff
- Reveal Hidden: Dispel concealment spells
- Summon Phoenix: Summons a Phoenix
- Innate:
- Sun Worship: Buffs base stats while in sunlight
- Sun Eater: extra % HP per sec while in sunlight
Moon Magic
Stealth
- Active
- Night Vision: Ups the Ambient light level
- Vanish: Makes the player difficult to see as long as he stands still
- Shadow form: Makes the player appear only as a shadow
- Fascinate: A mesmerizing type spell
- Summon Wil-o-wisp: A light source pet that fights for you
- Celestial blessing: Increases resistance towards magic
- Moon Glow: Glow that produces a damage buff but has % to do defense debuff
- Moonlight Trance: Buffs focus regen rate on allies. Debuffs focus regen on hostiles
- Innate:
- Moon Worship: Buffs base stats while in moonlight
- Moon Eater: extra % HP per sec while in moonlight
Earth Magic
Physical attacks with stun effects, crowd control
- Active:
- Stone Fist: Melee Physical direct damage spell
- Root: Lock someone in place
- Stone Wall: Creates stone wall that blocks movement (can be attacked and destroyed)
- Strength of Earth: Strength buff
- Earth's Embrace: Reduces damage taken but incurs movement penalty
- Obsidian Arrow: Penetrating ranged attack
- Earthquake: AoE stun + damage
- Summon Earth Elemental: Summons Earth elemental
- Innate:
- Attunement with Earth: Increases Str and defense bonuses
- Sympathy of Stone: Increases damage resistance and damage absorption
Air Magic
Electric attacks, speed, and dexterity
- Active:
- Gust: Push target back with stun chance (can also flip switches at range)
- Dash: Move speed buff
- Air's Embrace: Dexterity buff
- Blink: Instantly move to nearby spot that you could walk to
- Discharge: Short range AoE from caster of electric damage with Stun Chance
- Lightning: Ranged lightning attack with Stun Chance
- Chain Lightning: Ranged lightning attack that chains with Stun Chance
- Air Elemental: Summons Air elemental
- Innate:
- Rapid discharge: Increase stun effects
- Well Grounded: Increase electrical resistance
Water Magic
Icy attacks that slow targets, minor healing, fight fire
- Active:
- Ice Fist: Touch ice attack
- Ice Arrow: Ranged ice attack
- Shield of Ice: Damage absorption + fire resistance
- Ice field: AoE move speed debuff
- Summon Ice elemental: Summons an ice elemental (does ice attacks)
- Douse: Removes fire dots
- Soothing rain: AoE Heal over time
- Summon Water Elemental: summon Water Elemental (support pet with heals & buffs)
- Innate:
- Icy Breath: Increases slowing effects of ice attacks
- Blue Blooded: Increases Cold Resistance
Fire Magic
Damage over time
- Active:
- Flame Fist: Short Range Direct Damage with DOT
- Fire Arrow: Ranged Direct Damage with DOT
- Fire Ball: Ranged Direct Damage with DOT and AoE
- Immolation: Surrounds player with flames, attackers have % chance to be hit fire
- Ring of Fire: Targeted AoE with duration of X time
- Ignite Weapon: Adds fire damage to target’s currently equipped weapon for X time
- Summon Fire Elemental: Summons Fire Elemental who attacks enemy targets
- Innate:
- Highly Flammable: Fire DOTs last longer and Fire Damage increased
- Fire Reach: Increase Range and Radius of Fire Spells
- Fire Proof: Increases fire resistance
Chaos
Disruption, High chance of fizzle and backfire (unpredictable effects)
- Active:
- Tabula Rasa: Instantly discard all skills and replace with new skills
- Chaos Bolt: Very random effect bolt
- Chaotic Confusion: Randomly rearranges target's skills
- Chaos Storm: Storm that fires Chaos bolts
- Chaos Shield: Increases defense but has % chance to also amplify damage
- Chaotic Clone: Creates a copy of spells cast by owner that hit random targets.
- Shapeshift: Caster becomes a random creature / animal
- Summon Demon: Summons a powerful Demon that attacks everyone (including caster)
- Control Demon: Controls a summoned demon to keep it from killing caster and allies
- Innate:
- Chaos Control: Reduce backfire chance
- Empower Chaos: Reduce Chaos spell fizzle chance
COMBAT SCHOOLS AND SKILLS
Here is the current lists of Combat schools and skills. 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
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
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
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
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
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
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
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
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