Combat

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. 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.

Blade Skill
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

Polearm Skill
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

Bludgeon Combat
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 Skill
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.

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