Weapon Mastery
These skills require certain item to work and have cooldowns.
Tier 1 Sword
This skill requires one-handed sword.
- Active: Chopping Cleave: Deals damage to all enemies in melee zone in front of you. 100% chance to cause bleeding for 3-4 turns. (Damage: 57%).
- Type: Target area, Range: 1, Cooldown: 6 turns and Cast time: 1 turn.
- Passive: Blade Care: Swords lose durability 50% slower. Accuracy +1.
Tier 1 Axe
This skill requires an axe.
- Active: Interrupting Lunge: Interrupts spells and silences the target for three turns. 50% chance to stun for 1 turn (Damage: 57%)
- Type: Target object, Range: 1, Cooldown: 6 turns and Cast time: 1 turn.
- Passive: Sharp Edge: Axe critical attack inflicts bleeding for 4 turns . +15% Critical damage.
Tier 1 Maces
This skill requires mace.
- Active: Knockout: 125% chance to stun the target for 2 turns (Damage: 32%).
- Type: Target object, Range: 1, Cooldown: 10 turns and Cast time: 1 turn.
- Passive: Staggering Blows: Each mace attack has 8% chance to stun target for 2 turns. Accuracy +1.
Tier 1 Daggers
This skill requires daggers.
- Active: Hamstring: Deals damage and inflicts severe injury on the target’s legs (Damage: 57%).
- Type: Target object, Range: 1, Cooldown: 6 turns and Cast time: 1 turn.
- Passive: Skilled Strikes: Dagger criticals gain 75% armour piercing. Critical chance +1%.
Tier 1 Greatswords
This skill requires Greatsword.
- Active: Heroic Dash: Dashes to the target and deals damage. Gain increased 10% weapon damage and 1.5% critical chance for each tile crossed.
- Type: Target object, Range: 5, Cooldown: 20 turns and Cast time: 1 turn.
- Passive: Sinister Strike: Sword criticals gain 25% armour piercing. +3% Weapon damage.
Tier 1 Bows
This skill requires a bow and arrows.
- Active: Powershot: Shoot the selected target with 50% increased range. Gain 6% weapon damage and +10% armor piercing for each tile crossed by the Arrow.
- Type: Target tile Range: 1, Cooldown: 15 turns and Cast time: 1 turn.
- Passive: Arrow Recovery: 10% chance not to consume an arrow upon shot.
Tier 1 Shields
This skill requires a shield.
- Active: Shield Up: Gain 50% increased block chance, -25% damage received and -30% evasion for 3 turns.
- Type: No Target Range: 1, Cooldown: 15 turns and Cast time: 1 turn.
- Passive: Not Today: Taking fatal damage has 20% chance to restore 10% health and activate shield up. +1% block chance.
Utility Skills
Utility skills require certain items to work and have long cooldowns.
Tier 1 Class Skill
This skill is free.
- Active: Against The Odds type: No target, cooldown: 90(turns) and cast time: 1(turn). Description: Your health can’t drop below 30%, you gain 30% increased weapon damage returned for 4 turns.
- Passive: Showdown Description: Increased 15% weapon damage and 2,5% critical chance when attacking lone enemy in line of sight.
Tier 1 Armor
This skill has no requirements.
- Active: Emergency Repair type: Target object, cooldown: 124(turns) and cast time: 1(turn). Description: Restores 20% durability to the selected equiment piece.
- Passive: Equiment Care Description: 20% Decreased wearout rate for all equiment. +1 savvy.
Tier 1 Dual Wielding
This skill requires dual weapons.
- Active: Consecutive Blows type: Target object, range: 1, cooldown: 20(turns) and cast time: 1(turn). Description: Deals three attacks in 1 turn with 25% decreased weapon damage, +-26 accuracy and +5% fumble chance.
- Passive: Dual Weapon Practice Description: Decreases dual wielding penalty. +2 Finesse.
Tier 1 Sabotage
This skill has no requirements
- Active: Takedown type: Target object, range: 1, cooldown: 30(turns) and cast time: 1(turn). Description: Puts target a sleep for 5 turns, enemy becomes unaware. Or puts target a sleep for 20 turns if it already was unaware.
- Passive: Silent Steps Description: 25% decreased noice produced. 15% Increased base trap avoid chance. +4 stealth.
Tier 1 Basic Skills
This skill is free and has no cooldown
- Active: Search Surrounding type: No target and cast time: 1(turn). Description: Helps spot hidden traps and sercets.
- Passive: Sudden Attack Description: Succesful hits against unaware targets always deal critical damage.
Tier 1 Medicine
This skill has no requirments and has no cooldown.
- Active: Cauterize Wounds type: No target and cast time: 1(turn)
- Passive: Anatomy Studies Description: You can see the amount of turns left for stabilised injuries to heal. +2% Critical chance.
Sorcery Tricks
Sorcery tricks’ active skills cost mana but don’t have a cooldown period.
Tier 1 Pyromancy
- Active: Flameware: Deals fire damage to all tagets in the affect area.
- Type: Target area, Range: 2, Mana: 12 and Cast time: 1 turn.
- Passive: Overheat: 15% chance to ignite an enemy for 5 turns after casting any Pyromantic spell. +1 mana regeneration.
Tier 1 Electromancy
- Active: Flameware: Deals fire damage to all tagets in the affect area.
- Type: No Target, Mana: 12 and Cast time: 1 turn.
- Passive: Electric Potential: 3% Spell power increase for every 10% of your current mana pool. +2 Mana

