Talents: Rogue
Dirty Fighting |
Type: |
Activated |
Range: |
Personal |
Activation: |
25 |
Cooldown: |
25 Sec |
Requires: |
10 Dexterity |
The rogue incapacitates a target, who takes no damage from the attack but is stunned for a short time. |
|
Combat Movement |
Type: |
Passive |
Range: |
Persoanl |
Activation: |
|
Cooldown: |
0 Sec |
Requires: |
Lv 4 14 Dexterity |
The quick-stepping rogue can more easily outmaneuver opponents, granting a wider flanking angle that makes backstabs easier to achieve. |
|
Coup De Grace |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Level 8 18 Dexterity |
When a target is incapacitated, the opportunistic rogue strikes where it hurts the most, inflicting automatic backstabs against stunned or paralyzed targets. |
|
Feign Death |
Type: |
Sustained |
Range: |
Personal |
Upkeep: |
40 |
Cooldown: |
300 Sec |
Requires: |
Level 12 22 Dexterity |
The rogue collapses at the enemies' feet, causing them to lose interest and seek other targets until the rogue gives up the ruse. |
|
Below the Belt |
Type: |
Activated |
Range: |
Personal |
Activation: |
25 |
Cooldown: |
15 Sec |
Requires: |
10 Dexterity |
The rogue delivers a swift and unsportsmanlike kick to the target, dealing normal combat damage as well as imposing penalties to defense and movement speed unless the target passes a physical resistance check. |
|
Deadly Strike |
Type: |
Activated |
Range: |
Personal |
Activation: |
25 |
Cooldown: |
15 Sec |
Requires: |
Lv 4 14 Dexterity |
The rogue makes a swift strike at a vulnerable area on the target, dealing normal damage but gaining a bonus to armor penetration. |
|
Lethality |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 8 23 Dexterity |
The rogue has a keen eye for weak spots, and thus gains a bonus to critical chance for all attacks. Additionally, if the rogue's cunning score is greater than strength, sharpness of mind lets the character use the cunning modifier to affect attack damage in place of the strength modifier. |
|
Evasion |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 12 35 Dexterity |
The rogue gains an almost preternatural ability to sense and avoid danger. This talent grants a one-in-five chance of evading a physical attack, including being stunned or knocked down. |
|
Deft hands |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 |
Requires: |
10 Cunning |
All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills. |
|
Improved Tools |
Type: |
Upgrade |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 |
Requires: |
14 Cunning |
The rogue has taken to carrying a full set of implements designed to defeat trickier locks and spring traps without harm. These tools add a further bonus when lockpicking or disarming traps, which the character's cunning score also affects. |
|
Mechanic Excpert |
Type: |
Upgrade |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 |
Requires: |
18 Cunning |
Through practice and research, the rogue has come to possess an encyclopedic knowledge of devices designed to prevent entry. Knowing the right technique for the job lends the rogue yet another bonus when dealing with locks or traps. The character’s cunning score also contributes to these skills. |
|
Device Mastery |
Type: |
Upgrade |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 |
Requires: |
22 Cunning |
Practice makes perfect, and only the most intricate locks or elaborate traps give the rogue pause at this level of mastery. A further bonus applies when lockpicking or disarming traps. The character’s cunning score also contributes to these skills. |
|
Stealth |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
10 Sec |
Requires: |
10 Cunning |
The rogue has learned to fade from view, although perceptive enemies may not be fooled. Taking any action beyond movement, including engaging in combat or using items, will attract attention. If the rogue initiates combat while still stealthed, the first strike is a critical hit or backstab. |
|
Stealthy Item Use |
Type: |
Upgrade |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
10 Sec |
Requires: |
Lv 4 14 Cunning |
The rogue has learned how to use items while sneaking. |
|
Combat Stealth |
Type: |
Upgrade |
Range: |
Persoanl |
Fatigue: |
5% |
Cooldown: |
10 Sec |
Requires: |
Lv 8 18 Cunning |
The rogue is stealthy enough to try sneaking during combat, although at a significant penalty. |
|
Master Stealth |
Type: |
Upgrade |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
10 Sec |
Requires: |
Lv 12 22 Cunning |
The rogue has mastered the art of stealth, gaining significant bonuses on all stealth checks. |
|
Talents: Warrior
Powerful |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
10 Strength |
Through training and hard work, the warrior has gained greater health and reduced the fatigue penalty for wearing armor. |
|
Threaten |
Type: |
Sustained |
Range: |
Personal |
Activation: |
35 |
Cooldown: |
15 Sec |
Requires: |
Lv 4 14 Strength |
The warrior adopts a challenging posture that increases enemy hostility with each melee attack, drawing them away from other allies while this mode is active. |
|
Bravery |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 8 20 Strength |
The warrior's unwavering courage grants bonuses to damage, physical resistance, and mental resistance, as well as a bonus to critical chance that increases proportionally to the number of enemies above two that the warrior is engaging. |
|
Death Blow |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 12 25 Strength |
Each time the warrior fells an enemy, the end of the battle seems closer at hand, restoring a portion of the warrior's stamina. |
|
Precise Striking |
Type: |
Sustained |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
15 Sec |
Requires: |
10 Dexterity |
The warrior tries to make each attack count, sacrificing attack speed for a bonus to attack as well as an increased chance to score critical hits for as long as the mode is active. |
|
Taunt |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
Lv 4 14 Strength |
A mocking bellow catches the attention of nearby foes, increasing their hostility toward the warrior. Frightening Appearance increases the effect. |
|
Disengage |
Type: |
Activated |
Range: |
Personal |
Activation: |
10 |
Cooldown: |
10 Sec |
Requires: |
Lv 8 18 Dexterity |
A relaxed position makes the warrior seem less threatening, reducing the hostility of nearby enemies, who may seek other targets instead. |
|
Perfect Striking |
Type: |
Activated |
Range: |
Personal |
Activation: |
60 |
Cooldown: |
30 Sec |
Requires: |
Lv 12 22 Strength |
The warrior focuses on precision, gaining a massive attack bonus for a moderate time. |
|
Talents: Dual Weapon
*Note* All the Dual Weapon talents requires you to also have gained a certain Combat Training skill. Combat Training for the first, Improved Combat training for the second, Expert Combat training for the third, and Master Combat Training for the final talent in each branch.
Training |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
12 Dexterity |
The character has become more proficient fighting with two weapons, and now deals closer to normal damage bonus with the off-hand weapon. |
|
Finesse |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
16 Dexterity |
The character is extremely skilled at wielding a weapon in each hand, gaining bonus to attack and defense. |
|
Expert |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 9 26 Dexterity |
The character has significant experience with two-weapon fighting, gaining a bonus to critical chance, as well as a possibility with each hit to inflict bleeding lacerations that continue to damage a target for a time. |
|
Mastery |
Type: |
Passive |
Range: |
Persoanl |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 12 36 Dexterity |
Only a chosen few truly master the complicated art of fighting with two weapons, but the character is now among that elite company, able to wield full-sized weapons in both hands. Stamina costs for all dual-weapon talents are also reduced. |
|
Dual Striking |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
0.5 Sec |
Requires: |
12 Dexterity |
When in this mode, the character strikes with both weapons simultaneously. Attacks cause more damage, but the character cannot inflict regular critical hits or backstabs. |
|
Riposte |
Type: |
Activated |
Range: |
Personal |
Activation: |
20 |
Cooldown: |
40 Sec |
Requires: |
16 Dexterity |
The character strikes at a target once, dealing normal damage, as well as stunning the opponent unless it passes a physical resistance check. The character then strikes with the other weapon, generating a critical hit if the target was stunned. |
|
Cripple |
Type: |
Activated |
Range: |
Personal |
Activation: |
35 |
Cooldown: |
30 Sec |
Requires: |
22 Dexterity |
The character strikes low at a target, gaining a momentary attack bonus and hitting critically if the attack connects, while crippling the target with penalties to movement speed, attack, and defense unless it passes a physical resistance check. |
|
Punisher |
Type: |
Activated |
Range: |
Personal |
Activation: |
50 |
Cooldown: |
40 Sec |
Requires: |
28 Dexterity |
The character makes three blows against a target, dealing normal damage for the first two strikes and generating a critical hit for the final blow, if it connects. The target may also suffer penalties to attack and defense, or be knocked to the ground. |
|
Sweep |
Type: |
Activated |
Range: |
Personal |
Activation: |
20 |
Cooldown: |
15 Sec |
Requires: |
12 Dexterity |
The character sweeps both weapons in a broad forward arc, striking nearby enemies with one or both weapons and inflicting significantly more damage than normal. |
|
Flurry |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
18 Dexterity |
The character lashes out with a flurry of three blows, dealing normal combat damage with each hit. |
|
Momentum |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
30 Sec |
Requires: |
24 Dexterity |
The character has learned to carry one attack through to the next, increasing attack speed substantially. This mode consumes stamina quickly, however. |
|
Whirlwind |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
40 Sec |
Requires: |
30 Dexterity |
The character flies into a whirling dance of death, striking out at surrounding enemies with both weapons. Each hit deals normal combat damage. |
|
Talents: Archery
*Note* All the Archery talents requires you to also have gained a certain Combat Training skill. Combat Training for the first, Improved Combat training for the second, Expert Combat training for the third, and Master Combat Training for the final talent in each branch.
Melee Archer |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
12 Dexterity |
Experience fighting in tight quarters has taught the archer to fire without interruption, even when being attacked. |
|
Aim |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
0.5 Sec |
Requires: |
16 Dexterity |
The archer carefully places each shot for maximum effect while in this mode. This decreases rate of fire, but grants bonuses to attack, damage, armor penetration, and critical chance. Master Archer further increases these bonuses. |
|
Defensive Fire |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
15 Sec |
Requires: |
22 Dexterity |
While active, the archer changes stance, receiving a bonus to defense but slowing the rate of fire. With the Master Archer talent, the defense bonus increases. |
|
Master Archer |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
28 Dexterity |
Deadly with both bows and crossbows, master archers receive additional benefits when using Aim, Defensive Fire, Crippling Shot, Critical Shot, Arrow of Slaying, Rapid Shot, and Shattering Shot. This talent also eliminates the penalty to attack speed when wearing heavy armor, although massive armor still carries the penalty. |
|
Pinning Shot |
Type: |
Activated |
Range: |
Very Long |
Activation: |
15 |
Cooldown: |
15 Sec |
Requires: |
12 Dexterity |
A shot to the target's legs disables the foe, pinning the target in place unless it passes a physical resistance check, and slowing movement speed otherwise. |
|
Crippling SHot |
Type: |
Activated |
Range: |
Very Long |
Activation: |
25 |
Cooldown: |
10 Sec |
Requires: |
16 Dexterity |
A carefully aimed shot hampers the target's ability to fight by reducing attack and defense if it hits, although the shot inflicts only normal damage. The Master Archer talent adds an attack bonus while firing the Crippling Shot. |
|
Critical Shot |
Type: |
Activated |
Range: |
Very Long |
Activation: |
40 |
Cooldown: |
10 Sec |
Requires: |
21 Dexterity |
Finding a chink in the target's defenses, the archer fires an arrow that, if aimed correctly, automatically scores a critical hit and gains a bonus to armor penetration. The Master Archer talent increases the armor penetration bonus. |
|
Arrow of Slaying |
Type: |
Activated |
Range: |
Very Long |
Activation: |
80 |
Cooldown: |
60 Sec |
Requires: |
30 Dexterity |
The archer generates an automatic critical hit if this shot finds its target, although high-level targets may be able to ignore the effect. The archer suffers reduced stamina regeneration for a time. Master Archer adds an extra attack bonus. |
|
Rapid Shot |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
0.5 Sec |
Requires: |
12 Dexterity |
Speed wins out over power while this mode is active, as the archer fires more rapidly but without any chance of inflicting regular critical hits. Master Archer increases the rate of fire further still. |
|
Shattering Shot |
Type: |
Activated |
Range: |
Very Long |
Activation: |
25 |
Cooldown: |
15 Sec |
Requires: |
16 Dexterity |
The archer fires a shot designed to open up a weak spot in the target's armor. The shot deals normal damage if it hits and imposes an armor penalty on the target. Master Archer increases the target's armor penalty. |
|
Suppressing Fire |
Type: |
Sustained |
Range: |
Persoanl |
Fatigue: |
5% |
Cooldown: |
10 Sec |
Requires: |
24 Dexterity |
When this mode is active, the archer's shots hamper foes. Each arrow deals regular damage and also encumbers the target with a temporary penalty to attack. This penalty can be applied multiple times. |
|
Scattershot |
Type: |
Activated |
Range: |
Very Long |
Activation: |
50 |
Cooldown: |
40 Sec |
Requires: |
27 Dexterity |
The archer fires a single arrow that automatically hits, stunning the target and dealing normal damage. The arrow then shatters, hitting all nearby enemies with the same effect. |
|
Talents: Weapon & Shield
*Note* All the Weapon & Shield talents requires you to also have gained a certain Combat Training skill. Combat Training for the first, Improved Combat training for the second, Expert Combat training for the third, and Master Combat Training for the final talent in each branch.
Shield Bash |
Type: |
Activated |
Range: |
Personal |
Activation: |
25 |
Cooldown: |
20 Sec |
Requires: |
11 Strength |
The character shield-bashes a target, dealing normal damage as well as knocking the target off its feet unless it passes a physical resistance check. Shield Mastery adds an additional attack with the shield. |
|
Shield Pummel |
Type: |
Activated |
Range: |
zpersonal |
Activation: |
30 |
Cooldown: |
20 Sec |
Requires: |
15 Strength |
The character follows up an attack with two hits from the shield, dealing normal damage with each attack. If the target fails a physical resistance check, it is stunned. Shield Mastery adds an additional attack with the shield. |
|
Overpower |
Type: |
Activtaed |
Range: |
Personal |
Activation: |
30 |
Cooldown: |
20 Sec |
Requires: |
25 Strength |
The character lashes out with the shield three times. The first two hits inflict normal damage. The last strike is a critical hit if it connects, knocking the target down unless it passes a physical resistance check. Shield Mastery increases the damage. |
|
Assault |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
32 Strenth |
The character quickly strikes a target four times, but dealing reduced damage with each hit. If the character has Shield Mastery, the damage from each hit increases. |
|
Shield Defense |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
0.5 Sec |
Requires: |
11 Strength |
While this mode is active, the character drops into a defensive stance that favors the shield, gaining a bonus defense and chance to shrug off missile attacks, but taking a penalty to attack. With Shield Balance, the attack penalty is removed. With Shield Expertise, the defense bonus increases. With Shield Mastery, the defense bonus increases further. |
|
Shield Balance |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
14 Strength |
The character has learned to compensate for the weight of a shield in combat and no longer suffers an attack penalty while using Shield Defense. |
|
Shield Wall |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
15 Sec |
Requires: |
20 Strength |
In this mode, the character's shield becomes nearly a fortress, adding a significant bonus to armor and a greater likelihood of shrugging off missile attacks, but at the cost of reduced damage. Shield Expertise makes the character immune to direct knockdown attacks while in this mode, and Shield Mastery gives a bonus to defense. |
|
Shield Expertise |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
26 Strength |
The character's experience using a shield in combat has made certain abilities more efficient, increasing the defense bonus for Shield Defense and making the character immune to direct knockdown attacks while using Shield Wall. |
|
Shield Block |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
10 Dexterity |
Practice fighting with a shield improves the character's guard. Enemies can no longer flank the character on the shield-carrying side. |
|
Shield Cover |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
15 Sec |
Requires: |
16 Dexterity |
While in this mode, the warrior's shield provides a greater chance of deflecting missile attacks. Shield Mastery increases this bonus further. |
|
Shield Tactics |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 9 20 Dexterity |
The character is proficient enough with a shield to defend from all angles, so that attackers no longer benefit from flanking strikes. |
|
Shield Mastery |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 12 26 Dexterity |
The character has mastered the use of the shield for both offense and defense, and receives additional benefits when using Shield Bash, Shield Pummel, Assault, Overpower, Shield Defense, Shield Wall, and Shield Cover. |
|
Talents: 2-Handed Weapon
*Note* All the 2-Handed Weapon talents requires you to also have gained a certain Combat Training skill. Combat Training for the first, Improved Combat training for the second, Expert Combat training for the third, and Master Combat Training for the final talent in each branch.
Pommel Strike |
Type: |
Activated |
Range: |
Personal |
Activation: |
20 |
Cooldown: |
10 Sec |
Requires: |
12 Strength |
Instead of going for the fatal attack an enemy expects, the player strikes out with a weapon's pommel, knocking the opponent to the ground unless it passes a physical resistance check. |
|
Indomitable |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
30 Sec |
Requires: |
20 Strength |
Through sheer force of will, the character remains in control on the battlefield, gaining a slight increase to attack and damage while being immune to stun or knock down effects for the duration of this mode |
|
Stunning Blows |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
28 Strength |
The character's fondness for massive two-handed weapons means that each attack offers a chance to stun the opponent due to the sheer weight behind the blow. |
|
Critical Strike |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
60 Sec |
Requires: |
34 Strength |
The character makes a single massive swing at the target, gaining a bonus to attack. If the strike connects, it is an automatic critical hit, possibly killing the opponent outright if its health is low enough. |
|
Sunder Arms |
Type: |
Activated |
Range: |
Personal |
Activation: |
25 |
Cooldown: |
10 Sec |
Requires: |
18 Strength |
The character attempts to hinder a target's ability to fight back, rather than going directly for a killing blow. Unless the target passes a physical resistance check, it suffers a penalty to attack for a short time. |
|
Shattering Blows |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
23 Strength |
The character is as adept at destruction as at death and gains a large damage bonus against golems and other constructs. |
|
Sunder Armor |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
Lv 10 28 Stregnth |
The character aims a destructive blow at the target's armor or natural defenses. The attack deals normal damage, but also damages the armor unless the target passes a physical resistance check. |
|
Destroyer |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
Lv 14 40 Strength |
Few can stand against the savage blows of a destroyer. Every attack sunders the target's armor, reducing its effectiveness for a short time. The effects of multiple blows are not cumulative. |
|
Mighty Blow |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
15 Strength |
The character puts extra weight and effort behind a single strike, gaining a bonus to attack. If it hits, the blow deals critical damage and imposes a penalty to movement speed unless the target passes a physical resistance check. |
|
Powerful Swings |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
10 Sec |
Requires: |
21 Strength |
While in this mode, the character puts extra muscle behind each swing, gaining a bonus to damage but suffering penalties to attack and defense. Two-Handed Strength reduces the penalties to attack and defense. |
|
2-Haned Strength |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
28 Strength |
The character has learned to wield two-handed weapons more effectively, reducing the penalties to attack and defense from Powerful Swings. |
|
2-Handed Sweep |
Type: |
Activated |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
Lv 10 36 Strength |
The character swings a two-handed weapon through enemies in a vicious arc, dealing normal damage to those it hits and knocking them down unless they pass a physical resistance check. |
|
Mabari Hound
Growl |
Type: |
Activated |
Range: |
Short |
Activation: |
10 |
Cooldown: |
30 Sec |
Requires: |
None |
The mabari growls so fearsomely that its opponent suffers a penalty to defense unless it passes a physical resistance check. |
|
Dread Howl |
Type: |
Activated |
Range: |
Medium |
Activation: |
30 |
Cooldown: |
40 Sec |
Requires: |
None |
The mabari lets out a loud howl, stunning most nearby enemies. |
|
Combat Training |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
None |
The mabari has undergone rigorous combat training, giving it bonuses to critical chance, attack, and armor. |
|
Overwhelm |
Type: |
Activated |
Range: |
Personal |
Activation: |
30 |
Cooldown: |
60 Sec |
Requires: |
None |
The mabari leaps upon its target, pinning its to the ground and attacking it repeatedly. |
|
Fortitude |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
None |
The ordeals of the road have increased the mabari's tolerance for the elements. It gains bonuses to fire resistance, cold resistance and electricity resistance. |
|
Charge |
Type: |
Activated |
Range: |
Personal |
Activation: |
20 |
Cooldown: |
30 Sec |
Requires: |
None |
The mabari charges at its enemy, dealing normal damage if the attack hits and knocking the opponent down unless it passes a physical resistance check. |
|
Shred |
Type: |
Activateed |
Range: |
Personal |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
None |
The dog lunges at an opponent and tears it with its powerful jaws. If the attack hits, it is an automatic critical hit. If the target can bleed, it takes addition damage for a short time. |
|
Nemesis |
Type: |
Passive |
Range: |
Personal |
Activation: |
0 |
Cooldown: |
0 Sec |
Requires: |
None |
The mabari has become a relentless killer. It gains bonuses to health and stamina regeneration. |
|
|