Warfare (skill tree)
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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
Skill | Basic Stats | Description |
---|---|---|
Treatise I | ||
Seize the Initiative | Attack Type: Target Object Range: 1 Energy: 14 Cooldown: 10 | 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 +25% Accuracy and -25% 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 | Passive | Critical strikes and damaging counters replenish +5% Max Energy. |
Setup | Passive | Skipping a turn or using Stances and Maneuvers grants +10% Accuracy, -10% Damage Taken, and -10% Abilities Energy Cost for 2 turns. |
War Cry | Maneuver Type: Target Area Range: 9 Energy: 8 Cooldown: 16 | With 85% chance Confuses all enemies within 9 tiles for 10 turns. Activates "Battle Rage" for 4 turns (+1 turn for each enemy Confused by the skill): +10% Weapon Damage +5% Crit Chance +20% Crit Efficiency |
Treatise II | ||
Right on Target | Passive | Grants all Attack skills +5% Accuracy, -5% Fumble Chance, and +5% Crit Chance. If equipped with a one-handed melee weapon while the second weapon slot is empty, grants: +0% Main Hand Efficiency +10% 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 learned Weaponry skills. |
Offensive Tactic | Maneuver Type: No Target Range: 1 Energy: 16 Cooldown: 24 | Activates 5 stacks of "Offensive Tactic" for 6 turns (+1 for each enemy within Vision): +2% Crit Chance +3% Accuracy -3% Fumble Chance -4% Skills Energy Cost -4% Cooldowns Duration Basic strikes and shots as well as using Attack skills reduce the number of stacks. Killing enemies prolongs the effect's duration by 2 turns. While "Offensive Tactic" is active, using "Defensive Tactic" doesn't take a turn. Only one "Tactic" can be active at a time. |
Defensive Tactic | Maneuver Type: No Target Range: 1 Energy: 16 Cooldown: 24 | Activates 5 stacks of "Defensive Tactic" for 8 turns (+2 turns for each enemy within Vision): -4% Damage Taken +5% Block Chance +5% Dodge Chance +5% Counter Chance +7% Bleed Resistance Basic strikes and shots as well as using Attack skills reduce the number of stacks. Killing enemies prolongs the effect's duration by 2 turns. While "Defensive Tactic" is active, using "Offensive Tactic" doesn't take a turn. Only one "Tactic" can be active |
Intimidation | Passive | Grants War Cry 85% chance to Daze all enemies within its area of effect. Increases the negative impact of the character's actions upon the enemies' will to fight by +50%. |
Treatise III | ||
Finisher | Attack / Charge Type: Target Object Range: 2 Energy: 18 Cooldown: 10 Modified by: Strength, Agility, Perception, Vitality | Performs a charge towards the target and delivers a strike to its most damaged body part with +25% Bodypart Damage, +25% Crit Chance, -25% Fumble Chance, and +50% Energy Drain. If the strike puts the target's Health below 10% (but no more than 20), instantly kills it. If the skill kills its target, instantly refreshes all cooldowns, and replenishes 15% Max Energy. If equipped with a spear, grants the skill +1 Range. |
Tactical Advantage | Passive | 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 10% 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 | 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 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 | Passive | Grants melee strikes +10% Armor Penetration and +50% Armor Damage if the target's Armor Durability is above 0%. If the target has no Armor or its Armor Durability is 0%, melee strikes against it permanently apply it with +5% Damage Taken. The effect stacks up to 3 times. |
Thirst for Battle | Maneuver Type: No Target Energy: 24 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. Killing an enemy prolongs the effect's duration by 2 turns. The first strike received on the same turn as using the skill is guaranteed to trigger a counter. |
Final Push | Passive | Grants +5% Weapon Damage, +4% Accuracy, -5% Abilities Energy Cost, and -5% Cooldowns Duration for each missing 20% of Health or 20% of Energy. |
Page last edited during patch: 0.8.1.8
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