Combat: Difference between revisions
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=== Polearm Skill === | === Polearm Skill === | ||
{{main|Polearm Skill}} | {{main|Polearm Skill}} | ||
Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor. | Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor, with the ability to penetrate "Blocks" by shield users. Longer range and better AoE potential than other melee weapons, but with the least variety to choose from. | ||
*Active: | *Active: | ||
Revision as of 00:50, 6 July 2016
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, plus the Tactics School. 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), with the exception of those in the Tactics list. 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
Template:Main Swords, Daggers. Fast direct damage. Higher critical hit rate and parrying potential than other melee weapons.
- Active:
- Innate:
Ranged Skill
Template:Main Bows and Crossbows. Hitting targets at distance but requires ammo. Very large chargup time and single hit damage with a high critical rate.
- Active:
- Innate:
Bludgeon Skill
Template:Main Clubs, Maces, Axes, and Hammers. Damage greatly dependent on Strength. Most skills offer small crowd controls and debuffs (stun, knockback, knockdown, Melee damage debuff, Damage resistance Debuff). Bludgeon weapons have longer chargeup attacks than other melee weapons.
- Active:
- Innate:
Polearm Skill
Template:Main Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor, with the ability to penetrate "Blocks" by shield users. Longer range and better AoE potential than other melee weapons, but with the least variety to choose from.
- Active:
- Innate:
Defensive Schools
Note that innate skills in defensive schools have a primary and sometimes secondary effect.
Shield Skill
Template:Main Defensive school with most cooperative skills.
- Active:
- Innate:
Gambeson Skill
Template:Main Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.
- Active:
- Innate:
Mail Skill
Template:Main Best balanced armor between protection and minimal penalties.
- Active:
- Innate:
Plate Skill
Template:Main Best protection but biggest penalties for movement, encumbrance, and focus.
- Active:
- Innate:
Tactics Skill
Template:Main Modifies how the character performs in combat.
- Active:
- Innate: