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Bludgeons

Bludgeons

The ability to effectively use staffs, hammers, and maces. Bludgeon weapons rely on crushing force to pulverize armor, stun enemies, and control the battlefield.

Abilities

Icon Name Type Energy Cost Cooldown Description
Advanced Bludgeons Passive - -

Increases all unique, non-enchantment bonuses on bludgeon weapons by 25%.

For example, +8% Cripple Chance becomes +10% Cripple Chance.

Bludgeon Technique Passive - - "Yes, my weapon is large. And yes, it is heavy. But it is also mine."
Melee abilities cost 5% less Energy.
Concussive Force Passive - - "Let's see how hard your head is."

Gain +1.5% Stun Chance with bludgeons.

Slow attacking weapons gain additional Stun Chance, at the rate of +1% Stun Chance for every 10 Attack Speed below 100.

For example, an 80 Attack Speed weapon gains +2%.

Current bonus: +1.5% Stun Chance.

Continued Extraction Passive - - "I'm not done with you yet."
Whenever you attack a Hampered enemy, extend Hampered by 1 turn.
Convergent Force Passive - -

Enhances your skill with all bludgeon weapons.

For each Bludgeons level:

+0.5 Mace, Staff and Flail Mastery, enabling you to wield higher-level weapons effectively

+0.5% Maces, Staffs and Flails XP gained

Finishing Blow Target Ability 30 9 "This blow would not kill a healthy man. You are not a healthy man."
Attack target with -35% Damage, plus an additional 1.5% Damage for each 1% of its missing Health.
Furious Consumption Passive - - Fuel for the fire.

While Unleash Fury or any other stance is active, consuming food takes no time, does not end your turn and heals an additional 3 Health.

No more than 1 food may be consumed per turn.

Fury Continuum Passive - - While Unleash Fury or any other stance is active, all Bludgeons, Maces, Staffs and Flails abilities take 10% less time to use.
Head Trauma Passive - - "Let's rattle that helmet."

Each hit after your first on the same enemy lowers all of its damage resists further:

1h Bludgeons: -2% per hit 2h Bludgeons: -3% per hit

At the start of an affected enemy's turn, if you did not hit it since its last turn, the reduction decays by 1%. Maximum reduction is 100%.

Pain Bringer Passive - - "Your weakness is an insult to my strength."

Whenever you stun an enemy, deal 5 True Damage to it.

Whenever you inflict a Cripple on an enemy, deal 5 True Damage to it.

True Damage cannot be blocked by armor and does not scale with multipliers.

Pest Control Passive - -

Whenever an enemy 2 or more tiles away damages you, 50% chance to mark it as an Annoying Little Pest for 12 turns. Does not stack.

Gain +25 Movement Speed when moving towards one or more Annoying Little Pests.

Your attacks against Annoying Little Pests gain +25 Accuracy and +25% Damage, restore 10 Energy on hit, and consume the mark.

Ripple Devastation Passive - -

Whenever you use a targeted Bludgeon, Mace, Staff, or Flail ability you have a chance to apply a Vibrating debuff to targeted enemies.

Vibrating: -20% Stun Resist, -20% Knockback Resist, -20% Crit Resist, and -20 Dodge.

Vibrating lasts for 10 turns and does not stack.

Entities starting their turn adjacent to a Vibrating entity also gain the Vibrating debuff.

The chance to apply is 5%, plus 1% for each Bludgeons level. Current Chance: 5%.

Shattering Shockwave Target Ability 50 9 The very earth writhes in response to your might.

Slam your weapon into the ground causing a shockwave affecting all targets in a 2 tile radius.

The shockwave deals -60% Damage, but has +50% Armor Penetration and +45% Stun Chance.

Simmering Anger Passive - - Let it boil. Then, let it burst.

While no stance is active, whenever you attack, 5% chance to gain 1 stack of Simmering Anger. Stacks up to 25 times.

When you enter Unleash Fury or any other stance, consume all Simmering Anger stacks: gain +4% Damage per stack until the stance ends.

All stacks are lost when you enter the overworld.

Smasher's Delight Passive - - You were born to smash things. It's what makes you happy. For example, smashing bugs.

Whenever you kill an enemy, X% chance to reduce the current cooldown of all Bludgeons, Maces, Staffs and Flails abilities by 1 turn, where X is the damage of the killing blow.

For example, a killing blow of 7 damage gives a 7% chance.

Toe Crusher Target Ability 25 3 "You're not going anywhere."

Slam your weapon right down on to their littlest appendages, dealing -20% Damage.

If the attack hits, the target becomes Hampered for 3 turns.

Hampered: -25% Damage, -25 Attack Speed, -25 Movement Speed

Unleash Fury Stance Ability 40 6 Embrace the rage!

Enter Stance for 8 turns: +20% Damage, +5% Stun Chance, +5% Crit Chance, +20 Attack Speed and +20 Movement Speed.

Whenever you stun an enemy, extend this stance by 1 turn.

When this stance ends, become Exhausted for 8 turns.

Exhausted: -20% Damage, -20 Attack Speed, -20 Movement Speed