Build Cost: Each feat costs 5 build to learn. You do not need a teacher to learn these feats.
Break Force
Cripple Limb
Critical Strike
Dodge (2 SP)
Evade (2 SP)
Flee the Scene
Resist Charm
FEAT OVERVIEW:
Break Force
1 SP
Complex, Force Defense
Effect: When hit by a Force effect, such as Knockback or Snare, you can negate its effects by invoking this Feat within 5 seconds of the attack.
Cripple Limb
2 SP
Basic, Melee Cripple Limb, Pain,
Effect: To use this feat, you must forgo dealing damage with a landed weapon strike to cripple an arm or a leg for 15 seconds. You must call out your choice and strike accordingly. If an arm is crippled, target is in pain, drops the item he was holding in that hand; his arm hangs limp for a short time. If leg is crippled, target falls to the ground, to a crouch or on his knees in pain. Although he can get up, he can only walk slowly heavily favoring other leg.
Mace Mastery, Axe Mastery, Blade Mastery: Once per period, you can choose to sever a limb instead, invoking as “Sever/Break limb”.
Critical Strike
1 SP
Basic, Melee/Ranged Attack
Effect: You can perform this feat while making a melee or ranged attack. If your strike hits the target’s torso, you add 3 to the damage that you would normally inflict. Preface the invocation of damage by the word “Crit”.
Expert Critical Strike: This is a Critical Strike that does not cost SP. Some Classes and Skills grant the ability to do this after fulfilling a condition (invoking a Defense Feat, felling an enemy).
Dodge
2 SP
Basic, Melee/Ranged Defense
Effect: You may invoke this defense feat in response to a weapon strike or a melee/ranged feat that struck you within the last five seconds. With this feat, you negate the effects of your opponent’s attack against you. This feat cannot be used while you are ensnared or slowed and cannot be used against attacks that come from behind and strike you in the back. You may not use this feat if you are wearing metallic armor, unless that armor is chainmail.
Evade
2 SP
Erudite, Spell Defense
Effect: You may invoke this defense feat in response to spell that has struck you within the last five seconds. With this feat, you negate the effects of your opponent spell upon you.
Flee the Scene
1 SP
Basic, Escape
Effect: After 10 seconds of fleeing (“Fleeing 1, Fleeing 2, Fleeing 3…), you may invoke this feat to take yourself out of the game (and therefore unchasable) for 1 minute. You may only use this feat if (1) there is an avenue of escape for you to travel and (2) you are running while you invoke the countdown.
While you are counting down, any effect that would slow you or stop you in your tracks (such as snare or confuse) will prevent you from escaping. Invoking a defense feat will allow you to resume your count. Taking damage will not stop you from escaping unless the damage is enough to take you down.
Resist Charm
1 SP
Complex, Charm Defense
Effect: When hit by a Charm effect, such as Befriend or Taunt, you can negate its effects by invoking this Feat within 5 seconds of the attack.


