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 →

SkillFiresWhat it does
Throwing Axe
projectilephysical
Every 1.9 sHurls a spinning axe at the nearest enemy. Pierces 2.
Ground Slam
areaphysicalmelee
After your movement skillWhere your Charge lands, the ground breaks: damage and stun around you.
Whirlwind
meleeareaphysical
Every 7.5 sEvery few seconds you spin, axes out, shredding everything close.
Bear's Rebuke
areaphysical
When you are hitWhen struck, bone spikes erupt around you and hurl enemies back.
Odin's Roar
area
When you go berserkGoing berserk, you ROAR: enemies flee in terror and you hit harder.
Úlfhéðnar
summonphysical
Every 11 sCalls a spectral wolf-warrior that hunts for 10 seconds (up to 2).
Gleipnir
areaphysical
Every 8 sThe fetter that bound Fenrir: ink chains lash out and drag the enemies around you into a knot in front of you.
Skin-Changer
physical
After your movement skillEach 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.
Shield-Biter
physical
Every 10 sYou bite your shield's rim and howl: +25 Rage, and the enemies around you rush at you.
Valkyrie's Refusal
area
At low lifeWhen 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.
Blood Eagle
physicalbleed
On a killSlain enemies may burst: their blood leaps onto up to 3 enemies nearby and makes them BLEED.
Bloodletter
physicalbleed
On a hitA weapon hit carves a deep wound: the enemy BLEEDS hard. Once every 1.4 s.

Elementalist

Full cards: ranks, peak forms, bonds →

SkillFiresWhat it does
Draugr Pyre
fireareaspell
On a killSlain enemies may burst into flame, burning those around them. Chains.
Thor's Wrath
lightningspell
When Resonance overflowsWhen your Resonance OVERFLOWS, Thor answers: a thunderclap that leaps between enemies. It spends no Resonance.
Brand of Muspel
fireareaspell
Every 6.5 sHurls a burning brand: a pool of fire that also HOLDS BACK THE MYRKR.
Niflheim's Breath
frostareaspell
Every 11 sAn icy breath freezes enemies around you. Frozen enemies shatter when they die.
Flame Ring
fireareaspell
Every 5.5 sEvery few seconds a ring of fire bursts out round you: damage, and everything it touches burns.
Frost Nova
frostareaspell
After your movement skillWhere your Blink lands, a ring of ice: damage, a short freeze, then a long chill.
Rime Ward
frostspell
When you are hitWhen 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.
Chain Lightning
lightningspell
On a critical hitA critical hit throws a bolt that strikes the enemy and jumps on to 4 more.
Ball Lightning
lightningspell
Every 8 sA slow ball of lightning drifts through the horde, zapping 2 enemies near it again and again.
Static Field
lightningareaspell
On a hitA weapon hit charges the air round you for 3 s: everything that stands close is shocked twice a second. Once every 4 s.
Prism
spell
On a DischargeEvery Discharge ECHOES a moment later, at half its strength.
Surge
spell
Every 12 sEvery 12 s your Resonance surges: +5 stacks, and your next Discharge is DOUBLED.

Huntress

Full cards: ranks, peak forms, bonds →

SkillFiresWhat it does
Rain of Arrows
projectileareaphysical
Every 6 sEvery few seconds a volley falls on the densest crowd in reach.
Piercing Shot
projectilephysical
Every 4.5 sOne heavy arrow that goes through everything in its line.
Split Shot
projectilephysical
On a hitAn arrow that lands splits: two more fly on to the nearest enemies. Once every 0.5 s.
Barbed Arrows
physicalbleed
On a hitYour weapon's hits BLEED.
Hunter's Mark
physical
On a critical hitA critical hit MARKS its target: it takes 25% more damage. When a marked enemy dies, the mark passes to the nearest.
Shrapnel
physicalarea
On a killSlain enemies may burst into splinters of bone, hurting those around them. Chains.
Bear Trap
trapphysicalbleed
After your movement skillEvery 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.)
Caltrops
trapareaphysical
When you are hitWhen struck, you scatter caltrops where you stand: what walks through them is slowed and BLEEDS. Once every 5 s.
Falcon
beastsummonphysical
Every 9 sCalls a falcon that dives at the strongest enemy and harries it for 7 seconds.
Skadi's Veil
movement
At low lifeWhen 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.
Barrage
projectilephysical
When Hawk's Eye opensWhen your Momentum PEAKS, you loose a ring of arrows all round you.
Riposte Shot
projectilephysical
On a dodgeA 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 →

SkillFiresWhat it does
Geri & Freki
beastsummonphysical
Always at your sideTwo wolves walk at your side for as long as this is slotted. They hunt what comes near you, and nothing can hurt them.
Bear Friend
beastsummonphysicalarea
Always at your sideA 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.
Huginn & Muninn
beastsummonphysical
Always at your sideTwo 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.
Boar
beastsummonphysical
Every 5.5 sA 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.
Ratatoskr
beastsummonprojectilephysical
On a killThe 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.
Spore Shrooms
summonarea
Every 5 sTwo 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.)
Seedlings
summonarea
On a killA 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.
Elder Ent
summonarea
Every 16 sAn 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.
Bloom
summonarea
After your movement skillWhere you surface from a Burrow, every sprout you have BURSTS at once -- and three saplings grow round you.
Entangling Roots
physicalbleedarea
On a hitRoots come up under what your weapon strikes: it and those beside it are held fast and BLEED. Once a second.
Barkskin
physical
When you are hitWhen 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.
Call of the Wild
beastsummon
When Kinship peaksWhen 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.

TagBerserkerElementalistHuntressGrovekeeperBlessings it opens
area6636Wide Swing
beast··16Kin of the Wild
bleed2·21Hel's Tithe
fire·3··Surtr's Kindling
frost·3··Ymir's Breath
lightning·4··Thor's Chains
melee2···Wide Arc
movement··1·none yet
physical10·117none yet
projectile1·51Fletcher's Kit, Ullr's Aim
spell·12··none yet
summon1·110Freyja's Chariot
trap··2·Skadi's Snares

Triggers

What sets a skill off, and how many of each pool's skills it fires.

TriggerBerserkerElementalistHuntressGrovekeeperBlessings it opens
On a clock5533none yet
After your movement skill2111After-Image
On a kill1112none yet
When Resonance overflows·1··none yet
When you are hit1111none yet
When you go berserk1···none yet
At low life1·1·none yet
On a hit1121none yet
On a critical hit·11·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···3none yet
When Kinship peaks···1none yet