View table: Skills

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Table structure:

  • Class - List of Page, delimiter: /
  • RequiredStats - List of Wikitext string, delimiter: ,
  • Cost - Integer
  • PrerequisiteSkill - List of Page, delimiter: ,
  • Cooldown - Integer
  • Description - Wikitext
  • SkillID - String
  • NPConly - Boolean
  • JoinKey - String

This table has 154 rows altogether.

Recreate data.

Page Class RequiredStats Cost PrerequisiteSkill Cooldown Description SkillID NPConly JoinKey
Acrobatics Acrobatics

17 Agility

75

You are skilled at acrobatics.

Acrobatics No Acrobatics
Akimbo Pistol

17 Agility

150

Whenever you make a ranged attack while wielding multiple guns, you fire a shot with each of them.

Pistol_Akimbo No Akimbo
Ambidexterity Dual Wield

21 Agility

300 Offhand Strikes

Your chance to strike with an off-hand weapon increases to 55%. Flurry's cooldown is reduced by 10.

Dual_Wield_Ambidexterity No Ambidexterity
Amputate Limb Physic

23 Intelligence

50

You can voluntarily amputate your own limbs and the limbs of infected companions.

Physic_AmputateLimb No Amputate Limb
Apothecary Physic

25 Intelligence

100

Healing tonics you apply last an extra round.

Physic_Apothecary No Apothecary
Axe Axe

0 Strength

50

You are skilled with axes.

Axe No Axe
Axe Proficiency Axe

0 Strength

0

You get +2 to hit with axes.

Axe_Expertise No Axe Proficiency
Backswing Cudgel

23 Strength

100

Whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.

Cudgel_Backswing No Backswing
Beacon Fire Bow and Rifle

25 Agility

200 Draw a Bead Sure Fire

As long as your target is flaming, luminous, or phosphorescent, Sure Fire is upgraded to Beacon Fire. Beacon Fire shots are also treated as critical hits.

Rifle_BeaconFire No Beacon Fire
Berate Persuasion

19 Ego

150 50

Cooldown 50. You shame a nearby creature for 6d6 rounds, giving it a -4 penalty to DV, to-hit, Ego, Willpower and a -10 penalty to quickness.

Persuasion_Berate No Berate
Berserk! Axe

29 Strength

300 Dismember 100

Activated; cooldown 100.

You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Berserk puts Dismember on cooldown.

Axe_Berserk No Berserk!
Block Shield

0 Strength

0

As long as you wield a shield, there is a 50% chance you block one melee attack per round. When you block an attack, you add the shield's AV bonus to your AV for that attack. If you equip multiple shields, the one block per round limit is per shield, and you only can attempt to block a given attack once, using your best usable shield.

Shield_Block No Block
Bloodletter Short Blade

17 Agility

150

Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.

ShortBlades_Bloodletter No Bloodletter
Bludgeon Cudgel

17 Strength

150

Whenever you hit with a cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).

Cudgel_Bludgeon No Bludgeon
Bow and Rifle Rifle
Bow and Rifle Bow and Rifle

19 Agility

100

You are skilled with bows and rifles.

Rifles No Bow and Rifle
Butchery Cooking and Gathering

15 Intelligence

50

You can butcher fresh ingredients and other usable parts from animal corpses.

CookingAndGathering_Butchery No Butchery
Calloused Endurance

23 Toughness

200

Your natural AV improves to 1.

Endurance_Calloused No Calloused
Carbide Chef Cooking and Gathering

17 Intelligence

100

Whenever you gain a level, and 5% of the time you explore a new map, you become inspired for two days. While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.

CookingAndGathering_CarbideChef No Carbide Chef
Charge Tactics

17 Strength

150 15

You charge forward two or three squares and perform a melee attack with +1 to your penetration roll.

Tactics_Charge No Charge
Charging Strike (Axe) Axe

19 Strength

100 Cleave Charge

When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.

Axe_ChargingStrike No Charging Strike (Axe)
Charging Strike (Cudgel) Cudgel

19 Strength

100 Bludgeon Charge

When you charge with a cudgel and hit, you automatically daze your opponent.

Cudgel_ChargingStrike No Charging Strike (Cudgel)
Cleave Axe

19 Strength

150

Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to half your strength modifier, rounded up, +1 on a critical hit.

Axe_Cleave No Cleave
Conatus Self-discipline

23 Willpower

150

You may sprint for an additional 10 turns.

Discipline_Conatus No Conatus
Conk Cudgel

21 Strength

150 Bludgeon 10

Activated; cooldown 10.

You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds (unconscious opponents wake up dazed when they take damage).

Cudgel_Conk No Conk
Cooking and Gathering Cooking and Gathering

15 Intelligence

100

You are skilled at cooking and gathering meal ingredients.

CookingAndGathering No Cooking and Gathering
Cudgel Cudgel

0 Strength

50

You are skilled with crushing and bludgeoning weapons.

Cudgel No Cudgel
Cudgel Proficiency Cudgel

0 Strength

0

You get +2 to hit with cudgels.

Cudgel_Expertise No Cudgel Proficiency
Customs and Folklore Customs and Folklore

19 Intelligence

150

You are familiar with the customs and folklore of Qud.

Customs No Customs and Folklore
Dead Shot Pistol

25 Agility

200

Critical hits you score with pistols are more deadly.

Pistol_DeadShot No Dead Shot
Decapitate Axe

25 Strength

150 Dismember

Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).

Axe_Decapitate No Decapitate
Deft Blocking Shield

19 Agility

200

Your chance to block with a shield improves to 75%.

Shield_DeftBlocking No Deft Blocking
Deft Throwing Tactics

10 Agility

50

Your throw range is increased by 3 and your throw variance is halved when throwing at a target inside your throw range.

Tactics_Throwing No Deft Throwing
Demolish Cudgel

29 Strength

300 Slam 100

Activated; cooldown 100.

For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.

Cudgel_SmashUp No Demolish
Deploy Turret Tinkering

17 Intelligence

100

You may deploy missile weapons as static turrets.

Tinkering_DeployTurret No Deploy Turret
Disarming Shot Pistol

23 Agility

100

You have an agility-based chance to disarm your opponent when you score a hit with a pistol.

Pistol_DisarmingShot No Disarming Shot
Disassemble Tinkering

15 Intelligence

100

You can disassemble scrap and artifacts for bits. You get the most significant bit from the item schematic plus a 50% chance to receive each remaining bit.

Tinkering_Disassemble No Disassemble
Dismember Axe

21 Strength

150 30

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.

Axe_Dismember No Dismember
Disorienting Fire Bow and Rifle

25 Agility

200 Draw a Bead Wounding Fire

As long as your target can't see or hear any faction allies, Wounding Fire is upgraded to Disorienting Fire. Disorienting Fire also reduces your target's DV and MA by 4.

Rifle_DisorientingFire No Disorienting Fire
Draw a Bead Bow and Rifle

19 Agility

0

You spend a turn to draw a bead on a target and mark it. Whenever you fire at a marked target with a bow or rifle, your agility is treated as if it were 2 points higher for the purpose of determining your accuracy. You may only mark one target at a time. Targets get unmarked if you lose vision of them.

Rifle_DrawABead No Draw a Bead
Dueling Stance Long Blade

17 Intelligence

200

You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit with long blades and short blades.

LongBladesDuelingStance No Dueling Stance
Empty the Clips Pistol

27 Agility

300 200

Cooldown 200. For 20 rounds, firing a pistol only takes half a round instead of a full round.

Pistol_EmptyTheClips No Empty the Clips
En Garde! Long Blade

29 Strength 23 Agility

23 Strength 29 Agility

300 100

Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.

LongBladesDeathblow No En Garde!
Endurance Endurance

0 Toughness

100

You are skilled at enduring harsh conditions and situations.

Endurance No Endurance
Fastest Gun in the Rust Pistol

29 Agility

400

The action cost of firing pistols is reduced by 25%.

Pistol_FastestGun No Fastest Gun in the Rust
Fasting Way Self-discipline

17 Willpower

50

You hunger and thirst at one-half the normal rate.

Metabolic effects from meals last twice as long.

Discipline_FastingWay No Fasting Way
Flattening Fire Bow and Rifle

25 Agility

200 Draw a Bead Suppressive Fire

As long as your target is surrounded by 6 or more solid obstacles, Suppressive Fire is upgraded to Flattening Fire. Flattening Fire also knocks your target prone and disarms them.

Rifle_FlatteningFire No Flattening Fire
Flurry Multiweapon Fighting

17 Agility

17 Strength

0 60

Activated; cooldown 60. You make an attack with every hand, including extra hands granted by mutation or technology.

Multiweapon_Flurry No Flurry
Gadget Inspector Tinkering

15 Intelligence

0

You are much more successful at examining artifacts, and you can deploy wiring.

Tinkering_GadgetInspector No Gadget Inspector
Harvestry Cooking and Gathering

15 Intelligence

50

You can harvest fresh ingredients and other usable parts from plants.

CookingAndGathering_Harvestry No Harvestry
Heal First Aid

17 Intelligence

100

During each round you spend healing, you regain 5% of your maximum HP. If you take any action other than pass or you are attacked, the healing process is canceled. You may heal for up to five turns.

Firstaid_Heal No Heal
Heavy Weapon Heavy Weapon

0 Strength

100

You are skilled with heavy weapons.

HeavyWeapons No Heavy Weapon
Hobble Short Blade

21 Agility

150 30

You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).

ShortBlades_Hobble No Hobble
Hook and Drag Axe

23 Strength

150 50

Activated; cooldown 50.

You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save). This effect lasts for 9 rounds or until you dismember the opponent.

Axe_HookAndDrag No Hook and Drag
Hurdle Tactics

0 Agility

0

You receive no penalty to your DV when you sprint.

Tactics_Hurdle No Hurdle
Improved Aggressive Stance Long Blade

23 Strength

100

Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -3.

LongBladesImprovedAggressiveStance No Improved Aggressive Stance
Improved Defensive Stance Long Blade

23 Agility

100

Your DV bonus in defensive stance is increased to +3.

LongBladesImprovedDefensiveStance No Improved Defensive Stance
Improved Dueling Stance Long Blade

21 Intelligence

100

Your to-hit bonus in dueling stance is increased to +3.

LongBladesImprovedDuelistStance No Improved Dueling Stance
Inspiring Presence Persuasion

25 Ego

250

Your words embolden your companions.

Persuasion_InspiringPresence No Inspiring Presence
Intimidate Persuasion

17 Ego

200 50

Cooldown 50. You try to terrify adjacent, hostile creatures (1d8 + [Ego modifier] penetration roll vs. MA). On success, a frightened creature flees from you for 4d4 rounds.

Persuasion_Intimidate No Intimidate
Iron Mind Self-discipline

21 Willpower

100

Each round you are confused, you have a (Willpower-10)% chance to shake off the effect.

Discipline_IronMind No Iron Mind
Jab Short Blade

17 Agility

100

Whenever you make an offhand attack with a short blade, you immediately make another attack with that same weapon. Flurry attacks do not trigger this.

ShortBlades_Jab No Jab
Juicer Endurance

23 Toughness

150

You may ingest one additional tonic without it reacting adversely to the tonic you have already ingested.

Endurance_Juicer No Juicer
Juke Tactics

21 Agility

200 40

Activated; cooldown 40. You move one square at no action cost. You may swap squares with a hostile opponent.

Tactics_Juke No Juke
Jump Acrobatics

17 Strength

100 100

You jump into an unoccupied square within range 2. You cannot jump over a square occupied by a creature.

Acrobatics_Jump No Jump
Kickback Tactics

19 Strength

50

Whenever you fire a missile weapon at a target in melee range, you attempt to kick the target backwards.

Tactics_Kickback No Kickback
Lay Mine / Set Bomb Tinkering

17 Intelligence

50

You may lay down grenades as mines or set them as bombs.

Tinkering_LayMine No Lay Mine / Set Bomb
Lionheart Self-discipline

21 Willpower

100

Each round you are terrified, you have a (Willpower-10)% chance to shake off the effect.

Discipline_Lionheart No Lionheart
Long Blade Long Blade

0 Agility

100

You are skilled with long thrusting and slashing blades.

LongBlades No Long Blade
Long Blade Proficiency Long Blade

0 Strength

0

You gain access to two stances.

Aggressive stance: With a long blade in your primary hand, your long blade and short blade attacks gain +1 to your penetration roll but -2 to hit. Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV.

LongBladesProficiency No Long Blade Proficiency
Longstrider Endurance

25 Toughness

250

You may sprint for an additional 10 turns.

Endurance_Longstrider No Longstrider
Lunge Long Blade

17 Agility

200 15

Activated; cooldown 15.
Aggressive stance: Lunge through an empty space at an opponent and attack with +2 to your penetration roll. You must move through the empty space.
Defensive stance: You make an attack at an opponent then lunge backward 2 spaces.
Dueling stance: Attack an opponent with +1 to your penetration roll. The attack is guaranteed to hit and penetrate at least once.

LongBladesLunge No Lunge
Make Camp Wayfaring

15 Intelligence

0

Start a campfire for cooking meals and preserving foods.

Survival_Camp No Make Camp
Meal Preparation Cooking and Gathering

15 Intelligence

0

While at a campfire, you can cook from recipes, choose up to two ingredients to cook with, and preserve fresh foods.

Meals cooked from recipes bestow special status effects. Meals cooked with selected ingredients bestow dynamically-generated status effects. Preserved foods are used as meal ingredients.

CookingAndGathering No Meal Preparation
Meditate Self-discipline

0 Willpower

0 200

While meditating, you regenerate three times as fast, and negative status effects wear out three times as fast. The only action you can take while meditating is Wait. You stop meditating if you take damage in a single round exceeding (Willpower*3)-60. If you rest for 10 or more turns, you automatically begin meditating.

Discipline_Meditate No Meditate
Menacing Stare Persuasion

17 Ego

0 75

You stare down a nearby opponent and send him fleeing in terror.

Persuasion_MenacingStare No Menacing Stare
Mind over Body Self-discipline

29 Willpower

150

You hunger and thirst at one-sixth rate.

Metabolic effects from meals last six times as long. You suffer no penalty for becoming famished.

Discipline_MindOverBody No Mind over Body
Mind's Compass Wayfaring

15 Intelligence

0

Doubles the chance of regaining your bearings when you are lost.

Reduces chance of getting lost by about 15%. You travel on the overland map twice as quickly.

Survival_Trailblazer No Mind's Compass
Multiweapon Expertise Multiweapon Fighting

23 Agility

23 Strength

150 Multiweapon Proficiency

Your chance to strike with each of your offhand weapons is increased by 35%.

Multiweapon_Expertise No Multiweapon Expertise
Multiweapon Fighting Multiweapon Fighting

17 Agility

17 Strength

150

You are skilled at multiweapon fighting. Your chance to attack with offhand weapons is increased.

Multiweapon_Fighting No Multiweapon Fighting
Multiweapon Mastery Multiweapon Fighting

27 Agility

27 Strength

200 Multiweapon Expertise

Your chance to strike with each of your offhand weapons is increased by 50%.

Multiweapon_Mastery No Multiweapon Mastery
Multiweapon Proficiency Multiweapon Fighting

17 Agility

17 Strength

0

Your chance to strike with each of your offhand weapons is increased by 20%.

Multiweapon_Proficiency No Multiweapon Proficiency
Nonlinearity Nonlinearity

--

0

You extend.

Nonlinearity No Nonlinearity
Nostrums Physic

21 Intelligence

100

You can treat bleeding, poison, illness, and disease onset for you and your companions at a campfire.

Physic_Nostrums No Nostrums
Offhand Strikes Dual Wield

17 Agility

0

Your chance to strike with an off-hand weapon increases to 35%.

Dual_Wield_Offhand_Strikes No Offhand Strikes
Opportune Attacks Single Weapon Fighting

17 Agility

17 Strength

0

Whenever you score a critical hit with a melee weapon while single-weapon fighting, the cooldowns of up to two random weapon or shield skills are immediately refreshed.

SingleWeaponFighting_OpportuneAttacks No Opportune Attacks
Penetrating Strikes Single Weapon Fighting

23 Agility

23 Strength

200

Your attacks always penetrate one extra time.

SingleWeaponFighting_PenetratingStrikes No Penetrating Strikes
Persuasion Persuasion

17 Ego

100

You are skilled at convincing others.

Persuasion No Persuasion
Physic Physic

0 Intelligence

50

You are skilled at physicking.

Physic No Physic
Pistol Pistol

0 Agility

100

You are skilled with pistols of various kinds.

Pistol No Pistol
Pointed Circle Short Blade

23 Agility

100 Juke

Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.

ShortBlades_PointedCircle No Pointed Circle
Poison Tolerance Endurance

19 Toughness

100

You take 25% less initial damage from poison and the duration of poison is reduced by 25%.

Endurance_PoisonTolerance No Poison Tolerance
Proselytize Persuasion

23 Ego

300 25

You persuade an intelligent creature to join you.

Persuasion_Proselytize No Proselytize
Rebuke Robot Persuasion 100 Persuasion_RebukeRobot No Rebuke Robot
Rejoinder Short Blade

25 Agility

250

Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.

ShortBlades_Rejoinder No Rejoinder
Repair Tinkering

17 Intelligence

100

You may repair broken items with Bits.

Tinkering_Repair No Repair
Reverse Engineer Tinkering

25 Intelligence

100 Disassemble

Whenever you disassemble an item, you have a 25% chance to learn how to build the item.

Tinkering_ReverseEngineer No Reverse Engineer
Scavenger Tinkering

15 Intelligence

100

Whenever you step over garbage, you astutely rifle through it and occasionally discover scrap. Additionally, you harvest extra scrap from robots you destroy.

Tinkering_Scavenger No Scavenger
Self-discipline Self-discipline

0 Willpower

150

You are skilled at maintaining self-discipline.

Discipline No Self-discipline
Set Limb First Aid

19 Intelligence

100

If you spend five turns setting a limb, you may remove the Crippled status effect. If you take any action other than pass or you are attacked, the setting process is canceled.

Firstaid_Setlimb No Set Limb

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