Updated December 5th 9th 14th (sort of) June 1. Much of this, but not all, is now outdated. Unfortunately, I simply no longer have the time to work on this. Suffice to say that most mechanics now seem to work as they are supposed to.
If an ability or a combat mechanic doesn't work for you (or does and you see it listed here!), post it in this thread.
Important! Many players, including myself, have noticed that in-game tooltips and attributes are (not infrequently) incorrect. This means that the only way to test whether a skill works (or doesn't) is to actually test it in combat.
Warrior Abilities
Combos
- Shatter combos, rupture combos, and basic combos detonated via Mighty Blow and Whirlwind yield only 1 damage (or very low damage in some cases). This is not due to cold resistance. Confirmed by me and others.
Counterstrike
Requires Sword and Shield.
Crippling Blows
- No noticeable effect.
- Patch 2 notes: "Fixed Crippling Blows to have a 15% damage bonus instead of .15%" <= presumably means now correctly reduces enemy damage by 15%? Then again, it could just mean what it literally says.
Earthshaking Strike
- Reports of Shattered Ground upgrade actually doing 200% damage per second for 8 seconds (a massive amount given 2H weapon damage).
Grappling Chain
- Occasionally has no effect (independent of shields, physical immunity, etc.) see video here.
- "The basic version doesn't do 100% weapon damage as indicated by the UI. Give Them the Boot upgrade only does 100% weapon damage and not 200% (or 300% if added to base), it applies knockdown and not a stun, which is why it can't prime combos" (Swin).
Rampage (Reaver)
Requires 2H weapons, undocumented "feature" or a bug.
Untouchable Defense
- Does not work.
- "I agree that it doesn't boost guard by 25%, it does however give my character 20% armor (rear) when guard is up, functioning the same as Trust the Steel. In fact they stack" (Swin).
Rogue Abilities
Bloodied Prey
- Based off of total # rather than %. This makes the ability largely useless, but may be intended.
Dance of Death + Deathblow
- Deathblow doesn't interact properly with Dance of Death -- see here.
Evade
- Hidden Step upgrade: "Attacking the decoy has no effect. It doesn't distract, nor deal damage. I tested with a bear for about 10 minutes. Just evading all of his attacks. His AOE slam does no damage, even when he swips through the decoy there is no damage. If someone else can confirm, great, otherwise I've seen all I needed" (teks).
Flank Attack
- On uneven terrain, can miss and teleport far over the target, wasting the ability use (zero damage and 8 second cooldown).
- Skirmisher upgrade occasionally does not result in stealth, possibly related to above.
Flask of Fire
- Provides unlimited focus in addition to stated unlimited stamina.
Flaskmaster
- Either (1) a bug in that the stated 25% proc does not apply to Elixirs (as in... Flasks -- tooltips mean Flasks when they state Elixirs), OR (2) a tooltip error, because the 25% DOES apply to potions, with the stated exception of healing potion.
Gaps in the Armor
- No character sheet increase in armor penetration, but some players reported a damage increase. Possibly "just" a tooltip thing.
Leaping Shot
- Glitchy environmental interactions. It's basically a big jump that can get you into some weird places. Not a common occurrence but here for the sake of completeness.
Shadow Strike
- Odd or incorrect interactions with some stealth passives from Assassination tree?
- Has an unusual hitbox, perhaps intentional: consistently hits enemies on ground (most attacks miss them) but will almost always miss moving targets.
Throwing Blades
- "Precision Targeting upgrade for Throwing Blades skill in Sabotage Rogue tree doesn't work. At least not for me. Every single hit on a single enemy would do the exact same damage" (Piknim).
Twin Fangs
- Glitchy or odd knockdown interaction: enemies that are knocked down can turn to "face" you, preventing further flank attacks. (Not a big deal imo.)
Mage Abilities
- "If you renew weakness on a target while weakness is still active, the target will become immune to weakness for about 20 seconds" (Sidian). See this thread.
Barrier
- Elegant Defense upgrade: "Only reduces the cooldown if the spell was cast upon the caster and it expires, barriers expiring on other party members do not trigger the 4s cooldown reduction. Perhaps intended but the UI description suggests otherwise" (Swin).
Blizzard
- Glitchy behavior when caster runs out of mana.
Conductive Current
- Seems to provide only half the listed damage.
Flashfire
- Blistering Pain upgrade has no effect. (Confirm?)
Flash Point
No internal cooldown (should be 10 seconds).
Gathering Storm
- No effect.
Immolate
- Is not a detonator.
Mana Surge
- Sometimes does nothing when barriers are destroyed. Chaotic Focus passive may be responsible for this, at least in part.
Mind Blast
- Fortifying Blast upgrade does not work.
Spirit Mark
- "Necromancer's Spirit Mark can sometimes glitch at the moment of affected enemy's death and not set it as caster's "pet". Which leads to undead enemy sometimes retaining its original disposition (like staying hostile to party) or becoming neutral to everything. Both of these cases still show ability as engaged, but clicking it again produces targeting cursor. Only way for undead enemy to despawn is to wait out it's timer" (LexXxich).
Static Charge
- Paralyzes instead of shocks (a tooltip error?).
Stonefist (aka Fadefist)
- May be afflicted with the Impact Combo Detonator bug that Warriors have. In my copy of the game, it detonates the Shatter combos for NO damage. Damage numbers don't show up (and enemies' health doesn't drop, either).
Stormbringer
- Reports of this skill not activating. Still, it works for me and others. Can test for yourself easily by setting AI to off, getting into combat, and waiting a bit to see whether any of the enemies are getting hit (I get a small blue spark animation + damage numbers).
General Effects
Armor boosts
- "All armor buffs will only increase a character's rear armor, but not the front armor. This is the case regardless if you are using shield or not. The one exception is the Rock Armor Tonic, which increases both rear and front armor. On the "bright" side, a properly geared tank should take only 1 damage most of the time from the front due to the ridiculous stacking of shield's 30% front defense, Turn the Blade and Turn the Bolt" (GhoXen).
Bleed abilities (both on hit and when hit)
- Most do not work, see GhoXen's thread. However, Manki reports that a "bleed on hit" ring does work.
- And check this out -- apparently they do work, but apply sunder instead of, you know, bleed.
Crowd Control (CC) durations
- hugin7 reports that these are all over the place. For example, Full Draw upgrade Stunning Shot lasts longer than the tooltip states (30 seconds vs 20), while fully upgraded Flashfire lasts less (11 sec vs 20).
Item # bonuses (potions, ingredients, bombs)
Sometimes do not work correctly in the field.
Ring and Mastercraft bonuses
- Seem to "work" but only by their own Byzantine logic. See GhoXen's thread for details. Others don't seem to work at all. Kind of a mess.
True Grit
- Grants 10% defenses to the Main Character and not the entire party.





Nach oben





