View table: Skills
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.
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. |
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 |