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All 51 skills

Passive skills are always on. Active skills trigger during the duel. Use the filter to find the effect you want.

Passive and active skills

  • Passive skills change your numbers for the whole fight: more damage, dodge, block, armour, health, tempo or critical chance. Some are trade-offs, such as more damage for less health.
  • Active skills roll to trigger at the start of your action, often a limited number of times per fight. They include healing, berserk, nets and hugs that pin an enemy, bombs, roars that scare enemy pets away, hypnosis that steals them, and unavoidable crushing blows.
  • Reaction skills trigger outside your own action, for example after you dodge or block.

A fighter can own up to 8 skills, signature skill included, and at most two secondary schools. See schools for how that limit works, and how stats and skills combine.

The list

Hammerfist

  • Iron Knuckles

    Iron Knuckles Passive

    +2 Strength, +10% damage.

  • One-Two

    One-Two Passive

    Chains punches: +12% combo chance.

  • Knockout Punch

    Knockout Punch Active

    Once per fight: an unavoidable blow at 200% power.

  • Haymaker

    Haymaker Passive

    +6% critical, +5% damage.

  • Opening Bell

    Opening Bell Active

    Opens the fight with an unavoidable blow at 220% power.

  • Back to the Ropes

    Back to the Ropes Active

    Once, below 35% health: +60% damage for 3 actions.

Rootgrip

  • Rooted Stance

    Rooted Stance Passive

    +1 armour, +6% block.

  • Hip Throw

    Hip Throw Active

    Pins the target to the ground: it loses 2 actions.

  • Mountain Body

    Mountain Body Passive

    +3 Endurance, +10% max health.

  • Bear Hug

    Bear Hug Active

    Twice per fight: squeezes the target, which loses 2 actions.

  • Catch Breath

    Catch Breath Active

    Up to 3 times, below 50% health: recovers 7% of max health.

  • Bell Tabard

    Bell Tabard Passive

    +1 armour, +15% max health, -8% evasion, acts 4% less often.

Willow Step

  • Ginga Sway

    Ginga Sway Passive

    +12% evasion.

  • Cartwheel Tempo

    Cartwheel Tempo Passive

    +2 Speed, acts 10% more often.

  • Untouchable

    Untouchable Passive

    +8% evasion, +6% counter.

  • Rooftop Run

    Rooftop Run Passive

    +2 Speed, +6% evasion.

  • Showboat

    Showboat Passive

    +20% damage, -6% max health.

  • Gap in the Guard

    Gap in the Guard Passive

    After you dodge or block, 60% chance your next blow is a critical.

Old Steel

  • Blade Discipline

    Blade Discipline Passive

    +10% accuracy, +4% critical.

  • Parry-Riposte

    Parry-Riposte Passive

    +10% block, +10% counter.

  • Disarming Bind

    Disarming Bind Passive

    +25% chance to knock the opponent's weapon away.

  • Heron Lunge

    Heron Lunge Active

    Twice per fight: an unavoidable thrust at 160% power.

  • Padded Doublet

    Padded Doublet Passive

    Takes 8% less damage from every blow.

  • Thin Cut

    Thin Cut Passive

    Hits have an 18% chance to make the target bleed: 1.8% of its max health, 4 times.

Thornkick

  • Snap Kicks

    Snap Kicks Passive

    +2 Speed, +8% combo.

  • Flying Knee

    Flying Knee Active

    Twice per fight: an unavoidable knee at 180% power.

  • Shin Guards

    Shin Guards Passive

    +1 armour, +8% counter.

  • Clinch Knees

    Clinch Knees Active

    Locks the clinch: +30% damage for 4 actions.

  • Warm-Up

    Warm-Up Active

    Starts the fight warmed up: +30% damage for 5 actions.

  • Closing Kick

    Closing Kick Active

    Once, when the rival is below 35% health: an unavoidable kick at 220% power.

  • Ankle Kick

    Ankle Kick Passive

    Hits have a 15% chance to slow the target 35% for 3 actions.

Tavern Rules

  • Liquid Courage

    Liquid Courage Passive

    Survives the first knockout blow with 1 HP and heals 15% of max health.

  • Bottle Break

    Bottle Break Active

    Goes berserk: +50% damage for 3 actions.

  • Rowdy Roar

    Rowdy Roar Active

    Scares every enemy pet out of the yard.

  • Hair of the Dog

    Hair of the Dog Active

    Once, below 30% health: heals 25% of max health.

  • Second Helping

    Second Helping Passive

    Heals 15% of the damage you deal.

  • Sore Loser

    Sore Loser Passive

    Every blow you take adds +3% damage, up to +18%.

Skills for every school

  • Second Wind

    Second Wind Active

    Once, below 40% health: heals 35% of max health.

  • Thick Hide

    Thick Hide Passive

    +2 Endurance, +1 armour.

  • Beast Friend

    Beast Friend Passive

    Your pets gain 40% health and +2 damage.

  • Hypnotic Whistle

    Hypnotic Whistle Active

    Steals every enemy pet for the rest of the fight.

  • Powder Keg

    Powder Keg Active

    Blasts every enemy (fighter and pets) for 20 damage.

  • Stubborn

    Stubborn Passive

    +2 Strength, +1 Endurance.

  • Quick Feet

    Quick Feet Passive

    +3 Agility.

  • Pack Leader

    Pack Leader Passive

    Your pets gain 20% health and +1 damage.

  • Keen Eye

    Keen Eye Passive

    +6% critical.

  • Sticky Fingers

    Sticky Fingers Passive

    +15% chance to knock the opponent's weapon away.

  • Firecrackers

    Firecrackers Active

    Pops every enemy (fighter and pets) for 14 damage.

  • Millstone Arm

    Millstone Arm Passive

    +24% damage, acts 12% less often.

  • Burr Coat

    Burr Coat Passive

    Returns 15% of the damage you take to the attacker (at least 1).

  • Taped Grip

    Taped Grip Passive

    Your weapon is 60% harder to knock away or lose; +4% block.