Post by Admin on Feb 10, 2018 10:50:30 GMT
Rank I - 5 Europium Rank II - 10 Europium Rank III - 20 Europium Rank IV - 35 Europium Rank V - 50 Europium
(All ranks of Augment are priced at 40 Europium and can be purchased in any order.)
LIMITS:
*Combat tree is designed to give members a skill level to reference when engaging in Combat RP with NPCs and other Members.
All combat skills and ranks won’t be dormant regardless of if the skill is Active or Dormant; this means that, for example, ranking up one handed swords to rank V will still make you a master of swordsmanship with the ability to split arrows and specialize in a second sword fighting style, even if the skill is not Active.
Stat bonuses as the ranks progress are granted in total, not added on top of previous rank bonuses. Stat bonuses within the ranks also only apply if the skill is Active or unless otherwise stated.
Please note that most of these weapons/combat skills are generalized categories. If you plan on using a more unique, exotic, or flavorful weapon, and you have a question on how to categorize it, please let an admin know.
If you fill your Active Skill Slots with Combat Skills, you gain 5 stat points to be distributed between Strength and Willpower.
- Short ranged weapons
Weapons that are most effective at a short range.
Sword Fighting
. SF I
Basic understanding of Sword combat. Grasp the basics of general sword forms and styles but barely skilled in any. Use one-handed simple swords. (+1 Strength)
. SF II
Improved understanding of Sword combat. You may specialize in a particular style (Saber, Short Sword, Rapier, etc). If you do, you have an advantage against those who do not choose to specialize.
. SF III
Intermediate understanding of Sword combat. Can utilize two-handed weapon fighting styles and use two-handed swords. (+2 Strength)
. SF IV
Advanced understanding of Sword combat. At this level, you have the sword fighting skills of one who has trained since they were old enough to stand. You know a full range of attacks and counter attacks, however, if you remain unspecialized your skill is reduced by one level.
. SF V
Master in the art of Sword combat, able to perform acts such as splitting an arrow in two. You may specialize in a second sword style with the skill equivalent of SF III.
Passive
Achieved great understanding of your personal sword technique. Grants an additional +1 Strength boost regardless if the skill is Active or Dormant.
Knife Fighting
. KF I
Basic understanding of Knife combat. Grasp the basics of general form, grips, and styles, but you are as likely to cut yourself as your opponents. (+1 Agility)
. KF II
Improved understanding of Knife combat, with increased effectiveness. Can switch stances and grips with little risk of injuring yourself.
. KF III
Intermediate understanding of Knife combat. Can utilize two handed weapon fighting styles and two knives at once. Good chance of blocking with blades against other bladed weapons. (+2 Agility)
. KF IV
Advanced understanding of Knife combat. Moves are fluid and concise. Know a full range of attacks and counter attacks, with a deep understanding of how to cause the most damage to a body. Can use hidden blades, such as spring loaded wrist blades.
. KF V
Master in the art of Knife combat, able to perform acts such as being able to defeat opponents with a well-placed jab.
Passive
Achieved great understanding of your personal knife technique. Grants an additional +1 Agility boost regardless if the skill is Active or Dormant.
Axe Fighting
. AF I
Basic understanding of Axe combat. Grasp the basics of general forms and styles but are barely skilled in any. (+1 Strength)
. AF II
Improved understanding of Axe combat. You may specialize in a particular style (Double Sided, Hatchet, Battle, Etc). If you do, you have an advantage against those who do not choose to specialize.
. AF III
Intermediate understanding of Axe combat. Can utilize two-handed weapon fighting styles and use two-handed axes. (+2 Strength)
. AF IV
Advanced understanding of Axe combat. At this level, you have the axe fighting skills of one who has trained since they were old enough to stand. You know a full range of attacks and counter attacks, however, if you remain unspecialized your skill is reduced by one level.
. AF V
Master in the art of Axe combat, able to perform acts such as being able to cleave bone with one hit. You may specialize in a second axe style equivalent to AF III.
Passive
Achieved great understanding of your personal axe technique. Grants an additional +1 Strength boost regardless if the skill is Active or Dormant.
Club Weapons
. CW I
Basic understanding of Club combat. Grasp the basics of general forms and styles but barely skilled in any. Can use simple club weapons such as bats and batons. (+1 Stamina)
. CW II
Improved understanding of Club combat. You may specialize in a particular style (Bats, Batons, Cudgel, Mace, Nunchaku, Oslop, etc). If you do, you have an advantage against those who do not choose to specialize.
. CW III
Intermediate understanding of Club combat. Can utilize two-handed weapon fighting styles and use two-handed club weapons. (+2 Stamina)
. CW IV
Advanced understanding of Club combat. At this level, you have the club fighting skills of one who has trained since they were old enough to stand. You know a full range of attacks and counter attacks, however, if you remain unspecialized your skill is reduced by one level.
. CW V
Master in the art of Club combat, able to perform acts such as being able to shatter bone with one hit. You may specialize in a second club style equivalent to CW III.
Passive
Achieved great understanding of your personal clubs technique. Grants an additional +1 Stamina boost regardless if the skill is Active or Dormant.
- Mid range weapons
Weapons most effective at a medium range.
Polearms
. PA I
Basic understanding of Polearms combat. Grasp the basics of general forms and styles but barely skilled in any. Can use simple pole weapons such as wooden staffs. (+1 Willpower)
. PA II
Improved understanding of Polearms combat. You may specialize in a particular style (Bo Staff, Fauchard, Glaive, Halberd, Poleaxe, Saber Staff, etc). If you do, you have an advantage against those who do not choose to specialize.
. PA III
Intermediate understanding of Polearms combat. Can utilize two-handed weapon fighting styles and use two-handed pole weapons. (+2 Willpower)
. PA IV
Advanced understanding of Polearms combat. At this level, you have the polearms fighting skills of one who has trained since they were old enough to stand. You know a full range of attacks and counter attacks, however, if you remain unspecialized your skill is reduced by one level.
. PA V
Master in the art of Polearms combat, able to perform acts such as being able to split drops of water. You may specialize in a second polearms style equivalent to PA III.
Passive
Achieved great understanding of your personal polearm technique. Grants an additional +1 Willpower boost regardless if the skill is Active or Dormant.
Whips
. Whips I
Basic understanding of Whip combat, though you are just as likely to hit yourself as your opponents. (+1 Willpower)
. Whips II
Improved understanding of Whip combat. There is little risk of injuring yourself, but you still lack the skill to precisely hit specific areas.
. Whips III
Intermediate understanding of Whip combat. You are much more accurate and have the ability to consistently hit specific zones on a target. (+2 Willpower)
. Whips IV
Advanced understanding of Whip combat. You are able to utilize a whip to grab objects and to swing across obstacles.
. Whips V
Master in the art of Whip combat, able to perform acts such as being able to efficiently utilize custom/non-plain whips, such as whips with multiple tips.
Passive
Achieved great understanding of your personal whip technique. Grants an additional +1 Willpower boost regardless if the skill is Active or Dormant.
- Long range weapons
Weapons most effective at a long range.
Bows
. Bows I
Basic understanding of Bow functions. Maximum effectiveness under 25 yards and 50% at 50 yards. May easily break bows or gain minor injury from usage. All bows have 50% accuracy if your skill is higher than your target’s agility, but only 25% if lower. (+1 Intelligence)
. Bows II
Average understanding of Bow functions. Maximum effectiveness under 50 yards and 50% up to 100 yards. May also use bow to block against melee strikes. All bows now have 60% accuracy if your skill is higher than your target’s agility, but only 30% if lower.
. Bows III
Intermediate understanding of Bow functions. Maximum effectiveness under 100 yards and 50% up to 200 yards. Bow can now double as a melee weapon (Polearms II Equivalent). All bows now have a 70% accuracy if your skill is higher than your target’s agility, but only 35% if lower. (+2 Intelligence)
. Bows IV
Advanced understanding of Bow functions. Can efficiently utilize special arrows, such as flaming and grappling arrows. Maximum effectiveness under 200 yards. Bows can double as a melee weapon (PA III Equivalent). All bows now have an 85% accuracy if your skill is higher than your target’s agility, but only a 45% chance if lower.
. Bows V
Can efficiently utilize crossbows. Maximum effectiveness under 300 yards. Crossbows can double as a melee weapon (CW III Equivalent). All bows now have a 95% accuracy if your skill is higher than your target’s agility, but only a 50% chance if lower.
Passive
Achieved great understanding of your personal bow technique, from drawing and focusing to shooting. Grants an additional +1 Intelligence boost regardless if the skill is Active or Dormant.
Thrown Weapons
. TW I
Must choose a thrown weapon to specialize in. Basic understanding of chosen weapon functions, weight, balance, and blast radius (in the case of explosives). All thrown weapons have 50% accuracy if your skill is higher than your target’s agility, but only 25% if lower. (+1 Intelligence)
. TW II
Average understanding of Thrown Weapons and their properties. All thrown weapons now have 65% accuracy if your skill is higher than your target’s agility, but only 30% if lower.
. TW III
Intermediate understanding of Thrown Weapons and their properties. Coordinated enough to throw weapons from each hand. All thrown weapons now have 75% accuracy if your skill is higher than your target’s agility, but only 35% if lower. (+2 Intelligence).
. TW IV
Advanced understanding of Thrown Weapons and their properties. You have a better understanding of how to curve most thrown weapons. All thrown weapons now have 85% accuracy if your skill is higher than your target’s agility, but only 45% if lower.
. TW V
Masters of Thrown Weapons and their properties. You may specialize in a second thrown weapon with the skill equivalent of TW III. All thrown weapons now have 95% accuracy if your skill is higher than your target’s agility, but only a 50% if lower.
Passive
Achieved great understanding of your personal thrown weapons technique, the best ways to aim and make sure targets are hit. Grants an additional +1 Intelligence boost regardless if the skill is Active or Dormant.
- Utility
Skills that require nothing in your hands in order to use.
Unarmed Combat
. UC I
Basic understanding of Unarmed combat. Equivalent in skill to a street brawler. You know a series of moves and counters, but you cannot adapt well when confronted with unfamiliar styles. (+1 Stamina)
. UC II
Improved understanding of Unarmed combat. Equivalent in skill to a trained kickboxer.
. UC III
Intermediate understanding of Unarmed combat. Equivalent in skill to a seasoned mixed martial artist. You have a firm grasp of grapples and locks. You also have learned to better deflect hits, making you less likely to receive damage. (+2 Stamina)
. UC IV
Advanced understanding of Unarmed combat. Equivalent in skill to a professional fighter. You have honed your body into a serious weapon and have learned how to focus yourself to keep fighting despite moderate injury.
. UC V
Master in the art of Unarmed combat, able to adapt and flow like water without a movement wasted, even when seriously injured.
Passive
Achieved great understanding of how your body works regarding unharmed fighting, its limitations and how to make the best use of them. Grants an additional +1 Stamina boost regardless if the skill is Active or Dormant.
Parkour
. Parkour I
Basic understanding of Parkour. You may be able to negate fall damage by knowing how to safely roll when landing, as well as jump or climb over simple obstacles with ease. (+1 Agility)
. Parkour II
Improved understanding of Parkour. You are able to move your own body weight easier when performing acts such as lifting yourself up ledges or swinging along terrain like Tarzan. Yodeling optional.
. Parkour III
Intermediate understanding of Parkour. You are able to briefly run up or along walls smoothly as if running on normal terrain. You can also climb up or down large/complex obstacles with little chance of injury. (+2 Agility)
. Parkour IV
Advanced understanding of Parkour. You are able to dodge or jump over unlikely obstacles, as well as perform acrobatic skills such as varied flips.
. Parkour V
Masters in the art of Parkour. You are able to move freely through any kind of terrain as if it were your own playground, flowing with grace and speed as if you were one with the wind.
Passive
Achieved great understanding of how your joints and muscles work and what they can do. Grants an additional +1 Agility boost to regardless if the skill is Active or Dormant.
Armor
Armor will grant its respective rank stat bonuses as long as it’s being worn, regardless if the skill is Active or Dormant. Attempting to wear Armor of a Rank higher than what you possess will incur an Agility penalty equal to that Rank’s level (Agility cannot go lower than 1).
. Armor I
Can wear thin leather armor without significantly hindering mobility. (+1 Health)
. Armor II
Can wear padded leather armor without significantly hindering mobility. (+2 Health)
. Armor III
Can wear mail armor without significantly hindering mobility. (+3 Health)
. Armor IV
Can wear light plated armor without significantly hindering mobility. (+4 Health)
. Armor V
Can wear full plate armor without significantly hindering mobility. (+5 Health)
Passive
Achieved great understanding of how to efficiently manage and shift extra weights upon your person. Grants an additional +3 Health boost only if the skill is Active.