Gods & Heroes: The Scout Feat Tree - Levels 1 to 20
Editor's Note: The following is a tenative list of feats available to the scout class in Gods & Heroes as provided and written by Perpetual Entertainment.
The Scout is one of the most versatile and intriguing character classes in Gods & Heroes: Rome Rising™. They are also one of the more enigmatic, being that they are more at home sleeping under the stars and living amongst the animals in the wilderness than they are dwelling in the relative luxury and comfort of Rome. They have a wide variety of talents; in addition to utilizing a bow and arrow to devastating effect, they are also masters of woodland lore, stealth, and trap-making. As evidenced by their Feat Tree, the Scout will be a vital part of any group of heroes seeking glory in defending the honor of Rome.
Feats like “Aimed Shot” and “Piercing Shot” make even a lower-level Scout a ranged-combatant to be dealt with. As they grow in experience, Feats like “Rapid Fire,” “Auxiliarius' Target,” and “Searing Shot” make their attacks even more overwhelming. While delivering massive amounts of damage from long-range is their specialty, Scouts can perform other Feats while in battle that increase their lethality, such as “Crippling Shot,” which slows down their enemies, further reducing the opportunities those enemies have to inflict damage on the swift and elusive Scout. They are also endowed with a variety of Feats that boost the combat prowess or defenses of the other members of their party, such as “Fire Volley,” “Targeting Aura,” and “Scatter.” Taken together, these Feats will make the Scout a most-welcome addition to any band of campaigning heroes.
But the Scout’s abilities do not stop there, nor do the benefits to any party lucky enough to include a Scout amongst their ranks. As adept outdoorsmen, Scouts can perform Feats like “Forage” and “Dowse” that allow them to find food and drink in the wilderness, so there are less trips back to town for provisions to regenerate the health and energy of themselves and the other members of the party. “Soothe Beast” and “Beast Slaying” minimize the threat posed by wild animals. It is even rumored that truly advanced Scouts possess the ability to summon wild animals to fight for them. Rare abilities such as these have contributed greatly to the Scout’s reputation as a mystifying opponent and reliable ally.
As a long range fighter, the best way to defeat a Scout is by hedging them in and forcing them to fight up-close and dirty. But even then the Scout has recourse, as “Antesignanus Defense” and “Break Away” help them to dodge their enemies’ blows and even escape altogether. But the real trick is in actually managing to locate and corner a Scout before he unleashes a deadly barrage of arrows, which is made all the more difficult thanks to Feats like “Hide,” which allows lower-level Scouts to enter stealth mode while in combat, and “Snipe,” which allows higher-level Scouts to attack even when they’re stealthed. Many of their enemies often have precious little time to react to the threat posed by the Scout, as utilizing the element of surprise is typically one of the Scout’s favorite tactics. In fact, those enemies that fall victim to the Scout’s “Snare” typically don’t even get the chance to curse under their breath before the Scout’s arrow splits their skull.
While not the strongest, nor the most magically potent, of the classes, the Scout is equipped with far more than what it takes to survive. Ever elusive, Scouts are the most mysterious, as well as the most resourceful, of all the character classes. Indeed, Scouts are, for very good reason, considered to be some of the most dangerous characters in the Roman world. As an aspiring hero, you should pray to your god that you do not see them fighting for the other side – or better yet, pray to your god that you do see them, perhaps even with enough time to defend yourself.
-Daniel "Deodatus" McLaren, Community Manager
LEVEL |
ICON |
NAME |
TREE |
DESCRIPTION |
1 |
|
Excursor Strike |
Class Core |
The Scout executes a special strike that increases the damage done to an enemy. The amount of damage done is increased for each additional Feat point spent in Excursor Strike; maximum of three points. This Feat can be upgraded at level 10 instead of choosing a new Feat. |
2 |
|
Aimed Shot |
Class Core |
For one shot, the Scout can use Aimed Shot to do a significant amount of damage to their target. Cast time is reduced and damage is increased for each additional Feat point spent in Aimed Shot; maximum of three points. This Feat can be upgraded at level 10 instead of choosing a new Feat. |
3 |
|
Antesignanus Defense |
Class Core |
Antesignanus Defense increases the Scout's ability to dodge incoming attacks. The Scout's dodge ability is increased for each additional Feat point spent in Antesignanus Defense; maximum of 3 points. This Feat can be upgraded at level 10 instead of choosing a new Feat. |
5 |
|
Piercing Shot |
Class Core |
Piercing Shot allows the Scout to ignore a percentage of the opponent's armor in order to increase the amount of damage delivered for that shot. The amount of armor ignored and the percentage of damage are increased for each additional Feat point spent in Piercing Shot; maximum of three points. This Feat can be upgraded at level 15 instead of choosing a new Feat. |
5 |
|
Forage |
Class Core |
A Scout can use Forage to scrounge up various forms of food. The food increases the rate of health regeneration. Failure rate is decreased and quantity of food is increased for each additional Feat point spent in Forage; maximum of three points. This Feat can be upgraded at level 15 instead of choosing a new Feat. |
5 |
|
Break Away |
Class Core |
When in combat, the Scout has the ability to use Break Away to escape and reduce hate from attacking opponents. Chances for failure and opponent hate are decreased for each additional Feat point spent in Break Away; maximum of three points. This Feat can be upgraded at level 15 instead of choosing a new Feat. |
10 |
|
Hide |
Infiltration |
Hide allows the Scout to quickly drop into stealth while in combat thus shedding all hate from surrounding opponents. The Scout may not move while stealthed. Chance of detection is further reduced for each additional Feat point spent in Hide; maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Rapid Fire |
Class Core |
The Scout's attack speed is increased causing the Scout to quickly fire more arrows at a reduced damage cost. Rate of fire and damage are increased for each additional Feat point spent in Rapid Fire; maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Fire Volley (Squad) |
Class Core |
An area attack, Fire Volley grants the Scout's archers the ability to hit numerous targets at one time. Damage is increased for each additional Feat point spent in Fire Volley; maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Auxiliarius' Target |
Class Core |
Auxiliarius' Target marks the selected opponent making them easier to hit from a ranged attack. Chance to hit from range is further increased for each additional Feat point spent in Auxiliarius' Target; maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Soothe Beast |
Beast Handling |
Targeted beast has a significantly reduced aggression radius. Aggression radius for target beast is further reduced for each additional Feat point spent in Soothe Beast; maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
15 |
|
Crippling Shot |
Class Core |
A special attack that allows the Scout to cripple their opponent, reducing their movement speed. Movement speed is further reduced for each additional Feat point spent in Crippling Shot; maximum of three points. This Feat can be upgraded at level 25 instead of choosing a new Feat. |
15 |
|
Targeting Aura |
Class Core |
This Feat allows the Scout to grant a ranged attack bonus to all friendlies in the immediate area. Ranged bonuses are further increased for each additional Feat point spent in Targeting Aura; maximum of three points. This Feat can be upgraded at level 25 instead of choosing a new Feat. |
15 |
|
Snare |
Class Core |
Snare entangles the Scout's enemy, reducing movement, offensive, and defensive capabilities. Movement, offensive, and defensive reductions are increased for each additional Feat point spent in Snare; maximum of three points. This Feat can be upgraded at level 25 instead of choosing a new Feat. |
20 |
|
Snipe |
Infiltration |
Snipe allows the Scout to attack while stealthed for a significantly increased amount of damage. Upon execution, the Scout will lose Stealth. Damage is increased for each additional Feat point spent in Snipe; maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Searing Shot |
Class Core |
An energy-based buff that grants the Scout additional fire damage to each shot fired. This buff lasts until the Scout's energy is depleted. Energy consumption is reduced and damage is increased for each additional Feat point spent in Searing Shot; maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Scatter (Squad) |
Class Core |
A defensive spell that reduces the opponent's attack speed and increases unit defense. Opponent attack speed is further decreased and unit defense is further increased for each Feat point spent in Scatter; maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Dowse |
Class Core |
A Scout can use Dowse to scrounge up something to drink. Consumption of the drink increases the rate of energy regeneration. Failure rate is decreased and quantity of drink is increased for each additional Feat point spent in Dowse; maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Beast Slaying |
Beast Handling |
A buff that grants the Scout increased damage against beasts. Damage versus beasts is increased for each additional Feat point spent in Beast Slaying; maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
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