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In case you just don't get it what an ability or attack skill tree do. Simple put ability skill is a skill that make you stronger and attack skill tree is a skill that help kill the enemy
I mean some skill description say
Fencer stance
" Using this ability tree's skills grants an extra stack of the effect (up to IV stacks). "
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Simple put ability skill is a skill that make you stronger
--- >> isn't that's passive skill ?? so I can't active passive skill.
Abilities have 3 main categories weapon, utility and sorcery.
Skills have categories like attack, manuveur, stance, charge or spell. Some skills belong to two categories like onrush from the 1h sword tree which has attack/charge. Attack skills are usually the ones which do a special weapon attack.
For a melee build you generally want to chose 1 weapon type like spear or 1h swords for example and focus on its ability tree. If it is 1h weapon you generally want then in addition either the shield tree, dualwield tree or the Right on Target ability from the warfare tree for a free offhand. The rest of the AP (ability points) are then ususally invested into utility trees. It would also be a good idea to pick a weapon tree for which the chosen character has a affinty for so you do not have to look for trainer or treatise.
also one more question, does dual dagger ( or sword ) increasing total counter chance from both weapon ?
Like left hand 2 %counter chance right hand 2% counter chance
does my counter chance is 4% ?
For example the deflect skill from dual wield tree works very well with 2 weapons with extra blockpower.
This is best distinguished from the modifiers "-skills energy cost" and "-spells energy cost". Ability = skill or spell. Thus if you have "-abilities energy cost", it will apply for both (physical) skills and (magical) spells.
Arcane Lore for example gives "-spells energy cost", this will not affect skills.
Passive skills are obviously just passive, they cannot be activated since they are passive. So it doesn't matter whether "passive skills" are "physical skills" or "magical spells", nothing passive can be activated.
However, passives generally only affect the skills/spells they're meant to apply on. In general, assume spells are a whole category unto their own, their active (debuff) effects aren't affected by gear, only by stats. Whereas physical skills will be affected by their own respective passive skills, as well as equipment (unless stated otherwise).
I recall counter chance is a flat adding up of values from both weapons. Same as block chance. Not sure about block power, but block power is also affected by block power coefficient, based on your Str and what weapon you're equipping. Dagger has 0.5x coefficient, meaning 10 Str = 5 block power; 1h sword has 1.1x, 10 Str = 11 block power. (I forgot what axe is, 0.9x or something.)
Axe is just above Daggers, above 1 Handed Axe is 2 Handed Axe, and uh I think 1 handed Mace then Staves then 2 Handed Mace then Spears, 2 Handed Sword, 1 Handed Sword.
Skill: Any activated ability that is not a spell, but which follows other common mechanics for abilities like energy cost. Contains many sub-categories. Affected by Skill Energy Cost attribute.
Spell: Magical abilities that are affected by many attributes and mechanics of magic category and Spell Energy Cost attribute. Spells have miracles instead of critical hits and the backfire mechanic instead of fumble. Projectile spells can still miss (affected by target's dodge), but they cannot be blocked.
Attack skill: Swing your weapon or shield while applying various effects. Attack skills have innate bonus to accuracy and some other attributes. Attack skills from weaponry and dual wielding ability trees can only be used when wielding at least one weapon of the corresponding type. Many attack skills can combine with other sub-categories like maneuvers and charges, in which case the classification is given as "Attack / Charge", for example.
Maneuver: A skill that performs some kind of utility action. Maneuver can also inflict damage, but if they are not classified as attacks, they do not use your weapons or their effects. Not all damaging maneuvers are attacks, however.
Stance: A unique buff available only with its corresponding weapon. Only one stance can be active at a time. Several maneuvers provide stance-like effects which can be stacked with actual stances. Despite requiring a specific weapon to use, all stances can provide at least some bonuses to attributes like Skill Energy Cost or Bleed Chance which can affect abilities not belonging to the corresponding weapon tree.
Charge: A skill that will reposition your character by one or more tiles. They are often, but not always, attacks. Many manuevers can also move your character, but are not necessarily considered charges.