Difference between revisions of "Warfare (skill tree)"
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==Skill List== | ==Skill List== | ||
{{SkillTable/head | {{SkillTable/head}} | ||
{{SkillTable/subtitle|Treatise I}} | {{SkillTable/subtitle|Treatise I}} | ||
{{SkillTable/row|Seize the Initiative}} | {{SkillTable/row|Seize the Initiative}} |
Revision as of 21:50, 5 June 2023
This page shows all Combat Mastery Skills.
Combat Mastery skills do not scale with Attributes or Equipment, although their Energy cost and Cooldowns Duration are still affected by Willpower and other global modifiers.
“ | Study various tactics and combat moves to emerge victorious from any battle. | „ |
Main focus:
Support, Survivability, Weakening Effect
Skill List
Skill | Basic Stats | Description |
---|---|---|
Treatise I | ||
Seize the Initiative | Attack Type: Target Object Range: 1 Energy: 14 Cooldown: 10 | Applies the target with -20% Dodge Chance and -20% Block Chance until the next turn and delivers a strike to its least protected body part with +25% Accuracy and -25% Fumble Chance. If the strike does damage, activates "Seized Initiative" for 2 turns: +5% Accuracy -5% Fumble Chance -10% Cooldowns Duration -10% Skills Energy Cost Also applies the target with "Initiative Loss" for 2 turns, which penalizes the same stats. Damaging strikes and shots prolong the duration of both effects by 1 turn. "Initiative Loss" can only be active on one target at a time. Grants the skill +1 Range (if equipped with a spear) or sets its Range to that of the weapon (if equipped with a ranged weapon). |
Opportune Moment | Passive | Critical strikes and damaging counters replenish +5% Max Energy. |
Setup | Passive | Skipping a turn or using Stances and Maneuvers grants +10% Accuracy, -10% Damage Taken, and -10% Abilities Energy Cost for 2 turns. |
War Cry | Maneuver Type: Target Area Range: 9 Energy: 8 Cooldown: 16 | With 85% chance Confuses all enemies within 9 tiles for 10 turns. Activates "Battle Rage" for 4 turns (+1 turn for each enemy Confused by the skill): +10% Weapon Damage +5% Crit Chance +20% Crit Efficiency |
Treatise II | ||
Right on Target | Passive | Grants all Attack skills +5% Accuracy, -5% Fumble Chance, and +5% Crit Chance. If equipped with a one-handed melee weapon while the second weapon slot is empty, grants: +0% Main Hand Efficiency +10% Weapon Damage +5% Armor Penetration -5% Fumble Chance -5% Damage Taken -10% Skills Energy Cost The bonus to Main Hand Efficiency depends on the number of learned Weaponry skills. |
Offensive Tactic | Maneuver Type: No Target Range: 1 Energy: 16 Cooldown: 24 | Activates 5 stacks of "Offensive Tactic" for 6 turns (+1 for each enemy within Vision): +2% Crit Chance +3% Accuracy -3% Fumble Chance -4% Skills Energy Cost -4% Cooldowns Duration Basic strikes and shots as well as using Attack skills reduce the number of stacks. Killing enemies prolongs the effect's duration by 2 turns. While "Offensive Tactic" is active, using "Defensive Tactic" doesn't take a turn. Only one "Tactic" can be active at a time. |
Defensive Tactic | Maneuver Type: No Target Range: 1 Energy: 16 Cooldown: 24 | Activates 5 stacks of "Defensive Tactic" for 8 turns (+2 turns for each enemy within Vision): -4% Damage Taken +5% Block Chance +5% Dodge Chance +5% Counter Chance +7% Bleed Resistance Basic strikes and shots as well as using Attack skills reduce the number of stacks. Killing enemies prolongs the effect's duration by 2 turns. While "Defensive Tactic" is active, using "Offensive Tactic" doesn't take a turn. Only one "Tactic" can be active |
Intimidation | Passive | Grants War Cry 85% chance to Daze all enemies within its area of effect. Increases the negative impact of the character's actions upon the enemies' will to fight by +50%. |
Treatise III | ||
Finisher | Attack / Charge Type: Target Object Range: 2 Energy: 18 Cooldown: 10 Modified by: Strength, Agility, Perception, Vitality | Performs a charge towards the target and delivers a strike to its most damaged body part with +25% Bodypart Damage, +25% Crit Chance, -25% Fumble Chance, and +50% Energy Drain. If the strike puts the target's Health below 10% (but no more than 20), instantly kills it. If the skill kills its target, instantly refreshes all cooldowns, and replenishes 15% Max Energy. If equipped with a spear, grants the skill +1 Range. |
Stance Training | Skill with name "Stance Training" does not exist. Add it to Skill data or fix the Skill name. | Skill with name "Stance Training" does not exist. Add it to Skill data or fix the Skill name. |
Against the Odds | Maneuver Type: No Target Energy: 10 Cooldown: 60 | Activates "Against the Odds" for 2 turns: -50% Damage Taken +50% Bleed Resistance +50% Move Resistance +50% Control Resistance While "Against the Odds" is active, Health can't drop below 25%, and killing enemies replenishes 25% Max Health and 25% Max Energy. The first strike received on the same turn as using the skill will deal no damage. |
Treatise IV | ||
Armor Crusher | Passive | Grants melee strikes +10% Armor Penetration and +50% Armor Damage if the target's Armor Durability is above 0%. If the target has no Armor or its Armor Durability is 0%, melee strikes against it permanently apply it with +5% Damage Taken. The effect stacks up to 3 times. |
Thirst for Battle | Maneuver Type: No Target Energy: 24 Cooldown: 30 | Activates "Thirst for Battle" for 8 turns. Each missing percent of Health grants: +0.5% Weapon Damage +0.25% Crit Chance +0.5% Crit Efficiency +0.33% Life Drain +0.5% Energy Drain The effect's power changes dynamically depending on the current Health. Killing an enemy prolongs the effect's duration by 2 turns. The first strike received on the same turn as using the skill is guaranteed to trigger a counter. |
Final Push | Passive | Grants +5% Weapon Damage, +4% Accuracy, -5% Abilities Energy Cost, and -5% Cooldowns Duration for each missing 20% of Health or 20% of Energy. |
Page last edited during patch: 0.8.1.8
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