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The Light Armor ability tree focuses on speed and avoiding attacks at the expense of actual protection against blows. Stealthy characters would also find some benefit in focusing on abilities in this skill, as some of the ability trees help reduce the amount of noise their equipment makes.

This skill is increased by mitigating incoming damage while wearing light armor, or striking enemies with abilities in this skill.

Below is a list of all the Light Armor abilities available to you:


Light-agility1
Light Armor Agility

Go fast. Invest further to either gain stamina regeneration while running, or to have a chance of nullifying opportunistic blows struck at you.


Light Armor Agility (I)

Prerequisites: Light Armor (20)

Required For: Light Armor Agility (II)

While wearing light armor your movement speed is increased by 5% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 10% at the furthest distance.


Light Armor Agility (II)

Prerequisites: Light Armor (40), Light Armor Agility (I)

Required For: Light Armor Endurance (III), Light Armor Mobility (III)

While wearing light armor your movement speed is increased by 10% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 20% at the furthest distance.


Light Armor Endurance


Light Armor Endurance (III)

Prerequisites: Light Armor (60), Light Armor Agility (II)

Required For: Light Armor Endurance (IV)

While wearing light armor your movement speed is increased by 15% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 30% at the furthest distance. Your stamina drain while running is reduced by 50%.


Light Armor Endurance (IV)

Prerequisites: Light Armor (80), Light Armor Endurance (III)

Required For: Light Armor Endurance (V)

While wearing light armor your movement speed is increased by 20% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 40% at the furthest distance. Your stamina drain while running is eliminated.


Light Armor Endurance (V)

Prerequisites: Light Armor (100), Light Armor Endurance (IV)

While wearing light armor your movement speed is increased by 25% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 50% at the furthest distance. You recover stamina at your normal rate while running.


Light Armor Mobility


Light Armor Mobility (III)

Prerequisites: Light Armor (60), Light Armor Agility (II)

Required For: Light Armor Mobility (IV)

While wearing light armor your movement speed is increased by 15% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 30% at the furthest distance. You have a 10% chance of avoiding attacks of opportunity from all sources.


Light Armor Mobility (IV)

Prerequisites: Light Armor (80), Light Armor Mobility (III)

Required For: Light Armor Mobility (V)

While wearing light armor your movement speed is increased by 20% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 40% at the furthest distance. You have a 20% chance of avoiding attacks of opportunity from all sources.


Light Armor Mobility (V)

Prerequisites: Light Armor (100), Light Armor Mobility (IV)

While wearing light armor your movement speed is increased by 25% and you resist damage from explosions proportional to how far you are from the center of the blast, up to a maximum of 50% at the furthest distance. You have a 30% chance of avoiding attacks of opportunity from all sources.


Light-defense1
Light Armor Defense

Become more evasive when wearing a full set of light armor. Further investment in this tree will also let you stand your ground even in the face of staggering blows, or to turn aside strikes that would otherwise rend flesh and bleed you dry.


Light Armor Defense (I)

Prerequisites: Light Armor (10)

Required For: Light Armor Defense (II)

In a full set of light armor your Dodge bonus is increased by +1.


Light Armor Defense (II)

Prerequisites: Light Armor (30), Light Armor Defense (I)

Required For: Light Armor Balance (III), Light Armor Fortitude (III)

In a full set of light armor your Dodge bonus is increased by +2.


Light Armor Balance


Light Armor Balance (III)

Prerequisites: Light Armor (50), Light Armor Defense (II)

Required For: Light Armor Balance (IV)

In a full set of light armor your Dodge bonus is increased by +3 and your knockdown resistance is increased by +1.


Light Armor Balance (IV)

Prerequisites: Light Armor (70), Light Armor Balance (III)

Required For: Light Armor Balance (V)

In a full set of light armor your Dodge bonus is increased by +4 and your knockdown resistance is increased by +2.


Light Armor Balance (V)

Prerequisites: Light Armor (90), Light Armor Balance (IV)

In a full set of light armor your Dodge bonus is increased by +5 and your knockdown resistance is increased by +3.


Light Armor Fortitude


Light Armor Fortitude (III)

Prerequisites: Light Armor (50), Light Armor Defense (II)

Required For: Light Armor Fortitude (IV)

In a full set of light armor your Dodge bonus is increased by +3 and you gain 5% resistance to wounding damage.


Light Armor Fortitude (IV)

Prerequisites: Light Armor (70), Light Armor Fortitude (III)

Required For: Light Armor Fortitude (V)

In a full set of light armor your Dodge bonus is increased by +4 and you gain 10% resistance to wounding damage.


Light Armor Fortitude (V)

Prerequisites: Light Armor (90), Light Armor Fortitude (IV)

In a full set of light armor your Dodge bonus is increased by +5 and you gain 15% resistance to wounding damage.


Light-dash1
Dash

Evade enemies and get out of sticky situations with this ability. Later, you can either gain the option to sacrifice your defensive bonuses for extra damage, or further improve your defensive capabilities while dashing.


Dash (I)

Prerequisites: Light Armor (1)

Stamina Cost: 20

Cooldown: 12 seconds

Required For: Dash (II)

For two rounds you can move through spaces occupied by creatures and you gain a 10% movement speed increase, a 10% evasion bonus, and +5 to tumble.


Dash (II)

Prerequisites: Light Armor (20), Dash (I)

Stamina Cost: 25

Cooldown: 12 seconds

Required For: Skirmish (III), Evasive Dash (III)

For two rounds you can move through spaces occupied by creatures and you gain a 20% movement speed increase, a 20% evasion bonus, and +5 to tumble.


Skirmish


Skirmish (III)

Prerequisites: Light Armor (40), Dash (II)

Stamina Cost: 40

Cooldown: 12 seconds

Required For: Skirmish (IV)

For two rounds you can move through spaces occupied by creatures and you gain a 25% movement speed increase, a 25% evasion bonus, and +5 to tumble. If you move at least 30 feet from your starting position the movement and evasion bonuses end and your attacks until the end of next round are made with 30% more damage.


Skirmish (IV)

Prerequisites: Light Armor (60), Skirmish (III)

Stamina Cost: 45

Cooldown: 12 seconds

Required For: Deadly Skirmish (V), Sudden Skirmish (V)

For two rounds you can move through spaces occupied by creatures and you gain a 25% movement speed increase, a 25% evasion bonus, and +5 to tumble. If you move at least 30 feet from your starting position the movement and evasion bonuses end and your attacks until the end of next round are made with 40% more damage.


Deadly Skirmish (V)

Prerequisites: Light Armor (80), Skirmish (IV)

Stamina Cost: 50

Cooldown: 12 seconds

For two rounds you can move through spaces occupied by creatures and you gain a 25% movement speed increase, a 25% evasion bonus, and +5 to tumble. If you move at least 30 feet from your starting position the movement and evasion bonuses end and your attacks until the end of next round are made with 50% more damage.


Sudden Skirmish (V)

Prerequisites: Light Armor (80), Skirmish (IV)

Stamina Cost: 40

Cooldown: 12 seconds

For two rounds you can move through spaces occupied by creatures and you gain a 25% movement speed increase, a 25% evasion bonus, and +5 to tumble. If you move at least 20 feet from your starting position the movement and evasion bonuses end and your next attack makes an automatic knockdown attempt at +2 and deals 15 points of wounding damage.


Evasive Dash


Evasive Dash (III)

Prerequisites: Light Armor (40), Dash (II)

Stamina Cost: 35

Cooldown: 12 seconds

Required For: Evasive Dash (IV)

For two rounds you can move through spaces occupied by creatures and you gain a 30% movement speed increase, a 30% evasion bonus, and +5 to tumble.


Evasive Dash (IV)

Prerequisites: Light Armor (60), Evasive Dash (III)

Stamina Cost: 40

Cooldown: 12 seconds

Required For: Uncanny Dash (V), Surefooted Dash (V)

For two rounds you can move through spaces occupied by creatures and you gain a 40% movement speed increase, a 40% evasion bonus, and +5 to tumble.


Uncanny Dash (V)

Prerequisites: Light Armor (80), Evasive Dash (IV)

Stamina Cost: 45

Cooldown: 12 seconds

For two rounds you can move through spaces occupied by creatures and you gain a 50% movement speed increase, a 50% evasion bonus, and +5 to tumble.


Surefooted Dash (V)

Prerequisites: Light Armor (80), Evasive Dash (IV)

Stamina Cost: 50

Cooldown: 12 seconds

For two rounds you can move through spaces occupied by creatures and you gain a 50% movement speed increase, a 50% evasion bonus, 25% explosion resistance, +5 to knockdown resistance, and +5 to tumble.


Light-dirty1
Dirty Fighting

In Trivium, fighting fair is for the dead. Deliver a quick and unsportsmanlike blow to even the odds, either by providing an opening of attack for your teammates, or by adding debilitating effects on top.


Dirty Fighting (I)

Prerequisites: Light Armor (5)

Stamina Cost: 25

Required For: Dirty Fighting (II)

As a full-round action you make a single unarmed attack that causes a disorientation effect for 6 seconds. A disoriented target cannot attack until they take damage.


Dirty Fighting (II)

Prerequisites: Light Armor (25), Dirty Fighting (I)

Stamina Cost: 25

Required For: Expose Weakness (III), Below the Belt (III)

As a full-round action you make a single unarmed attack at +2 to-hit that causes a disorientation effect for 6 seconds. A disoriented target cannot attack until they take damage.


Expose Weakness


Expose Weakness (III)

Prerequisites: Light Armor (45), Dirty Fighting (II)

Stamina Cost: 35

Required For: Expose Weakness (IV)

As a full-round action you make a single unarmed attack at +3 to-hit that causes the target to provoke attacks of opportunity.


Expose Weakness (IV)

Prerequisites: Light Armor (65), Expose Weakness (III)

Stamina Cost: 35

Required For: Expose Weakness (V)

As a full-round action you make a single unarmed attack at +4 to-hit that causes the target to provoke attacks of opportunity.


Expose Weakness (V)

Prerequisites: Light Armor (85), Expose Weakness (IV)

Stamina Cost: 35

As a full-round action you make a single unarmed attack at +5 to-hit that causes the target to provoke attacks of opportunity.


Below the Belt


Below the Belt (III)

Prerequisites: Light Armor (45), Dirty Fighting (II)

Stamina Cost: 30

Required For: Below the Belt (IV)

As a full-round action you make a single unarmed attack at +3 to-hit that causes a disorientation effect for 6 seconds. The target also suffers a -10% movement penalty and -1 to attacks for two rounds. A disoriented target cannot attack until they take damage.


Below the Belt (IV)

Prerequisites: Light Armor (65), Below the Belt (III)

Stamina Cost: 35

Required For: Below the Belt (V)

As a full-round action you make a single unarmed attack at +4 to-hit that causes a disorientation effect for 6 seconds. The target also suffers a -15% movement penalty and -2 to attacks for two rounds. A disoriented target cannot attack until they take damage.


Below the Belt (V)

Prerequisites: Light Armor (85), Below the Belt (IV)

Stamina Cost: 40

As a full-round action you make a single unarmed attack at +5 to-hit that causes a disorientation effect for 6 seconds. The target also suffers a -20% movement penalty and -3 to attacks for two rounds. A disoriented target cannot attack until they take damage.



Return to Defense.