important note
- There will be no equipment available at the beginning of the group.
- You must buy into a 3rd ability before branching out into a new path
- You must start with either: The Nimble, The Stalwart, or The Mighty
- You don’t have to do ONLY physical, and can go into magic as well.
- Allocation point cost is next to the ability like this: Rank - Name (#)
- 30 Allocation Points are available at the start!
Basics
Here are abilities that help with combat. You may use allocation points (30 to start with, and more earned through activity in the group) to buy these abilities. This section will describe physical abilities only.
There are two ability types, which are:
Active: Action you choose to make
Passive: Automatic effect
The Physical Tree is for non-magical combat, therefore any attacks will be using the PHYS stat unless otherwise specified.
There are 3 starter branches, and 3 secondary branches you can specialize in. You must specialize in a starter branch before specializing in a secondary branch. You can choose to specialize in a secondary after buying a major ability in a starter branch.
There are two ability types, which are:
Active: Action you choose to make
Passive: Automatic effect
The Physical Tree is for non-magical combat, therefore any attacks will be using the PHYS stat unless otherwise specified.
There are 3 starter branches, and 3 secondary branches you can specialize in. You must specialize in a starter branch before specializing in a secondary branch. You can choose to specialize in a secondary after buying a major ability in a starter branch.
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Starter Branches
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Secondary Branches
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Starter Branches
The Nimble
Minor - Dual Wielding (3) Attack twice in a turn, but roll one less die to both attacks. This can apply to magic attacks as well. (active) Moderate - Incognito (5) Unable to be targeted in combat for a round (active) Major - Swift (7) Attackers roll one less die when targeting you (passive) Master - Assassinate (10) When attacking a target that hasn't gone in initiative yet, roll three more dice. This can be used with magic attacks. (passive) PASSIVE Add two dice when rolling for combat initiative |
The Stalwart
Minor - Steadfast (3) Can use your defenses to defend an ally. This can apply to magic defenses as well. If you defend this way and fail, you still get injured. Only one stalwart defense can be applied per attack. (reaction) Moderate - Aggro (5) Draw monsters attention to you for a round (active) Major - Calcify (7) Take half rounded down damage defended as points of healing. This can be applied to magic defenses. (passive) Master - Rally (10) All allies near you take one less damage until the end of your next turn (active) PASSIVE Gain two extra defenses |
The Mighty
Minor - Defense (3) Defense: Roll one extra die when defending (passive) Moderate - Duelist (5) Reroll up to two ones on your attack, take the result regardless of the outcome (passive) Major - Chad (7) Roll two extra dice when doing a physical attack (passive) Master - Strong (10) Add one stat point to your Physical (passive) PASSIVE Add two dice to physical checks. In addition, roll 1 extra blessing when doing physical attacks. |
Secondary Branches
The Deft
Minor - Pocket Sand (3) Use your defense to intercept an enemy attack against an ally. With this you may add your defenses to an ally's, and if the defense fails the ally instead of you gets injured. This can be used with magic defenses. (reaction) Moderate - Chokehold (5) Allows allies an extra damage die against the opponent you hold (active) Major - Riposte (7) When defending an attack you may make an attack immediately back (reaction) Master - Bloodthirsty (10) Take half your damage rounded down as healing (passive) PASSIVE Physical attacks roll one less die against defense |
The Hardy
Minor - Provoke (3) Cause an enemy to roll 2 less dice when not attacking you until dead or removed from combat (active) Moderate - Reckless (5) Roll two extra attack dice, however the next attack against you will gain two extra attack dice (active) Major - Adrenaline (7) Automatically succeed on all your defense dice when at least half of your phys dice rolled rounded down (not including item bonuses) succeed (passive) Master - Rage (10) For every two points of damage taken, roll one extra attack die (passive) PASSIVE First time they hit 0 HP they go to 1 instead |
The Wily
Minor - Critical Fail (3) After rolling a combat roll, you may choose to instead have 1s and 2s be your success numbers instead of 5s and 6s. This can apply to magic attacks as well. (passive). Moderate - Copycat (5) You may take the outcome of an allies roll from the last round instead of your own (passive) Major - Friendly Fire (7) Use your action to cause an enemy to attack their allied enemy on their next turn (active) Master - Sweep (10) On your attack, roll one separate die, if that roll is successful, you knock your opponent down and they do not take their turn. (passive) PASSIVE Magical attacks roll one less die against defense |
Within each branch there are 4 ranks for abilities. Minor, Moderate, Major, and Master.
For every major you manage to reach, you gain an extra die to all of your physical attacks.
Upon unlocking the Master ability, you automatically gain the Passive ability for that branch.
For every major you manage to reach, you gain an extra die to all of your physical attacks.
Upon unlocking the Master ability, you automatically gain the Passive ability for that branch.
The Physical Circle
Once you choose your starting branch, it will become more difficult to learn other branches. The further away another branch is from your starting branch on this circle, the more difficult that branch becomes to learn.
This means more allocation points will need to be spent to specialize in these other branches.
You don't have to calculate this cost yourself. Use the Physical Tree calculator linked at the top of this page to determine the total amount of allocation points you need to spend.
This means more allocation points will need to be spent to specialize in these other branches.
You don't have to calculate this cost yourself. Use the Physical Tree calculator linked at the top of this page to determine the total amount of allocation points you need to spend.
Example
What do those numbers mean?
The numbers are the extra allocation points needed on top of the original cost when buying an ability in a new branch. So, in your main branch, all costs are kept original (+0). In the neighboring branches, it is +1. If the branch is 2 spots away, then it is +2. If the branch is your direct opposite, it’s +3.
The numbers are the extra allocation points needed on top of the original cost when buying an ability in a new branch. So, in your main branch, all costs are kept original (+0). In the neighboring branches, it is +1. If the branch is 2 spots away, then it is +2. If the branch is your direct opposite, it’s +3.