Skills
Every class has its own pool. Skills drop in the mine; each fires on its own trigger.
Taking one. Skills lie on the floor as icons: click one to take it. A new skill takes a free slot; one you have ranks up (to 5). Ranks 3 and 5 add a mechanic, not just numbers. With every slot full, a panel asks what to replace, and the fight waits. A skill you give up is gone: replaced, passed on, or thrown off the bar with [Q].
Triggers. A skill fires on its own: on a clock, on a kill, when you are hit, after your movement skill... Fired skills wait a moment in a queue, so a burst that kills sets off the next: a cascade.
Tags decide what a bonus touches: +melee damage lifts your weapon and every melee skill. Your class's peak (Berserkergang, Hawk's Eye...) changes many skills while it lasts; Bonds join two skills you hold, and a Combo is what a skill does for another.
Slots. Berserker 5 · Elementalist 5 + Prism Slot (class level 10) · Huntress 5 + Falcon Slot (class level 10) · Grovekeeper 5 + Heartwood Slot (class level 10).
Berserker · Elementalist · Huntress · Grovekeeper · Tags · Triggers
Berserker
Full cards: ranks, peak forms, bonds →
| Skill | Fires | What it does |
|---|---|---|
projectilephysical | Every 1.9 s | Hurls a spinning axe at the nearest enemy. Pierces 2. |
areaphysicalmelee | After your movement skill | Where your Charge lands, the ground breaks: damage and stun around you. |
meleeareaphysical | Every 7.5 s | Every few seconds you spin, axes out, shredding everything close. |
areaphysical | When you are hit | When struck, bone spikes erupt around you and hurl enemies back. |
area | When you go berserk | Going berserk, you ROAR: enemies flee in terror and you hit harder. |
summonphysical | Every 11 s | Calls a spectral wolf-warrior that hunts for 10 seconds (up to 2). |
areaphysical | Every 8 s | The fetter that bound Fenrir: ink chains lash out and drag the enemies around you into a knot in front of you. |
physical | After your movement skill | Each Charge swaps your hide. BEAR: you take 20% less and being hit builds twice the Rage. WOLF: faster, swifter blows, and your weapon makes them bleed. |
physical | Every 10 s | You bite your shield's rim and howl: +25 Rage, and the enemies around you rush at you. |
area | At low life | When a blow drops you below 30% life, the Valkyrie turns away: you are untouchable for a moment and your Rage fills. Once every 45 s -- and once a chamber she refuses even a killing blow. |
physicalbleed | On a kill | Slain enemies may burst: their blood leaps onto up to 3 enemies nearby and makes them BLEED. |
physicalbleed | On a hit | A weapon hit carves a deep wound: the enemy BLEEDS hard. Once every 1.4 s. |
Elementalist
Full cards: ranks, peak forms, bonds →
| Skill | Fires | What it does |
|---|---|---|
fireareaspell | On a kill | Slain enemies may burst into flame, burning those around them. Chains. |
lightningspell | When Resonance overflows | When your Resonance OVERFLOWS, Thor answers: a thunderclap that leaps between enemies. It spends no Resonance. |
fireareaspell | Every 6.5 s | Hurls a burning brand: a pool of fire that also HOLDS BACK THE MYRKR. |
frostareaspell | Every 11 s | An icy breath freezes enemies around you. Frozen enemies shatter when they die. |
fireareaspell | Every 5.5 s | Every few seconds a ring of fire bursts out round you: damage, and everything it touches burns. |
frostareaspell | After your movement skill | Where your Blink lands, a ring of ice: damage, a short freeze, then a long chill. |
frostspell | When you are hit | When struck, a shell of ice closes round you: a Ward that takes the next blows, and the enemies near you are chilled. Once every 6 s. |
lightningspell | On a critical hit | A critical hit throws a bolt that strikes the enemy and jumps on to 4 more. |
lightningspell | Every 8 s | A slow ball of lightning drifts through the horde, zapping 2 enemies near it again and again. |
lightningareaspell | On a hit | A weapon hit charges the air round you for 3 s: everything that stands close is shocked twice a second. Once every 4 s. |
spell | On a Discharge | Every Discharge ECHOES a moment later, at half its strength. |
spell | Every 12 s | Every 12 s your Resonance surges: +5 stacks, and your next Discharge is DOUBLED. |
Huntress
Full cards: ranks, peak forms, bonds →
| Skill | Fires | What it does |
|---|---|---|
projectileareaphysical | Every 6 s | Every few seconds a volley falls on the densest crowd in reach. |
projectilephysical | Every 4.5 s | One heavy arrow that goes through everything in its line. |
projectilephysical | On a hit | An arrow that lands splits: two more fly on to the nearest enemies. Once every 0.5 s. |
physicalbleed | On a hit | Your weapon's hits BLEED. |
physical | On a critical hit | A critical hit MARKS its target: it takes 25% more damage. When a marked enemy dies, the mark passes to the nearest. |
physicalarea | On a kill | Slain enemies may burst into splinters of bone, hurting those around them. Chains. |
trapphysicalbleed | After your movement skill | Every Tumble leaves a trap where it began. The first enemy to step in it is held fast, with all those beside it, and BLEEDS. (Up to 3 traps.) |
trapareaphysical | When you are hit | When struck, you scatter caltrops where you stand: what walks through them is slowed and BLEEDS. Once every 5 s. |
beastsummonphysical | Every 9 s | Calls a falcon that dives at the strongest enemy and harries it for 7 seconds. |
movement | At low life | When a blow drops you below 35% life, the snow takes you: the enemies near you lose you and turn away, and for a moment nothing can touch you. Once every 30 s. |
projectilephysical | When Hawk's Eye opens | When your Momentum PEAKS, you loose a ring of arrows all round you. |
projectilephysical | On a dodge | A near miss -- a blow your Tumble slips -- is answered at once: an arrow at the one that swung, and it always crits. |
Grovekeeper
Full cards: ranks, peak forms, bonds →
| Skill | Fires | What it does |
|---|---|---|
beastsummonphysical | Always at your side | Two wolves walk at your side for as long as this is slotted. They hunt what comes near you, and nothing can hurt them. |
beastsummonphysicalarea | Always at your side | A bear stands with you for as long as this is slotted. It walks into the thick of them and roars: up to 6 enemies turn from you to it and stay there, and it slams the ground among them. |
beastsummonphysical | Always at your side | Two ravens fly with you for as long as this is slotted. Each harries the strongest enemy in sight, and what they strike is MARKED: it takes 20% more damage from everything. |
beastsummonphysical | Every 5.5 s | A boar trots at your heel for as long as this is slotted, and every few seconds it charges: a straight line through the thickest of them, hurling aside everything in its path. |
beastsummonprojectilephysical | On a kill | The squirrel of the world-tree runs with you for as long as this is slotted. It fetches the experience lying about, pelts an acorn now and then -- and at every kill, three at the enemies nearest the corpse. Once every 1.5 s. |
summonarea | Every 5 s | Two mushrooms come up in the path of the nearest enemies. One that is stepped near BURSTS in spores -- and so does one that withers: everything round it is hurt and slowed. (Up to 6.) |
summonarea | On a kill | A slain enemy may leave a sapling on its corpse. It grows for a moment, then BURSTS in thorns -- at once, if something walks into it. |
summonarea | Every 16 s | An old tree gets up and walks, slowly, at the nearest enemy, slamming the ground round itself. After 10 seconds it withers -- and BURSTS into splinters, three times as hard. A new one makes the old one burst at once. |
summonarea | After your movement skill | Where you surface from a Burrow, every sprout you have BURSTS at once -- and three saplings grow round you. |
physicalbleedarea | On a hit | Roots come up under what your weapon strikes: it and those beside it are held fast and BLEED. Once a second. |
physical | When you are hit | When struck, bark grows over you: a Ward that takes blows before your life does, for 6 seconds -- and its thorns prick whoever strikes it. Once every 8 s. |
beastsummon | When Kinship peaks | When your Kinship PEAKS, the wild answers: every beast at your side is joined by a double for as long as the Stampede lasts. |
Tags
How many skills of each pool carry a tag. With 2 or more (bright), that tag's blessings can be offered to the class.
| Tag | Berserker | Elementalist | Huntress | Grovekeeper | Blessings it opens |
|---|---|---|---|---|---|
| area | 6 | 6 | 3 | 6 | Wide Swing |
| beast | · | · | 1 | 6 | Kin of the Wild |
| bleed | 2 | · | 2 | 1 | Hel's Tithe |
| fire | · | 3 | · | · | Surtr's Kindling |
| frost | · | 3 | · | · | Ymir's Breath |
| lightning | · | 4 | · | · | Thor's Chains |
| melee | 2 | · | · | · | Wide Arc |
| movement | · | · | 1 | · | none yet |
| physical | 10 | · | 11 | 7 | none yet |
| projectile | 1 | · | 5 | 1 | Fletcher's Kit, Ullr's Aim |
| spell | · | 12 | · | · | none yet |
| summon | 1 | · | 1 | 10 | Freyja's Chariot |
| trap | · | · | 2 | · | Skadi's Snares |
Triggers
What sets a skill off, and how many of each pool's skills it fires.
| Trigger | Berserker | Elementalist | Huntress | Grovekeeper | Blessings it opens |
|---|---|---|---|---|---|
| On a clock | 5 | 5 | 3 | 3 | none yet |
| After your movement skill | 2 | 1 | 1 | 1 | After-Image |
| On a kill | 1 | 1 | 1 | 2 | none yet |
| When Resonance overflows | · | 1 | · | · | none yet |
| When you are hit | 1 | 1 | 1 | 1 | none yet |
| When you go berserk | 1 | · | · | · | none yet |
| At low life | 1 | · | 1 | · | none yet |
| On a hit | 1 | 1 | 2 | 1 | none yet |
| On a critical hit | · | 1 | 1 | · | none yet |
| On a Discharge | · | 1 | · | · | none yet |
| When Hawk's Eye opens | · | · | 1 | · | none yet |
| On a dodge | · | · | 1 | · | none yet |
| Always at your side | · | · | · | 3 | none yet |
| When Kinship peaks | · | · | · | 1 | none yet |