Support Skills help allies by buffing, hindering enemies by debuffing, or provide tactical advantages without dealing direct damage. In addition, the support skill healing can be used to cure injured hirdmen and the witchcraft skill can be used at a camp to produce medicine which requires herbs as ingredient.
Benediction[]
This skill can only be used by Northumbrians, thus the only long time party member with access to this skill is Morcant.
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Sacrament | 9 | Attack | Double physical and mental resistances. | |
Damnation | 12 | Attack | ||
Supplication | 15 | Attack | ||
Condemnation | 18 | Attack | ||
Litany | 21 | Attack | ||
Total: | 75 |
Galder[]
This skill can only be used by Norsemen and only Norsemen benefit from using the abilities. You need 4 Sense to have access to all skills.
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Tyr's Favour | 9 | Attack Charge: 1 |
Raise damage reduction by 25% percent points for three turns. | |
Balder's Favour | 12 | Attack Charge: 1 |
Sets Physical resistance to 100% for three turns, making warriors immune to status effects like fire and poison. | |
Thor's Favour | 15 | Attack Charge: 1 |
Improves base melee damage by 20% for three turns. | |
Odin's Favour | 18 | Attack Charge: 1 |
Sets Mental resistances to 100% for three turns, making warriors fearless | |
Loki's Favour | 21 | Attack Charge: 1 |
Improves critical hit chances by 10 for three turns. | |
Total: | 75 |
Healing[]
This skill can be used by all characters with at least 6 Sense.
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Heal (Restore) |
9 | Attack Charges: 3 |
Restore lost health to a character. Improves healing by 10. | |
12 | Improves healing by 20. | |||
Cure | 15 | Attack | Heals almost any negative status effect the character is inflicted with. Improves healing by 30. | |
18 | Improves healing by 40. | |||
Revive | 21 | Full action Charges: 2 |
Revives an incapacitated character with about 50% of his total hitpoints. Improves healing by 50. | |
Total: | 75 |
Leadership[]
This skill can be used by all characters with at least 4 Sense.
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Movement | 6 | Attack Charges: 3 |
+5% physical and mental resistances. Gives every allied unit one extra movement in the current turn. In case they spend the attack on movement as well, they can move two spaces more in that turn. | |
9 | +5% physical and mental resistances. | |||
Inspire | 12 | Attack Charges: 3 |
+5% physical and mental resistances. Gives a chosen friendly unit one extra attack. The extra attack can only be spent by using a normal attack or a skill which requires an attack, can't be used for movement like a normal attack action. | |
15 | +5% physical and mental resistances. | |||
Ruse | 18 | Attack Charge: 1 |
+5% physical and mental resistances. Every enemy in a 2 hex radius from the centre must leave the area, unless they are engaged in melee combat. | |
Total: | 60 |
Protect[]
This ability can be used by character who have at least four Endurance.
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Protect | 9 | Attack | Gives every allied unit adjacent to the user the same damage reductions as the user. In case one or two damage reduction are higher than the user, this skill doesn't lower them. Great skill for tanks and other units frequently found in the shieldwall. |
Snaring[]
Spot Traps[]
To being able to invest skill points in this skill, a character needs 4 Perpection.
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Spot traps | 6 | Free | Whenever the character moves a hex, the hex where the unit walks to, will be checked on the presence of traps. In case there is a trap, the character will halt at the previous hex in the chosen route and the hex with a trap, has a red circle inside it. | |
9 | Increases the chance to spot non-combat traps. Whenever the character moves a hex with spot traps activated, all adjacent hexes will be checked on the presence of traps. | |||
Disarm | 12 | Attack | The character can disarm spotted traps. The disarmed trap is added to the inventory. |
Tactical Move[]
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Tactical Move | Free | Attack | Halves the user's moves, but allows him to move through traps and Attacks of Opportunity without triggering them. |
Taunt[]
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Taunt | 10 | Attack
(Charges: 1) |
Forces the target to move their full movement toward the user (Mental Resistance) |
Witchcraft[]
This skill can be used by all characters with at least 4 Sense.
Skill Name | SP | Required Actions | Description | |
---|---|---|---|---|
Demoralise | 6 | Attack | Makes from one herb, one medicine each shift at the campsite. If an enemy fails to pass a mental resistance check, he/she will be demoralised for one turn, which gives a -50 penalty to max. ranged accuracy. | |
Poison | 9 | Attack | Makes from two herbs, two medicines each shift at the campsite. Gives the target the "Venomous" effect, which makes his attacks apply the "Poisoned" status on hit (character takes 15-30 damage at the end of the turn). | |
Dust | 12 | Free Charges: 2 |
Makes from three herbs, three medicines each shift at the campsite. Gives the target the "Drugged" status to anyone occupying the 3 front facing hexes (-2 Finesse and -2 Perception). | |
Talon | 15 | Free | Makes from four herbs, four medicines each shift at the campsite. Has a 50% chance to inflict Panicked (Mental Resistance; Character will behave erratically), 25% chance to inflict Frightened (Mental Resistance; Perception -1 and Sense -1), and 25% chance to inflict Terrified (Mental Resistance; Perception -3 and Sense -2). | |
Suggestion | 18 | Attack Charge: 1 |
Makes from five herbs, five medicines each shift at the campsite. Target gets "Hypnotized" (Mental Resistance; Switches sides for 1 turn). | |
Total | 60 |