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Showing below up to 54 results in range #101 to #154.

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Page Class RequiredStats Cost PrerequisiteSkill Cooldown Description SkillID NPConly JoinKey
Shake It Off Endurance

0 Toughness

0

Each round you are dazed or stunned, you have a (Toughness-10)% chance to shake off the effect. You also take 25% less initial damage from poison and the duration of poison is reduced by 25%.

Endurance_ShakeItOff No Shake It Off
Shank Short Blade

27 Agility

250 10

Activated; cooldown 10 (primary) or 20 (offhand). You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 to penetration rolls for each negative status effect your opponent suffers from.

ShortBlades_Shank No Shank
Shield Shield

0 Strength

100

You are skilled at wielding shields.

Shield No Shield
Shield Slam Shield

17 Strength

100 40

Activated; cooldown 40. You attempt to knock an opponent down and deal (strength modifier)d4 + your shield's AV bonus in damage. Your opponent gets a chance to resist (strength save; difficulty 20 + your strength modifier). Whenever you charge an opponent with a shield equipped, you get a free Shield Slam attack against them.

Shield_Slam No Shield Slam
Shield Wall Shield

25 Willpower

200 30

For the next three rounds, you automatically block all incoming melee attacks (may not be used with bucklers).

Shield_ShieldWall No Shield Wall
Short Blade Short Blade

0 Agility

50

You are skilled with small one-handed knives and blades.

ShortBlades No Short Blade
Short Blade Expertise Short Blade

0 Agility

0

You get +1 to hit with short blades. Also, the action costs of attacking with a short blade in your primary hand is reduced by 25%.

ShortBlades_Expertise No Short Blade Expertise
Single Weapon Fighting Single Weapon Fighting

17 Agility

17 Strength

100

You may choose not to make offhand attacks in exchange for mastery with a single weapon.

SingleWeaponFighting No Single Weapon Fighting
Slam Cudgel

25 Strength

150 50

Activated; cooldown 50. Cudgel attack, +1 penetration roll. A hit knocks your opponent back up to 3 spaces, pushing creatures and breaking through walls if their AVs are under 5 times your Str modifier. Stuns for 1 round plus 1 round for each space pushed. Being pushed through or into a wall does extra weapon damage each time. Can also destroy a wall or door if its AV is under 5 times your Str modifier.

Cudgel_Slam No Slam
Sling and Run Pistol

21 Agility

50

You receive no accuracy penalties for firing pistols while running.

Pistol_SlingAndRun No Sling and Run
Snake Oiler Persuasion

19 Ego

150

For purposes of bartering, your ego is treated as though it were 4 points higher.

Persuasion_SnakeOiler No Snake Oiler
Spicer Cooking and Gathering

17 Intelligence

50

When you choose ingredients to cook with, you can choose up to three instead of two. Meals cooked with three ingredients bestow more powerful status effects.

CookingAndGathering_Spicer No Spicer
Sprint 100 Tactics_Run No Sprint
Spry Acrobatics

17 Agility

100

You gain a +2 bonus to your DV.

Acrobatics_Dodge No Spry
Staggering Block Shield

21 Strength

200

Whenever you block an opponent's attack, there is a (Strength*2)-35% chance that your opponent is stunned for 1d2 rounds.

Shield_StaggeringBlock No Staggering Block
Staunch Wounds Physic

0 Intelligence

0

Bandages you apply are much more effective at stopping bleeding.

Physic_StaunchWounds No Staunch Wounds
Steady Hand Pistol

0 Agility

0

For purposes of determining your accuracy with pistols, your agility is treated as if it were 4 points higher.

Pistol_SteadyHands No Steady Hand
Steady Hands Bow and Rifle

19 Agility

0

For the purpose of determining your accuracy with bows and rifles, your agility is treated as if it were 4 points higher.

Rifle_SteadyHands No Steady Hands
Strapping Shoulders Heavy Weapon

19 Strength

0

You shoulder your weapons more effectively. Heavy weapons count for half their weight toward your encumbrance.

HeavyWeapons_StrappingShoulders No Strapping Shoulders
Submersion Miscellaneous

none

0 Submersion No Submersion
Suppressive Fire Bow and Rifle

19 Agility

150 Draw a Bead

You fire at a marked target. If your shot penetrates, your target is suppressed and can't move for 3-5 rounds. Then your target is unmarked.

Rifle_SuppressiveFire No Suppressive Fire
Sure Fire Bow and Rifle

19 Agility

150 Draw a Bead

You fire at a marked target with no accuracy penalty (the accuracy of your weapon still matters). Then your target is unmarked.

Rifle_SureFire No Sure Fire
Sweep Heavy Weapon

27 Strength

200 250

You fire five shots with your heavy weapon sweeping over a ninety degree cone.

HeavyWeapons_Sweep No Sweep
Swift Blocking Shield

19 Agility

200

You may block an additional attack per round.

Shield_SwiftBlocking No Swift Blocking
Swift Reflexes Acrobatics

17 Agility

0

You gain a +5 bonus to your DV when flinching away from missile attacks.

Acrobatics_SwiftReflexes No Swift Reflexes
Swimming Endurance

15 Toughness

100

Reduces the movement speed penalty when swimming (normally 50 points) by 25 points.

Endurance_Swimming No Swimming
Swipe Long Blade

17 Strength

200 15

Activated; cooldown 15.

Aggressive stance: You make an attack against all adjacent opponents. Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30). Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.

LongBladesSwipe No Swipe
Tactful Customs and Folklore

19 Intelligence

0

Whenever you begin the water ritual with a new creature, you gain 25 bonus reputation. If you purchase this power after you treat with a creature, you gain 25 bonus reputation the next time you treat with them.

Customs_Tactful No Tactful
Tactics Tactics

0 Agility

100

You are aware of basic combat tactics.

Tactics No Tactics
Tank Heavy Weapon

23 Strength

150

You suffer no movement penalty while wielding a heavy weapon.

HeavyWeapons_Tank No Tank
Template:Skill

23 Strength

150 50

Activated; cooldown 30.

You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.

No Template:Skill
Tinker I Tinkering

19 Intelligence

100

You may build items from low-tier schematics and you get 1 free schematic. You can also recharge energy cells and capacitors.

Tinkering_Tinker1 No Tinker I
Tinker II Tinkering

23 Intelligence

200 Tinker I

You may build items from medium-tier schematics and you get 1 free schematic.

Tinkering_Tinker2 No Tinker II
Tinker III Tinkering

29 Intelligence

300 Tinker II

You may build items from high-tier schematics and you get 1 free schematic.

Tinkering_Tinker3 No Tinker III
Tinkering Tinkering

15 Intelligence

100

You are skilled at examining, building, repairing and modding artifacts.

Tinkering No Tinkering
Tomorrowful Nonlinearity

Your precognitive visions last twice as long.

Nonlinearity_Tomorrowful No Tomorrowful
Trash Divining Customs and Folklore

21 Intelligence

150

Whenever you rifle through trash, there's a 5% chance you piece together clues and learn a random secret.

Customs_TrashDivining No Trash Divining
Tumble Acrobatics

23 Agility

150 Juke

You gain a +1 bonus to your DV. Additionally, Juke's cooldown is reduced to 20.

Acrobatics_Tumble No Tumble
Two-weapon Fighting Dual Wield

25 Agility

300 Ambidexterity

Your chance to strike with an off-hand weapon increases to 75%. Flurry's cooldown is reduced by 10.

Dual_Wield_Two_Weapon_Fighting No Two-weapon Fighting
Ultra Fire Bow and Rifle

29 Agility

300 Draw a Bead 100

Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have.

Rifle_OneShot No Ultra Fire
Wayfaring Wayfaring

15 Intelligence

100

You are skilled at wilderness survival.

Survival No Wayfaring
Weak Spotter Pistol

19 Agility

150

You are 5% more likely to score critical hits with pistols (standard chance is 5%).

Pistol_WeakSpotter No Weak Spotter
Weapon Expertise Single Weapon Fighting

21 Agility

21 Strength

150

Whenever you make a melee attack while single-weapon fighting, there's a 50% chance you immediately make a second attack for free.

SingleWeaponFighting_WeaponExpertise No Weapon Expertise
Weapon Mastery Single Weapon Fighting

29 Agility

29 Strength

300 Weapon Expertise

Whenever you make a melee attack while single-weapon fighting, immediately make a second attack for free.

SingleWeaponFighting_WeaponMastery No Weapon Mastery
Weathered Endurance

21 Toughness

200

You take 15% less damage from heating and cooling effects. Additionally, the severities of effects that change your temperature are reduced by 15%.

Endurance_Weathered No Weathered
Wilderness Lore: Canyons Wayfaring

17 Intelligence

50

Doubles the chance of interesting encounters while traveling in the desert canyons.

Reduces the chance of getting lost in the desert canyons from base 12% to 1%. On the overland map, you travel through the desert canyons twice as quickly.

Survival_DesertCanyonSurvival No Wilderness Lore: Canyons
Wilderness Lore: Flower Fields Wayfaring

15 Intelligence

25

Doubles the chance of interesting encounters while traveling in the flower fields.

Reduces the chance of getting lost in the flower fields from base 12% to 1%. On the overland map, you travel through the flower fields twice as quickly.

Survival_PlainsSurvival No Wilderness Lore: Flower Fields
Wilderness Lore: Hills and Mountains Wayfaring

17 Intelligence

50

Doubles the chance of interesting encounters while traveling in the hills and mountains.

Reduces the chance of getting lost in the hills and mountains from base 12% to 1%. On the overland map, you travel through the hills and mountains twice as quickly.

Survival_MountainsSurvival No Wilderness Lore: Hills and Mountains
Wilderness Lore: Jungles Wayfaring

19 Intelligence

50

Doubles the chance of interesting encounters while traveling in the jungles.

Reduces the chance of getting lost in the jungles from base 12% to 1%. On the overland map, you travel through the jungles twice as quickly.

Survival_JungleSurvival No Wilderness Lore: Jungles
Wilderness Lore: Marshes Wayfaring

15 Intelligence

50

Doubles the chance of interesting encounters while traveling in the salt marshes and watervine fields.

Reduces the chance of getting lost in the salt marshes and watervine fields from base 12% to 1%. On the overland map, you travel through the salt marshes and watervine fields twice as quickly.

Survival_SaltmarshSurvival No Wilderness Lore: Marshes
Wilderness Lore: Rivers and Lakes Wayfaring

19 Intelligence

50

Doubles the chance of interesting encounters while traveling across rivers and lakes.

Reduces the chance of getting lost in rivers and lakes from base 12% to 1%. On the overland map, you travel through rivers and lakes twice as quickly.

Survival_RiversLakesSurvival No Wilderness Lore: Rivers and Lakes
Wilderness Lore: Ruins Wayfaring

21 Intelligence

50

Doubles the chance of interesting encounters while traveling through chrome ruins.

Reduces the chance of getting lost in ruins from base 12% to 1%. On the overland map, you travel through ruins twice as quickly.

Survival_RuinsSurvival No Wilderness Lore: Ruins
Wilderness Lore: Salt Dunes Wayfaring

19 Intelligence

50

Doubles the chance of interesting encounters while traveling in the salt dunes.

Reduces the chance of getting lost in the salt dunes from base 10% to 1%. On the overland map, you travel through the salt dunes twice as quickly.

Survival_SaltDesertSurvival No Wilderness Lore: Salt Dunes
Wounding Fire Bow and Rifle

19 Agility

150 Draw a Bead

You fire at a marked target. For each penetration on each shot that hits, your target bleeds 1 point of damage per round (save: 20 + max damage of the weapon). Then your target is unmarked.

Rifle_WoundingFire No Wounding Fire

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