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 | Attack. | Double physical and mental resistances. | ||
Damnation | 12 | Attack. | ||
Supplication | Attack | |||
Condemnation | Attack. | |||
Litany | Attack. | |||
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 | 6 | 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 | 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
Taunt
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 medicine each shift at the campsite. Gives the target the effect "Venomous", venomous attacks apply "Posioned" on hit. | |
Dust | 12 | Free Charges: 2 |
Makes from three herbs, three medicine each shift at the campsite. Gives -2 Finesse and Perception to anyone occupying the 3 front facing hexes. | |
Talon | 16 | Free | Makes from four herbs, four medicine each shift at the campsite. (Description needed.) | |
Suggestion | 18 | Attack. Charge: 1 |
Makes from five herbs, five medicine each shift at the campsite. Target gets "Hypnotized" (Mental Resistance; Switches sides for 1 turn). | |
Total | 60 |