TwoHanded Maces (skill tree)
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This article is about a skill tree. For the corresponding weapon class, see TwoHanded Maces. 
This page shows all TwoHanded 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 twohanded mace  Killing enemies with the ability tree's skills or critical twohanded mace strikes activates "Mighty Swing" for 1 turn and grants +25% Energy Restoration for 4 turns. The effect stacks up to 2 times. 
Mighty Swing  Maneuver Type: No Target Energy: 6 Cooldown: 1  Requires a twohanded mace  Activates "Mighty Swing" for the next turn: +50% Weapon Damage +75% Stagger Chance +25% Stun Chance +50% Bodypart Damage +50% Armor Damage 200% Counter Chance 
Unstoppable Force  Attack Type: Target Area Range: 1 Energy: 12 Cooldown: 8 Modified by: Strength  Requires a twohanded mace  Delivers a strike to three adjacent tiles with +75% Knockback Chance and +75% Armor Damage. Grants 15% Skills Energy Cost for 3 turns for each target that is knocked back by the strike. The effect stacks up to 2 times. If affected by "Mighty Swing", and the strike knocked the target back, put its abilities a 23 turns cooldown. 
Unbalance  Passive  Requires a twohanded mace  Knocking targets back with twohanded mace strikes applies them with 10% Control Resistance, +5% Fumble Chance and 10% Dodge Chance for 3 turns. The effect stacks up to 3 times. 
Treatise II  
Striker Stance  Stance Type: No Target Energy: 10 Cooldown: 10  Requires a twohanded mace  Activates "Striker Stance" for 12 turns: +5% Crit Chance +15% 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 twohanded mace strikes prolong the effect's duration by 1 turn (up to 15) but reduce its number of stacks. Only one Stance effect can be active at a time. If affected by "Mighty Swing", using this skill delivers a strike to a random adjacent enemy. 
Bonebreaker  Passive  Requires a twohanded mace  Grants twohanded mace strikes +25% Armor Damage if the target's Armor Durability is above 50%. Grants twohanded mace strikes +25% Bodypart Damage if the target has no Armor or its Armor Durability is below 50%. 
Forceful Slam  Attack Type: Target Tile Range: 1 Energy: 14 Cooldown: 12 Modified by: Strength, Agility, Perception  Requires a twohanded mace  Delivers a strike with 50% Weapon Damage, 200% Knockback Chance, +75% Immobilization Chance and prolongs the target's Daze, Stun, and Stagger by 1 turn. If the next turn the target is adjacent, delivers a free strike to it with +10% Crit Chance. If the target is Dazed, Staggered, or Immobilized, the strike deals additional Crushing Damage equal to 6% of the target's Max Health (but no more than 16). If the target is Stunned, the strike deals additional Crushing Damage equal to 12% of the target's Max Health (but no more than 35). The damage doesn't stack, the priority is given to the bonus of Stun. If affected by "Mighty Swing", prolongs its duration by 1 turn, and the first strike applies the target with 10% Crushing Resistance for 2 turns. 
Treatise III  
Revel in Battle  Passive  Requires a twohanded mace  While affect by "Striker Stance", killing enemies with twohanded mace strikes replenishes 20% Max Energy. If affected by both "Striker Stance" and "Mighty Swing" at the same time, killing enemies with twohanded 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: 18 Cooldown: 12 Modified by: Strength, Agility, Perception  Requires a twohanded mace  Performs a Charge towards the target and delivers a strike to its head with +50% Stun Chance and +30% Bodypart Damage. If affected by "Mighty Swing", grants the strike +75% Stagger Chance and +75% Immobilization Chance. 
Severe Concussion  Passive  Requires a twohanded mace  Dazing, Stunning or Staggering targets with twohanded 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


