Combat Skill Training

LR
Points In Tree: 0
  LR BasicsLR Basics

Basic usage of LR weapons
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Called ShotCalled Shot

Target a specific section
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Shaped ChargeShaped Charge

Increase explosive damage, but lose all splash damage.
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OverchargeOvercharge

Consume extra energy to unleash a more powerful blast
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Critical SkillCritical Skill

Increases critical skills
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Flare ShotFlare Shot

Reduces the target's hit for 3 turns.
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Dual WieldDual Wield

Grants the ability to fire two hand/arm weapons in one turn.
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Reduce ImpactReduce Impact

Reduces damage taken by Impact-type damage.
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LR AdvancedLR Advanced

Increases hit and damage further.
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  EntrenchEntrench

Increase hit and damage when not moving
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BarrageBarrage

Fire weapons twice, once at two targets.
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Negate ImpactNegate Impact

Increases defenses vs. Impact damage
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  Improved Dual WieldImproved Dual Wield

Reduces the penalties of dual-wielding
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Beam EfficiencyBeam Efficiency

Increases the number of shots before overheating
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High VolatilityHigh Volatility

Increases the yield of all explosives
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Ammo ManagementAmmo Management

Increases the number of shots in one clip
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Linear StrikeLinear Strike

Clear out a column with a beam weapon
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  Full AutoFull Auto

Fire projectile weapon at full-auto.
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SR
Points In Tree: 0
     
     
     
     
     
     
     
     
FR
Points In Tree: 0
     
     
     
     
     
     
     
     
Unused:
Offensive SkillsEvasive SkillsDefensive Skills
No MaxMax 3 TreesMax 1 Tree
SR Sword 1H
SR Sword 2H
SR Axe
SR Polearm
LR Balistics -1H
LR Balistics -2H
LR Beam - 1H
LR Beam - 2H
LR Explosive*
LR Arm
FR Fist
FR Strike
FR Blade
SR Sword
SR Exotics
LR Balistics
LR Beam
LR Explosive
FR Dirrect
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Reflective Armor (Beam)
Kinetic Armor (Projectile)
Reactive Armor (explosive)
Responsive Armor (impact)
Thermal Armor (Heat)
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*Missiles are not included in LR Explosive or LR Body, they cannot be skilled up


All skills have 3 ranks, and you earn at least one skill point per level. Every level you can place this skill point into a new skill tree or an existing skill tree.

LevelSkill Points AvaliableNotes
LV 1 2 points 1 must be in an Offensive skill
LV 2-4 +1 point per level -
Lv 5 2 pointsDefensive tree unlocked
LV 6-9 +1 point per level -
Lv 10 3 points Trial 1 Unlocked
Lv 11-14+1 point per level Trial 2 Unlocked at Level 12
Lv 15 3 points Trial 3 Unlocked
Lv 16-19+1 point per level-
Lv 20 3 points-
Total 28

Skill ranks are Basic, Advanced, and Epic.
If you have some basic knowledge of a weapon type, you gain a sizable bonus and remove most negative penalties associated with it.
Advanced knowledge can be used used to gain unique abilities with the weapon, or launch a special attack. Special attacks can be used once per battle, but can be truely devistating. To learn an advanced skill, you must have the same basic skill already learned. Both Advanced skills can be learned, but each requires a skill point.
Epic levels of combat knowledge bestow the ability to inflict or negate critical damage. These powers are not to be underestimated. To learn an Epic skill, you must have the Basic and one advanced skill of the same tree chosen.


Trials

Trials are special events that you can undertake to unlock further skills. You can fail a trial, but you can retake them after gaining another level. Each trial is different, and no two will be the same for different people. However, all three trials take place at the same location, as detailed below:

Trial of the Past
That which was, may yet come to pass, now

At the magnetic south pole, only recently unburried from tonnes of ice and snow, is a hole in the world. No scientific instrument can measure it, or even detect its existance. Animals flee from it. Machines malfunction to the exception of avoiding it. Humans fear it. It is untouchable, timeless and lifeless.
And yet...it calls to a chosen few to enter...
To enter this area is to accept the Trials, their dangers, and the responsibility that their rewards will bestow upon you.

The First trial, known as the Trial of the Past, when completed will unlock the Epic level skills of all trees. Epic skills are marked in Red. Only one of these skills may ever be chosen, so choose wisely!

Trial of the Present
That which now Is, has never been, and never will be

Currently Unknown
The Second trial, known as the Trial of the Present, when completed will unlock a respecification of skills to allow you to change, once and only once, all skills you have picked thus far. It also allows for a 2nd epic level skill to be selected.

Trial of the Future
That which may be, Is, as it always was

Currently Unknown
Currently Unknown


Notes:
All damage and bonuses are for THAT WEAPON TYPE ONLY! Not everything, just that one type.
ICM stands for Improved Critical Misses. It basicly means if you roll a 1 with that weapon type, it will not break and can be re-used, but its still a miss.
ICS stands for Improved Critical Strikes. When you roll a natural 20 with that weapon type, you automaticly deal DOUBLE (x2) damage. Also, you do internal damage to that section.

Regarding Negate Critical skills, If the attacker has Critical striking, the dmg is still doubled, but cannot deal internal damage. if they do NOT have c-striking, a 20 can miss)

Items marked in light blue are ONE USE PER BATTLE

All Bonuses to Tohit or Damage are for that class of weapon ONLY. (example: Focused Fighting from 2H sword pool gives +2 tohit with 2 handed swords ONLY)

Skill TreeBasicAdvancedEpic

Offensive

SR Sword 1H1H Sword Mastery :+2 Tohit, +10% dmg, ICMDual Wield - Sword: Can attack with two 1H swords in the same turn (one in each hand). -5 Tohit when Dual WeildingCritical Striking-1H Sword:ICS. +2 Tohit.
- - Precision Blade:1H Sword weapons gain +5 tohit, striking an area of the attackers choosing.Pierce: +10 Tohit, all 1H Sword Weapons gains *P* and *AT*. If your 1H Sword Weapon(s) already have either bonus, that bonus is doubled in effectiveness.
- - - Dual Wield Mastery - Sword: Gives +5/+4 tohit with Right/Left (or left/right, depending on your preferance)
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SR Sword 2H2H Sword Mastery :+2 Tohit, +10% dmg, ICMFocused Fighting:+2 Tohit with 2H Swords.Critical Striking-2H Sword:ICS. +2 Tohit.
--Slash:2H Sword weapons gain +5 tohit, *S* *.*.Omnislash:2H Sword weapons suffer -50% damage, but gain +5 tohit and can strike up to 7 times (total) in one turn against any target(s) in range.
-- - Slash Mastery:All 2H Swords gain +10% dmg, and function as if they have *S*. 2H Swords that naturally have *S* now gain *.* .
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SR AxeAxe Mastery :+1 Tohit, +15% dmg, ICMAxe Legendary:+15% dmg with all Axes.Critical Striking-Axe:ICS. +2 Tohit.
--Cleave:Axes gain +20% dmg, *S* and *+*, but suffer -5 tohit.Great Cleave:Axes gain +25% dmg, *S* and *#*.
-- - Cleave Mastery:All Axes gain +40% dmg.
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SR PolearmPolearm Mastery :+3 Tohit, +5% dmg, ICMExtend Range:+1 Max range with all Polearms.Critical Striking-Polearm:ICS. +2 Tohit.
--Impail:Throw your polearm as a spear.
On a hit, movement is reduced to 0. Range is +1 Max range.
Polearm can be removed in one turn, or when target is destroyed. Note: Target can remove polearm on their turn as well.
Sweep:+5 Tohit. Strikes at all targets in a *#* radius around target with polearm. All hit have movement reduced to 0 for next turn.
-- - Range Mastery: +1 Max Range with polearms. +25% dmg and +2 tohit at 1-2 range, +1 tohit at 3-4 range, -50% dmg at 5+ range
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LR Balistics 1HBalistic 1H LR Mastery :+2 Tohit, +10% dmg, ICMDual Wield - Balistics: Can attack with two 1H Balistic guns in the same turn (one in each hand). -4 Tohit when Dual Weilding.Critical Striking-1H Balistics:ICS. +1 Tohit.
--Double Shot:Fire twice with 1H Balistic weapon(s). -5 Tohit on 2nd shot(s), and ammo is consumed normally.Full Auto:Fire 1H Balistic Weapon(s) twice at every target in range at -50% dmg. Ammo cost is ignored, but weapon(s) are considered 'empty' following this attack.
-- - Dual Wield Mastery - Balistic: Gives +5/+4 tohit with Right/Left (or left/right, depending on your preferance).
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LR Balistics 2HBalistic 2H LR Mastery :+2 Tohit, +10% dmg, ICMLong Shot: +1 Max Range with all 2H Balistic Weapons.Critical Striking-2H Balistics:ICS. +1 Tohit.
--Called Shot: 2H Balistic Weapons gain +5 tohit, striking an area of the attackers choosing.Final Shot: Reloads and fires a 2H Balistic weapon with a special shot. +25% dmg, +5 Tohit, *+*. Weapon is considered 'jammed' and cannot be used again until repaired.
-- - Optimal Range Mastery: -1 Min range to 2H Balistic Weapons. +15% dmg inside NORMAL range of weapon(not including +/- range boosts).
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LR Beam 1HBeam 1H LR Mastery :+3 Tohit, +5% dmg, ICMDual Wield - Beam: Can attack with two 1H beam guns in the same turn (one in each hand). -4 Tohit when Dual Weilding.Critical Striking-1H Beam:ICS. +1 Tohit.
--Recharge:Ammo for 1H beam weapon(s) is restored to full.Core Charge:Recharges any 1H Beam Weapon(s) currently held in hands, and then fires them at a single target with +5 tohit, +10% dmg.
-- - Dual Wield Mastery - Beam: Gives +5/+4 tohit with Right/Left (or left/right, depending on your preferance).
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LR Beam 2HBeam 2H LR Mastery :+1 Tohit, +15% dmg, ICMBurn: *S* now causes 10% of any damage done to automaticly carry over, even if blocked by a shield or if area is not destroyed.Critical Striking-2H Beam:ICS. +1 Tohit.
--Overcharge:A 2H Beam weapon expends two charges of ammo to deal 50% more damage in a single turn.Wipe: Weapon becomes *V* type. Weapon is considered 'jammed' and cannot be used again until repaired.
-- - Devastation Mastery: All 2H Beam weapons gain +10% dmg, and gain *.*. If a weapon naturally has *.*, it becomes *+*
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LR ExplosiveExplosive Mastery :+2 Tohit, +10% dmg, ICMHigh Explosive:+10% dmg with LR Explosive weapons.Critical Striking-Explosive:ICS. +1 Tohit.
--Shaped Charge:An Explosive weapon gains +25% dmg, but lose any/all *S* bonuses.Smart Bomb:Your LR Explosive weapon cannot miss (100% tohit).
-- - Burst Mastery: On critical Hits, 25% of total damage is done to All other sections of the target in addition to normal damage. Extra damage does not cause internal critical damage and is not *S* type.
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LR ArmArm Mastery :+2 Tohit, +10% dmg, ICMDual Wield - Arm: Can attack with two 1H beam guns in the same turn (one on each arm). -4 Tohit when Dual Weilding.Critical Striking-Arm:ICS. +1 Tohit.
--Point Blank:+10 Tohit and +10% dmg to LR Arm weapons. Can only be used if target is at 0-2 range (ignore normal range of weapon)Barage:Fire your LR Arm Weapon(s) three times in a single turn. -50% dmg, but only one ammo is consumed. can be dirrected at multiple targets.
-- - Dual Wield Mastery - LR Arm: Gives +5/+4 tohit with Right/Left (or left/right, depending on your preferance).
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FR FistFist Mastery :+3 Tohit, +5% dmg, ICMDual Wield - Fist: Can attack with two FR Fist weapons in the same turn (one in each hand). -4 Tohit when Dual WeildingCritical Striking-1H Sword:ICS. +2 Tohit.
- - Charge:Increases MOV by +1 and raises max MOV to 6 for 5 turns or until a non FR attack is used by you. This ability does not reduce movement on the turn it is used.Uppercut:Attack with a single fist weapon, +10 Tohit, +25% dmg and ignores shields/barriers. Always strikes Center (chest/head) of target.
- - - Dual Wield Mastery - Fist: Gives +4/+3 tohit with Right/Left (or left/right, depending on your preferance)
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FR StrikeStrike Mastery :+1 Tohit, +15% dmg, ICMExtend Range: +1 Max Range with all Strike Weapons.Critical Striking-Strike:ICS. +2 Tohit.
- - Entangle:+5 Tohit, -25% dmg. Target has MOV reduced to 1 until you switch targets, or it leaves FR strike range. Strip:+10 Tohit, -50% dmg. On a hit, left or right hand of target is destroyed, causing any items held to be dropped.
- - - Chain Mastery: All FR Strike weapons gain +10% dmg, and function as if they have *P*, with any existing *P* bonus being doubled.
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FR BladeBlade Mastery :+2 Tohit, +10% dmg, ICMDual Wield - Blade: Can attack with two FR Blade weapons in the same turn (one in each hand or arm slot). -4 Tohit when Dual WeildingCritical Striking-1H Sword:ICS. +2 Tohit.
- - Cross Cut:Attack the same target twice with FR Blade(s) on one turn. -10 Tohit, -50% dmg. If all attacks hit, then dmg penalty is reduced to -25%.Whirlwind:Attack centered on user. FR Blade(s) gain +10 Tohit and *#*.
- - - Dual Wield Mastery - Blade: Gives +4/+3 tohit with Right/Left (or left/right, depending on your preferance)
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Evasive

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SR Sword EvasiveSword SR Evade:+2 EvadeParry SR Sword: +5 Evade vs SR Swords IF SR sword equiped (not out of ammo or stored)Negate Critical - Sword :SR Sword Crits are degraded by 1 level.
--Blade Grab: +10 Evade vs SR Swords for 1 turn. Skill can only be used on enemies turn.Bladebreaker: When struck, negate 50% of damage done by a SR Sword and disable the weapon for 5 turns.
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SR Exotic EvasiveExotic SR Evade:+2 EvadeParry SR Exotics: +5 Evade vs SR Exotic IF SR Exotic equiped (not out of ammo or stored)Negate Critical - SR Exotic :SR Exotic Crits are degraded by 1 level.
--Dodge: +10 Evade vs SR Exotics for 1 turn. Skill can only be used on enemies turn.Lodge: When struck, negate 50% of damage done by a SR Exotic and disable the weapon for 5 turns.
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LR Balistic EvasiveBalistic LR Evade:+2 EvadeCounter Strike - LR Balistics: +5 Evade vs LR Balistics IF LR Balistic equiped (not out of ammo or stored)Negate Critical - LR Balistics :LR Balistics Crits are degraded by 1 level.
--Flare: +10 Evade vs LR Balistics for 1 turn. Skill can only be used on enemies turn.Forced Jam: When struck, negate 50% of damage done by a LR Balistic Weapon and disable the weapon for 5 turns.
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LR Beam EvasiveBeam LR Evade:+2 EvadeCounter Strike - LR Beam: +5 Evade vs LR Beam IF LR Beam equiped (not out of ammo or stored)Negate Critical - LR Beam :LR Beam Crits are degraded by 1 level.
--Beam Refractor: +10 Evade vs LR Beam for 1 turn. Skill can only be used on enemies turn.Mirrorball: When struck, negate 50% of damage done by a LR Beam Weapon and disable the weapon for 5 turns.
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LR Explosive EvasiveExplosive LR Evade:+2 EvadeCounter Strike - LR Explosive: +5 Evade vs LR Explosive IF LR Explosive equiped (not out of ammo or stored)Negate Critical - LR Explosive :LR Explosive Crits are degraded by 1 level.
--Chaff: +10 Evade vs LR Explosives for 1 turn. Skill can only be used on enemies turn.Flack: When struck, negate 50% of damage done by a LR Explosive Weapon and disable the weapon for 5 turns.
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FR Dirrect EvasiveDirrect FR Evade:+2 EvadeCounter Strike - FR Dirrect: +5 Evade vs Any FR IF any (other then fists) FR equiped (not out of ammo or stored)Negate Critical - FR Direct :FR Crits are degraded by 1 level.
--Counter: +10 Evade vs FR for 1 turn. Skill can only be used on enemies turn.Grapple: When struck, negate 50% of damage done by any FR weapon and disable the weapon for 5 turns.
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Defensive

Note: Advanced, Epic, Elite and Total REPLACE Basic levels, they do NOT stack.----
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Reflective Armor (Beam)Basic : -10% dmgAdvanced : -20% dmg Epic: -30% dmgElite: -40% dmgTotal: -50% dmg
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Kinetic Armor (Projectile)Basic : -10% dmgAdvanced : -20% dmg Epic: -30% dmgElite: -40% dmgTotal: -50% dmg
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Reactive Armor (Explosive)Basic : -10% dmgAdvanced : -20% dmg Epic: -30% dmgElite: -40% dmgTotal: -50% dmg
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Responsive Armor (Impact)Basic : -10% dmgAdvanced : -20% dmg Epic: -30% dmgElite: -40% dmgTotal: -50% dmg
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Thermal Armor (Heat)Basic : -10% dmgAdvanced : -20% dmg Epic: -30% dmgElite: -40% dmgTotal: -50% dmg
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