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