Difference between revisions of "Armored Combat (skill tree)"
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==Skill List== | ==Skill List== | ||
{{SkillTable/head | {{SkillTable/head}} | ||
{{SkillTable/subtitle|Treatise I}} | {{SkillTable/subtitle|Treatise I}} | ||
{{SkillTable/row|Self-Repair}} | {{SkillTable/row|Self-Repair}} |
Latest revision as of 23:51, 16 May 2023
This page shows all Armored Combat skills.
“ | Explore the ramifications of fighting in different types of armor to make full use of their advantages and strengths. | „ |
Main focus:
Crowd Control, Weakening Effects, Area Damage, Survivability, Mobility
Skill List
Skill | Basic Stats | Description |
---|---|---|
Treatise I | ||
Self-Repair | Passive | Grants -15% to the equipped armor and weapons' Durability loss rate. Allows to dismantle pieces of armor into fragments, which can be used to repair other armor. Reduces Durability treshold of repair kits from 80% to 60%. Each equipped piece of armor with durability above 80% grants +5% Bleed Resistance to it's respective body part and +2.5% Fortitude. |
Brace for Impact! | Maneuver Type: No Target Energy: 12 Cooldown: 8 | Grants 15% Dodge chance and 15% Block chance for 2 turns. Activates "Brace for Impact!" until the next turn. While the effect is active, grant all received strikes: +25% Fumble Chance -10% Accuracy -50% Armor Penetration -100% Crit Chance If equipped with a light chestpiece, grants the skill -50% Energy Cost and -50% Cooldown Duration. If equipped with a heavy chestpiece, grants the skill +100% Cooldown Duration. |
Hard Target | Passive | Each shot taken at the character grants +5% Dodge Chance for 5 turns and applies the attacker with -7.5% Accuracy for 4 turns. Both effects stack up to 4 times and trigger twice if the shot hits its target. Grants all received strikes and shots -10% Armor Penetration. |
Treatise II | ||
Flexible Defense | Attack / Maneuver Type: Target Area Range: 1 Energy: 16 Cooldown: 16 Modified by: Strength, Agility Vitality, Agility, Perception | Delivers a strike to three adjacent tiles with -60% Weapon Damage and +120% Stagger Chance. Applies all targets within the skill's area of effect with -20% Weapon Damage, +20% Fumble Chance and -5% Accuracy for 2 turns. If equipped with a light chestpiece, grants additional +1 turn to the applied penalties' duration. If equipped with a heavy chestpiece, replenishes +5% Max Energy and grants +10% Energy Restoration for 4 turns for each enemy within the skill's area of effect. |
Battle-Forged | Passive Strength, Agility, Vitality, Willpower | Using Stances and Maneuvers grants -20% Damage Taken until the next turn. If equipped with a light chestpiece, moving to other tiles (Charges and Maneuvers counts as well)) grants +2% Dodge Chance and +2% Counter Chance for 6 turns for each traveled tile. If equipped with a heavy chestpiece, remaining on the same tile grants -3% Energy Cost for 6 turns. Both effects stack up to 5 times. |
Unyielding Defense | Maneuver Type: Target Tile Range: 1 Energy: 14 Cooldown: 10 Strength, Willpower, Vitality | Repositions to an adjacent tile and activates "Unyielding Defense" for 8 turns: +10% to all body parts' Protection (no less than 1) +10% Control Resistance +3% Block Power Recovery +5% Block Chance or +5% Dodge Chance (the priority is given to the highest Stat). Each received strike grants an extra stack of the effect (up to V. |
Treatise III | ||
Battering Ram | Attack / Charge Type: Target Tile Range: 3 Energy: 24 Cooldown: 30 Modified by: Strength, Agility, Vitality, Dodge Chance Strength, Agility, Vitality | Performs a charge towards the target and deals 3 Crushing Damage with 100% Accuracy and 100% Stagger Chance. The Damage depends on the equipped chestpiece's Protection. If equipped with a light chestpiece, grants the skill -50% Cooldown Duration and +1 Range and also grants 2.5% Weapon Damage for 2 turns after using the skill. If equipped with a heavy chestpiece, grants the skill -1 Range and replaces its Stagger Chance with 95% Stun Chance. |
Custom Adjustments | Passive Strength, Agility, Vitality | Each equipped piece of heavy armor grants +5 Max Energy and +2% Energy Restoration. Each equipped piece of medium armor grants +5% Bleed Resistance to its respective body part. Each equipped piece of light armor grants+2 Protection to its respective body part. |
Page last edited during patch: 0.8.0.27
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