Defensive Schools: Difference between revisions

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


===== [[Gambeson Skill]] =====
===== [[Gambeson Combat]] =====
Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.
Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.



Revision as of 20:38, 5 March 2014

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