Delivers a strike to three adjacent targets with
Grants
The effect stacks up to 3 times.
Grants sword strikes +5% Bleed Chance if the equipped sword's Durability is above 80%, +5% Weapon Damage if its above 90%, and +3% Crit Chance if it's above 95%.
Reduces swords' Durability loss by 50% when blocking with them and by 20% 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 8 turns:
+5% Counter Chance
+5% Block Chance
+5% Dodge Chance
+8% Bleed Chance
Using this ability tree's skills grants an extra stack of the effect (up to IV stacks).
Basic sword strikes prolong the duration by 1 turn (up to 12) 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 +10% 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 grants +5% Bleed Chance and +3% 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 strike does damage, applies the target with -
Performs a Charge towards the target
and delivers a strike with
If the strike doesn't cause an Injury, reduce the skill's Cooldown by 4 turns.
Causing Injuries with axe strikes reduces the ability tree's cooldowns by 1 turns and replenishes 4% Max Energy.
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 4 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 8 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 duration of the effect duration by 1 turn (up to 12 turns), but reduces 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 +4% Crit Chance for each degree of Injury affecting the target and +15% Crit Efficiency for each Bleeding.
If this strike kills its target,
replenishes
Damaging axe strikes apply their target with -6% Bleed Resistance and -4% 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 5 turns.
The effect stacks up to 3 times.
Delivers a strike with
Grants the strike additional
If the strike does damage, applies the enemy with
Reduces the ability tree's cooldowns by 2 turns.
Grants mace strikes against Dazed, Stunned,
or Staggered targets +15% Bodypart Damage
and +5% Crit Chance.
Grants mace strikes +5% Daze Chance
and +5% Stagger Chance for each degree of Injury affecting the target.
Dazing, Stunning, or Staggering targets with mace strikes
replenishes
Activates "Hammer and Anvil" for 8 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 12) 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 +15% Weapon Damage
and
Grants the strike additional
If the strike does damage, puts the target's 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 -5% Control Resistance, -7% Move Resistance, and -10% Crit Avoidance for 6 turns.
This effect stacks up to 3 times.
Dagger hits 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 this 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
Has
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 target with -5% Weapon Damage and +7.5% Cooldowns Duration for 6 turns.
The effect stacks up to 4 times.
Activates "Painful Stabs" for 8 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 12), 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 applies 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 this 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 strike does damage, applies the target 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 "Parry" is active, each blocked strike reduces the skill's cooldown by 2 turns and grants +20% Block Power Recovery for 3 turns, and each counter grants +3% Crit Chance for 5 turns.
The effect stacks up to 3 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 8 turns:
+5% Counter Chance
-4% Fumble Chance
+5% Accuracy
+2.5% Crit Chance
Grants each third strike +100% Stagger Chance
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 12) 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 turns for each enemy hit by the strike
and replenishes
Consecutive two-handed sword hits against the same target grant +8% Stagger Chance and +4% Counter Chance for 5 turns.
Each received strike grants +4% 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 this 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 target 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 8 turns:
-10% Skills Energy Cost
+3% Crit Chance
+15% Bleed Chance
-3% Fumble Chance
Each 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 12 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 -10% 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 +8% Weapon Damage and -4% Fumble Chance if the target's Health is below 50%.
Delivers a strike with
With
Then replenishes
Using "Rampage" grants +6% Bodypart Damage and +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 3x2 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, immediately uses the skill again on the same area without spending Energy (but not 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 strikes 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:
+50% Weapon Damage
+50% Stagger Chance
+25% Stun Chance
+50% Bodypart Damage
+50% 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 2 times.
If affected by "Mighty Swing", and the strike knocked the target back, put its abilities a 2 turns cooldown.
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.
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.
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 affect by "Striker Stance",
killing enemies with two-handed mace strikes replenishes
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.
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 Immobilized targets +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 2x1 tile area with
Using the skill against Immobilized targets grants the strike -35% Weapon Damage, -100% Immobilization Chance, halves all other bonuses and instantly refreshes its 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's Stance" for 8 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 duration by 1 turn (up to 12), and basic spear strikes decrease 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.
Critical spear strikes deal additional damage equal to 10% of the target's Max Health
(but no more than
During the next 2 turns
delivers a free strike with
If the 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, apply them with -10% Piercing Resistance and -10% Crit Avoidance for 4 turn.
The effect stacks up to 2 times.
Grants spear strikes against adjacent targets +25% Knockback Chance.
Activates "Taking Aim" for 1 turn:
+1 Range
For each enemy within 4 tiles additionally grants the effect:
The bonus to Accuracy depends on the number of Ability Points invested into this tree.
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 -25%) 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 the equipped with a ranged weapon, switching to another loadout doesn't take a turn.
Reduces the chance of bolts and arrows breaking upon hitting the target (from 50% to 25%).
Increases Dodge Chance to 100% until the next turn and allows to perform a charge within 2 tiles.
Then takes a shot at the closest target with -60% Weapon Damage and +50% Immobilization Chance.
Hitting the target grants
Grants +5% Armor Penetration 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.
Allows to mark a tile (2 different tiles or the same tile twice if equipped with a bow).
Then takes a shot at each marked tile 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 (18 turns if equipped with a crossbow):
+5% Immobilization Chance
+10% Knockback Chance
+10% Bleed Chance
-5% Cooldowns Duration
-5% Skills Energy Cost
Using this 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 12), 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 +3% Accuracy for 6 turns.
Both effects stacks 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 the 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 +4% Weapon Damage for 5 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
+5% Crit Chance
+15% 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 "Thrill of the Hunt" is active, 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 +15% Crit Efficiency, +15% 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 affect 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 +10% Energy Restoration for 3 turns.
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 -15% 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 stack up to 3 times.
Damaging counters replenish +5% Max Block Power.
Description=Grants +3% Block Power Recovery for 6 turns for each adjacent enemy.
Each recieved 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 25% of the damage dealt by the strike.
Activates "Hold the Line!" for 7 turns:
-4% Damage Taken
+4% Block Power Recovery
+7% Counter Chance
+10% Move Resistance
+10% Control Resistance
Using this 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 reduce 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 -10% Weapon Damage for 4 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 recieved 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 8 turns:
+10% Magic Resistance
+10% Nature Resistance
+5% Counter Chance
+10% Block Chance
+10% Max Block Power
+10% Block Power Recovery
Grants each third strike +100% Knockback Chance.
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 12), but decreases 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 critical staff strikes additional +50% Energy Drain and allows them to reduce all cooldowns by 1 turn.
Delivers a strike to all adjacent enemies with
Then allows 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 -20% Hands Efficiency.
Grants +3% Hands Efficiency for 2 turns for each successful strike delivered with the skill.
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 the 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 -5% 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 "Deflect" is active, each blocked strike replenishes 25% Max Block Power,
grants +5% Hands Efficiency, and +10% Counter Chance for 3 turns.
Full blocks also reduces the ability tree's cooldowns and cooldowns of all Attack skills by 1 turn.
Reduces the skill's cooldown by 1 turn for each missing 25% of Health.
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 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 basic attack to it as well.
The effect remains active until the target's death and while equipped with dual weapons.
Activates "Concentration" for 12 turns:
+5% 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
+4% Counter Chance for 10 turns for each received strike
(the effect stacks up to 5 times)
+15% 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 (the priority is given to new ones) until one of them struck twice.
If this skill kills a target, allows to repeat the strike 2 more times.
Killing enemies grants +10% Hands Efficiency, -25% Abilities Energy Cost for 3 turns and also reduces the ability tree's active Cooldowns by 4 turns and cooldowns of all Attack skills by 2 turns.
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 +10% Max Energy, +10% Fatigue Resistance, and -0.01% Fatigue Change to "Vigor".
Stops all Bleedings and removes the effect of "Gaping Wound".
Worsens the condition of each affected body part by 5%.
Grants +10% Pain and +30% Bleed Resistance for 240 turns for each stopped Bleeding.
If affected by "Vigor", halves the Pain from stopped Bleedings.
"Butchering" allows to harvest pelts and has a 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% allows to find an additional mushroom, berry, or herb when gathering them.
Doubles the amount of Experience received for crafting items.
Grants +10% Fatigue Resistance.
Grants +5% Experience Gain to "Vigor"
"Examine Surroundings" allows to hear all creatures within 150% of the Vision radius.
Grants +1 Vision and increases the passive chance to hear other creatures by 50%.
Hearing a creature permanently applies it with +10% Damage Taken and -5% Dodge Chance.
The effect doesn't stack.
Grants -5% Fumble Chance to "Vigor".
Increases the threshold for activating the 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 Sanity Change, +0.01 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 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 Treshold by 25% and increase the effectivness 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 Injuries, negative physical and mental effects, as well as negative Conditions, such as the ones caused by Pain and Fatigue, for 15 turns.
Grants
If affected by "Vigor",
replenishes
Applies the target with
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).
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.
With
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
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 Ability Points invested into Weaponry trees.
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.
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.
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%.
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 abilities' 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 all Stances and Maneuvers -20% Energy Cost and -20% Cooldown Duration.
If affected by "Offensive Tactic",
using "Defensive Tactic" replenishes
If affected by "Defensive Tactic", using "Offensive Tactic" grants +25% 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
While "Against the Odds" is active,
Health can't drop below
The first strike 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:
+0.5% 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.
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.
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
Then allows to Reposition to an adjacent tile.
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 30 turns replenishes
Delivers a strike with -50% Weapon Damage
and
Reduces all cooldowns by 2 turns.
If the strike does damage, puts the target's 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 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 recieved fumbled strikes and shots prelong 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 +5% Accuracy, -5% Fumble Chance, and +5% Crit Chance.
Using "Sudden Lunge" against targets with these effects grants the strike +25% Weapon Damage and doesn't take a turn.
Replenishes
-5% Damage Taken
-10% Skills Energy Cost
+10% Energy Restoration
+5% 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 and extra stack of the effect (up to VI) for each enemy within Vision upon activating it.
Adjacent enemies are counted twice.
The effect's duration as well as the amount of reduced Pain and replenished Energy increase with 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
-5% 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.
Each Ability Point invested into a Sorcery tree grants -1% Backfire Chance and +1% Armor Penetration to all of its spells.
Remaining on the same tile grants -3% Backfire Chance.
The effect stacks up to 3 times.
Each point of received Magic or Nature Damage, replenishes 1 Energy and grants +1% Magic or Nature Resistance for 5 turns.
The effect stacks up to 20 times.
Activates Seal of Power for 5 turns:
+15% Magic Power
+10% Weapon Damage, dealt as Arcana
+1 Bonus Range
Using spells transforms the effect into a "Seal" of a corresponding School and prolongs its duration by 3 turns (up to 9).
Pyromancy: +15% Pyromantic Power, +20% Weapon Damage,
dealt as Fire, +3% Miracle Chance, +3% Crit Chance
Electromancy: +15% Electromantic Power, +20% Weapon Damage,
dealt as Shock, -4% Backfire Chance, -4% Fumble Chance
Geomancy: +15% Geomantic Power, -10% Damage Taken,
+10% Damage Reflection, -5% Backfire Damage Change
Using the ability tree's spell 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:
+10% Magic Power
-5% Spells Energy Cost
+5% Miracle Chance
+20% 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 places 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 caster.
Applies all Undead targets within the spell's area of effect with +33% Damage Taken for 10 turns.
Using Spells grants +8% Weapon Damage and +3% Crit Chance for 4 turns.
Strikes, shots, and using Attack skills grant +10% Magic Power and -5% Backfire Chance for 4 turns.
Both effects stacks up to 3 times.
Grants all spells +3% Miracle Chance and +15% Miracle Potency.
Miracles reduce all spells' cooldown by 1 turn and apply all enemies within Vision with
The effect stacks up to 2 times.
Applies the target with "Seal of Reflection" for 8 turns:
+30% Magic Resistance
+25% Nature Resistance
+10% Physical Resistance
+50% Damage Reflection
Redirects all recieved 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% Cooldown Duration
+25% Fumble Chance
+25% Backfire Chance
Using abilities deals Arcane Damage equal to 25% of the Energy spent.
Grants +1% Magic Power, -1% Spells Energy Cost, -1% Cooldowns Duration,
and +2% Miracle Potency for each Ability Point invested into Sorcery trees.
Magic Mastery count as Sorcery as well.
Grants -15% to the equipped armor and weapons' Durability loss rate.
Allows to dismantle pieces of armor into fragments, which can be used to repair other armor.
Reduces Durability treshold of repair kits from 80% to 60%.
Each equipped piece of armor with durability above 80% grants +5% Bleed Resistance to it's respective body part and +2.5% Fortitude.
Grants 15% Dodge chance and 15% Block chance for 2 turns.
Activates "Brace for Impact!" until the next turn.
While the effect is active, grant all received strikes:
+
-100% Crit Chance
If equipped with a light chestpiece, grants the skill -50% Energy Cost and -50% Cooldown Duration.
If equipped with a heavy chestpiece, grants the skill +100% Cooldown Duration.
Each shot taken at the character grants +5% Dodge Chance for 5 turns and applies the attacker with -7.5% Accuracy for 4 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
Applies all targets within the skill's area of effect 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 heavy chestpiece, replenishes +
Using Stances and Maneuvers grants -20% Damage Taken until the next turn.
If equipped with a light chestpiece, moving to other tiles (Charges and Maneuvers counts as well)) grants +2% Dodge Chance and +2% Counter Chance for 6 turns for each traveled tile.
If equipped with a heavy chestpiece, remaining on the same tile grants -3% Energy Cost for 6 turns.
Both effects stack up to 5 times.
Repositions to an adjacent tile and activates "Unyielding Defense" for 8 turns:
+10% to all body parts' Protection (no less than 1)
+10% Control Resistance
+3% Block Power Recovery
+5% Block Chance or +5% Dodge Chance (the priority is given to the highest Stat).
Each received strike grants an extra stack of the effect (up to V).
Performs a charge towards the target
and deals
If equipped with a light chestpiece,
grants the skill -50% Cooldown Duration
and +1 Range
and also grants
If equipped with a heavy chestpiece,
grants the skill -1 Range
and replaces its Stagger Chance with
Each equipped piece of heavy armor grants +5 Max Energy and +2% Energy Restoration.
Each equipped piece of medium armor grants +5% Bleed Resistance to its respective body part.
Each equipped piece of light armor grants+2 Protection to its respective body part.
Shoots three firebolts,
each dealing
Firebolts deal +30% more damage to Burning targets.
Grants -10% Spells 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% Pyromatic 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 durations 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 cooldown by 1 turn for each affected enemy.
Deals
Magma persist 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.
This effect stacks up to 4 times.
Allows to choose a Burning target.
Removes Burning from it,
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", "Magma 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
3 Energy per turn
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 the following effect for 4 turns:
+15% Physical Resistance
+25% Nature Resistance
+10% Magic Resistance
+20% Bleed Resistance
+20% Move Resistance
+20% Control Resistance
At the end of its duration the stone armor explodes,
dealing
Each stack of Runic Empowerment prolongs the duration of the effect by 4 turns.
Raising new boulders prolongs the duration of the effect by 2 turns.
Grants -5% Damage Taken and -5% Backfire Damage Change for each adjacent runic boulder
Grants boulders -25% Damage Taken.
Sustaining adjacent boulders requires 1 less Energy per turn.
Destroys the targeted 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, +5% Crit Avoidance, and +5% Energy Restoration for 5 turns.
The effect stacks up to 3 times.
Destroys the targeted 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 +10% Energy Restoration for 5 turns and reduces the ability tree's cooldowns by 2 turns for each stack of "Runic Empowerment".
Doubles the bonuses of "Runic Empowerment" upon reaching III stacks of the effect.
Destroys the targeted runic boulder
and with
When a Petrified target receives damage,
additionally deals
Each petrified enemy within vision grants +15% 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 10% of the current Energy.
Destroys the targeted runic boulder,
dealing
With
Replenishes 5% Max Energy for each enemy within the spell's area of effect.
Allows to choose a runic boulder,
then throws it at the 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 drain 6 Energy from every adjacent enemy, transfering it to the caster, and prolong 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 +10% Weapon Damage, dealt as Shock, for 4 turns.
While the effect is active, strikes and shots apply their targets with -0.5% Shock Resistance for each Ability Point invested into this tree 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 caster.
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.