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Attention |
After an ally takes an extra turn provided by the character, the ally gains +7% armour, +7% dodge, and +3 movement points until the end of combat. Does not stack. |
A |
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Cataclysm |
All damage dealt by the character is increased by +3% until the end of combat for every new enemy damaged by them this combat. |
C |
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Contagion |
Whenever you apply blinded, slowed, fatigued, perplexed, or disturbed effects, one random enemy within 5 cells of the target also gains that effect for 1 round. The same happens if you inflict stunned or prone, but the random target makes a resistance test to avoid the effect. |
C |
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Critical Velocity |
The character’s critical hit chance and critical damage are increased by +7% of their dodge. |
CV |
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Crushing Assault |
The character’s first melee attack each round deals an additional +2 damage for every cell between the character’s current position and the spot where they started their 1. The distance is measured in a direct line, ignoring all terrain, with every second diagonal cell counting as two. |
CA |
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Deadly Aim |
If the character’s dodge reduction is higher than the enemy’s dodge, the character’s damage against that enemy is increased by +1% for every 5% difference between the character’s dodge reduction and the enemy’s dodge. This bonus} damage is tripled for critical hits. |
DA |
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Deathdealer |
Every round, after the character kills the first enemy, the character immediately makes an additional single attack against the closest enemy they can target with the same weapon if possible. This attack deals 30% base damage with a +10% bonus for every difficulty tier of the first killed enemy, i.e. if the enemy was of difficulty tier I, this attack deals 40% damage in total. |
D |
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Degraded Defence |
Whenever the character deals damage to an enemy, that enemy suffers +1 stack of the degraded defence effect for every 6 damage that the character has dealt. Whenever an ally attacks that enemy, they deal additional damage equal to the number of degraded defence stacks. |
DD |
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Destroyer |
Every character’s melee attack reduces the target’s armour by -% until the end of combat. This reduction is applied before damage is calculated. Stacks. |
D |
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Eager for Battle |
During the first turn of combat, the character has +2 additional action points. |
EB |
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Extermination |
Any damage the character deals is increased by +1. for every attack they have made this combat. Does not affect damage-over-time effects: :bleeding, burning, or toxin. |
E |
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Firebrand |
If an extra turn given by the character’s abilities or talents grants MP, the target gains +4 additional MP; if AP the target gains +1 additional AP. |
F |
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Flagbearer |
Allies within 2 cells around the character deal +(3 + character’s 1 bonus)% more damage and suffer -(3 + character’s TGH bonus)% less damage. If multiple characters have this - the effect does not stack. |
FB |
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Flesh Wounds |
At the start of the character’s turn, they restore 10% of their maximum wounds. If the character has less than 20% of wounds left, they restore 20% of their maximum wounds instead. |
FW |
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Full Attention |
Targets that consider the character a priority target deal -40% less to the character’s allies. |
FA |
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Grievous Wounds |
Enemies that have 0 deflection or 0% armour against the character’s attacks suffer +10% additional damage from the character. If an enemy has both 0 deflection and 0% armour, those damage bonuses stack. |
GW |
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Lethal Threat |
Enemies hit by the character with a melee attack must pass a |
LT |
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Martyrdom |
Whenever the character deals damage to an enemy, that enemy suffers +1 stack of the degraded defence effect for every 6 damage that the character has dealt. Whenever an ally attacks that enemy, they deal additional damage equal to the number of degraded defence stacks. |
M |
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Masterful Precision |
Deadeye shot deals an additional +(3 x PER bonus)% damage. The following ranged attack abilities gain deadeye shot benefits (x 1.5 range and the additional damage from the talent itself): - Bounty Hunter’s |
MP |
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Puncture |
If the character’s armour penetration is higher than the enemy’s armour, the character’s critical hit chance against that enemy is increased by +2% for every 5% difference between the character’s armour penetration and the enemy’s armour. |
P |
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Relentless |
Whenever the character is healed, they regain +(5 x character’s TGH bonus)% more wounds. |
R |
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Revenge |
Whenever the character loses wounds, their next melee attack gains +1 damage for every 2 wounds the character has lost. Stacks. |
R |
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Steel Shell |
The character’s deflection is doubled against single-target attacks. |
SS |
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Tough as Steel |
The character gains an additional 12 wounds. Those wounds are further increased by |
TS |
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Tricky Defence |
As long as the character wears light armour, their dodge is increased by half of the armour bonus of that armour. |
TD |
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Unbreakable Will |
The character gains a bonus to all resistance tests equal to +(5 x deflection). |
UW |
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Unstoppable |
The character becomes immune to all effects that reduce their MP. They gain +(TGH bonus / 2) MP. |
U |
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