Two-Handed Maces (skill tree)
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This article is about a skill tree. For the corresponding weapon class, see Two-Handed Maces. |
This page shows all Two-Handed Mace Skills
“ | Crush anyone who stands in your way with slow, yet powerful strikes that can pierce any armor | „ |
Main focus:
High Damage, Area Damage, Crowd Control, Weakening Effect
Crit Effect:
Cleave through 3 tiles
+50% Daze Chance
Skill List
Skill | Basic Stats | Description |
---|---|---|
Treatise I | ||
Keep Them Coming | Passive - Requires a two-handed mace | Killing enemies with the ability tree's skills or critical two-handed mace strikes activates "Mighty Swing" for 1 turn and grants +15% Energy Restoration for 4 turns. The effect stacks up to 2 times. |
Mighty Swing | Maneuver Type: No Target Energy: 4 Cooldown: 1 - Requires a two-handed mace | Activates "Mighty Swing" for 1 turn: +50% Weapon Damage +50% Stagger Chance +25% Stun Chance +50% Bodypart Damage +50% Armor Damage -200% Counter Chance |
Unstoppable Force | Attack Type: Target Area Range: 1 Energy: 14 Cooldown: 12 Modified by: Strength, Perception - Requires a two-handed mace | Delivers a strike to three adjacent tiles with +70% Knockback Chance and +60% Armor Damage. Grants -10% Skills Energy Cost for 3 turns for each target that is knocked back by the strike. The effect stacks up to 3 times. If affected by "Mighty Swing", and the strike knocked the target back, put its abilities a 2 turns cooldown. |
Unbalance | Passive - Requires a two-handed mace | Knocking targets back with two-handed mace strikes applies them with -10% Control Resistance, +5% Fumble Chance and -10% Dodge Chance for 4 turns. The effect stacks up to 3 times. |
Treatise II | ||
Striker Stance | Stance Type: No Target Energy: 14 Cooldown: 12 - Requires a two-handed mace | Activates "Striker Stance" for 8 turns: +5% Crit Chance +10% Knockback Chance +10% Armor Penetration. +15% Stagger Chance Grants each third strike +100% Daze Chance Using the ability tree's skills grants an extra stack of the effect (up to IV). Basic two-handed mace strikes prolong the effect's duration by 1 turn (up to 12) but reduce its number of stacks. Only one Stance effect can be active at a time. If affected by "Mighty Swing", using the skill delivers a strike to a random adjacent enemy. |
Bonebreaker | Passive - Requires a two-handed mace | Grants two-handed mace strikes +35% Armor Damage if the target's Armor Durability is above 50%. Grants two-handed mace strikes +20% Bodypart Damage if the target has no Armor or its Armor Durability is below 50%. |
Forceful Slam | Attack Type: Target Object Range: 1 Energy: 20 Cooldown: 16 Modified by: Strength, Agility, Perception - Requires a two-handed mace | Delivers a strike with -50% Weapon Damage and +75% Immobilization Chance and also prolongs the target's Daze, Stun, and Stagger by 1 turn. This strike can't knock back its targets. If the next turn the target is adjacent, delivers a free strike to it with +10% Crit Chance. If the target is Immobilized, Stunned, Dazed, or Staggered, grants this strike +35% Weapon Damage. If the target is Stunned, also doubles the bonus to Crit Chance. If affected by "Mighty Swing", prolongs its duration by 1 turn, and the first strike applies the target with -10% Crushing Resistance for 3 turns. |
Treatise III | ||
Revel in Battle | Passive Modified by: Willpower - Requires a two-handed mace | While affect by "Striker Stance", killing enemies with two-handed mace strikes replenishes 20% Max Energy. If affected by both "Striker Stance" and "Mighty Swing" at the same time, killing enemies with two-handed mace reduces the ability tree's cooldowns by 4 turns and grants +20% Stun Chance for 3 turns. The effect stacks up to 2 times. |
Skull Crusher | Attack / Charge Type: Target Object Range: 2 Energy: 26 Cooldown: 20 Modified by: Strength, Agility, Perception - Requires a two-handed mace | Performs a Charge towards the target and delivers a strike to its head with +50% Stun Chance and +25% Bodypart Damage. If affected by "Mighty Swing", grants the strike +50% Stagger Chance and +50% Immobilization Chance. |
Severe Concussion | Passive - Requires a two-handed mace | Dazing, Stunning or Staggering targets with two-handed mace strikes applies them with -15% Move Resistance, -10% Accuracy, and +10% Fumble chance for 4 turns. The effect stacks up to 2 times. |
Page last edited during patch: 0.8.1.8
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