-> Techniques, Cunning, Spells, Wild Gift, Divine, Corruption, Cursed, Chronomancy, Psionic, Racial
Requires a 2 handed weapon.
Attacks for (140-210)% weapon damage
+ (5+Dex[7] * talent) accuracy, +(5+Str[7] * talent) physical power, -10 defense, -10 armour, +(10 * talent)% stun and pin resist.
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.)
Requires a 2 handed weapon.
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.
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.
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.
requires two weapons
Increases offhand damage to (100 / [2 - talent / 6]) from the normal of 50%. Capped at talent = 8.
Increases defense by (4 + [talent * Dex / 12]) when dual wielding.
Increases armor penetration by (4 + [talent * Dex / 20]).
Requires two weapons
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.
Attack three times with each weapon for (40-100)% weapon damage each.
Attack for (100-170)% weapon damage, thing to cut for (Dex / 2) physical damage per turn for (3+talent) turns, checking cut immunity.
All except Riposte require shield
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.
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.
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.
All except Shield Expertise require a shield.
+ (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.
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.
+ (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.
+ (5 + Dex[4] * talent) defense, +([10 + Con * 0.7] * talent) maximum life, you are unable to move.
Requires a bow.
Increases damage with bows by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
Shoot for (100-150)% damage and +1000 armor piercing. Passes through targets.
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?)
requires a sling
Increases damage with slings by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
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.
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.
requires a bow or sling
Shoot for (110-220)% damage.
+ (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)%
-(10.4, 12.8, 15.2, 17.6, 20) damage, accuracy, and critical chance, increases attack speed by (10 * talent / 100)%
requires a bow or sling
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.
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.
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.
+ (15, 20, 25, 30, 35)% physical resist
Hits enemies for (talent, rounded down) knockback.
Teleports all foes as near to you as possible.
(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.
(20, 40, 60, 80, 100)% chance to gain 1000% movement speed for 1 game turn on killing an enemy.
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.
Deals (50 + talent * Str / 2.3) physical damage.
+ (20 + talent * 7)% of your maximum Stamina healed, in current Stamina.
+ (11, 12, 13, 14, 15)% life and stamina.
+ (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.
+ (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.
+ 2 Strength per kill, to a maximum of (talent * 6, rounded down), for a duration of (5+TalentLevel, rounded down).
(2 + talent, rounded down) knockback on self, from the direction of an enemy within range 7.
Sense all enemies.
Tries to hit an enemy for (2 + talent, rounded down) knockback. Checks your Dex against their Physical save for resistance.
Rush next to the target, attacking for 120% weapon damage and dazing for 3 turns.
+ (4 + talent * Dex / 15) accuracy, +(4 + talent * Dex / 25) critical chance, -10% attack speed.
+ 100 accuracy
+ (9 * talent) global speed.
+ (0.5, 1, 1.5, 2, 2.5) stamina regeneration per turn.
+ (1, 2, 3, 4, 5) health regeneration per turn.
+ (8, 16, 24, 32, 40) spell save
+ (talent * 4) stamina per kill.
+ 3% All Resistance per level, maximum of +15%.
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.
+ (10 * talent) accuracy
Increases damage with swords, maces, and axes by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
Increases damage with daggers by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
(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.
+ (15 + talent * 5)% Cunning added as spellpower.
+ (talent / 7) mana regeneration per turn, +2.2%*talentlevel added physical and magical critical hit rate chance.
+ (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.
Requires no weapon to be wielded, no shield to be equipped, and no massive armor to be equipped, in order to use.
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.
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.
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.
Attacks three times for (40-110+Striking Stance bonus)% damage each. Gains one combo point, or one combo point per hit if TalentLevel>=4.
+ (Dex[25])% accuracy bonus, +(Dex[50]) Pugilism/Finishing Moves damage multiplier percentage.
Requires at least one combo point, drains combo points on use.
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.
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.
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.
Does not work on targets more than one size larger, breaks when you attack a different target.
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.
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.
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.
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.
+ (Str[20]) Physical saves, +(Str[10]) Physical Power.
Tri = Str + Cun + Dex, also function of talent level, one third each.
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.
(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.
+ (1.5 * talent) stamina per turn, -10% global speed
Increases damage with unarmed attacks by (100 * square root[talent / 5])%, and physical power while attacking with them by (10*talent level).
+ (talentstatdamage, Dex, 5 minimum, 35 maximum) Defense, +(talentstatdamage, Cun, 5 minimum, 35 maximum) Mental Save
+ (Talent Level/2)% global speed for one turn when targeted by a projectile, breaks on anything other than movement.
(talent * [5 + Cun(5)])% chance to gain a second combo point when you gain one. +(talent / 2, rounded down) combo point duration
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.
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.
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.
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.
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.
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.
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.
Gain (Raw Talent Level)*10% Stun and Confusion resistance.
Gain (Raw Talent Level)*5% Critical Damage Modifier, and (Raw Talent Level)*4 Armor Penetration.
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.