1. Accidental Attack
Attack the target with melee weapon. Hit chance is reversed so the attack must miss to deal damage.

2. Acid Grenade
Throws an acid grenade at the target area, corroding armor and helmet.

3. Backstab
Move behind the target and attack head and helmet.
Requires: Dagger.

4. Bear Trap
Place a bear trap on an empty tile.

5. Berserker Charge
Charges to the target tile, attacking enemies around the landing tile.

6. Black Magic Grenade
Throws a magic grenade that has a random negative effect on the target area.

7. Blessing
Gives various beneficial effects to the target.

8. Bloodletting Therapy
Heal yourself or an ally with bloodletting Therapy.

9. Blood Lust
Increases combat power with blood lust. Can be used on self or allies. When casting a skill, the caster loses HP.

10. Bribe
Bribe the target enemy.

11. Cannon Barrage
After 2 turns, bombard the selected area.

12-1. Choke and Toss (Choke)
Chokes the target to sleep and enables the Toss skill.
12-2. Choke and Toss (Toss)
Throws the choked target to a designated empty tile to inflict damage

13. Battle Command
Command all allies to use Shield Wall, Spear Wall, and Riposte

14. Concentration
This turn, use all your AP to prepare for a powerful attack.

15. Close Quarters Combat Throwing
Active: Attacks with thrown weapons at close range.
Passive: Increases melee defense when throwing weapons are equipped.
Requires: Javelin / Throwing Axe / Throwing Spear / Staff Sling / Spiked Bolas

16. Battle Cure
- Removed effects: #Temporary injuries, #Damage over time, #Acid, #Goblin poison, #Stunned, #Dazed, #Staggered, #Other various debuffs
- Bandages and Antidote in bag : Using both items. Heal 50 HP. Reduce 50 fatigue. Removes Semi/Temporary Injuries. Immunity to Poison and Bleeding for 3~5 turns

17. Demonize
Gains great power through evil sorcery. But with great power comes great responsibility.

18. Devastating Blow
Use a powerful strike with a melee weapon. It puts a lot of strain on the weapon.
Requires: Melee Weapon.

19. Drain Blood
Cast on a bleeding target to deal damage and restore the caster's fatigue. This effect is enhanced by stacks of bleeding on the target.

20. Earthquake
Shakes the ground with magic, inflicting negative effects on targets in the area. Has no effect on caster himself.

21. Electric Shock
Deal electrical damage to the target and stun for 1 turn

22. Feast
Feast on a corpse to regain health and reduce fatigue.

23. Fire Ball
Casts a powerful fireball spell that explodes at the target location. Can hit many targets.

24. Hellfire Grenade
Throws a grenade that emits malicious magical flames, burning 7 tiles over 3 rounds. Burns away existing tile effects like Smoke or Miasma. This fire is stronger than normal flame, lasts longer, ignore fire immunity and burns all enemies and allies at the target location regardless. Anyone ending their turn inside the burning area will catch fire and take damage - friend and foe alike.
Requires: 300 Crowns

25. Flame Wave
Burns enemies in a straight line. Can hit many targets.

26. Fling Back
Throws the target behind the caster, dealing damage. The caster moves to the location where the target was originally. On hit, staggers the target and removes shieldwall / spearwall / riposte.

27. Force of Nature
Roots and damages the target with poisonous vines. (Ranged damage type)

28. Wicked Frenzy
Strengthens self or allies with wicked magic. When attacking an enemy within 1 tile, damage increases by +25%, but melee skill, ranged skill, melee defense, and ranged defense are reduced by -10. This effect lasts until the end of the battle.

29. Frost Blast
Casts a powerful cold spell. The area affected by the skill turns into a snow tile, and units located at that point become cold.

30. Gale Force
A strong wind knocks the target back 1~3 tiles and deals 10 armor-ignoring damage. On hit, staggers the target and removes shieldwall / spearwall / riposte.

31. Great Awakening
51% chance for the caster to gain the following effects : Deal ranged damage to nearby enemies. Skill AP cost reduced by half for 1 turn

32. Headbutt
Deals damage to a single target. Always hit the head. Melee hit chance.
Damage: 100% of Target's current used fatigue + 50% of Caster's current used fatigue (Melee damage type)

33. Magical Healing
Restores a friendly target's health, armor and helmet. 

34. Hide
Hide and avoid enemy attacks until the next turn. Enemies do not react to movement while this effect lasts. (Ignore ZOC)

35. Holy spear
Throws a holy spear filled with divine magic power at the enemy. Damage is increased if there are many friendly characters with this skill near the caster. Ranged damage type.

36. Judo throw
Throws the target back and deals damage. Removes shieldwall, spearwall, and riposte. Always 65% chance to hit.

37. Kick
Attacks the enemy with a kick. Duelist perks apply. Can hit the head

38. Line Breaker
Knock the target 1 tile back, dealing damage. The caster moves to the location where the target was originally. On hit, staggers the target and removes shieldwall / spearwall / riposte.

39. Magical Lute Song
Sing a magical lute song to relieve the fatigue of allies. Requires: Lute

40. Thunderstorm
Inflicts ranged damage to random enemies within 2 tiles around you for 10 times. The caster cannot act for 2 turns.

41. Forced March
When not in melee combat, move 1 tile without using AP.

42. Mark
Exposes the target's weaknesses and reduces melee and ranged defense.

43. Miracle
Heal and lower fatigue nearby allies. No effect on self

44. Stealing
Steals crowns from target. The stronger the enemy, the more crowns you have a chance to give away. Can only be used against humans and goblins

45. Multi Shot
Shoots arrows at multiple targets. Can not be used while engaged in melee. Requires: Bow or Crossbow

46. Penetrating Shot
Penetrates the target with a powerful shot. Attacks up to 2 additional targets in a line behind the target. Requires: Bow or Crossbow

47. Pincer Thrust
Attack the target along with any allies with spears within 2 tile of the target. Melee hit chance.

48. Telekinetic Explosion
Inflicts 25 fatigue to targets in the target area and pushes them out of the center. Staggers the targets and removes shieldwall / spearwall / riposte.

49. Abyssal Grab
Pulls a distant enemy target towards you and binds it with tentacles.

50. Purifying Flame
Cast a spell that exterminate undead in a wide area in front. Only affects enemy undead targets.

51. Extreme Weather
Causes abnormal weather, reduces the melee skills, ranged skills, melee defense, and ranged defense of all enemies on the battlefield

52. Revel
Drinking alcohol by the target increases morale to the maximum and decreases fatigue. The target becomes drunk. Can be used on self or allies.

53. Boulder Throw
Throws a huge boulder at an enemy, dealing damage. Ranged damage type. Duelist perks are partially applied. Can hit the head.

54. Throw Dirt
Throws dirt at the target, reducing attack power and initiative.

55. Banshee Scream
Inflicts damage and negative effects on targets in a wide area in front.

56. Shield Guard
Spend all AP this turn to reduce damage received by caster and target by 99% until the next turn. Caster lose 40% of the shield's durability.

57. Shadow Walk
Ignore zone of control and teleports to the target tile.

58. Shield Bash
Attack the target with a shield.

59. Shockwave
Create a shockwave with weapon to attack targets in a straight line. Can hit up to 5 targets in a straight line.

60. Slander
Boosts caster morale by demeaning allies.

61. Serpent Bind
Binds the caster and target to two giant serpents. If either the caster or the target becomes unbound, so will the other.

62. Double Edge
Attack the target (25% chance), or attack self (25% chance), or both (50% chance).

63. Storm Fury
Only attacks enemies within 1 tile. This skill always deals max damage.

64. Martial Strike
Attacks the target with a martial strike.

65. Summon Fiend
Summons a powerful monster for a limited time.

66-1. Raise Dead
Resurrects a corpse as a skeleton minion.
66-2 Unholy Bless
Make one of your skeleton minion permanently stronger with unholy magic.

67. Summon Spirit Wolf
Summon Spirit Wolf and send him charging into the enemy.

68. Forced Swap
Switch positions with the enemy.

69. Grappling
71% chance to inflict 25 fatigue and disarm the target.

70. Tai Chi Weapon Form
Utilize the mysterious Tai Chi weapon stance of the East to fully prepare for enemy attacks.

71. Tie Up
Tie up the target that cannot resist with rope. Stuns the target for 2 turns and ties it in place. After level 10, stronger nets are used.
Can only be used on stunned or netted targets.

72. Unleash the Rage
Releases inner rage, greatly increasing combat abilities.

73. War Crime
Let out a terrifying roar that negatively affects nearby enemies.

74. Warcry
Inflict a horrific, unforgivable, inhumane act on a target with very low health. The target dies instantly. Can be used on both allies and enemies.

75. Flood Bomb
Fills the 7 tiles containing the spot with a large amount of water, dealing damage and turning the terrain into a swamp.

76. Whirlwind Attack
Only attacks enemies within 2 tile.
Requires: One-Handed Melee Weapon

77-1. Riding a Giant Wolf
Ride a giant wolf and defeat your enemies.
77-2. Bite
The wolf bites the enemy

78. Point Blank Shot
Attacks enemies with extremely powerful close-range fire. The powerful recoil can knock back targets and yourself.

79. Agile Killer (passive)
If you are faster than the target when attacking, you gain +9 melee and ranged skills. If you are faster than the attacker when attacked, you gain +9 melee and ranged defense.

80. Transcendence (passive)
+2 All stats

81. Banner Lord (passive)
When you use the Battle Standard (banner item), you gain +20 Damage, +7 Melee Skill, +7 Melee Defense, +7 Ranged Defense

82. Battle Trance (passive)
You become stronger after using a lot of fatigue.
-When the currently used fatigue is 80% or more of the total fatigue: +8 Melee Defense, +8 Ranged Defense
-When remaining fatigue is 25 or less more: +8 Melee Skill, +8 Ranged Skill

83. Vengeance (passive)
Once per turn, when this character successfully attacks or dodges, deals 5 damage. (This damage cannot kill the target)

84. Mana Mastery (passive)
Ranged damage increases by 40% of the current Resolve.

85. Challenger (passive)
When you kill a human enemy with 450 or more experience, you and all allies recover 35 fatigue and gain 350 crowns. Works once per battle

86. Adaptive Counter (passive)
Gain additional Max Fatigue, Melee Skill, Ranged Skill by the following amounts: Ranged Defense x 1

87. Desolator (passive)
+25% AoE Damage per each following perk: #Crippling Strikes, #Executioner, #Fearsome

88. Drunken Master (passive)
When 'Drunk' or 'Hangover' : -30% Reduced damage taken. Increased damage from 'Improved Unarmed Strike'(Cestus) and
'Hand-to-Hand Attack'(Unarmed) Damage. (extra damage if off hand is empty)

89. Goblin Weaponology (passive)
When using the Goblin's named weapon: 50% chance to gain +100% Armor Penetration and +5 Melee Defense at the start of the turn (lasts 1 turn)

90. Harden Skin (passive)
By training the body to the extreme, one can become so invincible that even armor is not necessary
-When the head slot is empty: +12 Melee Skill, +12 Ranged Skill, +12 Melee Defense
-When the body slot is empty: +120 HP
-When the head and body slots are empty: No morale check triggered upon losing hitpoints

91. Head Collector (passive)
+15% Chance to hit head. When attacking, hitting the head restores 10 fatigue.

92. Primitive Hunting Skills (passive)
When using the Throwing Spear / Staff sling / Spiked bolas / Orc javelin: Level x 3 Max Damage (max 60)

93. Kensei (passive)
-When using a sword: +9 Resolve, +9 Melee Skill
-When using a Warbrand or Nodachi: +9 Melee Defense, +9 Ranged Defense

94. Last Stand (passive)
+100% damage increase when current morale status is 'Wavering' or 'Breaking'

95. Lifestealer (passive)
When attacking, 30% damage lifesteal on hit

96. Masochism (passive)
This character enjoys its own pain and becomes stronger as they take more damage.

97. Oddball (passive)
+8% Damage per each following perk: \n#Resilient, #Steel brow, #Backstabber, #Anticipation, #Relentless, #Taunt, #Reach advantage, #Overwhelm, #Lone Wolf, #Head hunter

98. Orc Weaponology (passive)
When using an Orc\'s weapon or shield: +7 Fatigue Recovery per turn

99. Outsider (passive)
With no ally within 2 tiles of distance, gain a +9 bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve.

100. Warm-up (passive)
+5 All Stats. But unable to act for 1 turns at the start of battle.

101.  Prudence (passive)
- +10 Melee Defense
-When Fleeing state: 50% chance become Breaking state at start of turn
-Additional Action Point per tile moved

102. Rapid Reflexes (passive)
+20 initiative. -20% reduced damage taken.

103. Self Care (passive)
Veteran warriors take care of themselves in their non-combat time, tending to their wounds, repairing their gear, and preparing for the next battle.

104. Sharpshooter (passive)
When this character uses a 'Bow' or 'Crossbow', the 'Bullseye' and 'Anticipation' perks have the following additional effects: +5 Ranged Skill, +5 Damage per 1 tile distance from enemy.

105. Skull Surgery (passive)
When using Flail or Mace: +12 Melee skill

106. Steel Thorn (passive)
+10 Melee Skill and Defense when the you have the 'Spear Wall' or 'Riposte' buff

107. Veteran (passive)
Melee and Ranged Skill increase by +1 for every 15 working days. (Max bonus 50)

108. Propaganda
Affect the reputation of your mercenary group by engaging in propaganda activities. Propaganda can only be used once per battle and can only be used again when you participate in a battle and win it. The cooldown is shared with everyone. A high reputation value is determined as good, and a low reputation value is determined as evil.

109. Honest Attacker (passive)
Damage increased by +30%. Head attack probability is reduced to 0%.

110. Shield of Faith (passive)
When equipped with a Shield : +25 Max Fatigue +10 Bravery (This effect is doubled when it is a named or legendary shield)

111. Dragon Tooth Kick
Jumps towards a target 2 tiles away and strikes with a powerful flying kick. When hit, the target is knocked back.

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  1. Partyboy200
    Partyboy200
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    31. Multi Shot
    https://prnt.sc/-vqoafatUdYX
    Shoots arrows at multiple targets. Can not be used while engaged in melee. Requires bow/
    cost 4 AP and builds up 20 Fatigue. -30% damage, up to 3 multi-targets.

    32. Magical Healing
    https://prnt.sc/zmKWPY37aI53
    Restores a friendly target's health, armor and helmet. 
    Costs 6 AP and builds up 25 Fatigue.
    Scales with resolve.

    33. Rapid Reflexes (Passive)
    If the attack is slower than you, your melee and ranged defense increases by +5 and damage taken is reduced by 20%.

    34. Kick
    https://prnt.sc/8iGiQ4Zbjh6o
    Attacks the enemy with a kick. This attack hit chance is always fixed at 60%. Duelist perks are partially applied. Can hit head. 
    Costs 1 AP to use and builds up 5 Fatigue. 
    Cooldown 1 turn.

    35. Holy spear
    https://prnt.sc/1_LfVzeOaexQ
    Throws a holy spear filled with divine magic power at the enemy. Damage is increased if there are many friendly characters with this skill near the caster. Ranged damage type.

    36. Lifestealer (Passive)
    When attacking, 30% damage lifesteal on hit. (uncertain if you need to do body damage or not)

    37. Warm-Up (Passive)
    At the start of battle, you get the following effects: +5 All Stats. Unable to act for 1 turn.
    (uncertain if this effects fatigue recovery or not.)

    38. Great Awakening
    https://prnt.sc/G11Ro1SWCDWO
    20% chance to gain these effects:
    Skill AP cost reduced by half, Skill fatigue cost reduced by 50%. Being attacked or missing an attack does not effect fatigue. 
    Costs 0 AP and builds up 15 Fatigue. Lasts for 2 turns (Cooldown 5 turns)

    39. War-Crime
    https://prnt.sc/8yWD_M_q6rh4
    Melee attack that instantly kills either an ally or enemy.
    Costs 9 AP and builds up 25 Fatigue
    Gained effect: Max Mood, Max Morale, Killing Frenzy, Adrenaline, 50% less current fatigue.

    40. Self Care (Passive)
    https://prnt.sc/I1M1tXUz23MH
    At the end of battle: Fully recover Armor, Helm, HP.

    41. Headbutt
    https://prnt.sc/facuI_DCEB3d
    Deals damage to a single target. Costs 6 AP and uses 25 Fatigue. Damage scales with caster's current fatigue. (Damage=50% of casters current used fatigue +10 ~ 20)

    42. Odd Ball (Passive)
    https://prnt.sc/gL0s_-jUoPVp
    +8% Damage for each of the following perks:
    Resilient, Steel brow, Backstabber, Anticipation, Relentless, Taunt, Reach advantage, Overwhelm, Lone Wolf, Head hunter. 
    (I have rolled it twice and gotten the same perk requirements but still uncertain if random)

    43. Magical Lute Song
    https://prnt.sc/a9yjk6TiZEGj
    Costs 9 AP and builds up 35 Fatigue.
    Allies within 3 tiles: -10 Fatigue. (%0% increased effectiveness if the caster is a 'Minstrel')

    44. Battle Trance (Passive)
    https://prnt.sc/2V9AJXCSZeIV
    When Fatigue is 80% or more of the total fatigue: +8 Melee defense, +8 Ranged Defense.
    When remaining fatigue is 25 or less (max - current) +8 Melee skill, +8 Ranged skill.

    45. Phalanx (Passive)
    +5 Melee skill and +40% Melee damage when the user has the 'Spear Wall' buff.

    46. Summon Spirit Wolf
    https://prnt.sc/OL6hW2LUuxED
    Costs 6 AP and builds up 17 Fatigue.
    Can be used 1 time per battle. 
    When caster level is 10 or higher: +100% damage, +10 melee skill, +100 HP

    47. Serpent Bind
    https://prnt.sc/Zg57TXNGCBMU
    Binds the caster and target to two giant serpents. If either the caster or the target becomes unbound, so will the other.
    Costs 9 AP and builds up 22 Fatigue.

    48. Miracle
    https://prnt.sc/z2W6Vz4mU6W4
    Costs 9AP builds up 35 Fatigue.
    Range of 2
    Restores 20 health and reduces (20?) Fatigue.
    Once per battle.

    49. Banshee Scream
    https://prnt.sc/L0yG0Q2vOchT
    Inflicts damage and negative effects on targets in a wide area in front.
    Cooldown of 5 turns.

    50. Abyssal Grab
    https://prnt.sc/bFofq3J4BGUw
    Pulls a distant enemy target towards you and binds it with tentacles. 
    5 AP and 35 Fatigue.
    Range of 5.

    51. Unleash the Rage
    https://prnt.sc/i41kXlPxxZ24
    Costs 1 AP and 25 fatigue
    +30% melee damage, -30% reduced damage taken
    Lasts for 3 turns 
    CD of 9 turns.

    52. Shield Guard
    https://prnt.sc/ogoAaFAr9BGQ
    7AP 25 Fat
    Needs shield
    Reduce damage received by caster and target by 99% (can be used on self as well)
    Lasts one turn Caster loses 40% of the shields durability. 
    CD 5 turns

    53. Pincer Thrust
    https://prnt.sc/85bEeBvc3E-z
    Attack the target with any allies with spears within 2 tiles of the target. Melee hit chance.
    4AP and 20 Fatigue

    54. Kensei (Passive)
    https://prnt.sc/U5yqwyf594J_
    When using swords (Dragon slayer not included for some reason) +5 Resolve +7 melee skill
    When using the warbrand +10 melee defense.
    When using the nodachi: +10 ranged defense.

    55. Last Stand (Passive)
    https://prnt.sc/5EjXWtMIkJLI
    +75% damage increase when current morale is Wavering or Breaking.

    56. Forces Swap
    https://prnt.sc/ulYc33r1FIfB
    Switch places with a non rooted or stunned enemy. (You can't be either). 
    Costs 4 AP and 25 Fatigue
    inflicts 15 fatigue to enemy. Cooldown 1 turn.

    57. Prudence (Passive)
    https://prnt.sc/0sT3k37mLJQ4
    +10 melee defense
    When fleeing, 50% chance become breaking state at start of turn.
    +1 additional action point per tile moved(?????)

    58. All-Rounder (Passive)
    +2 to all stats
    (Uncertain if this applies to fatigue recovery)

    59. Hide
    https://prnt.sc/rGBgPbz5EI_9
    5 AP 15 Fat
    Hide and avoid enemy attacks until the next turn. Enemies ignore your ZOC.

    60. Agile Killer (Passive)
    https://prnt.sc/xPT91c1rXVm-

    61. Tie Up
    https://prnt.sc/HxF4NrlXfO61
    Tie up the target that cannot resist with rope. Stuns the target for 2 turns and ties it in place.
    Can only be used on stunned or netted targets. 
    (I believe they can't break free after)
    6AP 25 Fat
    CD 3 turns

    62. Mark
    https://prnt.sc/Esf0o3lCXSnT
    Spend an entire turn giving someone -15 melee and ranged defense for 3 turns.
    8AP 20 Fat

    63. Challenger (Passive)
    https://prnt.sc/TeV63o-OWi9B
    When you kill a human enemy with 450 or more experience, you and all allies recover 25 Fat and gain 250 Crowns. Works once per battle.

    64. Orc Weaponology (Passive)
    When using an Orc's melee weapon: +30 max fatigue, +5 Resolve, +3 Melee defense, +3 ranged defense.

    65. Slander
    https://prnt.sc/wYip9kQ1I6eY
    4AP and 15 FAT
    65% chance to make the caster's morale state confident and the target's morale state breaking
    (I believe this can only be used on allies)

    66.Point Blank Shot
    https://prnt.sc/ESzel-ii7Q-o
    Attacks enemies with extremely powerful close-range fire. Requires handgonne /  hextech rifle.
    9AP 20 FAT
    range of 1
    +20% chance to hit.

    67. Raise Dead + Unholy Bless
    https://prnt.sc/lL6s8uMUnUBW <- Raise Dead
    https://prnt.sc/N8flUXC6OO0M <- Unholy Bless

    Raise dead: Resurrects a corpse as a skeleton minion. 
    4AP 15 Fatigue
    2 uses per battle.
    Unholy Bless: make one of your skeleton minions permanently stronger with unholy magic.
    4AP 15 Fatigue
    +10 hit chance, +5 melee defense, bonus HP (caster level * 10), action points available becomes 9 (instead of 7 i think)
    1 use per battle.

    68. Sharp Shooter (Passive)
    When this character uses a Bow or Crossbow, the bullseye and Anticipation perks have the following additional effects: +5 Ranges kill. +3 damage per 1 tile from the enemy(!!!)

    69. Nice

    70. Adaptive Counter (Passive)
    Gain additional Max Fatigue, Melee Skill, Ranged Skill Equal to your ranged defense.

    71. Vengeance (Passive)
    This character has a 50% chance to expose the attacker's weakness when dodging a single melee attack. (-7 melee and ranged defense, 2 turn, stackable)

    72. Concentration
    https://prnt.sc/vnEiYpJeW-FP
    Damage increases by +50% until the next turn and melee and ranges kills increase by +20.
    6AP 15 Fat
    CD 3 turns

    73. Outsider (Passive)
    With no ally within 2 tiles, gain a 30% bonus to armor penetration.

    74. Veteran (Passive)
    Melee and Ranged skill increase by +1 for every 15 working days (Max bonus of +50 [750 days])

    75. Goblin Weaponology (Passive)
    When using the Goblin's named weapon: +30 damage, +10 resolve, +5 melee and ranged Defense.

    76. Forced March
    When not in melee combat, move 1 tile without using AP.
    Costs 0AP 1 Fatigue
    CD of 10 turns.

    77. Banner Lord (Passive)
    When you use the battle standard you gain +20 Damage +7 Melee skill, Defense, and Ranged defense. 

    78. Weather Control - Heavy rain
    9AP 25 Fatigue
    -15 Ranged skill to all.

    79. Mana Force
    For 3 turns, melee and ranged skills increase by +10, and ranged damage increases by 30% of the current resolve.
    CD 5 turns 
    0AP 10 Fatigue

    80. Judo throw
    https://prnt.sc/Dvn6DA1rm2ZV
    Throws the target back and deals damage. Removes shieldwall, spearwall, and riposte.
    Always 68% chance to hit.
    5 AP 25 Fatigue
    CD 3 turns

    81. Telekinetic Pull
    Pulls an enemy within 4 tiles of you towards you (uncertain if just by one tile or to closest tile from caster)
    6Ap 25 Fat
    25% additional hit chance (based on melee skill)

    82. Summon Fiend
    Summons a slow but powerful creature for a limited time.
    Caster loses 50% of current health when casting.
    4AP 20 Fatigue
    CD 15 turns
    Fiend lasts for 8 turns.
    When caster level is 10 or higher +10 damage and melee skill, and +100 health

    83. Purifying Flame
    https://prnt.sc/ytXxJwvETN89
    Cast a spell that exterminates undead in a wide area in front. Only effects enemy undead targets.
    8AP 35 Fat
    CD 20 turns 

    84. Shockwave
    https://prnt.sc/Nsk3ZR65mNWo
    Create a shockwave to attack targets in a straight line. Can hit up to 5 targets. Requires 2 handed melee weapon.
    8AP 35 Fatigue
    110% current weapon damage. 
    CD 2 turns.

    85. Penetrating Shot
    https://prnt.sc/hIONw8ESo9TN
    Attacks up to 2 additional targets in a line behind the target. Requires Crossbow.
    5% chance to hit (assuming this means +5 after your ranged skill?) and -3% chance to hit per tile of distance.
    -20% damage up to 3 targets.

    86. Riding a Giant Wolf
    https://prnt.sc/1kz5hBypShkZ
    5AP 35 Fatigue
    lasts for 3 turns
    CD 15 turns

    87. Martial Strike
    https://prnt.sc/f5eI6-e3ahSL
    Attacks the target with a martial strike.
    2 Ap 5 Fatigue

    88. Fling Back
    https://prnt.sc/S9_MwUMt1o1Z
    Unhold Toss back ability.

    89. Harden Skill (Passive)
    https://prnt.sc/oTyYs8kPy6PN
    Get stats while you are naked.

    90. Storm Fury
    https://prnt.sc/DtQibYgTE0Vr
    Only attacks enemies within 1 tile. This skill always deals max damage.
    8AP 40 Fatigue.
    (I think this is just an enhanced attack on one enemy)

    91. Weather Control - Heavy Snow
    https://prnt.sc/xVjN68A8-g7e
    +1 action point per tile, -10 melee skill to all.
    9AP 25 Fatigue.
    Cant be used if another weather control skill is already in use.

    92. Desolator (Passive)
    +20% AOE damage per each perk:
    Crippling Strikes, Executioner, Fearsome.
     
    93. Primitive Hunting Skills (Passive)
    https://prnt.sc/c3rXjVeQjsIS
    Increases max damage for throwing spear, staff sling, spiked bolas, and orc javelins by (level) * 3. Max of +60 (Level 20)

    94. Boulder throw

    95. Foot Sweep
    https://prnt.sc/WNIZ7cV-hHvE

    96. Revel 
    Something to do with removing hangover

    97. Head collector
    +10% chance to hit head. When attacking, hitting the head restores 5 fatigue.
    1. cocowing
      cocowing
      • member
      • 7 kudos
      4.0b patch

      - 'Heavy Rain' skill is replaced with the following skill: 'Extreme Weather' - Pay 399 crowns and give -5 hit and evasion debuff to all enemies.
      - 'Heavy Snow' skill is replaced with the following skill: 'Double Edge' - Unconditionally attacks self (25%), enemy (25%), and both (50%) depending on the probability. Consumes half the AP and fatigue of the main weapon skill.
      - 'Mana Force' skill is replaced with the following skill: 'Thunderstorm' - Deals 10 ranged damage to random targets in 2 tiles around you.
      - 'Bondage' (Passive) skill is replaced with the following skill: Mana Mastery - Ranged damage increases by 40% of current resolve.
      - 'Last Stand' (passive) effect increased from 75% to 100%.
      - 'War Crime', 'Drain Blood' skills decreased from 9 to 6 AP
      - Fixed a bug where the 'Abyssal Pull' skill made enemies invincible (unconfirmed)
      - 'Slander' range increased by 1, effect applied with 100% probability.
      - 'Purifying Flame' damage chance increased from 50% to 60%, cooldown reduced from 20 to 5
      - When 'Great Awakening' is activated, deals damage to nearby enemies. Skill activation probability increased from 20% to 35%

      Several skills have been removed and added.