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.

Stand Your Ground: Increase resist stun, knockback & knockdown effects
 * 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