Delivers a strike to three adjacent tiles with +
Grants +
The effect stacks up to 3 times.
Grants sword strikes +7% Bleed Chance if the equipped sword's Durability is above 80%, +5% Weapon Damage if it's above 90%, and +3% Crit Chance if it's above 95%.
Reduces swords' Durability loss by 50% when blocking with them and by 25% when delivering strikes.
Repositions to an adjacent tile.
Next turn delivers a free strike to a random adjacent enemy
with +
Grants sword strikes +1.5% Crit Chance, +3% Weapon Damage, and +3% Energy Drain for each negative effect affecting the target.
Doubles the bonuses if the negative effect is Bleeding.
Activates "Fencer Stance" for 10 turns:
+5% Counter Chance
+5% Block Chance
+5% Dodge Chance
+8% Bleed Chance
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Basic sword strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Using the ability tree's skills grants +15% Energy Restoration for 5 turns and reduces the cooldown of the ability tree's random Attack skill by 1 turn.
The effect stacks up to 4 times.
Sword hits grant +6% Bleed Chance and +4% Armor Penetration for 5 turns.
The effect stacks up to 5 times.
Performs a charge towards the target
and delivers a strike with +
If the target takes damage, applies it with -
Performs a charge towards the target
and delivers a strike with +
If the strike doesn't cause an Injury, reduces the skill's cooldown by 4 turns.
Causing Injuries with axe strikes
reduces the ability tree's cooldowns by 1 turn
and replenishes
Applies the target with
Then delivers a strike with +
Each Bleeding and degree of Injury affecting the target
grants the strike additional +
Grants axe strikes +10% Weapon Damage if the target's Health is either 100% or below 50%.
If the target isn't Injured, axe strikes against it grant +8% Bodypart Damage for 5 turns.
The effect stacks up to 3 times.
Grants axe strikes +4% Accuracy and -4% Fumble Chance for each degree of Injury affecting the target.
Activates "Massacre" for 10 turns:
+5% Armor Penetration
+10% Bodypart Damage
+5% Bleed Chance
+3% Crit Chance
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Basic axe strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Delivers a strike to the target's head
with +
Grants the strike +5% Crit Chance for each degree of Injury affecting the target and +20% Crit Efficiency for each Bleeding.
If the strike kills its target, replenishes
Damaging axe strikes apply their target with -7% Bleed Resistance and -5% Max Health for 5 turns.
The effect stacks up to 5 times.
Applies the target with -
Then delivers a strike with +
If the strike knocks the target back, repositions to the emptied tile
and delivers an additional strike with +
If the first strike doesn't knock the target back, reduces the skill's cooldown by 3 turns.
Damaging mace strikes against Dazed, Stunned, or Staggered targets apply them with -5% Accuracy, +5% Fumble Chance and -5% Weapon Damage for 6 turns.
The effect stacks up to 3 times.
Delivers a strike with +
Grants the strike additional +
If the target takes damage, applies it with +
Reduces the ability tree's cooldowns by 2 turns.
Grants mace strikes against Dazed, Stunned, or Staggered targets +25% Bodypart Damage and +5% Crit Chance.
Grants mace strikes +5% Daze Chance and +10% Stagger Chance for each degree of Injury affecting the target.
Dazing, Stunning, or Staggering targets with mace strikes
replenishes
Activates "Hammer and Anvil" for 10 turns:
-3% Fumble Chance
+25% Armor Damage
+10% Daze Chance
+10% Stagger Chance
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Basic mace strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Delivers a strike to the target's head with +
Grants the strike additional +
If the target takes damage, puts all its abilities on cooldown and prolongs its Daze by 4 turns and Stun by 1 turn.
If using the ability tree's Attack skill fails to Daze, Stun, or Stagger the target, applies it with -6% Control Resistance, -8% Move Resistance, and -10% Crit Avoidance for 6 turns.
The effect stacks up to 3 times.
Successful dagger strikes reduce the ability tree's cooldowns by 1 turn.
Switching to a loadout with an equipped dagger grants +15% Counter Chance and +5% Crit Chance for 3 turns.
The effect doesn't stack.
Delivers two strikes with +
If the skill kills its target or both strikes deal damage, reduces the skill's cooldown by 3 turns.
Delivers a strike with +
If the target is Injured or Bleeding, applies it with "Gaping Wound" for 10 turns:
+33% Abilities Energy Cost
+33% Cooldowns Duration
+10% Damage Taken
Hitting targets with a dagger for the first time applies them with +33% Damage Taken for 3 turns.
Grants dagger strikes against Unaware or Confused targets +25% Weapon Damage and +25% Armor Penetration.
Thrown daggers deal 50% more damage.
With
If the swap is successful, grants +15% Counter Chance and +25% Bleed Chance for 2 turns.
Then delivers a strike with +
Damaging dagger strikes apply their targets with -5% Weapon Damage and +7.5% Cooldowns Duration for 6 turns.
The effect stacks up to 4 times.
Activates "Painful Stabs" for 10 turns:
+4% Crit Chance
+10% Crit Efficiency
+5% Weapon Damage
+12% Bleed Chance
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Basic dagger strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Dagger strikes grant +5% Counter Chance for 6 turns.
The effect stacks up to 4 times.
Grants dagger counters +33% Weapon Damage.
Critical dagger strikes grant +4% Dodge Chance for 8 turns and apply their target with +5% Damage Taken and -5% Bleed Resistance for 8 turns.
The effect stacks up to 4 times.
Delivers a strike to the target's body or head with +
If the strike kills its target, it doesn't take a turn and grants +25% Crit Chance for 4 turns.
Delivers a strike to one of the target's hands with +
If the target takes damage, applies it with
Doubles the skill's effects if the target is Staggered.
Successful two-handed sword counters reduce the skill's cooldown by 1 turn.
Two-handed sword counters replenish
The effect stacks up to 2 times.
Activates "Parry" for 3 turns:
+
+
+
Fully replenishes Block Power.
While affected by "Parry", each blocked strike reduces the skill's cooldown by 2 turns and grants +20% Block Power Recovery for 3 turns, and each counter grants +2% Crit Chance for 5 turns.
The effect stacks up to 4 times.
Grants +3% Crit Chance, +5% Counter Chance, and -5% Damage Taken for each adjacent enemy if there's more than one.
The effect stacks up to 3 times.
Activates "Feast of Steel" for 10 turns:
+5% Counter Chance
-4% Fumble Chance
+5% Accuracy
+2.5% Crit Chance
Grants +100% Stagger Chance to every third strike.
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Basic two-handed sword strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Delivers a strike to five adjacent tiles with +
Reduces the ability tree's cooldowns by 1 turn for each enemy hit by the strike
and replenishes
Consecutive two-handed sword hits against the same target grant +7% Stagger Chance and +3% Counter Chance for 5 turns.
Each received strike grants +3% Block Chance and +5% Block Power Recovery for 5 turns.
Both effects stack up to 3 times.
Two-handed sword hits against Staggered targets grant +10% Bodypart Damage and +10% Bleed Chance for 5 turns.
The effect stacks up to 3 times.
Killing enemies with two-handed swords prolongs the duration of "Feast of Steel" and "Parry" by 1 turn.
Performs a charge towards the target
and delivers a strike with +
Each tile traveled with the charge grants the strike +
If the ability tree's skill kills its target, instantly refreshes its cooldown.
If the target survives, grants +5% Weapon Damage for 4 turns for each adjacent enemy.
The effect stacks up to 3 times.
Delivers a strike
with
Grants the strike a
Deals damage to an additional body part besides the one hit by the strike.
Two-handed axe hits apply their targets with -10% Block Chance, -10% Block Power Recovery, and -15% Max Block Power for 6 turns.
If the target's Block Chance is 0%, two-handed axe strikes against it grant -4% Fumble Chance for 6 turns.
Both effects stack up to 5 times.
Delivers a strike
with +
If the target has no Injuries, delivers the strike to one of its limbs.
If the strike worsens an Injury or causes a new one,
the target loses
Activates "Rampage" for 10 turns:
-10% Skills Energy Cost
+4% Crit Chance
+15% Bleed Chance
-3% Fumble Chance
Every third strike deals additional damage equal to 15% of the target's Max Health
(but no more than
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Basic two-handed axe strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Critical two-handed axe strikes grant -15% Skills Energy Cost for 3 turns and apply their target with +10% Damage Taken for 3 turns.
Both effects stack up to 2 times.
Grants two-handed axe strikes +15% Bodypart Damage and +4% Accuracy if the target's Health is above 50%.
Grants two-handed axe strikes +10% Weapon Damage and -4% Fumble Chance if the target's Health is below 50%.
Delivers a strike with +
With
Then replenishes
Using "Rampage" grants +10% Bodypart Damage, +10% Crit Efficiency, and -5% to the ability tree's Cooldowns Duration for 8 turns for each enemy within 5 tiles.
The effect stacks up to 5 times.
Delivers a strike to a 3х2 tile area with -200% Knockback Chance
as well as +
This strike can't knock back its targets.
Hitting a target applies it with -5% Bleed Resistance for 6 turns for each enemy within the skill's area of effect.
The effect stacks up to 6 times.
If the strike kills at least one target, delivers it again to the same area (but no more than once).
Causing Injuries and Bleedings with two-handed axe strikes grants +5% Weapon Damage and +4% Crit Chance for 5 turns.
The effect stacks up to 3 times.
Two-handed axe hits against targets affected by two or more Injuries replenish
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.
Activates "Mighty Swing" for 1 turn:
+40% Weapon Damage
+40% Stagger Chance
+20% Stun Chance
+40% Bodypart Damage
+40% Armor Damage
-200% Counter Chance
Delivers a strike to three adjacent tiles
with +
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, puts its abilities on a 2 turns cooldown.
Staggering or knocking targets back with two-handed mace strikes applies them with -5% Control Resistance, +5% Fumble Chance, and -10% Dodge Chance for 4 turns.
The effect stacks up to 3 times.
Activates "Striker Stance" for 10 turns:
+3% Crit Chance
+10% Knockback Chance
+10% Armor Penetration
+15% Stagger Chance
Grants +100% Daze Chance to every third strike.
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 10) but reduce its number of stacks (no more than once per turn).
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.
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%.
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 +
If the target is Immobilized,
Stunned,
Dazed,
or Staggered,
grants this strike +
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.
While affected by "Striker Stance",
killing enemies
with two-handed maces replenishes
If affected by both "Striker Stance" and "Mighty Swing" at the same time, killing enemies with two-handed maces reduces the ability tree's cooldowns by 4 turns and grants +20% Stun Chance for 3 turns.
The effect stacks up to 2 times.
Performs a charge towards the target
and delivers a strike to its head
with +
If affected by "Mighty Swing", grants the strike +50% Stagger Chance and +50% Immobilization Chance.
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.
Grants spear strikes against targets affected by Immobilization or "Net" +10% Armor Penetration and +15% Bodypart Damage.
Delivers a strike to one of the target's legs
with +
If the target is adjacent,
grants the strike +
If the target is 1 tile away,
grants the strike +
Delivers a strike to a 2х1 tile area
with +
If the target is affected by Immobilization or "Net" grants the strike -35% Weapon Damage, -100% Immobilization Chance, halves all other bonuses, and instantly refreshes the skill's cooldown.
Remaining on the same tile grants -3% Cooldowns Duration, +3% Weapon Damage, and +3% Counter Chance for 4 turns.
The effect stacks up to 3 times.
Moving to other tiles removes the effect (except when moving with Maneuvers).
Activates "Pikeman Stance" for 10 turns:
+5% Accuracy
+5% Bleed Chance
+15% Knockback Chance
+8% Immobilization Chance
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Remaining on the same tile prolongs the effect's duration by 1 turn (up to 10), and basic spear strikes reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Grants critical spear strikes +20% Bodypart Damage.
Сritical spear strikes deal additional damage equal to 10% of the target's Max Health
(but no more than
Activates "Determination" for 2 turns:
Delivers a free strike
with +
If this strike does damage,
replenishes
Grants +5% Weapon Damage, +5% Immobilization Chance, and +3% Crit Chance if there is only one adjacent enemy.
Doubles the bonuses if the adjacent tiles are empty.
Repositions to an adjacent tile,
replenishes
Activates "Regroup" for 10 turns:
+5% Block Chance
+5% Max Block Power
+15% Block Power Recovery
+5% Counter Chance
Grants an extra stack of the effect (up to IV) for each ability tree's skill that was on cooldown before its activation.
When enemies move to adjacent tiles, applies them with -10% Piercing Resistance and -10% Crit Avoidance for 4 turns.
The effect stacks up to 2 times.
Grants spear strikes against adjacent targets +30% Knockback Chance.
Activates "Taking Aim" for 1 turn:
+
+
+1 Range
Each enemy within 4 tiles additionally grants to the effect:
+
+
+
The bonus to Accuracy depends on the number of learned Ranged Weapons abilities.
Removes the effect if not equipped with a ranged weapon.
Reduces the distance penalty to Accuracy (from -2% per tile to -1%).
Reduces the penalties to Accuracy when shooting over small (from -15% to -10%) and medium-sized obstacles (from -30% to -20%).
Reduces the Accuracy penalty to bows when shooting at adjacent targets (from -50% to -35%) and targets that are 1 tile away (from -25% to -15%).
Killing enemies with melee strikes activates "Taking Aim" for 1 turn the next time the character switches to a loadout with an equipped ranged weapon (if the weapon is a crossbow, also instantly reloads it).
If equipped with a ranged weapon, switching to another loadout doesn't take a turn.
Reduces the chance of bolts and arrows breaking upon hitting their target (from 50% to 25%).
Increases Dodge Chance to 100% until the next turn and allows the character to perform a charge within 2 tiles.
Then takes a shot at the closest target (prioritizing enemies) with
Hitting the target grants +
Grants +5% Armor Penetration and +5% Bodypart Damage to "Taking Aim".
Using "Taking Aim" applies all targets within Vision with -5% Physical Resistance for 4 turns.
The effect stacks up to 2 times.
Marks a tile (2 different tiles or the same tile twice if equipped with a bow).
Then takes a shot at them with
Applies damaged targets with
If the same target wasn't marked twice, doubles the applied penalties' duration.
If equipped with a crossbow, instantly reloads it and doubles the applied penalties.
Activates "Suppression" for 12 turns (15 turns if equipped with a crossbow):
+5% Immobilization Chance
+10% Knockback Chance
+10% Bleed Chance
-5% Cooldowns Duration
-5% Skills Energy Cost
Using the ability tree's skills (except "Taking Aim") grants an extra stack of the effect (up to IV).
Basic shots prolong the effect's duration by 1 turn (up to 15) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Damaging shots apply all targets within Vision with -2% Dodge Chance, +2% Fumble Chance, -2% Accuracy, and -2% Crit Chance for 10 turns.
Each missed shot grants +2% Accuracy for 6 turns.
Both effects stack up to 5 times.
If equipped with a crossbow, both effects trigger twice per shot.
Takes a shot with +1 Range.
Each tile of distance to the target grants the shot +
If the target isn't hostile,
doubles all distance-related bonuses and,
upon hitting the target,
with
Grants +5% Accuracy to the ability tree's Attack skills.
While affected by "Taking Aim", hitting targets with shots reduces the ability tree's cooldowns by 1 turn and grants +5% Weapon Damage for 8 turns.
The effect stacks up to 4 times.
If equipped with a crossbow, both effects trigger twice per shot.
Activates "Thrill of the Hunt" for 15 turns:
+10% Bodypart Damage
+3% Crit Chance
+10% Crit Efficiency
Applies the target with "Hunter's Mark" for 15 turns:
-10% Bleed Resistance
-10% Move Resistance
-10% Control Resistance
Then takes a shot at the target. While affected by "Thrill of the Hunt", damaging shots apply their target with "Hunter's Mark" or with an extra stack of the effect (up to IV).
Killing targets affected by "Hunter's Mark" or applying it to new targets grants an extra stack of "Thrill of the Hunt" (up to IV).
Switching to another loadout doesn't remove the effects.
Grants all shots +10% Crit Efficiency, +12% Bodypart Damage, and +5% Armor Penetration for each missing 20% of the target's Health.
Grants all shots +3% Crit Chance for each degree of Injury and each "Net", "Web", Stagger, and Immobilization affecting the target.
Takes a shot at the target's head
with +
If the shot kills its target,
replenishes
While affected by "Suppression", grants an extra stack of "Thrill of the Hunt" when using "Hunter's Mark".
At the end of the turn, grants an extra stack of "Suppression" for each target affected by "Hunter's Mark" within Vision.
Grants melee strikes against targets affected by "Hunter's Mark" +20% Weapon Damage and +5% Crit Chance.
Activates "Raise Shield" for 3 turns:
+
+
+
-200% Dodge Chance
The bonus to Block Chance depends on the equipped shield's Block Chance.
If equipped with a light shield,
replenishes
If equipped with a heavy shield, grants the effect +33% Energy Restoration.
Full blocks replenish
Partial blocks grant -5% Damage Taken for 6 turns.
The effect stacks up to 2 times.
Deals
Hitting a target applies it with -20% Control Resistance and -25% Move Resistance for 6 turns.
Grants +
If equipped with a light shield, grants the skill -25% Cooldown Duration.
If equipped with a heavy shield, hitting a target applies it with +10% Damage Taken for 6 turns.
Using the ability tree's skills grants +5% Weapon Damage and +4% Counter Chance for 5 turns.
The effect stacks up to 3 times.
Damaging counters replenish 5% Max Block Power.
Grants +3% Block Power Recovery for 6 turns for each adjacent enemy.
Each received hit grants +3% Energy Restoration for 6 turns.
Both effects stack up to 5 times.
If equipped with a light shield, both effects trigger twice per turn.
Deals
Replenishes
If equipped with a light shield, grants the skill -25% Cooldown Duration.
If equipped with a heavy shield, replenishes Block Power for 30% of the damage dealt.
Activates "Hold the Line!" for 10 turns:
-5% Damage Taken
+5% Block Power Recovery
+7% Counter Chance
+10% Move Resistance
+10% Control Resistance
Using the ability tree's skills grants 2 stacks of the effect (up to IV) but reduces its duration by 1 turn.
Each received hit prolongs the effect's duration by 1 turn (up to 10) but reduces its number of stacks (no more than once per turn).
If equipped with a light shield, grants the skill -25% Cooldown Duration.
If equipped with a heavy shield, grants an extra stack of the effect upon activation.
Grants "Shield Bash" and "Breakthrough" +50% Damage and increases their Crit Chance by half.
Using these skills applies their target with -10% Accuracy, -10% Counter Chance, and -15% Weapon Damage for 5 turns.
The effect stacks up to 2 times.
Staggering, Dazing, or knocking targets back with staff strikes applies them with +10% Damage Taken, -10% Magic Resistance, and -10% Nature Resistance for 5 turns.
The effect stacks up to 3 times.
Delivers two strikes with
Grants +
If both strikes hit the target,
delivers an additional strike with
Performs a charge towards the target
and delivers a strike to all adjacent tiles with +
Reduces the ability tree's cooldowns and cooldowns of all spells by 2 turns for each enemy knocked back by the strike.
If there are enemies within Vision, using spells grants +8% Weapon Damage and +3% Crit Chance for 10 turns.
Each received strike or shot (including misses) grants -3% Damage Taken and -3% Backfire Chance for 10 turns.
Both effects stack up to 5 times.
Full and partial dodges and blocks grant +10% Counter Chance and +10% Magic Power for 4 turns.
Using spells grants +8% Dodge Chance and +8% Block Chance for 4 turns.
Both effects stack up to 3 times.
Activates "Unwavering Stance" for 10 turns:
+10% Magic Resistance
+10% Nature Resistance
+5% Counter Chance
+10% Block Chance
+10% Max Block Power
+10% Block Power Recovery
Grants +100% Knockback Chance to every third strike.
Using the ability tree's skills grants an extra stack of the effect (up to IV).
Basic staff strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).
Only one Stance effect can be active at a time.
Killing enemies with staves grants +12% Crit Chance and +12% Miracle Chance for 10 turns.
The effect stacks up to 3 times.
Grants additional +50% Energy Drain to critical staff strikes and allows them to reduce all cooldowns by 1 turn.
Delivers a strike to all adjacent tiles with +
Then allows the character to reposition to an adjacent tile.
Grants -10% Backfire Chance, -10% Abilities Energy Cost, and -5% Fumble Chance for 5 turns for each enemy hit by the strike.
The effect stacks up to 3 times.
Delivers two dual strikes with -25% Hands Efficiency.
Each successful hit grants +2% Hands Efficiency for 2 turns.
The effect stacks up to 4 times.
If all hits are successful, delivers an additional dual strike with the same penalty.
Using Attack skills (except this ability tree's skills) also delivers a strike with a weapon in another hand.
If the equipped weapons belong to the same type, grants +5% Main Hand Efficiency and -3% Fumble Chance.
If the equipped weapons belong to different types, grants +20% Off-Hand Efficiency when using Attack skills and -10% Cooldowns Duration.
Activates "Deflect" until the next turn:
+
+
Fully replenishes Block Power.
While affected by "Deflect",
each blocked strike or full dodge replenishes 25% Max Block Power,
grants +5% Hands Efficiency,
and +10% Counter Chance
for 3 turns.
Full blocks also reduce the ability tree's cooldowns
and cooldowns of all Attack skills by 1 turn.
Each missing 25% Health reduce the skill's cooldown by 1 turn.
Grants +20% Hands Efficiency and +3% Crit Chance if Health is below 60%.
Additionally grants +7% Crit Chance, +15% Counter Chance, and +15% Crit Avoidance if Health is below 40%.
Applies the target with "Enough for Everyone" and delivers a dual strike.
If there's more than one adjacent enemy, each target with this effect grants:
+5% Hands Efficiency
+
+
While the target affected by "Enough for Everyone" is adjacent, basic strikes and using Attack skills against other enemies will deliver a dual strike to it as well.
The effect remains active until the target's death and while equipped with dual weapons.
Activates "Concentration" for 12 turns:
+4% Hands Efficiency
+3% Accuracy
-3% Fumble Chance
Using Weaponry Attack skills grants an extra stack of the effect (up to IV).
Using the ability tree's Attack skills reduces the number of stacks by 2.
Killing enemies prolongs the effect's duration by 2 turns.
Grants:
-0.3% Damage Taken
for each missing percent of Health
+4% Crit Chance
for 10 turns
for each missed or fumbled strike (the effect stacks up to 5 times)
+1% Weapon Damage
for each percent of Pain
+10% Dodge Chance
for each degree of Injury
+3% Counter Chance
for 10 turns
for each received strike (the effect stacks up to 5 times)
+10% Crit Efficiency
for each adjacent enemy
If a target affected by "Enough for Everyone" dies,
replenishes
Applies the target with
Then proceeds delivering strikes with the same effects to random adjacent targets (prioritizing new ones) until one of them is struck twice.
If this skill kills a target, allows the character to repeat the strike 2 more times.
Killing enemies grants +10% Hands Efficiency and -10% Abilities Energy Cost for 3 turns, and also reduces the ability tree's cooldowns by 4 turns and cooldowns of all Attack skills by 2 turns.
The effect stacks up to 2 times
Carves the targeted animal carcass for meat.
Using the Rest Mode doesn't reduce the duration of "Vigor".
Removes the Rest Mode's penalties to restoration from active negative effects.
Sleeping in bedrolls and camps activates "Vigor" and is 25% more effective at restoring Health, Psyche, and Fatigue.
Grants +5% Max Energy, +5% Fatigue Resistance, and -0.01% Fatigue Change to "Vigor".
Stops all Bleedings and removes the effect of "Gaping Wound".
Worsens the Condition of the affected body parts by 3% and grants them +33% Bleed Resistance for 240 turns.
The effect doesn't stack.
Grants +10% Pain for each stopped Bleeding.
If affected by "Vigor", halves the Pain from stopped Bleedings and prolongs the duration of the Bleed Resistance bonus to 360 turns.
Allows "Butchering" to harvest pelts and grants it 50% chance to collect special hunting trophies from some animals.
The chance to harvest a pelt depends on the type of damage used to kill the animal. Piercing and Crushing damage types harm pelts the least.
With 33% chance allows the character to find an additional mushroom, berry, or herb when gathering.
Doubles the amount of Experience received for crafting items.
Grants +10% Fatigue Resistance.
Grants +5% Experience Gain to "Vigor"
Allows "Examine Surroundings" to reliably hear all creatures within 120% of the Vision radius and also reveal their tracks while on the surface.
Grants +1 Vision and increases the passive chance to hear other creatures by 50%.
Hearing an enemy permanently applies them with +5% Damage Taken and -5% Dodge Chance.
The effect doesn't stack.
Grants -5% Fumble Chance to "Vigor".
Increases the threshold for activating negative effects caused by Hunger, Thirst, Pain, and Fatigue by 5% (up to 30% / 55% / 80% ).
Reduces the speed of gaining Hunger and Thirst by 20%.
Grants +10% Pain Resistance.
Grants +0.01% Sit. Sanity Change, +0.01% Sit. Morale Change, and -0.01% Pain Change to "Vigor".
Stabilizes all Injuries.
Grants +
Grants +4% Pain
for each degree of stabilized Injuries
and replenishes
If affected by "Vigor",
improves the Condition of all body parts by
Grants "Butchering" 25% chance to harvest pelts, regardless of the damage type used to kill the animal, and allows it to always succeed at collecting special hunting trophies.
Grants strikes and shots against animals +15% Accuracy and +15% Weapon Damage.
Grants -5% Fumble Chance.
Grants +4% Crit Chance to "Vigor".
Grants all received strikes and shots -5% Accuracy and -5% Crit Chance. Also grants them -1% Crit Efficiency for each 2% of the character's Crit Avoidance.
Grants +5% Dodge Chance and doubles the chance of evading traps.
Removes the Rest Mode's penalty to Vision.
If affected by "Vigor", killing enemies prolongs the effect's duration by 20 turns.
Reduces the duration of received Poisonings, Hangovers, Bad Trips, and Aftermaths by 50%.
Reduces the effect of damaged body parts on Max Health Threshold by 25% and increases the effectiveness of Immunity when recovering from Intoxication by 50%.
Grants +10 Max Health.
Grants +10% Health Restoration and -0.01% Intoxication Change to "Vigor".
Removes all negative physical and mental effects. Activates "Vigor" for 60 turns.
Activates "Will to Survive" for 15 turns:
+
Temporary immunity to Injuries
and negative states (caused by Fatigue,
Pain,
low Morale,
etc).
-5% Damage Taken
for each fully or temporarily removed effect,
Injury,
or state (up to -25%).
Replenishes
Applies the target with
If the target takes 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).
Critical strikes, shots, and damaging counters replenish
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.
Makes a large amount of noise. With
The chances to Confuse and Daze depend on the target's Will to Fight.
Activates "Battle Rage" for 6 turns (+2 turns for each enemy Confused or Dazed by the skill):
+10% Weapon Damage
+5% Crit Chance
+20% Crit Efficiency
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:
+
+
+
The bonus to Main Hand Efficiency depends on the number of learned Weaponry abilities.
Activates 5 stacks of "Offensive Tactic" for 6 turns (+1 turn for each enemy within Vision):
+2% Crit Chance
+3% Accuracy
-3% Fumble Chance
-3% Skills Energy Cost
-3% 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 affected by "Offensive Tactic", using "Defensive Tactic" doesn't take a turn.
Only one "Tactic" can be active at a time.
Activates 5 stacks of "Defensive Tactic" for 6 turns (+1 turn for each enemy within Vision):
+4% Crit Avoidance
+3% Block Chance
+3% Dodge Chance
+3% Counter Chance
+6% Bleed Resistance
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 affected by "Defensive Tactic", using "Offensive Tactic" doesn't take a turn.
Only one "Tactic" can be active at a time.
Successful strikes and shots apply their targets with -5% Crit Avoidance and -4% 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 33%.
Performs a charge towards the target
and delivers a strike to its most damaged body part with +
Instantly kills the target if the strike puts its Health below
If the skill kills its target,
instantly refreshes all other attack skills,
charges,
and spells' cooldowns
and replenishes
If equipped with a spear, grants the skill +1 Range.
Grants additional +2 turns to the duration of "Defensive Tactic" and "Offensive Tactic".
Grants -15% Energy Cost and -15% Cooldown Duration to all Stances and Maneuvers.
If affected by "Offensive Tactic",
using "Defensive Tactic" replenishes
If affected by "Defensive Tactic", using "Offensive Tactic" grants +20% Weapon Damage for 3 turns.
The effect doesn't stack.
Activates "Against the Odds" for 2 turns:
-50% Damage Taken
+50% Bleed Resistance
+50% Move Resistance
+50% Control Resistance
+50% Crit Avoidance
Health can't drop below
Killing enemies replenishes
The first strike or shot received on the same turn as using the skill will deal no damage.
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.
Activates "Thirst for Battle" for 8 turns.
Each missing percent of Health grants:
+0.4% Weapon Damage
+0.2% Crit Chance
+0.5% Crit Efficiency
+0.25% Life Drain
+0.4% Energy Drain
The effect's power changes dynamically depending on the current Health.
Critical strikes and shots prolong 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.
Grants +5% Weapon Damage and +5% Accuracy for each missing 20% of Health.
Grants -5% Cooldowns Duration and -10% Abilities 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.
Reduces the chance of triggering attacks of opportunity (from 50% to 25%).
Grants +0.2% Magic Resistance and +0.2% Nature Resistance for each 1% Dodge Chance.
Applies all adjacent enemies with +3% Fumble Chance, -3% Accuracy, and -3% Crit Chance.
Deals
The damage dealt depends on the equipped boots' Protection.
Hitting a target applies it with +
The effect stacks up to 2 times.
If the target was hit by the strike
and is adjacent after using the skill,
with
Full blocks and dodges grant +5% Control Resistance and +5% Move Resistance for 5 turns.
The effect stacks up to 2 times.
Once per 90 turns, removes Stun, Daze, Stagger, or Immobilization upon receiving them.
Deals
The damage dealt depends on the equipped boots' Protection.
Hitting the target applies it with
The effect stacks up to 2 times.
Performs a charge towards the targeted tile.
Grants the skill -1 Range for each adjacent enemy (down to 2 Range).
If there are adjacent enemies after using the skill, grants +15% Dodge Chance and +15% Counter Chance for 2 turns.
Once per
Delivers a strike with -50% Weapon Damage
and +
Reduces all cooldowns by 2 turns.
If the target takes damage, puts all its abilities on a 2 turns cooldown.
If equipped with a spear, grants the skill +1 Range.
Dazing,
Stunning,
Staggering,
Confusing,
Immobilizing,
and causing Bleeding with strikes
and shots replenishes
Using "Mighty Kick" against targets with these effects prolongs their duration by 1-2 turns, depending on each individual effect's duration cap.
Activates 5 stacks of "Elusiveness" for 6 turns:
+
Each dodge as well as received fumbled strikes and shots prolong the effect's duration by 1 turn (up to 6) but reduce its number of stacks.
Moving to other tiles (Charges and Maneuvers count as well) grants an extra stack of the effect for each traveled tile (up to V).
Applies all adjacent enemies with +
The effect doesn't stack.
Grants strikes and shots against Dazed, Stunned, Staggered, Confused, Immobilized, or Bleeding targets +4% Accuracy, -4% Fumble Chance, and +4% Crit Chance.
Using "Sudden Lunge" against targets with these effects grants the skill +75% Weapon Damage, -50% Cooldown Duration, and -50% Energy Cost.
Grants +1 Range, -33% Energy Cost, and -33% Cooldown Duration to all Charge skills.
Replenishes
-3% Damage Taken
-5% Abilities Energy Cost
+10% Energy Restoration
+3% Crit Chance
+10% Pain Resistance
III stacks: reduces all cooldowns by 1 turn.
VI stacks: replenishes 4% Max Health if the current Health is below 40%.
Grants an extra stack of the effect (up to VI) for each enemy within Vision upon its activation. Adjacent enemies are counted twice.
The effect's duration as well as the amount of reduced Pain and replenished Energy depend on missing Health.
Grants +10% Weapon Damage, +10% Dodge Chance, and -10% Cooldowns Duration if Energy is above 50%.
Reduces Backfire Damage by 40% and activates Seal of Finesse for 10 turns:
-3% Backfire Chance
-3% Fumble Chance
-3% Backfire Damage Change
-3% Cooldowns Duration
Remaining on the same tile grants an extra stack of the effect (up to V).
Moving to other tiles reduces the number of stacks. Removes the effect when moving with I stack.
Remaining on the same tile grants -3% Backfire Chance.
The effect stacks up to 3 times.
Each learned Sorcery ability grants -0.5% Backfire Chance and +1% Armor Penetration to the corresponding ability tree's spells.
Magic Mastery also counts as a Sorcery tree for this ability.
Each point of received Magic or Nature Damage replenishes 1 Energy and grants +1% Magic or Nature Resistances for 5 turns.
The effect stacks up to 15 times.
Activates Seal of Power for 5 turns:
+15% Magic Power
+
+1 Bonus Range
Using spells transforms the effect into a "Seal" of the corresponding School and prolongs its duration by 3 turns (up to 9).
Pyromancy: +15% Pyromantic Power,
+
Electromancy: +15% Electromantic Power,
+
Geomancy: +15% Geomantic Power,
-10% Damage Taken,
+10% Damage Reflection,
and -5% Backfire Damage Change.
Arcanistics: +15% Arcanistic Power,
+
Using the ability tree's spells transforms the effect back into "Seal of Power".
Creates 3 random places of power within 2 tiles, which persist for 20 turns.
When the caster moves to a place of power activates "Place of Power" for 3 turns:
+7% Magic Power
-4% Spells Energy Cost
+3% Miracle Chance
+10% Energy Restoration
Remaining on a place of power grants an extra stack of the effect (up to IV) and prolongs its duration by 1 turn.
Using spells reduces the number of stacks.
When the caster moves to a place of power for the first time, reduces all spells' cooldowns by 2 turns.
Places of power prevent the creation of sigils on the same tile.
Increases the duration of all effects, areas, and entities applied or created with spells by 20%.
Activating a positive magical effect grants the next spell -10% Energy Cost and -10% Cooldown Duration.
Removes all physical and magical effects from the chosen target and every target adjacent to it.
Destroys all summoned magical or elemental entities within the spell's area of effect (runes, fires, unholy blood, acid, magma, etc).
Replenishes
Doubles the bonuses for each positive effect removed from the caster.
Applies all Undead targets within the spell's area of effect with +33% Damage Taken for 10 turns.
Using spells grants +5% Weapon Damage and +2% Crit Chance for 4 turns.
Strikes, shots, and using Attack skills grants +8% Magic Power and -4% Backfire Chance for 4 turns.
Both effects stack up to 3 times.
Miracles reduce all spells' cooldowns by 1 turn
and apply all enemies within Vision with
The effect stacks up to 2 times.
Grants +3% Miracle Chance and +10% Miracle Potency.
Applies the target with "Seal of Reflection" for 8 turns:
+30% Magic Resistance
+25% Nature Resistance
+10% Physical Resistance
+33% Damage Reflection
Redirects all received aimed spells towards a random target within 8 tiles,
if there is one.
Applies the target with "Seal of Shackles" for 6 turns:
-50% Energy Restoration
+100% Abilities Energy Cost
+100% Cooldowns Duration
+25% Fumble Chance
+25% Backfire Chance
Using abilities deals Arcane Damage equal to
Grants -0.5% Spells Energy Cost and -1% Cooldowns Duration for each learned spell.
Grants +1% Magic Power and +1% Miracle Potency for each learned Sorcery passive, including those of Magic Mastery.
Grants -15% to the equipped armor and weapons' Durability loss rate.
Allows dismantling pieces of armor into fragments, which can be used to repair other armor,
and also occasionally receive them as loot when killing enemies.
The chance to receive fragments depends on the target's Armor Durability upon its death.
Increases the amount of Durability restored by repair kits by 33%.
Each equipped piece of armor with Durability above 80% grants +5% Bleed Resistance to the respective body part and +3% Crit Avoidance.
Activates "Brace for Impact!" for 2 turns:
+12% Dodge Chance
+12% Block Chance
Grants all received strikes and shots,
+
If equipped with a light chestpiece, grants the effect +50% Crit Avoidance.
If equipped with a medium chestpiece, also grants received strikes and shots -33% Bodypart Damage.
If equipped with a heavy chestpiece, grants the skill -25% Cooldown Duration.
Each shot taken at the character grants +5% Dodge Chance for 5 turns and applies the attacker with -8% Accuracy for 5 turns.
Both effects stack up to 4 times and trigger twice if the shot hits its target.
Grants all received strikes and shots -10% Armor Penetration.
Delivers a strike to three adjacent tiles with
Hitting a target applies it with -20% Weapon Damage, +20% Fumble Chance, and -5% Accuracy for 2 turns.
If equipped with a light chestpiece, grants additional +1 turn to the applied penalties' duration.
If equipped with a medium chestpiece, hitting a target applies it with -15% Control Resistance, -15% Move Resistance, and -15% Crit Avoidance for 2 turns.
If equipped with a heavy chestpiece,
replenishes
Using Stances and Maneuvers grants -10% Damage Taken until the next turn.
If equipped with a light chestpiece, moving to other tiles (Charges and Maneuvers count as well) grants +2% Dodge Chance and +2% Counter Chance for 4 turns for each traveled tile.
If equipped with a medium chestpiece, using Stances and Maneuvers also reduces this ability tree's cooldowns by 1 turn.
If equipped with a heavy chestpiece, remaining on the same tile grants -3% Abilities Energy Cost and +3% Crit Avoidance for 6 turns.
All effects stack up to 5 times.
Repositions to an adjacent tile and activates "Unyielding Defense" for 8 turns:
+6% to all body parts' Protection (no less than +1)
+4% Fortitude
+4% Block Power Recovery
+4% Block Chance or +4% Dodge Chance (the priority is given to the highest Stat)
Each received strike or shot grants an extra stack of the effect (up to V).
Performs a charge towards the target
and deals
The damage depends on the equipped chestpiece's Protection.
If equipped with a light chestpiece,
grants the skill +1 Range
and also grants +
If equipped with a medium chestpiece and the skill Staggers its target, grants -25% Cooldowns Duration for 2 turns.
If equipped with a heavy chestpiece,
grants the skill -1 Range and replaces the Stagger Chance
with
Each equipped piece of light armor grants +15% to the respective body part's Protection (no less than +1).
Each equipped piece of medium armor grants +5% Bleed Resistance to the respective body part and +1.5% Dodge Chance.
Each equipped piece of heavy armor grants -2% to its Durability loss rate and also +3 Max Energy and +1% Energy Restoration.
Doubles the bonuses if each equipped piece of armor belongs to the same class.
Shoots three firebolts,
each dealing
Firebolts deal 30% more damage to Burning targets.
Grants -10% Abilities Energy Cost for 3 turns each time an enemy within Vision is Ignited.
Dealing repeated Fire Damage with the ability tree's spells is more effective at Igniting targets.
Grants +2.5% Pyromantic Power for each Burning tile or enemy within Vision.
Doubles the bonus for each adjacent Burning tile or enemy.
Grants +33% Fire Resistance. Receiving Fire Damage puts this bonus on a 6 turns cooldown.
Deals
With
Grants +15% Pyromantic Power for 4 turns for each affected enemy.
Hitting a Burning target with a firebolt from "Fire Barrage" applies it with -5% Fire Resistance for 3 turns and prolongs the duration of Burning by 1 turn.
The effect stacks up to 3 times.
Deals
Burns the affected targets' Energy for 200% of the damage dealt.
Reduces the ability tree's cooldowns by 1 turn for each affected enemy.
Deals
Magma persists
for
Each turn of remaining in the magma increases the Ignition chance by 5%.
Using the ability tree's spells applies all enemies within 5 tiles with -5% Fire Resistance and -5% Max Health for 8 turns.
The effect stacks up to 4 times.
Removes Burning from the target,
dealing
Each turn of removed Burning increases the damage by 30% and the chance to Ignite by 100%.
Grants +1 Range to "Fire Barrage", "Melting Ray", "Incineration", "Мagma Rain", and "Inferno" if there are no enemies within 5 tiles.
Grants +5% Pyromantic Power and +3% Miracle Chance for each enemy within 5 tiles.
Shoots a fiery ray towards the targeted tile,
dealing
The ray explodes in the targeted tile,
Igniting it
and dealing
The explosion's damage increases by 20% for each enemy the ray passes through.
Killing enemies with the ability tree's spells grants +20% Pyromantic Power to the next spell.
The effect stacks up to 3 times.
Increases the duration of every Burning caused by dealing Fire Damage and the ability tree's spells by 33%.
Creates a firestorm in a 5x5 tile area, which persists for 3 turns.
Remaining in the firestorm deals
The firestorm's damage increases by 15% for each target within the spell's area of effect.
Grants +20% Energy Restoration, -10% Cooldowns Duration, and -10% Backfire Chance for each Burning enemy within Vision.
Summons a runic boulder on the targeted tile,
dealing
Each boulder grants the caster 1 stack of "Runic Empowerment":
+5% Magic Power
+10% Geomantic Power
-10% Abilities Energy Cost
Only 3 boulders can be summoned simultaneously, and their Durability depends on the caster's Max Energy.
Boulders fall apart when they leave the caster's Vision or if the caster runs out of Energy.
When a boulder is destroyed by enemies,
Confuses the caster
for 4-6 turns
and deals
Activates "Stone Armor" for 4 turns (+4 turns for each stack of "Runic Empowerment"):
+15% Physical Resistance
+20% Nature Resistance
+15% Magic Resistance
+20% Bleed Resistance
+20% Move Resistance
+20% Control Resistance
When the effect expires or is activated again,
the armor explodes,
dealing
The Crushing Damage increases by 100%
for each strike or shot received over the course of the effect
(but no more than
Summoning runic boulders prolongs the effect's duration by 2 turns.
Grants -5% Damage Taken and -5% Backfire Damage Change for each adjacent runic boulder
Grants boulders -25% Damage Taken.
Reduces the sustain cost of adjacent boulders to 1 Energy per turn.
Destroys the chosen runic boulder,
dealing
Then, if the adjacent tiles are empty, summons stone spikes on them, which persist for 8 turns.
The spikes' Durability depends on the caster's Max Energy.
Applies enemies with -5% Physical Resistance, -5% Move Resistance, and -5% Control Resistance for each runic boulder adjacent to them.
While affected by "Stone Armor", remaining on the same tile grants -5% Cooldowns Duration, +8% Crit Avoidance, and +10% Energy Restoration for 5 turns.
The effect stacks up to 3 times.
Destroys the chosen runic boulder, creating an earthquake in a 5x5 tile area, which persists for 8 turns.
Remaining in the earthquake:
Deals
Burns
Has
Applies with -5% Control Resistance
and -10% Move Resistance (the effect stacks
and persists until the spell expires)
Summoning a runic boulder grants +7.5% Energy Restoration for 5 turns and reduces the ability tree's cooldowns by 1 turn for each stack of "Runic Empowerment".
Allows the character to simultaneously summon 4 runic boulders.
If a boulder is within 2 tiles of the character, its destruction by enemies no longer Confuses or deals Arcane Damage.
Destroys the chosen runic boulder and
with
When a Petrified target receives damage,
additionally deals
Each Petrified enemy within Vision grants +20% Geomantic Power.
Destroying a runic boulder to use the ability tree's spells deals Arcane Damage to all targets adjacent to it.
The damage dealt is equal to 3% of the current Energy,
increasing by 100%
for each stack of "Runic Empowerment" above I.
Destroys the chosen runic boulder,
dealing
With
Replenishes 5% Max Energy for each enemy within the spell's area of effect.
Throws the chosen runic boulder at a targeted tile,
dealing
Hitting the target
with
Each tile of distance to the target increases the throw's damage by 12% and also increases the duration of the applied Stun or Daze.
Each turn, runic boulders burn 2% Max Energy of all enemies adjacent to them for each stack of "Runic Empowerment", replenishing the same amount of Energy to the character, and prolong all their active cooldowns by 1 turn.
The effect doesn't stack.
Shoots a bolt of electricity,
dealing
Hitting the target
with
-20% Shock Resistance
-7.5% Move Resistance
-5% Control Resistance
+10% Cooldowns Duration
If the target is affected by "Impulse", prolongs its duration by 6 turns without applying "Resonance".
Deals
With
-25% Shock Resistance
-15% Move Resistance
-10% Control Resistance
+20% Cooldowns Duration
Deals
Has
If the target is affected by "Resonance", transforms it into "Impulse", inheriting most of the remaining duration. Targets with "Impulse" are treated as Resonating by the ability tree's spells.
Using the ability tree's spells grants strikes
and shots
The effect doesn't stack.
While this effect is active, strikes and shots apply their targets with -0.5% Shock Resistance for each learned Electromancy ability for 6 turns.
The effect stacks up to 5 times.
Lightning strikes within Vision grant +10% Electromantic Power for 1200 turns.
The effect doesn't stack.
Deals
The spell's damage increases by 25% for each Resonating target within Vision.
If Resonating targets are adjacent to each other, the spell deals double damage to them.
Applies all Resonating targets within Vision with "Static Field" for 6 turns, creating a 3х3 tile area around each of them.
Remaining in the spell's area of effect:
Deals
Applies with -4% Shock Resistance
for 10 turns (the effect stacks up to 5 times).
Has
"Static Field" doesn't affect the caster and deals double damage to Immobilized targets.
Increases the damage dealt by "Impulse" by 100% for each Resonating enemy within Vision.
If "Impulse" successfully knocks a target back,
with
Deals
Then jumps to all Resonating targets within 8 tiles, starting with the closest ones, dealing damage and prolonging the duration of "Resonance" by 3 turns.
With
The spell doesn't affect the same target twice.
Grants +0.1% Magic Power for each remaining percent of Max Energy and +0.1% Energy Restoration for each missing percent.
While targets are within the "Static Field's" area of effect, burns their Energy for 20% of the Shock Damage dealt to them with the ability tree's spells and replenishes the same amount of Energy to the character.
Killing enemies within the "Static Field's" area of effect reduces the ability tree's cooldowns by 3 turns.
Creates a ball lightning on the targeted tile, which persists for 4 turns (+1 turn for each Resonating enemy within Vision).
Each turn the ball lightning deals
The ball lightning deals 25% more damage to adjacent targets and 200% of its damage when targets are pulled or knocked back into it.
Using the ability tree's spells applies all affected targets with -10% Shock Resistance for 6 turns for each Resonating target within Vision.
The effect stacks up to 3 times.
Each third use of the ability tree's spells
with
If there are no such targets, prolongs the duration of "Resonance" or "Impulse" affecting a random Resonating target within Vision by 3 turns.
Deals
Removes "Resonance" from the affected targets and
with
Each turn of removed "Resonance" increases the damage and the Stun Chance by 5%.
If the spell Stuns the target, repeats it against a random target within Vision.
Instantly kills the target if the spell puts its Health below
Grants +3% Miracle Chance for each Resonating target within Vision.
Killing enemies with the ability tree's spells grants -5% Spells Energy Cost and -5% Cooldowns Duration for 8 turns for each Resonating target within Vision.
Applies the target with "Wormhole" for 3 turns and marks its tile.
When the effect expires or is removed, teleports the target to the marked tile,
dealing
If the marked tile is occupied, teleports the target to the closest empty tile,
dealing additional
While "Wormhole" is active, the spell doesn't go on cooldown and can be used again without spending Energy to remove the effect from the target.
The spell can't be used on giant or stationary targets and doesn't harm the caster.
Marks two targets, then teleports them, swapping their positions.
Deals
Applies both targets with
The effect stacks up to 2 times.
The spell can't be used on giant or stationary targets, doesn't harm the caster, and doesn't apply penalties to their allies.
Dealing Arcane Damage with strikes, shots, and spells grants +2% Accuracy, -2% Fumble Chance, -2% Backfire Chance, +2% Crit Chance, and +2% Miracle Chance for 4 turns.
The effect stacks up to 3 times.
Teleporting grants +1 Range to Arcanistics spells for 4 turns and -15% Backfire Damage Change for 2 turns.
When "Wormhole" expires or is removed after being applied to the character, replenishes 33% Health and Energy lost over the course of the effect.
When "Wormhole" expires or is removed after being applied to an enemy, deals additional Arcane Damage equal to 33% of the damage they received over the course of the effect.
Deals
With
The spell doesn't harm the caster, aside from Arcane Damage.
Teleporting enemies burns
Using "Dimensional Shift" on the character or entities summoned with Arcanistics reduces the spell's cooldown by 2 turns.
Activates "Aether Shield" for 3 turns:
Replenishes Energy for 33% of the damage received.
Destroys all physical and magical projectiles (including thrown items) that would hit the caster,
preventing their damage and effects.
Colliding with targets deals additional Arcane Damage to them.
While affected by "Aether Shield",
teleporting prolongs the effect's duration by 3 turns (up to 6),
and grants all strikes and shots
The effect stacks up to 2 times.
If "Schism" (or "Arcane Tether" of the summoned Phantasm) successfully knocks back or pulls the target, applies it with -10% Magic Resistance and -10% Arcane Resistance for 3 turns.
The effect stacks up to 2 times.
If these spells fail to knock back or pull the target,
deals
Summons a Mana Crystal on the targeted tile, which persists for 8 turns.
Each turn, the Crystal shoots a bolt of Aether at the enemy with the lowest Health
within
The offensive capabilities and Max Health of the Crystal change dynamically depending on the caster's stats.
The Crystal doesn't move and is immune to all effects (except "Stasis"
and "Wormhole").
When teleported, the Crystal shoots 3 bolts at random enemies
within
Applies the target with "Stasis" for 3 turns:
+200% Move Resistance
-50% Damage Taken
Immunity to all damage types except Arcane.
Immunity to all effects except "Wormhole".
Can't perform any actions.
Prevents death.
Freezes all cooldowns and the duration of active effects.
When the effect expires or is removed,
deals
Teleporting a target affected by "Stasis" removes the effect and doubles the chance to Daze.
The spell can't be used on giant targets.
Summons a Phantasm on the targeted tile, which persists for 8 turns.
Each turn, the Phantasm
deals
The offensive capabilities and Max Health of the Phantasm change dynamically depending on the caster's stats.
The Phantasm can move within 2 tiles of its summoning or teleportation spot,
is immune to all effects (except "Stasis" and "Wormhole"),
and replenishes Health upon taking Arcane Damage.
The Phantasm has access to the following abilities: "Arcane Tether", which pulls enemies in, "Mana Siphon", which steals Energy, and "Consonance", which prolongs its summoning duration.
Teleporting the Phantasm instantly refreshes all its cooldowns.
Teleporting a Mana Crystal grants it +1 Range, +25% Damage, +10% Accuracy, and +25% Damage Reflection for 3 turns.
The effect stacks up to 2 times.
Each strike received by entities summoned with Arcanistics deals Arcane Damage to the attacker equal to 10% of the entities' Max Health.
Once per 10 turns, producing a miracle with "Mana Crystal" instantly refreshes the spell's cooldown and grants it -30% Energy Cost during the next use.
Each entity currently summoned with Arcanistics grants -5% Backfire Damage Change and +10% Magic Power.
When "Stasis" expires or is removed after being applied to the character, it no longer harms them and also activates "Intangibility" for 1 turn, making them untargetable by strikes, shots, and spells.
While "Stasis" is active on the character, grants the effect +50% Arcanistics Power, +25% Miracle Chance, and prevents it from freezing cooldowns.