CORE Actions (All "x" notations for skills mean the statistic will shift depending upon your level)
Rank |
Ability |
Path |
Cost |
Range |
Type |
Delay |
Duration |
Cooldown |
Description |
1 |
Gun Blast |
Rifleman |
40 |
5-100 |
Ranged Attack |
2s |
- |
- |
A gun attack which deals x damage to your enemy. |
1 |
Spanner Swipe |
Core |
35 |
Melee |
Melee Attack - Hex |
- |
- |
- |
You clobber your enemy with your spanner, dealing x damage. If the target is Hexed, then they will become snared, reducing their run speed by 40% for 10 seconds. |
2 |
Fire Bomb |
Grenadier |
25 |
5-100 |
Grenade |
1s |
- |
- |
You toss a grenade filled with flaming pitch which deals x Corporeal damage to your target. |
3 |
Penetrating Round |
Rifleman |
- |
100 |
Turret Attack - Hex |
- |
- |
- |
You build an upgrade into your Gun Turret. The Turret will now be able to blast the target with an armor-destroying round, dealing x damage and reducing their Armor by x for 20 seconds. |
3 |
Gun Turret |
Rifleman |
55 |
Self |
Summon |
3s |
3min |
5s |
You construct a turret with a self-aiming gun which will fire at distance enemies. |
3 |
Field Repair |
Core |
15/s |
20 |
Turret Heal |
- |
3s |
- |
Requires a Turret. You remotely activate your turret's self repair mechanism, restoring x health to it. |
4 |
Friction Burn |
Tinkerer |
30 |
Melee |
Melee Attack - Hex |
- |
9s |
10s |
A powerful swipe with your spanner which smacks all enemies in front of you up to 30 feet away, dealing x Corporeal damage over 9 seconds. |
5 |
Acid Bomb |
Grandier |
25 |
65 |
Grenade - Hex |
- |
20s |
- |
You toss a grenade which splatters a corrosive acid everywhere. Your target and all other enemies within 20 feet of them have Corporeal resistance reduced by x and suffer x Corporeal damage over 21 seconds. |
6 |
Flame Turret |
Tinkerer |
55 |
Self |
Summon |
3s |
3min |
5s |
You construct a turret with a self-firing flamethrower which will attack enemies at close range. |
6 |
Blunderbuss Blast |
Tinkerer |
35 |
CAE |
CAE Ranged Attack |
- |
- |
- |
You fir a blast of short-range pellets which deal x damage to all enemies in front of you, up to 40 feet away. |
7 |
Addling Shot |
Core |
20 |
100 |
Detaunt |
- |
15s |
15s |
You Detaunt your target, making them hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone that you have Detaunted, the effect will immediately end. |
8 |
Bombardment Turret |
Grenadier |
55 |
Self |
Summon |
3s |
5min |
5s |
You construct a turret with an auto-firing grenade launcher which will attack enemies at a moderate range. |
9 |
Incendiary Rounds |
Rifleman |
40 |
5-100 |
Magical Ranged Attack - Hex |
- |
10s |
- |
You fire bullets that burst into flame when they strike the enemy, dealing x Corporeal damage over 15 seconds. |
10 |
Barbed Wire |
Core |
30 |
PBAE |
CC - Hex |
- |
5s |
20s |
You fling coils of barbed wire all around you, rooting all enemies within 30 feet in place for 10 seconds. There is a 50% chance of the root breaking with every hit. |
11 |
Flak Jacket |
Core |
35 |
Self |
Buff - Enchantment |
2s |
60min |
- |
You don an experimental suit of protective gear, increasing your Armor by x for up to 1 hour. This effect will fade after you are hit 20 times. The armor just might be improved up to a proper Dwarf standard with only a few hundred years of further work and refinement. |
12 |
Hip Shot |
Grenadier |
35 |
100 |
Grenade |
1s |
- |
10s |
A quick shot from the hip which deals x damage. This attack may be used at close range. |
13 |
High Explosive Grenade |
Grenadier |
13 |
20ft |
Turret Attack |
- |
- |
- |
You build an upgrade into your Bombardment Turret. The Turret will now be able to launch a grenade packed with explosives at the target, dealing x Corporeal damage to the victim and all enemies within 20 feet of them. |
14 |
Flashbang Grenade |
Grenadier |
35 |
65 |
Grenade |
1s |
- |
10s |
You toss a grenade which explodes with a burst of force, dealing x Corporeal damage to the target. The blinding flash interrupts the victim and all enemies within 20 feet of them. |
16 |
Fragmentation Grenade |
Grenadier |
40 |
65 |
TAE - Hex |
1 |
15s |
5s |
You lob a grenade which shatters when it hits your enemy, dealing x damage over 15 seconds to the target and all other enemies within 20 feet of them. |
17 |
Machine Gun |
Rifleman |
- |
100 |
Turret Attack |
- |
- |
- |
You build an upgrade into your Gun Turret. The Turret will now be able to fire a rapid series of shots at the target for up to 3 seconds, repeatedly dealing x damage twice per second. |
18 |
Land Mine |
Tinkerer |
50 |
GTAE 65 |
Create Bomb |
1s |
60s |
15s |
You fling out a land mine which arms itself immediately and persists for up to 1 minute. The mine will detonate when an enemy gets too close, dealing x damage to all enemies within 30 feet and knocking them down for 2 seconds. |
20 |
Concussion Grenade |
Greadier |
30 |
65 |
Grenade Attack |
1s |
- |
10s |
You lob a grenade that releases a powerful shockwave on impact, dealing 45 Corporeal damage to your target and knocking them back a short distance. Monsters will be knocked down instead. |
22 |
Redeploy |
Core |
30 |
Self |
Turret Redeploy |
- |
- |
20s |
Requires a Turret. You activate your Turret's automatic redeployment mechanism, instantly moving it to your current location. |
25 |
Self Destruct |
Core |
35 |
Self |
CC |
- |
- |
60s |
Requires a Turret. You activate the self-destruct mechanism built into your turret, destroying the turret and dealing x damage to all enemies within 30 feet of it, knocking them down for 5 seconds. |
28 |
Burn Salve |
Tinkerer |
55 |
Group |
Buff - Enchantment |
- |
60min |
- |
You distribute burn salve to your group, increasing everyone's Elemental resistance by x for 1 hour. |
30 |
Signal Flare |
Rifleman |
25 |
100 |
DoT - Hex |
- |
15s |
20s |
You mark the enemy with a bright signal flare, dealing x damage over 21 seconds and reducing their chances to dodge or block attacks by 5%. |
35 |
Static Discharge |
Tinkerer |
35 |
PBAE |
PBAE Attack |
- |
- |
5s |
You quickly trigger one of your many gadgets and release a sudden shockwave, dealing x Corporeal damage to all enemies within 30 feet. |
40 |
Focused Fire |
Rifleman |
25/s |
5-100 |
Ranged Channeled Attack |
- |
3s |
8s |
You focus all of your shots on your enemy for up to 3 seconds, dealing x damage to them every second. This effect will end if you lose your concentration or run out of action points. |
Masteries that build CORE Actions
Rank |
Ability |
Path |
Cost |
Range |
Type |
Delay |
Duration |
Cooldown |
Description |
x5 |
Crack Shot |
Rifleman |
35 |
5-100 |
Ranged Attack |
2s |
- |
30s |
A well-aimed shot which deals x damage and disarms your target for 5 seconds, making them unable to use their weapons. |
x9 |
Snipe |
Rifleman |
30 |
5-150 |
Ranged Attack |
3s |
- |
10s |
A slow but powerful gun shot which deals x damage to your enemy and can not be defended against. |
x13 |
Phosphorous Shells |
Rifleman |
40 |
80 |
Ranged Attack - Hex |
1s |
6s |
20s |
You blast your enemy with powerful and unstable phosphorous ammo, dealing x Corporeal damage to them. The victim and all enemies within 20 feet of them will also suffer x Corporeal damage over 15 seconds as the shells burst into flame. |
x5 |
Sticky Bomb |
Grenadier |
40 |
65 |
Grenade Attack - Hex |
- |
9s |
10s |
A packet of explosives which sticks to your target and slowly burns, dealing x Corporeal damage over 15 seconds. If the effect runs for its full course, then a concealed inner package of explosives will suddenly detonate, dealing x Corporeal damage to the victim and all enemies within 20 feet of them. |
x9 |
Strafing Run |
Grenadier |
50 |
LAE |
Grenade Attack |
- |
- |
30s |
You call for air support, signaling for a strafing run which deals x damage to all enemies in a line in front of you, up to 65 feet away. Any enemy players hit by the powerful shells will be sent flying away from you, while monsters will be knocked down. |
x13 |
Napalm Grenade |
Grenadier |
35 |
GTA 65 |
Grenade Attack |
- |
30s |
30s |
You toss a grenade packed full of dangerous napalm gel on to the ground, where it will burst open and burn for 30 seconds, causing damaging every 2 seconds to any enemies who come within 20 feet of that spot. The firest increase in intensity over time, causing x Corporeal damage during the first 10 seconds, x Corporeal damage for the next 10 seconds, and x Corporeal damage for the final 10 seconds. |
x5 |
Lightning Rod |
Tinkerer |
45 |
Self |
Deployable |
1s |
9s |
20s |
You deploy a shock rod at your feet which will remain for up to 9 seconds and periodically blast out with waves of power, dealing x Corporeal damage every 3 seconds to all enemies within 30 feet of it. |
x9 |
Bugman's Best |
Tinkerer |
35 |
PBAE |
Deployable |
2s |
15s |
10s |
You carefully unpack a mini-keg of rare and precious Bugman's Finest Stout with reverential awe. For the next 15 seconds, the faint vapors escaping from the keg will rejuvenate any allies within 30 feet of it, restoring x health every 3 seconds. You dream of the day that the brew will be aged enough to actually tap and drink. |
x13 |
Electromagnet |
Tinkerer |
30 |
PBAE |
Deployable |
- |
4s |
20s |
You set up a device which unleashes a powerful wave of force, pulling up to six enemy players within 65 feet inwards towards it and knocking down monsters. 1 second later, the device blasts outwards and snares all enemies within 20 feet, reducing their movement speed by 40% for 4 seconds. |
CORE Morale
Rank |
Ability |
MRank |
Range |
Duration |
Description |
8 |
Point Blank |
1 |
65 |
- |
A mid-range attack that deals x damage and knocks targeted player away. Monsters will be knocked down. |
12 |
Unshakable Focus |
2 |
Self |
10s |
A cold unyielding focus increases your damage by 100% for 7 seconds. |
16 |
Concealment |
1 |
Self |
10s |
With luck and experience you are able to Dodge all ranged attacks and Disrupt all magic attacks against you for x seconds. |
20 |
Focused Mind |
2 |
Self |
7s |
For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities with build 50% faster and may not be set back. |
24 |
Explosive Shots |
3 |
Self |
10s |
All of your ranged attacks will explode for the next 10 seconds, dealing x damage to all enemies within 30 feet of your target. This effect will not trigger more than once every second. |
28 |
Autoloader |
1 |
Self |
10s |
You regain action points 30% faster for 10 seconds. |
32 |
Armored Plating |
2 |
Group |
20s |
Everyone in your group takes 20% less damage for 20 seconds. |
36 |
Cannon Smash |
3 |
100 |
30s |
A massive cannonball smashes into your target, dealing x damage and knocking them down for 5 seconds. The victim's armor is reduced by x for 30 seconds. |
40 |
Hall of Doom |
4 |
100 |
5s |
You focus on a spot on the ground for up to 5 seconds, constantly shooting at all enemies within 30 feet of that area for x damage. |
CORE Tactics
Rank |
Ability |
Description |
11 |
Stoutness of Stone |
You recover from Stuns and Knockdowns 50% quicker. You will still gain immunity based on the original duration. |
13 |
Expert Skirmisher |
You deal 25% more damage when you are within 45 feet of your target, but 20% less damage when you are further than 45 feet away from them. |
15 |
Reinforced Casing |
Adds x Wounds to your turrets. |
17 |
Stubborness |
Increases your Corporeal resistance by 6. |
19 |
Steady Aim |
Increases your Ballistic Skill by 4. |
21 |
Hand-Crafted Scope |
Increases your autoattack speed by 50% when using a gun. |
23 |
Ancestral Inheritance |
Increases your Armor by x. |
25 |
Clever Recovery |
If an enemy dodges any of your attacks, you will regain 75 Action Points. This effect will not trigger more than once every 3 seconds. |
27 |
Concussive Mine |
When your Land Mine detonates, any enemy hit by the blast will become disoriented for 10 seconds, increasing the build times of their abilities by 1 second. |
29 |
Pierce Defenses |
If an enemy blocks, dodges, or parries any of your attacks, their chances to block, dodge, and parry will be reduced by 15% for 10 seconds. |
31 |
Steady Hand |
Reduces the chance that you'll be set back from taking damage by 50%. |
33 |
Rune of Forging |
When you construct a turret, it will gain a protective barrier which will absorb up to x damage within the first 180 seconds. |
35 |
Proximity Alarm |
Increases your chance to detect hidden enemies by 50% as long as you are standing within 20 feet of your turret. |
37 |
Tangling Wire |
After ending or being removed, Barbed Wire will now Snare targets by 40% and deal x damage over 5 seconds. |
39 |
Coordinated Fire |
Signal Flare will now also cause the victim to suffer 15% more damage from all sources. |
This page last modified 2008-12-15 19:39:36.