Skills

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.

Combat is achieved with a skill bar that is comprised of your Deck. A deck is made with Noble Skills, Focus Skills, and Slugs. Some of the slots may be Locked Slots.

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.

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.

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

CRAFTING
There are three rings of Crafting: Gathering, Refining and Production. Each ring contains five different skills. The rings represent the paths required to make items. All crafting activities require tools. Refining and Production also require crafting tables and recipes in addition to tools. Crafting skill trees have two skill types: Generalized (darker) and Specialized (lighter). Generalized skills affect things like quality, quantity, tool use, etc and they modify all the results of that particular crafting school. Specialized skills improve success chances for types of items. For ultra-high quality items the chances may be so low that specialized skills are required. Gathering and Refining skills are lumped into two schools that cover all the types of gathering and refining in those two schools. Production skills are divided out into individual schools of each Production type.

Gathering
Gathering is getting raw resources that can be refined or in some cases (reagents) used directly. This is the innermost ring on the Crafting Sigil and includes: Mining, Forestry, Agriculture, Field Dressing, and Foraging.


 * Generalized Skills:
 * Surveying: Increases range that resource nodes are visible
 * Speed: Increases the speed that resources are gathered
 * Quantity: Increases the quantity of resources gathered from each resource node
 * Quality: Increases chance to get higher quality resources from each resource node

Mining

 * Resources Gathered:
 * metallic ore
 * salts
 * gems
 * minerals
 * chemicals
 * Tools
 * Pickaxe
 * Facemask (for toxic fumes)
 * Resources For:
 * Smelting
 * Cooking
 * Alchemy

Forestry

 * Resources Gathered:
 * Wood
 * Tamed Animals
 * Fish
 * Tools:
 * Axes
 * Saws
 * Fishing Poles
 * Taming Collars
 * Resources For:
 * Milling
 * Butchery
 * Cooking

NOTE: Not just chopping wood. This skill includes Taming and Fishing.

Agriculture

 * Resources Gathered:
 * Food Crops
 * Textile Crops
 * Tools:
 * Hoes
 * Scythes
 * Plows
 * Resources For:
 * Cooking
 * Alchemy
 * Textiles

Field Dressing

 * Resources Gathered:
 * Meat
 * Hides
 * Tools:
 * Skinning Knife
 * Resources For:
 * Butchery
 * Tanning
 * Textiles

Forage

 * Resources Gathered:
 * Herbs
 * wild fruit & berries
 * grasses
 * mosses
 * &amp; More...
 * Tool:
 * Gathering Knives (sickle)
 * Resources For:
 * Alchemy
 * Cooking
 * Textiles

Refining
Refining is taking raw resources and turning them into refined elements that can be used to make complete items. This is the middle ring of the Crafting Sigil and includes: Smelting, Milling, Textiles, Tanning, and Butchery.


 * Generalized Skills:
 * Quality: Increases chance to get higher quality elements from raw resources
 * Quantity: Increases the quantity of elements created from raw resources

Smelting

 * Elements Created:
 * Ingots
 * Wire
 * Sword Blanks
 * Sheet Metal
 * Tools:
 * Smelting Table
 * Crucible & Tongs
 * Elements For:
 * Blacksmithing
 * Alchemy

Milling

 * Elements Created:
 * Timber
 * Boards
 * Poles
 * Tools:
 * Milling Table
 * Saw
 * Elements For:
 * Carpentry
 * Blacksmithing

Textiles

 * Elements Created:
 * Thread
 * Cloth
 * Yarn
 * Tools:
 * Textile Table
 * Loom Needle
 * Elements For:
 * Tailoring

Tanning

 * Elements Created:
 * Leathers
 * Skins
 * Tools:
 * Tanning Table
 * Punch
 * Elements For:
 * Tailoring

Butchery

 * Elements Created:
 * Chops
 * Ribs
 * Roasts
 * Steaks
 * Organs
 * Tools:
 * Butcher’s Table
 * Cleaver
 * Elements For:
 * Cooking

Production
Production is taking refined elements or raw resources and turning them into finished goods like weapons, furniture, potions, etc. This is the outermost ring of the Crafting Sigil and includes Blacksmithing, Carpentry, Tailoring, Cooking, and Alchemy. Each Production school starts by learning to make and use the tools of that trade. Each point spent on a specialized Production skill increases the chance for success when making that item type.

Blacksmith
NOTE: This is the only tree we took down to a fourth tier. We will likely not go this deep for Episode 1.
 * Generalized Skills:
 * Tools: Improves chances when making metal tools like hammers, punches, etc. Also lowers wear when using Smithing Tools
 * Quality: Increases chances for success when making higher quality items
 * Repair: Increases the amount of damage repaired
 * Enhance: Improves chances when enhancing items to make them higher quality


 * Tools Used:
 * Smithing Table
 * Hammer
 * Items Created:
 * Metal Tools
 * Weapons
 * Armor
 * Construction Materials (nails)


 * Specialized Skills:
 * Tinker: mechanical objects like clocks, lanterns, lamps, etc.
 * Weaponsmith:
 * Blades / Tangs
 * Swords
 * Daggers
 * Shafted Weapons
 * Bludgeons
 * Axes
 * Polearms
 * Ranged
 * Crossbows
 * Arrows
 * Bolts
 * Armorsmith:
 * Forged:
 * Splint
 * Plate
 * Shields
 * Riveted:
 * Chain
 * Scale

Carpenter

 * Generalized Skills:
 * Tools: Improves chances when making wooden tools. Also lowers wear when using Carpentry Tools
 * Quality: Increases chances for success when making higher quality items
 * Repair: Increases the amount of damage repaired
 * Enhance: Improves chances when enhancing items to make them higher quality


 * Tools Used:
 * Carpentry Table
 * Claw Hammer
 * Items Created:
 * Wooden Tools
 * Weapons
 * Furniture
 * Musical Instruments


 * Specialized Skills:
 * Furniture:
 * Chairs
 * Tables
 * Storage
 * Musical Instruments:
 * Drums
 * Strings
 * Weapons:
 * Blade Handles
 * Swords
 * Axes
 * Daggers
 * Shafted Weapons
 * Bludgeons
 * Polearms
 * Ranged
 * Bows
 * Arrows
 * Bolts

Tailor

 * Generalized Skills:
 * Tools: Lowers wear when using Tailoring Tools
 * Quality: Increases chances for success when making higher quality items
 * Repair: Increases the amount of damage repaired
 * Enhance: Improves chances when enhancing items to make them higher quality


 * Tools Used:
 * Tailoring Table
 * Needle
 * Punch
 * Items Created:
 * Armor
 * Bandages
 * Clothing
 * Textiles
 * Taming Collars


 * Specialized Skills:
 * Armory:
 * Cloth Armor
 * Leather Armor
 * Taming Collars
 * Clothing:
 * Common
 * Finery
 * Textiles:
 * Rugs & Tapestries
 * Linens
 * Bandages

Cooking

 * Generalized Skills:
 * Tools: Lowers wear when using Cooking Tools
 * Quality: Increases chances for success when making higher quality items


 * Tools Used:
 * Cooking Table
 * Pot
 * Spatula
 * Spoon
 * Items Created:
 * Baked Goods
 * Alcohol
 * Cheese
 * Stews
 * Soups
 * &amp; More...


 * Specialized Skills:
 * Baking:
 * Breads
 * Sweets
 * cakes
 * cookies
 * pies
 * Fermenting:
 * Wine
 * Beer
 * Spirits
 * Cheese (“Blessed are the cheese makers”)
 * Cooking:
 * Preserving
 * jams
 * jellies
 * pickles
 * jerky
 * salted meats
 * Frying
 * Grilling
 * Stewing

Alchemy

 * Generalized Skills:
 * Tools: Lowers wear when using Alchemy Tools
 * Quality: Increases chances for success when making higher quality items


 * Tools Used:
 * Alchemy Table
 * Bottles
 * Mortar & Pestle
 * Items Created:
 * Consumable Items:
 * Potions
 * Enchanted Items
 * Poisons


 * Specialized Skills:
 * Potions:
 * Buffs
 * Cures
 * Effects (Invisibility, Explosion, etc.)
 * Enchantments: Requires one scroll with the spell needed. Each charge requires the same reagents as casting the spell. Each item can only hold one spell at a time. Number of charges each item can hold based on quality and size of item.
 * Wands & Staves
 * Weapons
 * Armor
 * Poisons:
 * De-Buffs
 * Weapons
 * Ingestibles