Warfare (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 Warfare Skills.

Study various tactics and combat moves to emerge victorious from any battle.

Main focus:
Support, Survivability, Weakening Effect

Skill List

SkillBasic StatsDescription
Treatise I
Seize the Initiative
Seize the Initiative
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
10
Modified by:
Strength, Agility, Perception
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 +10% Accuracy and -10% 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
Opportune Moment
Passive
Modified by:
Willpower
Critical strikes, shots, and damaging counters replenish 5% Max Energy.
Setup
Setup
Passive
Skipping a turn, switching to another loadout, or using Stances and Maneuvers grants +5% Accuracy, -5% Damage Taken, and -5% Abilities Energy Cost for 3 turns.

The effect stacks up to 2 times.
War Cry
War Cry
Maneuver
Type:
Target Area
Range:
9
Energy:
10
Cooldown:
20
Modified by:
Willpower
With 90% chance Confuses all enemies within 9 tiles for 10 turns or Dazes them for 2-3 turns.

Activates "Battle Rage" for 4 turns (+2 turn for each enemy Confused or Dazed by the skill):

+10% Weapon Damage
+5% Crit Chance
+20% Crit Efficiency
Treatise II
Right on Target
Right on Target
Passive
Modified by:
Strength, Agility, Perception, Vitality, Willpower
Grants all Attack skills +3% Accuracy, -3% Fumble Chance, and +3% Crit Chance.

If equipped with a one-handed melee weapon while the second weapon slot is empty, grants:

+2% Main Hand Efficiency
+5% 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 Ability Points invested into Weaponry trees.
Offensive Tactic
Offensive Tactic
Maneuver
Type:
No Target
Range:
1
Energy:
18
Cooldown:
24
Activates 5 stacks of "Offensive Tactic" for 6 turns (+1 turn for each enemy within Vision):

+2% Crit Chance
+4% Accuracy
-3% Fumble Chance
-4% Skills Energy Cost
-4% Cooldowns Duration

Basic strikes, shots, and using Attack skills reduce the number of stacks (no more than once per turn).

Killing enemies increases the number of stacks by 2 (up to VI).

While "Offensive Tactic" is active, using "Defensive Tactic" doesn't take a turn.

Only one "Tactic" can be active at a time.
Defensive Tactic
Defensive Tactic
Maneuver
Type:
No Target
Range:
1
Energy:
18
Cooldown:
24
Activates 5 stacks of "Defensive Tactic" for 6 turns (+1 turn for each enemy within Vision):

+4% Crit Avoidance
+3% Block Chance
+5% Dodge Chance
+4% Counter Chance
+6% Bleed Resistance

Basic strikes, shots, and using Attack skills reduce the number of stacks.

Killing enemies increases the number of stacks by 2 (up to VI).

While "Defensive Tactic" is active, using "Offensive Tactic" doesn't take a turn.

Only one "Tactic" can be active at a time.
Intimidation
Intimidation
Passive
Successful strikes and shots apply their targets with -5% Crit Avoidance and -5% Fortitude for 5 turns.

The effect stacks up to 5 times.

Increases the negative impact of the character's actions upon the enemies' will to fight by +50%.
Treatise III
Finisher
Finisher
Attack / Charge
Type:
Target Object
Range:
2
Energy:
26
Cooldown:
16
Modified by:
Strength, Agility, Perception, Willpower
Performs a charge towards the target and delivers a strike to its most damaged body part with +25% Bodypart Damage, +15% Crit Chance, -20% Fumble Chance, and +50% Energy Drain.

Instantly kills the target if the strike puts its Health below 13% (but no more than 15).

If the skill kills its target, instantly refreshes all other abilities' cooldowns, and replenishes 15% Max Energy.

If equipped with a spear, grants the skill +1 Range.
Tactical Advantage
Tactical Advantage
Passive
Modified by:
Vitality, Willpower
Grants additional +2 turns to the duration of "Defensive Tactic" and "Offensive Tactic".

Grants all Stances and Maneuvers -20% Energy Cost and -20% Cooldown Duration.

If affected by "Offensive Tactic", using "Defensive Tactic" replenishes 5% Max Health and 20% Max Energy.

If affected by "Defensive Tactic", using "Offensive Tactic" grants +25% Weapon Damage for 3 turns.

The effect doesn't stack.
Against the Odds
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
+50% Crit Avoidance

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
Armor Crusher
Passive
Grants strikes and shots +10% Armor Penetration and +50% Armor Damage if the target's Armor Durability is above 0%.

Hitting the target applies it with +10% Damage Taken for 5 turns if it has no Armor or its Armor Durability is 0%.

Grants +5% Crit Chance for 5 turns for each strike or shot blocked by the target.

Both effects stack up to 3 times.
Thirst for Battle
Thirst for Battle
Maneuver
Type:
No Target
Energy:
30
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.

Critical strikes and shots prelong the effect's duration by 1 turn (up to 8.

The first strike received on the same turn as using the skill is guaranteed to trigger a counter.
Final Push
Final Push
Passive
Grants +5% Weapon Damage and +5% Accuracy for each missing 20% of Health.

Grants -5% Cooldowns Duration and -10% Skills Energy Cost for each missing 20% of Energy.

Grants +5% Fortitude, +5% Bleed Resistance, +5% Control Resistance, and +5% Move Resistance for each negative effect.


Page last edited during patch: 0.8.2.3