Combat


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Enter the name for this tabbed section: Sigil
Followers of the martial path use this mighty combat sigil as their symbol. The sigil shows the eight schools of combat that a warrior can follow. There are four armor schools: Light Armor (Cloth & Leather), Medium Armor (Chain & Scale), Heavy Armor (Plate), and Shields. There are four weapon schools: Blades (Swords & Axes), Polearms (Halberds & Spears), Bludgeons (Hammers & Clubs), and Ranged (Bows & Crossbows)
Combat Sigil
Combat Sigil
Combat Sigil
Combat Sigil
Enter the name for this tabbed section: Blades School
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
Blades Combat Tree
Enter the name for this tabbed section: Polearms School
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
Polearms Combat Tree
Enter the name for this tabbed section: Bludgeons School
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
Bludgeon Combat Tree
Enter the name for this tabbed section: Ranged School
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
Ranged Combat Tree
Enter the name for this tabbed section: Light Armor Defense School
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
Light Armor Combat Tree
Enter the name for this tabbed section: Medium Armor Defense School
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
Medium Armor Combat Tree
Enter the name for this tabbed section: Heavy Armor Defense School
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
Heavy Armor Combat Tree
Enter the name for this tabbed section: Shield Defense School
Shields: 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
Shield Combat Tree
From Darkstarr on https://www.shroudoftheavatar.com/forum/index.php?threads/magic-combat-and-crafting-skills.3937/


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