Combat Mastery (skill tree)

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Hover over the skill icons to view the detailed descriptions.
Hover over the skill icons to view the detailed descriptions.

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

SkillBasic StatsDescriptionPassive bonusHidden bonus
Treatise I
Seize the Initiative
Seize the Initiative
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
10
Delivers a strike to the target's least protected body part. A successful hit grants the attacker 2 stacks of "Seized Initiative":

+3% Accuracy
+3% Counter Chance
-3% Fumble Chance
-5% Cooldowns Duration

The target is applied with 2 stacks of "Initiative Loss", negatively affecting the same stats.

When the attacker uses a targeted or an area of effect skill, they gain a stack of "Seized Initiative" and apply a stack of "Initiative Loss" to the target (up to 5 stacks).
When these abilities are used by the target, it removes a stack of "Initiative Loss" from itself and a stack of "Seized Initiative" from the attacker.

The effect can only be active on one target at a time as long as it's alive, remains within Vision, and isn't fleeing.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree

Hidden bonus:
This attack has
+15% Accuracy
Opportune Moment
Opportune Moment
Each successful attack has 10% chance to reduce active Cooldowns by 1 turn and replenish 5% Max Energy.

This chance is increased to 50% for Critical hits.

Passive bonus:
-3% Fumble Chance
Setup
Setup
Using Tactics, Stances, or skipping a turn grants +10% Accuracy, +10% Weapon Damage, and -10% Damage Taken for 2 turns.
Passive bonus:
-5% Skills Energy Cost
War Cry
War Cry
Type:
Target Area
Range:
9
Energy:
8
Cooldown:
16
Unleashes a war cry, dealing 2 Psionic Damage to all enemies within the area of effect.

Applies "Weakness" to each affected enemy for 8 turns:

-10% Weapon Damage
-10% Crit Chance
-25% Crit Efficiency
+10% Fumble Chance
-15% Block Chance
-25% Block Power

Grants the effect of "Battle Rage" for 4 turns (the duration increases by 1 turn for each Weakened enemy).

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Treatise II
Right on Target
Right on Target
All Weaponry skills gain +5% Accuracy, -5% Fumble Chance, and +5% Crit Chance.

If the character uses a one-handed weapon while the second weapon slot is empty, grants:

+15% Weapon Damage
+3% Main Hand Efficiency
+10% Armor Penetration
+5% Accuracy
-5% Fumble Chance
-15% Skills Energy Cost

Main Hand Efficiency increases with the character's Level.

Passive bonus:
+3% Accuracy
Offensive Tactic
Offensive Tactic
Type:
No Target
Range:
1
Energy:
16
Cooldown:
24
Activates the following effect for 12 turns (each enemy within Vision prolongs the effect by 4 turns), granting:

+4% Accuracy for each miss
+4% Counter Chance for each received attack
+4% Damage for each delivered strike or shot
+10% Crit Efficiency for each delivered critical hit
-8% Abilities Energy Cost for each ability used

These bonuses can stack up to 5 times.

Killing enemies prolongs the duration of the effect by 2 turns.

Switching to the other tactic doesn't take a turn or spend Energy.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Defensive Tactic
Defensive Tactic
Type:
No Target
Range:
1
Energy:
16
Cooldown:
24
Activates the following effect for 10 turns (each enemy in your Vision prolongs the effect by 2 turns), granting:

-3% Damage Taken for each received attack
+5% Block Power for each successful block
+4% Dodge Chance for each successful dodge
+4% Control Resistance for each received Stun, Daze or Stagger, and for each enemy within Vision capable of applying them with basic attacks
+4% Move Resistance for each received Knockback or Immobilization, and for each enemy within Vision capable of applying them with basic attacks
+10% Fortitude for each received negative effect

These bonuses can stack up to 5 times.

Killing enemies prolongs the duration of the effect by 2 turns.

Switching to another tactic doesn't take a turn or spend energy.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Intimidation
Intimidation
War Cry gains 60% chance to Daze or Confuse affected enemies for 2-3 turns.

The character's actions have 25% stronger effect on the enemies' will to fight.

Passive bonus:
+3% Crit Chance
Treatise III
Finisher
Finisher
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
8
Delivers a strike with +25% Accuracy and +25% Crit Chance.

If this skill kills its target, it immediately refreshes all active Cooldowns.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Stance Training
Stance Training
If "Defensive Tactic" is active, receiving attacks prolongs the duration of Stance effects by 1 turn.

If "Offensive Tactic" is active, using applicable skills additionally grants +1 stack to their respective Stances.

Passive bonus:
-5% Cooldowns Duration
Against the Odds
Against the Odds
Type:
No Target
Energy:
10
Cooldown:
90
The first attack received during the next turn will deal no Damage and is guaranteed to trigger a Counterattack. After that, activates the following effect for 2 turns:

Health can no longer drop below 15%
Killing an equal or more powerful enemy replenishes 20% Max Health and Energy.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Treatise IV
Armor Crusher
Armor Crusher
Attacks against targets with armored targets gain gain +10% Armor Penetration and +30% Armor Damage.

When the target's Armor Durability reaches 0%, permanently applies it with +10% Damage Taken.

Passive bonus:
+5% Armor Penetration
Thirst for Battle
Thirst for Battle
Type:
No Target
Energy:
20
Cooldown:
24
The first attack received during the next turn is guaranteed to trigger a Counterattack. After that, activates the skill's effect for 6 turns.

For 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 power of the effect is calculated dynamically based on the amount of Health.

Killing an enemy prolongs the duration of the effect by 2 turns.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Final Push
Final Push
Grants +5% Weapon Damage, -5% Abilities Energy Cost, and -5% Cooldowns Duration for each missing 20% Health.
Passive bonus:
+10% Bleed Resistance


Page last edited during patch: 0.8.0.17