Athletics (skill tree)
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This page shows all Athletics skills.
“ | Master your own body by learning a varied arsenal of mobility and hand-to-hand techniques | „ |
Main focus:
Mobility, Support, Weakening Effects
Skill List
Skill | Basic Stats | Description |
---|---|---|
Treatise I | ||
Disengage | Passive | Reduces the chance of triggering attacks of opportunity (from 50% to 25%). Grants +0.2% Magic Resistance and +0.2 Nature Resistance for each 1% Dodge Chance Applies all adjacent enemies with +3% Fumble Chance, -3% Accuracy, and -3% Crit Chance. |
Leg Sweep | Maneuver Type: Target Area Range: 1 Energy: 10 Cooldown: 8 Modified by: Strength, Agility, Perception | Deals 7 Crushing Damage to three adjacent tiles with 100% Accuracy and 85% Immobilization Chance. Then allows to Reposition to an adjacent tile. The damage dealt depends on the equipped boots' Protection. Hitting a target applies it with +10% Fumble Chance, -10% Crit Chance, and -10% Weapon Damage for 3 turns. The effect stacks up to 2 times. If the target was hit by the strike and is adjacent after using the skill, with 125% chance applies it with Stagger. |
Not This Time | Passive | Full blocks and dodges grant +5% Control Resistance and +5% Move Resistance for 5 turns. The effect stacks up to 2 times. Once per 90 turns removes Stun, Daze, Stagger or Immobilization upon receiving them. |
Mighty Kick | Maneuver Type: Target Object Range: 1 Energy: 6 Cooldown: 6 Modified by: Strength, Agility, Perception | Deals 10 Crushing Damage with 120% Accuracy, 100% Stagger Chance, and 80% Knockback Chance. The damage dealt depends on the equipped boots' Protection. Hitting the target applies it with -30% Max Block Power, -20% Control Resistance, -20% Move Resistance, and -15% Crit Avoidance for 4 turns. The effect stacks up to 2 times. |
Treatise II | ||
Dash | Charge Type: Target Tile Range: 4 Energy: 26 Cooldown: 20 | Performs a charge towards the targeted tile. Grants the skill -1 Range for each adjacent enemy(down to 2 range. If there are adjacent enemies after using the skill, grants +15% Dodge Chance and +15% Counter Chance for 2 turns. |
Inner Reserves | Passive Modified by: Willpower | Once per 30 turns replenishes 15% Max Energy when Energy drops below 33%. |
Sudden Lunge | Attack Type: Target Object Range: 1 Energy: 14 Cooldown: 12 Modified by: Agility, Perception | Delivers a strike with -50% Weapon Damage and 80% Stagger Chance. Reduces all cooldowns by 2 turns. If the strike does damage, puts the target's abilities on a 2 turns Cooldown. If equipped with a spear, grants the skill +1 range. |
Push the Falling | Passive Modified by: Willpower | Dazing, Stunning, Staggering, Confusing, Immobilizing, and causing Bleeding with strikes replenishes 4% Max Energy. Using "Mighty Kick" against targets with these effects prolongs their duration by 1-2 turns, depending on each individual effect's duration cap. |
Treatise III | ||
Elusiveness | Maneuver Type: No Target Energy: 16 Cooldown: 24 Modified by: Agility, Vitality, Perception | Activates 5 stacks of "Elusiveness" for 6 turns: +6% Dodge Chance -3% Damage Taken Each dodge as well as recieved fumbled strikes and shots prelong the effect's duration by 1 turn (up to 6) but reduce its number of stacks. Moving to other tiles (Charges and Maneuvers count as well) grants an extra stack of the effect for each traveled tile (up to V). Applies all adjacent enemies with +10% Fumble Chance for 4 turns. The effect doesn't stack. |
No Time to Linger | Passive | Grants strikes and shots against Dazed, Stunned, Staggered, Confused, Immobilized, or Bleeding targets +5% Accuracy, -5% Fumble Chance, and +5% Crit Chance. Using "Sudden Lunge" against targets with these effects grants the strike +25% Weapon Damage and doesn't take a turn. |
Treatise IV | ||
Sprint Training | Passive | Grants +1 Range, -30% Energy Cost, and -30% Cooldown Duration to all Charge skills. |
Adrenaline Rush | Maneuver Type: No Target Energy: 20 Cooldown: 60 Modified by: Vitality, Willpower | Replenishes 10% Max Energy, grants -20% Pain, and activates "Adrenaline Rush" for 5 turns: -5% Damage Taken -10% Skills Energy Cost +10% Energy Restoration +5% Crit Chance +10% Pain Resistance III stacks: reduces all Cooldowns by 1 turn. VI stacks: replenishes 4% Max Health if the current Health is below 40% Grants and extra stack of the effect (up to VI) for each enemy within Vision upon activating it. Adjacent enemies are counted twice. The effect's duration and the amount of reduced Pain and replenished Energy increase with missing Health. |
Peak Performance | Passive | Grants +10% Weapon Damage, +10% Dodge Chance and -10% Cooldowns Duration if Energy is above 50%. |
Page last edited during patch: 0.8.1.8
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