-> Techniques, Cunning, Spells, Wild Gift, Divine, Corruption, Cursed, Chronomancy, Psionic, Racial
Techniques
Skills (probably) current to 1.00.2 Hand Weapons
Requires a 2 handed weapon.
- Death Dance: 30 stamina, 10 cooldown, 1 radius
Attacks for (140-210)% weapon damage
- Berserker: sustained, 40 stamina, 30 cooldown
+ (5+Dex[7] * talent) accuracy, +(5+Str[7] * talent) physical power, -10 defense, -10 armour, +(10 * talent)% stun and pin resist.
- Warshout: 30 stamina, 18 cooldown, (4, 5, 6, 7, 8) cone radius
Hit for 50% power confusion, lasting (4, 5, 6, 7, 8) turns, checking confusion immunity and your accuracy with strength against their physical save for resistance. (Errata: While Warshout has boosting Power for its confusion in the code, it always hits the current 50% cap for Confusion power at all levels.)
- Death Blow: 15 stamina, 10 cooldown
2 Hand Maiming
Requires a 2 handed weapon.
- Stunning Blow: 8 stamina, 6 cooldown
Attack for (100-150)% weapon damage, trying to stun for (2 + talent) turns, checking stun immunity and your physical power against their physical save for resistance.
- Sunder Armor: 12 stamina, 6 cooldown
Attack for (100-150)% weapon damage, trying to reduce its armor by (5 * talent) for (4 + talent) turns, checking your physical power against their physical save for resistance.
- Sunder Arms: 12 stamina, 6 cooldown
Attack for (100-150)% weapon damage, trying to reduce its accuracy by (3 * talent) for (4 + talent) turns, checking your physical power against their physical save for resistance.
- Blood Frenzy: sustained, 70 stamina, 15 cooldown, -2 stamina per turn
Dual Weapons
requires two weapons
- Dual Weapon Training: passive
Increases offhand damage to (100 / [2 - talent / 6]) from the normal of 50%. Capped at talent = 8.
- Dual Weapon Defense: passive
Increases defense by (4 + [talent * Dex / 12]) when dual wielding.
- Precision: sustained, 20 stamina, 10 cooldown
Increases armor penetration by (4 + [talent * Dex / 20]).
- Momentum: 50 stamina, 30 cooldown, sustained, -6 stamina per turn
Dual Techniques
Requires two weapons
- Dual Strike: 15 stamina, 12 cooldown
Attack with offhand weapon for (70-150)% damage, trying to stun for (2 + talent) turns, checking stun immunity and your accuracy with dexterity against their physical save for resistance. If the attack hits, you attack with your mainhand weapon for (70-150)% damage.
- Flurry: 15 stamina, 12 cooldown
Attack three times with each weapon for (40-100)% weapon damage each.
- Sweep: 30 Stamina, 8 cooldown, frontal arc
Attack for (100-170)% weapon damage, thing to cut for (Dex / 2) physical damage per turn for (3+talent) turns, checking cut immunity.
- Whirlwind: 30 stamina, 8 cooldown, 1 radius
Shield Offense
All except Riposte require shield
- Shield Pummel: 8 stamina, 6 cooldown
Attack for (100-170)% shield damage, and (120-210)% shield damage trying to stun for (2+[talent / 2]) turns, checking stun immunity and your shield's accuracy against their physical save for resistance.
- Riposte: passive
Allows counterstrikes after imperfect blocks.
Increases duration of counterstrike debuff on attacker by (talent level / 4)
Increases number of counterstrikes you can perform on a target while they're vulnerable by (talent level / 4)
Increases critical chance of counterstrikes by (10-50)%, scaled with your Dexterity.
- Overpower: 22 stamina, 8 cooldown
Attack for (80-130)% weapon damage, (80-130)% shield damage, and (80-130)% shield damage. The second shield attack attemps to knockback 4, checking target's knockback immunity and your shield's accuracy against their physical save.
- Assault: 16 stamina, 6 cooldown
Shield Defense
All except Shield Expertise require a shield.
- Shield Wall: sustained, 30 stamina, 30 cooldown
+ (5 + [1 + Dex(4)] * talent + shield expertise * 2) defense, +(5 + [1 + Dex(4)] * talent + shield expertise) armour, +(10 * talent)% stun and knockback resist, -20% physical damage.
- Repulsion: 30 stamina, 10 cooldown, 1 radius
Hits for (2 + talent) knockback, checking knockback immunity and your shield's accuracy against their physical save for resistance ([5 - talent / 2]% to 95% chance to resist). If it is knocked back, hits for (3 + Str[8]) turns of daze, checking stun immunity.
- Shield Expertise: passive
+ (4, 8, 12, 16, 20) physical save, +(2, 4, 6, 8, 10) spell save. Increases defense bonus of Shield Wall by (talent * 2), and armour bonus by (talent). Increases the effective talent level for damage multipliers of other skills by (talent / 2) as well, including Shield Pummel, Overpower, Assault.
- Last Stand: sustained, 50 stamina, 30 cooldown
+ (5 + Dex[4] * talent) defense, +([10 + Con * 0.7] * talent) maximum life, you are unable to move.
Archery - Bows
Requires a bow.
- Bow Mastery: passive, requires (12 + 6 * level) Dex.
Increases damage with bows by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
- Piercing Arrow: 15 stamina, 8 cooldown.
Shoot for (100-150)% damage and +1000 armor piercing. Passes through targets.
- Dual Arrows: 8 cooldown, 1 targeting radius
Target an area. You shoot two shots at enemies within the targeted area, doing (120-190)% damage each. Uses up to 2 arrows. (Can it hit or target enemies within the target, but out of range?)
- Volley of Arrows: 35 stamina, 12 cooldown, (2 + talent / 3) targeting radius
Archery - Slings
requires a sling
- Sling Mastery: passive, requires (12 + 6 * level) Dex.
Increases damage with slings by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
- Eye Shot: 15 stamina, 8 cooldown
Shoot for (100-150)% damage, trying to blind your target for (3, 4, 5, 6, 7) turns, checking their blind immunity, and your accuracy with dexterity against their physical save.
- Inertial Shot: 15 stamina, 8 cooldown
Shoot for (100-150)% damage, trying to knock back your target 4, checking their knockback immunity, and your accuracy with dexterity against their physical save.
- Multishot: 35 stamina, 12 cooldown
Archery Training
requires a bow or sling
- Steady Shot: 8 stamina, 3 cooldown
Shoot for (110-220)% damage.
- Aim: sustained, 20 stamina, 8 cooldown, instant, mutually exclusive with Rapid Shot
+ (4 + talent * Dex[10]) physical power and accuracy, +(3 + talent * Dex[10]) armor piercing, +(7 + talent * Dex[10]) critical chance, decreases attack speed by (5, 10, 15, 20, 25)%
- Rapid Shot: sustained, 20 stamina, 8 cooldown, instant, mutually exclusive with Aim
-(10.4, 12.8, 15.2, 17.6, 20) damage, accuracy, and critical chance, increases attack speed by (10 * talent / 100)%
- Relaxed Shot: 14 cooldown
Archery Prowess
requires a bow or sling
- Flare: 15 stamina, 15 cooldown
Shoot for (50-120)% fire damage. On hit, lights up radius (1 if talent < 3, 2 if 3 <= talent < 5, 3 if talent >= 5), and tries to blind for 3 turns as well at talent >=3, checking their blindness immunity, and your accuracy against their physical save.
- Crippling Shot: 15 stamina, 10 cooldown
Shoot for (100-150)% damage, trying to reduce your target's global speed by ([accuracy * talent * 0.15] capped between 10 and 40)% for 7 turns, checking your accuracy with dexterity against their physical save. 40% reduction means you are acting at 60% of normal speed.
- Pinning Shot: 15 stamina, 10 cooldown
Shoot for (100-140)% damage, trying to pin your target for (3, 4, 5, 6, 7) turns. checking their pin immunity, and your accuracy against their physical save.
- Scatter Shot: 15 stamina, 14 cooldown, (1 + talent / 3) radius
Superiority
- Juggernaut: 60 Stamina, 40 cooldown, 20 duration
+ (15, 20, 25, 30, 35)% physical resist
- Onslaught: 50 stamina, 60 cooldown, sustained, frontal arc, -4 stamina per turn
Hits enemies for (talent, rounded down) knockback.
- Battle Call: 30 stamina, 10 cooldown, (2 + talent) radius
Teleports all foes as near to you as possible.
- Shattering Impact: 40 stamina, 30 cooldown, -15 stamina per blow
Note: This will be processed multiple times with multiple strike/multiple target talents, costing 15 Stamina/dealing the blast radius every time.
Battle Tactics
- Greater Weapon Focus: 25 stamina, 20 cooldown, (4 + 1.3 * talent, rounded down) duration
(talentstatdamage, Dex, 10 minimum, 90 maximum)% chance for each hit from any source to do an attack with the same multiplier. This extra swing costs no additional stamina.
- Step Up: passive
(20, 40, 60, 80, 100)% chance to gain 1000% movement speed for 1 game turn on killing an enemy.
- Bleeding Edge: 24 stamina, 12 cooldown
Attack for (100-170)% weapon damage, trying to make it bleed for (200-320)% weapon damage and reduce healing by (talent * 10)% for 7 turns. Checks your Dex against their Physical save for resistance.
- True Grit: 70 stamina, 30 cooldown, (-14, -12, -10, -8, -6) stamina per turn
Warcries
- Shattering Shout: 20 stamina, 7 cooldown, (4, 5, 6, 7, 8) cone radius
Deals (50 + talent * Str / 2.3) physical damage.
- Second Wind: 50 cooldown
+ (20 + talent * 7)% of your maximum Stamina healed, in current Stamina.
- Battle Shout: 40 stamina, 30 cooldown, (7, 9, 11, 13, 15) duration
+ (11, 12, 13, 14, 15)% life and stamina.
- Battle Cry: 40 stamina, 30 cooldown, (4, 5, 6, 7, 8) radius
Bloodthirst
- Bloodbath: passive, (6, 7, 8, 9, 10) duration
+ (talent) life and (talent/2) stamina regeneration, up to +(talent*5) and +(talent*2.5) cap respectively, +(talent, rounded down * 2)% max life on critical hit.
- Mortal Terror: passive
+ (2.8, 5.6, 8.4, 11.2, 14)% critical hit rate. Any hit dealing more than (45, 40, 35, 30, 25)% of the enemy's max life will try to daze it for 5 turns. Checks your Str against their Physical save for resistance.
- Bloodrage: passive
+ 2 Strength per kill, to a maximum of (talent * 6, rounded down), for a duration of (5+TalentLevel, rounded down).
- Unstoppable: 120 stamina, 45 cooldown, (3, 4, 5, 6, 7) duration,
Field Control
- Disengage: 20 stamina, 12 cooldown
(2 + talent, rounded down) knockback on self, from the direction of an enemy within range 7.
- Track: 20 cooldown, (3 + talent) duration, (10 + Cun[10] * talent) radius.
Sense all enemies.
- Heave: 5 stamina, 15 cooldown
Tries to hit an enemy for (2 + talent, rounded down) knockback. Checks your Dex against their Physical save for resistance.
- Slow Motion: 80 Stamina, 30 cooldown, 10 radius, sustained
Combat Techniques
- Rush: 45 stamina, (40 - talent * 4) cooldown, 2 to (6, 7, 8, 9, 10) range
Rush next to the target, attacking for 120% weapon damage and dazing for 3 turns.
- Precise Strikes: 30 stamina, 30 cooldown, sustained
+ (4 + talent * Dex / 15) accuracy, +(4 + talent * Dex / 25) critical chance, -10% attack speed.
- Perfect Strike: 10 stamina, 25 cooldown, (1 + talent) duration, instant
+ 100 accuracy
- Blinding Speed: 25 stamina, 55 cooldown, 5 duration, instant
+ (9 * talent) global speed.
Combat Veteran
- Quick Recovery: passive
+ (0.5, 1, 1.5, 2, 2.5) stamina regeneration per turn.
- Fast Metabolism: passive
+ (1, 2, 3, 4, 5) health regeneration per turn.
- Spell Shield: passive
+ (8, 16, 24, 32, 40) spell save
- Unending Frenzy: passive
+ (talent * 4) stamina per kill.
Combat Training
- Thick Skin: passive, requires (23, 32, 41, 50, 59) Con
+ 3% All Resistance per level, maximum of +15%.
- Armor Training: passive, requires 16+(TalentLevel+2)*(Talent Level-1) Str
L1 allows wearing heavy armor pieces and mail, L2 allows wielding shields, L3 allows wielding massive armor. Additionally, gain +10%*talentlevel Armor Hardiness, 2.8*talentlevel Armor, and 3.8%*talentlevel reduction of physical critical hit rates while wearing mail or massive armor. Does not grant Armor Hardiness, Armor or critical hit rate reduction if you are wearing light armor or robes.
- Combat Accuracy: passive, requires ([level - 1] * 4) character level
+ (10 * talent) accuracy
- Weapons Mastery: passive, requires (12 + 6 * level) Str.
Increases damage with swords, maces, and axes by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
- Knife Mastery: passive, requires (12 + 6 * level) Dex.
Increases damage with daggers by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
- Exotic Weapons Mastery: passive, requires (12 + 6 * level) Dex and (12 + 6 * level) Str, hidden until a level is gained from a Warrior escort.
Magical Combat
- Arcane Combat: 20 stamina, 5 cooldown, instant
(20 + talent * [1 + Cun[9])% chance to cast Flame, Earthen Missiles or Lightning per attack(not hit, though some talents have multiple defined "attacks", such as Flurry's three separate strike sets.). Odds of which spell is cast is evenly divided between any of the three listed spells, if they are learned, and the skill does nothing if none of the three spells are learned. Beams extend in a straight line to full range, and Earthen Missiles fires as far as possible in the target's direction as well. Dualwielding halves the chance of casting one of these spells, and spells cast this way will not set the respective spell on cooldown, though they do cost mana.
- Arcane Cunning: passive
+ (15 + talent * 5)% Cunning added as spellpower.
- Arcane Feed: 40 stamina, 5 cooldown, sustained
+ (talent / 7) mana regeneration per turn, +2.2%*talentlevel added physical and magical critical hit rate chance.
- Arcane Destruction: passive
+ (Spellpower * talent / 7) physical power. With L1, gain the ability to deal (Spellpower*2) damage in (1/3 chance equally of Fire, Arcane and Lightning) damage to the target, and every enemy in radius 2 around the target, upon critically hitting with physical attacks.
Pugilism
Requires no weapon to be wielded, no shield to be equipped, and no massive armor to be equipped, in order to use.
- Double Strike: 3 cooldown.
Two attacks for (10-80+Striking Stance bonus)% damage each. Switches to striking stance, if not currently in it. Gains one combo point on either strike hitting, or one per strike that hits if TalentLevel>=4. Will be automatically used instead of normal "bump" Attack commands if in Striking Stance.
- Relentless Strikes: passive.
Reduces all Pugilism talents Cooldown by 100/(15/talentlevel)% (Roughly 6.6% per level), and causes you to heal 0.25 Stamina per talent level upon gaining a Combo Point.
- Spinning Backhand: 12 stamina, 12 cooldown, 2+(talentlevel/2) range, strikes in a frontal arc.
Rush to your target and attack for ([100-170] + 10 per tile moved across+Striking Stance bonus)% damage. Removes all grapples. Earns one combo point if any enemies are hit, or one combo point per enemy hit if TalentLevel>=4.
- Flurry of Fists: 15 stamina, 24 cooldown
Attacks three times for (40-110+Striking Stance bonus)% damage each. Gains one combo point, or one combo point per hit if TalentLevel>=4.
- Striking Stance: 12 cooldown, sustained, mutually exclusive with grappling stance, gained automatically with the first level of Double Strike.
+ (Dex[25])% accuracy bonus, +(Dex[50]) Pugilism/Finishing Moves damage multiplier percentage.
Finishing Moves
Requires at least one combo point, drains combo points on use.
- Uppercut: 12 stamina, 10 cooldown,
Attacks for (110-180+Striking Stance bonus)% weapon damage, and attempts to stun for (TalentLevel*0.25)*Combo Points turns, rounded up, to a maximum of five combo points. (Example: L1 Uppercut will stun for one turn from 1-4 combo points, and two at 5. More combo points do nothing.) Checks your Physical Power against their Physical save for resistance.
- Concussive Punch: 10 stamina, 10 cooldown
Attacks for (10-80%+Striking Stance bonus)% weapon damage. If the attack hits, it additionally deals (TalentStatDamage, Strength based, 10 minimum, 300 maximum range) physical damage, boosted by a percent amount equal to your Striking Style damage bonus%, then multiplied by (0.25*Current Combo Points, maximum of 5). This additional damage, but not the weapon damage, hits all enemies in a radius of 1+1 per four talent levels.
- Body Shot: 10 stamina, 10 cooldown
Attacks for (110-180+Striking Stance bonus)% damage, drains (Talent Level*2)*Combo Points Stamina from the target, and attempts to daze for (TalentLevel*0.25)*Combo Points turns, rounded up, to a maximum of five combo points. Checks your Physical Power against their Physical save for resistance.
- Haymaker: 12 stamina, 16 cooldown,
Grappling
Does not work on targets more than one size larger, breaks when you attack a different target.
- Clinch: 5 stamina, 6 cooldown, (4 + talent, rounded down) duration, -(5, 4, 3, 2, 1) stamina per turn
Grapples target, reducing target accuracy and defense by (TalentPhysicalDamage formula, 5 minimum, 25 maximum). Switches to grappling stance. Grappled enemies are unable to move away from the grappler.
- Maim: 10 stamina, 12 cooldown
Grapples the target, dealing (talentphysicaldamage, 10 minimum, 100 maximum)*(Unarmed Mastery multiplier) damage. If it was already grappled, debuff it for -([talentphysicaldamage, 5 minimum, 30 maximum]) Damage and -30% global speed for (2 + talent, rounded down) turns.
- Crushing Hold: passive
Clinch now deals (talentphysicaldamage, 5 minimum, 50 maximum)*(Unarmed Mastery multiplier) damage per turn, or silence and (1.5 * (talentphysicaldamage, 5 minimum, 50 maximum)*(Unarmed Mastery multiplier)) if the target was already grappled, and needs air.
- Take Down: 12 stamina, 24 cooldown, (2 + talent / 3, rounded down) range
Rush to the target, grappling it, dealing (talentphysicaldamage, 10 minimum, 100 maximum)*(Unarmed Mastery multiplier) damage, and trying to daze for (2 + talent, rounded down) turns, or if it is already grappled, deal (talentphysicaldamage, 15 minimum, 150 maximum)*(Unarmed Mastery multiplier) damage, and try to stun it for (2 + talent, rounded down) turns. Checks your Physical Power against their Physical save for resistance.
- Grappling Stance: 12 cooldown, sustained, mutually exclusive with striking stance
+ (Str[20]) Physical saves, +(Str[10]) Physical Power.
Unarmed Discipline
Tri = Str + Cun + Dex, also function of talent level, one third each.
- Push Kick: 12 stamina, 6 cooldown, Pugilism skill
Attacks for (Tri, 10, 100)*(Unarmed Mastery multiplier) damage, trying to knock it back (1 + talent / 4, rounded up) squares, and yourself back 1. Breaks your grapples. Gains one combo point. Checks your accuracy against their Physical save for resistance.
- Defensive Throw: passive, Grappling Skill
(5 + Cun[5])% chance to throw enemy when they miss you. Attacks for (Tri, 5, 50)*(Unarmed Mastery multiplier) damage and 2 daze, or (Tri, 10, 750)*(Unarmed Mastery multiplier) damage and 2 stun if target is grappled. Does not check for saves.
- Breath Control: 30 stamina, 30 cooldown, sustained
+ (1.5 * talent) stamina per turn, -10% global speed
- Roundhouse Kick: 18 stamina, 12 cooldown, frontal arc, Pugilism skill
Unarmed Training
- Unarmed Mastery: passive, requires (12 + 6 * level) Dex.
Increases damage with unarmed attacks by (100 * square root[talent / 5])%, and physical power while attacking with them by (10*talent level).
- Steady Mind: passive
+ (talentstatdamage, Dex, 5 minimum, 35 maximum) Defense, +(talentstatdamage, Cun, 5 minimum, 35 maximum) Mental Save
- Heightened Reflexes: passive
+ (Talent Level/2)% global speed for one turn when targeted by a projectile, breaks on anything other than movement.
- Combo String: Passive
(talent * [5 + Cun(5)])% chance to gain a second combo point when you gain one. +(talent / 2, rounded down) combo point duration
- Empty Hand: Passive, Hidden, only available to Brawlers and learned on creation.
Conditioning
- Vitality: Passive
Reduces duration of poisons, diseases and wounds by (talent level * 10)%.
When your life drops below 50%, you gain (2-20) life regen and (10-50) healing modifier, scaled with your constitution, for (2 + talent level) turns.
- Daunting Presence: Sustained, 20 stamina, 8 cooldown
When you take more than 5% of your max life in a single hit, attempt to intimidate all enemies in radius of (talent level / 2) for 4 turns, checking for fear immunity and you accuracy with strength versus target's mental power.
Intimidated enemies lose (5-30) physical power, mental power and spellpower. This value is scaled with your constitution.
If your health drops below (50 - (talent level * 5))%, this sustain will deactivate.
- Unflinching Resolve: Passive
Each turn, you have a (20-80)% chance to recover from a single stun effect. This value is scaled with your constitution.
At talent level 2, you may also recover from blindness, at level 3 from confusion, at level 4 from pins, at level 5 from slowness. However, you can recover only from a single effect per turn.
- Adrenaline Surge: Active, 24 cooldown
Your stamina based sustains are not disabled if your stamina reaches zero, and you may use stamina based talents while at zero stamina at the cost of life.
Using this talent does not take a turn.
Mobility
- Hack'n'Back: Active, 14 cooldown, 30 Stamina
Deal (0.4 to 1.0) Weapon damage to the target. If the attack hits, knock yourself back(without save or resistance chance) 1+(TalentLevel/2) squares.
- Mobile Defence: Passive
Gain (Talent Level*8)% Defense and (Talent Level*6) Armor Hardiness whenever you are wearing light armor or robes. Does not have any effect if you are wearing mail or massive armor.
- Light of Foot: Passive
Permanently reduce Fatigue by 1.5*(Raw talent level, uneffected by category rating), and regenerate (0.2*Raw Talent Level) Stamina every time you move a step. If the raw talent level is 3 or greater, you also become unable to trigger pressure type traps by stepping on them.
- Strider: Passive
Thuggery
- Skullcracker: Active, 12 cooldown, 20 Stamina
Attacks the enemy for (complex formula, improves if your headgear is metallic, with the raw price of your headgear, any special Skullcracker multipliers your headgear might have, the material rank of the headgear, talent level and the Strength statistic) damage (Can cap out over four digits). Additionally, attemts to confuse the target for (3+Talent Level/2) turns, with (30+[Dex70]) confusion power, and checking the user's accuracy for apply strength.
- Riot-Born: Passive
Gain (Raw Talent Level)*10% Stun and Confusion resistance.
- Vicious Strikes: Passive
Gain (Raw Talent Level)*5% Critical Damage Modifier, and (Raw Talent Level)*4 Armor Penetration.
- Total Thuggery: Sustain, 30 Cooldown, 40 Stamina, Instant
Gives (TalentStatDamage, Dex, 10 minimum, 50 maximum)/1.5 Physical Critical Hit chance and (TalentStatDamage, Str, 10 minimum, 50 maximum)/2 Physical Resistance Penetration. However, every attack you make drains (12-RawTalentLevel) Stamina while this sustain is enabled.