Hunter Specialization |
Martial Wilder |
These tags are available to Martial Wilders.
This tag set is mutually exclusive to Animal Specialization.
These tags may be learned from the wandering woodsman in Kaezar.
Name |
Requirements |
Cost |
Description |
Lead the Mark |
30 Archery |
1 stamina per shot |
When performing a bow or firearms attack, provides the wilder with a bonus to attack opponents in evasive stance or defaulting to evasive stance that scales with Outdoorsman and Wisdom. |
Ranger |
70 Outdoorsman |
Passive |
Passively provides a mental bonus to Alchemy, Animal Handling, and Stealth when outdoors. The bonus scales with Outdoorsman and Wisdom. |
Pindown |
90 Archery |
5 stamina |
Allows the wilder to fire an arrow at a target's feet in an attempt to pin it down. If successful, the arrow fired will always embed (if possible), the target will fall prone, and the target be unable to stand for a short time. |
Master Hunter |
120 Outdoorsman |
None |
Allows the wilder to search out all other living things that are outside and in the same area, performing a defensive Outdoorsman and Wisdom check versus the living thing's Stealth and Dexterity. Living things under any form of concealment (hiding, invisibility, etc.), will not be found. This ability can only be used when outside. |
Headshot |
150 Outdoorsman |
5 stamina |
Allows the wilder to mitigate aiming penalties on its next attack that scales with Outdoorsman and Wisdom. This mitigation is doubled when the target is not flying, levitating, or standing. |
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Berserker |
Berserker Mercenary |
These tags are available to mercenaries that have taken the berserker specialization. Their abilities may be displayed with the Abilities command.
Berserker tags may be learned from Hurik in Kemstead.
Name |
Requirements |
Cost |
Description |
Anti-Magick Aura |
Berserker Primary Specialization |
Variable |
Mercenaries with that take berserker as their primary specialization are surrounded by an anti-magick aura, prohibiting them from using magick but allowing the berserker an additional chance to absorb any spell with its gnosis. This ability consumes essence when a spell is absorbed. |
Frenzy |
20 Conditioning |
10 Stamina |
Allows the mercenary to fly into a frenzy, bursting its magic absorb or losing its berserker secondary resistances, receiving a physical bonus to Strength and Endurance. When the frenzy is over, the mercenary suffers reduced stamina regeneration. The bonuses scale with the Conditioning skill and Will stat. |
Victorious Resilience |
30 Conditioning |
None |
Riding upon the thrill of victory, the mercenary shrugs off some damage after killing a foe. This is a damage reduction effect. |
Furious Resilience |
40 Conditioning |
Passive |
The mercenary's rage is so great that it shrugs off a fraction of damage while in a frenzy. Passively provides the mercenary with 4 damage reduction when it is in a rage, and 2 damage reduction when it is not raging. |
Unstoppable Rage |
50 Melee |
Passive |
Passively reduces the durations of disables by 4 seconds when the mercenary is in a rage, and by 2 when not raging. This can completely mitigate a stun effect. |
Wallop |
60 Melee |
5 Stamina |
The mercenary hits its opponent so hard that it stuns the foe. A successful roll doubles the stun. |
Momentum |
90 Melee |
Passive |
A successful physical attack passively provides the mercenary with a physical bonus to Melee. The bonus resets upon an unsuccessful attack. The bonus scales with Tactics and Dexterity. Also passively eliminates penalties to parrying ranged attacks with weapons and allows the mercenary to parry spellbolts with weapons, regardless of activation status. |
Bulwark |
110 Conditioning |
1 stamina per ignore |
The mercenary prepares itself for incoming blows, using its brutal toughness to grant a small chance to ignore attacks. This is a primary defensive ability. When active, Bulwark functions as body-wide armor against physical damage that scales with conditioning and endurance. This does not stack with any armor worn, but will replace bonuses from inferior armor. At level 100, this is roughly equivalent to iron plate armor. |
Bludgeon |
150 Melee |
5 Stamina |
The mercenary strikes its opponent powerfully with a hybrid or power weapon, increasing all damage it receives. This is a protection-reducing effect. |
Twitch |
170 Conditioning |
10 Stamina |
The mercenary flies into a frenzy, channeling its rage into increasing its dexterity and reflexes at the cost of stamina regeneration and defense once it calms down. The bonus scales with the will skill. |
Battle Cry |
210 Tactics |
|
This ability burns stamina and grants an additional duration to the berserker's current frenzy that scales with the number of members in the berserker's group. The berserker's group members also gain half of the benefits of the berserker's current frenzy as mental bonuses. |
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Scientist |
Scientist Mechanist |
These tags are available to Scientist Mechanists. Their abilities may be displayed with the Science command.
Name |
Requirements |
Cost |
Description |
Deadshot |
None |
1 stamina per hit |
Through careful study of anatomy, the scientist determines precise locations to strike, increasing its damage with mechanisms and firearms. |
Chemistry |
10 Alchemy |
None |
The scientist learns various chemical properties and how to combine them, giving it greater options for alchemy. |
Superior Lockpicker |
10 Lockpicking |
Passive |
Understanding the inner workings of locks, the scientist learns to pick them considerably faster while losing none of the benefits. |
Marksman |
19 Archery |
1 stamina per hit |
Through considerable practice, the scientist learns to account for various conditions, increasing its accuracy with merchanisms and firearms. |
Utility |
28 Mechanisms |
Passive |
The scientist gains the ability to harvest traps it recovers and turn them into potent weapons. |
Mechanical Advantage |
82 Mechanisms |
1 stamina per dodge |
By understanding the mechanics of bodily motion, the scientist learns to anticipate incoming attacks and respond accordingly, granting it a second chance at defense using its mechanisms skill. |
|
Chemistry |
Scientist Mechanist |
These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.
Name |
Requirements |
Cost |
Description |
Chemistry |
10 Alchemy |
None |
The scientist learns various chemical properties and how to combine them, giving it greater options for alchemy. This tag is required to learn all other chemistry tags. |
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Mercenary |
Mercenary |
These tags are available to all Mercenaries (berserker, dirty tricks, finesse, and grit).
Mercenary tags may be learned from any mercenary tag trainer.
Name |
Requirements |
Cost |
Description |
Determination |
70 Conditioning |
10 Willpower |
The mercenary replenishes his stamina, finding greater physical reserves though force of will alone. |
Discipline |
130 Conditioning |
20 Willpower |
The mercenary unites his mind with his body, pushing himself beyond his physical limits. |
Defiance |
190 Gnosis |
5 Willpower |
The mercenary channels its fury and will into dispelling magical effects that are affecting it. |
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Cleric Martial |
Martial Cleric |
These tags are available to Martial Clerics.
Cleric Martial tags may be learned from Frezel in Kaezar.
Name |
Requirements |
Cost |
Description |
Smite |
Martial Cleric |
None |
Allows the martial cleric to channel its spells through a weapon. The martial cleric can store a number of spells in smite's queue that scales with Channeling, Wisdom, and relic quality. Using the ability purges spells from the queue. |
Divine Guardian |
10 Shields |
Passive |
Passively allows the cleric to guard a target in roundtime and to ignore the chance to fail to guard. |
Shield Buffet |
27 Shields |
6 stamina |
Clips the target with the martial cleric's shield, applying a mental defensive penalty that scales with Shields and Strength. |
Shield Strike |
54 Shields |
5 stamina |
The martial cleric strikes the target with its shield, knocking it prone and stunning it. Larger shields result in greater damage and stun. |
Bastion of Faith |
81 Shields |
Passive |
Passively grants the cleric damage reduction based on the class of shield it is using. |
Righteous Offense |
108 Channeling |
Passive |
Passively increases the cleric's chance to hit with smite spells with every failed attack. This effect decreases rapidly over time. |
Divine Might |
135 Channeling |
Passive |
Passively allows the cleric to swing two-handed weapons as though it were one-handed in its dominant hand and grants a spiritual bonus to attacking with weapons that scales with Channeling and Wisdom. |
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Animal Specialization |
Martial Wilder |
These tags are available to Martial Wilders.
This tag set is mutually exclusive to Hunter Specialization.
These tags may be learned from an unusual trainer near the Via Teg Aer lecturer outside of Kaezar (bring slag!).
Name |
Requirements |
Cost |
Description |
Trip |
30 Animal Handling |
None |
Allows the wilder to command its familiar to trip a target, knocking the target prone and making the target unable to stand for a short period of time. |
Familiar Synergy |
60 Animal Handling |
Passive |
Passively provides a mental bonus to Alchemy, Outdoorsman, and Stealth when accompanied by one's familiar. The bonus scale with Animal Handling and Wisdom. |
Spy |
90 Animal Handling |
None |
Allows the wilder to command its familiar to spy on a location, giving the wilder full feedback available to the familiar's senses. |
Scout |
120 Animal Handling |
None |
Allows the wilder to command its familiar to scout, searching out all other living things that are outside and in the same area, performing a defensive Animals and Wisdom check versus the living thing's Stealth and Dexterity. Living things under any form of concealment (hiding, invisibility, etc.), will not be found. This ability can only be used when outside. |
Ravage |
150 Animal Handling |
10 essence |
Allows the wilder to command its familiar to ravage a target, reopening a wound and causing that wound to bleed further for an amount that scales with the wound damage on that limb. If the target is undead, the limb is maimed or mutilated instead. This cannot be used on targets that are flying, levitating, or standing. |
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Dirty Tricks |
Dirty Tricks Mercenary |
These tags are available to mercenaries that have taken the dirty tricks specialization. Their abilities may be displayed with the Abilities command.
Dirty Tricks tags may be learned from Doulb in Kaezar.
Name |
Requirements |
Cost |
Description |
Shiv |
None |
1 stamina per hit |
The mercenary's piercing attacks with a precision weapon hit weak points in armor and armor-like effects, allowing it to bypass some or all of the resistance. The amount bypassed scales with tactics skill and caps at ignoring 25% of the armor bonus. |
Distract |
20 Stealth |
None |
The mercenary distracts its target, lowering the target's observation and tactics. The penalty scales with larceny skill. Failing to distract may reveal one when hiding. |
Vanish |
30 Stealth |
Passive |
The mercenary becomes skilled in the art of hiding, greatly increasing its chances of concealing itself. Provides Good stealth to mercenaries with Dirty Tricks secondary. |
Toxicology |
36 Alchemy |
Passive |
Passively allows the mercenary to use toxicology formulae in alchemy. Mercenaries with a Dirty Tricks Secondary also gain Alchemy as a Normal skill prior to innates. |
Steady Fingers |
50 Lockpicking, 50 Mechanisms |
Passive |
Passively allows the mercenary to have a significantly smaller chance of setting off traps when failing an attempt to disarm one. Gives a bonus to disarming traps that scales with Lockpicking and Reflexes and allows the mercenary to learn Larceny while Lockpicking and disarming traps. Mercenaries with a Dirty Tricks Secondary also gain Lockpicking and Mechanism as a Normal skill prior to innates. |
Ambush |
60 Stealth |
None |
The mercenary ambushes its target, catching it by surprise, knocking it prone, and stunning it. |
Puncture |
90 Melee |
None |
Allows the mercenary to have a guaranteed chance to inflict poisons from its attacks for a limited period of time that ends when a poison is delivered. Also adds a second roll to inflict poisons using tactics + dexterity. |
Deception |
110 Stealth |
1 Stamina per avoidance |
The mercenary moves in a manner confusing to its opponents, granting a small chance that its enemies will flat out miss. This is a primary defensive ability. The mercenary also gains an increase to its resistance to physical damage that scales with Stealth and Reflexes, but is disrupted by any armor heavier than heavy leather. This is an armor resistance effect. |
Misdirection |
150 Stealth |
1 Stamina per second |
The mercenary moves in such a manner as to make its allies stand out more than itself, giving it less of a chance of being targeted. Also provides the mercenary with a physical bonus to Evasion that scales with Stealth and Reasoning. |
Pilfer |
170 Larceny |
Passive |
Allows the mercenary to passively attempt to pilfer from humanoid targets it searches, boosting the value of the treasure found from it by performing a Larceny + Dexterity vs Level check. The increased treasure scales with Larceny and Dexterity. |
Chicanery |
210 Larceny |
Passive |
Passively provides the mercenary with a physical bonus to Alchemy, Lockpicking, Mechanisms, and Stealth that scales with Larceny and Reasoning. |
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Invention |
Scientist Mechanist |
These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.
Name |
Requirements |
Cost |
Description |
Invention |
10 Mechanisms |
None |
The scientist learns various mechanical theories, allowing it to create a variety of devices to assist it and others. This tag is required to learn other invention tags. |
Utility |
20 Mechanisms |
Passive |
The scientist gains the ability to harvest traps it recovers and turn them into potent weapons. |
Craft Advanced Boltclip |
50 Mechanisms |
Passive |
This is an inherent ability granted by the Invention tag and does not need to be learned separately. The scientist can create advanced boltclips for autocrossbows that do not require tools, take roundtime to open, or require that one be a mechanist to open. |
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Finesse |
Finesse Mercenary |
These tags are available to mercenaries that have taken the finesse specialization. Their abilities may be displayed with the Abilities command.
Finesse tags may be learned from Jael in Kemstead.
Name |
Requirements |
Cost |
Description |
Dual Wield |
None |
Passive |
Passively eliminates all penalties for attacking with two weapons. An unsuccessful attack passively provides the mercenary with a physical bonus to melee that scales with Tactics and Reasoning. The bonus resets upon a successful attack. |
Superior Parry |
20 Melee |
10 Stamina |
Provides the mercenary with a physical bonus to Parry that scales with Tactics and Reflexes. |
Duelist's Insight |
30 Conditioning |
Passive |
Passively provides a mental bonus to Reflexes and a physical bonus to Tactics. The bonuses scale with Tactics and Conditoning, respectively, and with Dexterity. |
Feint |
40 Melee |
3 Stamina |
Allows the mercenary to feint at a target, giving the target a mental penalty to defense that scales with Tactics and Dexterity. |
Ambidexterity |
50 Melee |
Passive |
Passively allows the mercenary to attack with an offhand weapon even when not wielding a weapon in its dominant hand. Successfully avoiding an attack will give the mercenary a temporary physical bonus to Tactics that scales with Tactics and Reasoning. |
Blade Kiss |
60 Melee |
5 Stamina |
Allows the mercenary to make an instant attack at a target's head, stunning it. This ability has a cooldown and works only with precision or hybrid weapons of the blades or knives and rapiers category. |
Swashbuckling |
90 Tactics |
|
Mitigates melee and thrown defensive, and melee offensive penalties for being prone, kneeling, or sitting. Also automatically causes the mercenary to jump to its feet prior to attacking or being attacked, if possible. |
Deflect |
110 Parry |
Passive |
Allows the mercenary an additional chance to parry attacks and provides additional armor resistance against physical damage if the mercenary is wearing heavy leather armor or less. Also passively eliminates penalties to parrying ranged attacks with weapons and allows the mercenary to parry spellbolts with weapons, regardless of activation status. The chance to avoid attacks is based off of Parry and (Reflexes or Strength) depending on the weapon used to parry. The armor resistance scales off of Parry and the better of Reflexes or Strength. This is a primary defensive ability. |
Flashing Hands |
150 Melee |
1 Stamina per 5 seconds |
Allows the mercenary to attack even more swiftly with the second of its two-weapon attacks, reducing post-swing roundtime for that weapon by 1 second. |
Mobility |
170 Tactics |
Passive |
Passively allows the mercenary to instantly mount and dismount, as well as significantly reduces the penalties for moving while not standing. |
Hamstring |
210 Melee |
|
Allows the mercenary to attack a target's feet in an attempt to knock it to the ground and hamper its movements. This prevents the target from standing and causes all range-changes to incur additional RT as a penalty. |
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Physics |
Scientist Mechanist |
These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.
Physics may be learned from Lars in the Tower of Dhond.
Name |
Requirements |
Cost |
Description |
Physics |
- |
Passive |
Allows the scientist to learn other physics tags. |
Superior Lockpicker |
10 Lockpicking |
Passive |
Understanding the inner workings of locks, the scientist learns to pick them considerably faster while losing none of the benefits. |
Marksman |
30 Archery |
1 stamina per attack |
Through considerable practice, the scientist learns to account for various conditions, increasing its accuracy with crossbows, merchanisms, and firearms. The bonus scales with the Mechanisms skill and the Reasoning stat. |
Reactive Efficiency |
50 Mechanisms |
Passive |
The scientist applies its understanding of the capabilities of its own body to respond to threats in the most efficient manner possible, granting it a passive physical bonus to the Reflexes stat. This bonus scales with Mechanisms skill and the Reasoning stat. |
Adrenal Stimulation |
70 Mechanisms |
10 willpower |
The scientist uses its superior understanding of the body to willfully release adrenalin, restoring some stamina. |
Mechanical Advantage |
110 Mechanisms |
1 stamina per dodge |
By understanding the mechanics of bodily motion, the scientist learns to anticipate incoming attacks and respond accordingly, granting it a second chance at defense using its Mechanisms skill and Reasoning stat. The scientist also gains an increase to its resistance to physical damage that scales with Mechanisms and Reasoning, but is disrupted by any armor heavier than scale. This is an armor resistance effect. |
Analytical Mind |
130 Mechanisms |
20 willpower |
The scientist focuses its mental faculties upon enhancing its capacity to understand the physical mysteries of the world. The bonus to skill gain scales with the Mechanisms skill and the Reasoning stat. |
Fastload |
150 Mechanisms |
1 stamina per regenerative cycle |
The scientist pushes its physical limits to reduce the reloading time of autocrossbows and firearms by 1 second. |
Kel's Theorem |
170 Mechanisms |
5 Willpower |
The scientist imposes its understanding of the mundane laws of reality to dispel magickal effects on its person. |
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Grit |
Grit Mercenary |
These tags are available to mercenaries that have taken the grit specialization. Their abilities may be displayed with the Abilities command.
Grit tags may be learned from Klyin in Kaezar or Hegnus in Kaezar.
Name |
Requirements |
Cost |
Description |
Vicious Blow |
None |
1 Stamina per swing |
Provides the mercenary with a bonus to damage with power or hybrid weapons that scales with Tactics and Strength. |
Clotting |
20 Conditioning |
5 Stamina |
The mercenary focuses its will on holding itself together, causing it to bleed less. |
Parry Breaker |
30 Melee |
1 Stamina per swing |
Provides the mercenary with a bonus to attack opponents in parry stance that scales with Tactics and Strength. |
Another Pint |
40 Conditioning |
Passive |
Passively provides a bonus to the mercenary's maximum stamina and vitality that scales with Conditioning and Endurance. |
Knockdown |
50 Melee |
1 Stamina per swing |
Allows the mercenary's attacks to have a chance to knock down the target and give it roundtime. This does not work with precision weapons. |
Shield Bash |
60 Shields |
5 Stamina |
The mercenary bashes the target with its shield, knocking it prone and stunning it. Larger shields result in greater damage and stun. Secondary Grit mercenaries also gain a bonus to attempt this attack that scales with tactics. |
Shield Block |
110 Shields |
1 stamina per block |
Grants the mercenary an additional chance to block attacks with its shield and providing additional armor resistance against physical damage if the mercenary is wearing scale armor or less. The chance to avoid attacks and armor resistance both are based on Shields and the better of Reflexes or Strength. This is a primary defensive ability. |
Challenge |
150 Tactics |
None |
The mercenary issues a challenge to the target, attempting to get it to focus only on the mercenary and providing a mental penalty to offense that scales with tactics and will. |
Rally |
170 Tactics |
None |
Gives the target a mental bonus to Tactics that scales with Tactics and Will. Also calls the target to the mercenary if the target is in the mercenary's group and is able to move. |
The Best Defense |
210 Armor |
Passive |
Passively gives a bonus to unarmed if the mercenary is wearing plate or scale on the limb used for the attack and allows the mercenary to wield a two-handed weapon as though it were a one-handed weapon in its dominant hand. The bonus scales with Armor. |
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Wilder Martial |
Martial Wilder |
These tags are available to Martial Wilders.
Name |
Requirements |
Cost |
Description |
Animal Specialization |
Martial Training |
None |
Allows the wilder to learn Animal Specialization tags. This is mutually exclusive with Hunter Specialization. |
Hunter Specialization |
Martial Training |
None |
Allows the wilder to learn Hunter Specialization tags. This is mutually exclusive with Animal Specialization. |
Herb Lore |
9 Alchemy |
Passive |
Passively allows the wilder to use herb lore formulae in alchemy. |
Venom Lore |
27 Alchemy |
Passive |
Passively allows the wilder to use toxicology formulae in alchemy. |
Snipe |
60 Stealth |
None |
Allows the wilder to snipe a target that cannot see it, stunning it. |
Predation |
130 Outdoorsman |
8 essence |
Allows the wilder to ignore a percentage of armor for its melee and ranged attacks for a brief period of time when activated. Predation requires charges to activate, gaining them over time as the wilder kills foes. The duration and amount of armor ignored scales with Outdoorsman and Wisdom. |
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