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Tribesmen are NPCs recruited to join player Tribes in Soulmask.

Deterrence[]

Deterring is the main way to recruit or gain tribesmen for your tribe. Outcasts, Barbarians and regular enemy tribesmen can be recruited with deter. When a Outcast, Barbarian, or enemy tribesman is low on health (<20% by default), a mask wearer can use their interact (default "E" key) to Deter them. The deterred NPC will fall unconscious and start slowly gaining recognition. When a minimal recognition (default 500) is reached they can be recruited. While unconscious deterred NPC's can be healed by placing a bandage or other healing item in their inventory and clicking the use function(double clicking the item usually works). They can also be fed liquid foods such as broth in the same way. Feeding them while they are unconscious may be necessary to keep them alive. Deterred NPC's, that are still unconscious, can be picked up and carried over the shoulder or on a llama extended seat. Note: Scouts can not be deterred and recruited. The interact function interrogates them and reavels map information, instead. Scouts remain alive and hostile after the interrogation. Plunders and Tribe leaders also can not be deterred.

Players may recruit a number of Tribesmen based on their Mask upgrades. The initial Control node allows 3 Tribesmen, and fully upgrading Connection Enhancement raises the cap to 18.

Control[]

After repairing the Control node on your Mask, you may take direct control of a Tribesmen by putting the mask on them. Your player character will fall asleep while you control the Tribesman. Actions taken while controlling a Tribesman use the Tribesman's skills and proficiency. EXP gained while controlling a Tribesman goes to the Tribesman's Body, Weapon, and Crafting levels. Awareness EXP earned while controlling a Tribesman goes to the chieftain controlling the tribesman.

Profession[]

The Tribesmen's profession directly affects the proficiency level cap, for example: the Warrior's profession only has a probability of reaching the proficiency level cap of 120 for the five weapons: Sword, Dual-Blade, Hammer, Greatsword, and Gauntlets. This probability is randomized within the interval, not calculated by probability.

The initial proficiency level of a barbarian is affected by three factors: Tribesmen level, Tribesmen profession, and Tribesmen status. For example, a Tribesmen of level 40 or above, with a high status in the smith profession, will be able to reach an initial level of 55-65 in crafting proficiency, whereas the initial level of other Proficiencies will be lower.

Tribesman Type Profession Proficiencies
Combat Classes

Barbarian Guards and Elites

Warrior Single Blade, Dual-blade, Hammer, Great Sword, Gauntlets
Hunter Bow, Spear, Single Blade, Dual-blade, Gauntlets
Guard Great Sword, Single Blade, Spear, Shield, Bow
Production Classes

Barbarian Porters

Laborer Logging, Mining, Planting, Harvesting
Porter Weaving, Wood & Stone, Leatherworking, Potting, Kiln
Craftsman Craftsman, Alchemy, Weapon Crafting, Armor Crafting, Cooking

Talents[]

Tribesmen come with certain innate Talents, and gain more as they level up. All Talents are grouped into Innate, Title, Likes, Experience, Tribe, Advantage Talents, Defect. Further, each Talent is graded into three levels: I, II, and III. Advantage talents are related to the Tribesmen Profession, and Defects will not be Profession-related (to avoid Advantages and Defects conflicting).

Each Tribesman will start with 0-3 random Likes and 0-5 random Defects. Every 10 levels, Tribesmen will gain a new Advantage Talent. Every 5 levels, they have a probability to remove a Defect.

Tribe[]

There are 29 distinct Tribe talents and 1 Experience talent.

Icon Name Tribe Description
(I / II / III)
Tribe - Power of Crit Claw Tribe As people from Claw Tribe, Crit Rate +2% / +5% / +8% permanently.
Tribe - Power of Erosion As people from Claw Tribe, DMG to Flint Tribe, Fang Tribe, Outcast, and Plunderers enemies +2% / +5% / +8%.
Tribe - Wild Power As people from Claw Tribe, Crit DMG +6% / +8% / +10% permanently.
Tribe - Crit DMG & Radiation Resist Claw Tribe - Wasteland The Claw Tribe living in the Wasteland has developed natural resistance; Radiation Resist +5 / +10 / +15, Crit DMG +6% / +8% / +10%.
Tribe - Crit & Radiation Resist The Claw Tribe living in the Wasteland has developed natural resistance; Radiation Resist +5 / +10 / +15, Crit +2% / +5% / +8%.
Tribe - Crit DMG & Heat Resist Claw Tribe - Volcano The Claw Tribe living in the Volcano has developed natural resistance; Scorching Heat Resist +5 / +10 / +15, Crit DMG +6%/ +8% /+10%.
Tribe - Crit DMG & Scorching Heat Resist The Claw Tribe living in the Volcano has developed natural resistance; Scorching Heat Resist +5 / +10 / +15, Crit +2% / +5% / +8%.
Tribe - Crit DMG & Cold Resist Claw Tribe - Snow Mountain The Claw Tribe living in the Snow Mountain has developed natural resistance; Cold Resist +5 / +10 / +15, Crit DMG +6% / +8% / +10%.
Tribe - Crit & Cold Resist The Claw Tribe living in the Snow Mountain has developed natural resistance; Cold Resist +5 / +10 / +15, Crit +2% / +5% / +8%.
Tribe - Power of Crit Resist Flint Tribe As people from Flint Tribe, Crit Resist +3% / +6% / +9% permanently.
Tribe - Power of Defense As people from Flint Tribe, DEF +3% / +6% / +9% permanently.
Tribe - Power of Tenacity As people from Flint Tribe, Max Resilience +15 / +20 / +25 permanently.
Tribe - Resilience & Radiation Resist Flint Tribe - Wasteland The Flint Tribe living in the Wasteland has developed natural resistance; Radiation Resist +5 / +10 / +15, Max Resilience +15 / +20 / +25.
Tribe - DEF & Radiation Resist The Flint Tribe living in the Wasteland has developed natural resistance; Radiation Resist +5 / +10 / +15, DEF +3% / +6% / +9%.
Tribe - Resilience & Scorching Heat Resist Flint Tribe - Volcano The Flint Tribe living in the Volcano has developed natural resistance; Scorching Heat Resist +5 / +10 / +15, Max Resilience +15 / +20 / +25.
Tribe - DEF & Scorching Heat Resist The Flint Tribe living in the Volcano has developed natural resistance; Scorching Heat Resist +5 / +10 / +15, DEF +3% / +6% / +9%.
Tribe - Resilience & Cold Resist Flint Tribe - Snow Mountain The Flint Tribe living in the Snow Mountain has developed natural resistance; Cold Resist +5 / +10 / +15, Max Resilience +15 / +20 / +25.
Tribe - DEF & Cold Resist The Flint Tribe living in the Snow Mountain has developed natural resistance; Cold Resist +5 / +10 / +15, DEF +3% / +6% / +9%.
Tribe - Poison Resist Fang Tribe As people from Fang Tribe, Poison Resist +20 / +25 / +30 permanently.
Tribe - Poison Immunity As people from Fang Tribe, Poison DMG taken -15% / -20% / -25% permanently.
Tribe - Poison DMG Immunity & Radiation Resist Fang Tribe - Wasteland The Fang Tribe living in the Wasteland has developed natural resistance; Radiation Resist +5 / +10 / +15, Poison DMG taken -15% / -20% / -25%.
Tribe - Poison & Radiation Resist The Fang Tribe living in the Wasteland has developed natural resistance; Radiation Resist +5 / +10 / +15, Poison Resist +5 / +10 / +15.
Tribe - Poison DMG Immunity & Scorching Heat Resist Fang Tribe - Volcano The Fang Tribe lives in the Volcano and has developed natural resistance; Scorching Heat Resist +5 / +10 / +15, Poison DMG taken -15% / -20% / -25%.
Tribe - Poison & Scorching Heat Resist The Fang Tribe living in the Volcano has developed natural resistance; Scorching Heat Resist +5 / +10 / +15, Poison Resist +5 / +10 / +15.
Tribe - Poison DMG Immunity & Cold Resist Fang Tribe - Snow Mountain The Fang Tribe lives in the Snow Mountain and has developed natural resistance; Cold Resist +5 / +10 / +15, Poison DMG taken -15% / -20% / -25%.
Tribe - Poison & Cold Resist The Fang Tribe living in the Snow Mountain has developed natural resistance; Cold Resist +5 / +10 / +15, Poison Resist +5 / +10 / +15.
Outcast - Radiation Resist Outcasts - Wasteland Folks living in the Wasteland are getting used to the radiation. Radiation Resist +5 / +10 / +15.
Outcast - Scorching Heat Resist Outcasts - Volcano Folks living in the Volcano are getting used to the scorching heat. Scorching Heat Resist +5 / +10 / +15.
Outcast - Cold Resist Outcasts - Snow Mountain Folks living in the Snow Mountain are getting used to the cold. Cold Resist +5 / +10 / +15.
Experience - Battle-tested All Has a lot of combat experience and skills. DMG taken -40% / -50% / -60% when fighting as a companion

Innate[]

There are 12 Innate talents (6 Advantages and 6 Defects).

Advantages[]

Icon Name Effect Exclusive Description
(I / II / III)
Origin - Craftsman Production Craftsman The proficiency growth rate for learning craftsmanship, alchemy, weapon crafting, armor crafting and cooking +50% / 60% / 75%
Origin - Laborer Production Laborer The proficiency growth rate for logging, mining, planting and harvesting, +50% / +60% / +75%
Origin - Porter Production Porter The proficiency growth rate for learning weaving, potting, wood & stone, leatherworking, and kilning +50% / +60% / +75%
Origin - Guard Combat Guard Proficiency growth rate for great sword, blade, spear, shield, and bow +50% / +60% / +75%
Origin - Hunting Combat Hunter Proficiency growth rate for bow, spear, blade, dual-blade, and gauntlets +50% / +60% / +75%
Origin - Fighting Combat Warrior Proficiency growth rate for blade, dual-blade, hammer, great sword, and gauntlets +50% / +60% / +75%

Defects[]

Icon Name Effect Exclusive Description
(I / II / III)
Origin - Manual Warm-up Production / Proficiency growth rate for learning craftsmanship, alchemy, weapon crafting, armor crafting and cooking -25% /-35% /-50%
Origin - Work Warm-up Production / Proficiency growth rate for logging, mining, planting and harvesting -25% /-35% / -50%
Origin - Chore Warm-up Production / Proficiency growth rate for learning weaving, wood planning, stone cutting, leatherworking, potting, and kilning -25% / -35% / -50%
Origin - Obsessed with Guarding Combat / Proficiency growth rate for spear, bow, and shield -25% / -35% / -50%
Origin - Obsessed with Hunting Combat / Proficiency growth rate for great sword, shield, and hammer -25% / -35% / -50%
Origin - Obsessed with Fighting Combat / Proficiency growth rate for dual-blade, gauntlets, and hammer -25% / -35% / -50%.

Title[]

There are 22 Titles (19 Advantages and 3 Defects).

Advantages[]

Icon Name Effect Exclusive Description
Nightwalker Combat Combat Get used to the dark and become a part of it. When moving at night, Movement Speed +5%, Crit +5%.
Heartcaptor Combat Combat The notorious executioner of the tribe. +10% Damage when attacking the Torso of the target.
Weapon Master Combat / Proficient in a variety of weapons, DMG dealt with any weapon +10%, attack speed +10%.
The Chosen Other / There are always some lucky guys in every village, and I am one of them. Probability of getting rare items +50%.
Chest Breaker Other / Able to quickly open any box, no matter how intricate it is. The speed of opening boxes +80%.
Mad Worker Other / Tireless as a machine and make people worry about the mental health. Max morale +100%.
Butcher in Woods Combat / Animal killer; Damage dealt to non-human creatures +5%.
Lung Piercer Combat / Throw off the prey's breathing rhythm. Hitting a target with a lance reduce its Stamina Recovery by 50% for 10 seconds.
Archery Master Combat / Using a bow grants 20% chance to designate any hit part as a weak spot, and reduces the target's Movement Speed by 50% for 5s.
Axe Killer Combat / Hitting a target with the throwing axe increases its DMG taken by 8% for 10s.
Skilled Hand Production Production Skilled in crafting, the proficiency growth rate for weapon crafting, armor crafting, and alchemy +50%.
Farming Expert Production / Experienced in farming; the crops the character plant grow 20% faster.
Born Laborer Production Production Destined to be a hardworking laborer, with a 50% increase proficiency growth rate for logging, mining.
Manual Labor Expert Production Production Good at heavy works. Proficiency growth rate for wood planing, stone cutting, and kilning +50%
Skilled Work Expert Production Production Attentive to details. Proficiency growth rate for weaving, potting, and leatherworking +50%.
Expert Craftsman Production Production Skilled in crafting, the proficiency growth rate for cooking and crafting +50%.
Death Bringer Combat / Gets a rush from attacking a near-death enemy, gaining a 25% chance to increase ATK and Movement Speed by 20%, and Attack Speed by 10% for 6 seconds. (CD: 30s)
Fly Cutter Assassin Combat / Made a name by taking down a tribal leader with a fly cutter from several meters away leaving them bleeding out. Hitting a target with a fly cutter causes additional bleeding effects that last for 10 seconds.
Breeder Other / Talented in raising and taking care of animals. Proficiency growth rate for breeding +50%.
Expert Slaughter Production / Expert Slaughter, The best slaughter in the village; output from slaughtering animals increases by 20%.

Defects[]

Icon Name Effect Exclusive Description
Famous Trash Other / Fragile mind is easy to break, Max Morale -50%.
Born Revolt Other / Carries an unparalleled sense of self-importance, and never has recognition for others. The speed at which Recognition declines increases by 200%; when Recognition drops too low, defects the tribe with some assets; when Recognition falls below 400, reveals True Self, DMG dealt when attacking from the back of the enemy increases by 15%.
Unlucky One Other / The legendary figure of misfortune in the neighborhood. Chance of dropping rare items -50%.

Likes (Purple) / Dislikes (Red)[]

Icon Name Type Description
Likes Cloth Wears I Advantage Likes the texture of cloth and gains 20 Mood when equipped with cloth gear. For the next 15 minutes, the rate of Mood decline decreases by 30%, and Mood-improvement effects increase by 75%.
Likes Cloth Wears II Likes the texture of cloth and gains 40 Mood when equipped with cloth gear. For the next 15 minutes, the rate of Mood decline decreases by 50%, and Mood-improvement effects increase by 100%.
Love Cloth Gear III A cloth enthusiast. Gains 60 Mood when equipped with cloth gear. For the next 15 minutes, the rate of Mood decline decreases by 70%, and Mood-improvement effects increase by 125%. (During this time, it can lead to a state of elation.)
Likes sauced meat I Advantage Likes sauced meat and gains 20 Mood when consuming it. For the next 15 minutes, the rate of Mood decline decreases by 30%, and Mood-improvement effects increase by 75%.
Likes sauced meat II Likes sauced meat and gains 40 Mood when consuming it. For the next 15 minutes, the rate of Mood decline decreases by 50%, and Mood-improvement effects increase by 100%.
Love sauced meat III Passionate about sauced meat and gains 60 Mood when consuming it. For the next 15 minutes, the rate of Mood decline decreases by 70%, and Mood-improvement effects increase by 125%. (During this time, it can lead to a state of elation.)
Likes scorching heat I Advantage A special physiological response to scorching heat that gives 20 Mood. For the next 15 minutes, the rate of Mood decline decreases by 30%, and Mood-improvement effects increase by 75%
Likes scorching heat II A special physiological response to scorching heat that gives 40 Mood. For the next 15 minutes, the rate of Mood decline decreases by 50%, and Mood-improvement effects increase by 100%
Love scorching heat III Due to a special preference, gains 60 Mood when feeling the scorching heat. For the next 15 minutes, the rate of Mood decline decreases by 70%, and Mood-improvement effects increase by 125%. (During this time, it can lead to a state of elation.)
Likes the cold I Advantage A special physiological response to cold that gives 20 Mood. For the next 15 minutes, the rate of Mood decline decreases by 30%, and Mood-improvement effects increase by 75%
Likes the cold II A special physiological response to cold that gives 40 Mood. For the next 15 minutes, the rate of Mood decline decreases by 50%, and Mood-improvement effects increase by 100%
Love the cold III Due to a special preference, gains 60 Mood when feeling the cold. For the next 15 minutes, the rate of Mood decline decreases by 70%, and Mood-improvement effects increase by 125%. (During this time, it can lead to a state of elation.)
Likes stone weapons I Advantage Likes stone weapons and gains 20 Mood when equipped with stone weapons. For the next 15 minutes, the rate of Mood decline decreases by 30%, and Mood-improvement effects increase by 75%
Likes stone weapons II Likes stone weapons and gains 40 Mood when equipped with stone weapons. For the next 15 minutes, the rate of Mood decline decreases by 50%, and Mood-improvement effects increase by 100%
Love stone weapons III A stone weapon enthusiast who gains 60 Mood when equipped with stone weapons. For the next 15 minutes, the rate of Mood decline decreases by 70%, and Mood-improvement effects increase by 125%. (During this time, it can lead to a state of elation.)
Likes bone weapons I Advantage Likes stone weapons and gains 20 Mood when equipped with bone weapons. For the next 15 minutes, the rate of Mood decline decreases by 30%, and mood-improvement effects increase by 75%
Likes bone weapons II Likes bone weapons and gains 40 Mood when equipped with bone weapons. For the next 15 minutes, the rate of mood decline decreases by 50%, and mood-improvement effects increase by 100%
Likes bone weapons III A bone weapon enthusiast who gains 60 Mood when equipped with bone weapons. For the next 15 minutes, the rate of mood decline decreases by 70%, and mood-improvement effects increase by 125%. (During this time, it can lead to a state of elation.)

Talents[]

Advantages (Green) / Disadvantages (Red)[]

This are the only one until now that can be modified by leveling up. Reaching level 10/20/30/40/50 a positive talent will be gain. Reaching level 5/10/15/20/25/30/35/40/45/50 it have a chance to lose a negative talent .

Icon Name Effect Exclusive Description
(I / II / III)
Swift Pace Combat / Fast paced, Movement Speed +3% / +6% / +9%
Arm Stress Response Combat / The stress response kicks in when the arms are attacked, DMG taken -20% / -30% / -50% for 5s (CD: 12s)
Last Radiance Combat / Possesses tenacious vitality, able to recover 20% HP in 5 seconds when HP is below 10% / 20% / 30%. (CD: 40 seconds)
Crave for Blood Combat / With the desire for blood, when attacking targets within 5 meters, has a 25% chance to convert 10% / 20% / 30% of damage into HP restoration to self.
Insight DEF Combat Flint Tribe Detects enemy's defensive deficiencies. Ignores the enemy's DEF within 3 / 5 / 7 seconds after reflecting the enemy's attack. (CD: 30 seconds)
Wrath of Revenge Combat / Transform anger into power. Completely gets enraged when an ally within 10 meters dies, ATK +10% / +15% / 20%, DEF +15 / +20% / 25%, Attack Speed +5% / +7.5% / +10%, Movement Speed +5% / +10% / +15% and recover 10 / 15 / 20 stamina per seconds for 20 seconds. (CD: 50s)
Fight to Death Combat / Prefers counterattack to defense. When attacked, has a 20% chance to increase own ATK by 20% / 30% / 50% at the cost of reducing DEF by 20% / 30% / 50% for 15 seconds. (CD: 25s)
Injury Relieve Combat / Born to be tough and resilient, DMG taken -3% / -6% / -9%.
Merciless Means Combat / The enemy died a terrible death, reducing the Attack Speed of surviving enemies within 10 meters, reducing their Attack Speed by 5% / 10%/ 15%, Crit Resist by 10% / 15% / 20%, and DEF by 10% / 15% / 20% for 20 seconds.
Good Hearing Combat / Good hearing, able to hear sounds 5 / 10 / 15 decibels lower than the average person.
PEN DEF Combat / When hitting the target, there's a 5% / 10% / 15% chance to ignore the target's DEF. (Cooldown: 2s)
Strikeback Combat Combat Fang Tribe Strike upon discerning the enemy's maneuver. Dodging 2 enemy attacks (the interval of each attack is less than 6s) in succession grants you the ability to ignore the enemy's defense for 3s / 5s / 7s.
Camel Cow Other / Carries weight skillfully, Max Load +20% / +40% / +60%.
Planting Pro Production Fang Tribe Tends crops meticulously and with extra care. Output of planted and harvested plants +10% / +15% / +20%.
Weapon Enhancement Production Flint Tribe Artisanal forging. Probability of producing high-quality weapons +5% / +7.5% / +10%.
Refined Armor Production Flint Tribe Skilled in crafting. Probability of forging high-quality armor +5% / +7.5% / +10%.
Accelerate Wood & Stone Production Porter Dexterous, the time required to complete wood & stone work is reduced by 10% / 20% / 30%
Accelerate Kiln Production Porter Enthusiasm is unaffected by high-temperatures. Time required for kiln work -10% / -20% / -30%.
Accelerate leatherworking Production Porter Expert in leatherworking. Time required for leatherworking -10% / -20% / -30%.
Accelerate Weaving Production Porter Skilled in weaving, the time required for weaving work is reduced by 10% / 20% / 30%.
Accelerate potting Production Porter Skilled in potting techniques, the time required to complete potting is reduced by 10% / 20% / 30%.
Accelerate Grinding Production / Skilled in grinding, the time required for grinding work is reduced by 10% / 20% / 30%.
Accelerate Stone Cutting Production / Expert in stone cutting. Time required for stone cutting -10% / -20% -30%.
Accelerate Weapon Crafting Production Craftsman Experienced in weapon crafting, the time required to complete weapon crafting quests is reduced by 10% / 20% / 30%.
Accelerate Armor Crafting Production Craftsman Skilled in armor forging, the time required for armor crafting quests is reduced by 10% / 20% / 30%.
Accelerate Alchemy Production Craftsman Talented in alchemy, the time required for alchemy quests is reduced by 10% / 20% / 30%.
Accelerate Cooking Production Craftsman Experienced in cooking, the time required to complete cooking is reduced by 10% / 20% / 30%.
Accelerate Jewelry Crafting Production / Skilled in jewelry crafting, the time required for jewelry crafting quests is reduced by 10% / 20% / 30%.
Construction Speed Up Other / Mastered the mastery of construction technology; completion time of construction is shortened by 10% / 20% / 30%.
Tit for Tat Combat Claw Tribe Endure the pain to retaliate. When attacked, there is a 20% chance of storing and dealing all received damage to enemies for 4s / 6s / 8s. (CD: 30s)
Riposte Combat / When defending against melee attacks with a weapon (not a shield), there is a 10% / 20% / 30% chance to retaliate the attacker, dealing damage equal to 50% of own ATK.
Pouring Rage Combat Fang Tribe Accumulate rage and deal a fatal blow. When attacked, there is a 20% chance of storing the received damage for 4s / 6s / 8s, then dealing all stored damage to enemies in 8s. (CD: 30s)
Stimulate Morale Combat Flint Tribe Pain awakens self-hatred and activates potential. When attacked, has a 10% / 15% / 20% chance to enter the heart flow, triggering all talents of self that requires triggering within 5s / 7.5s / 10s. (CD: 25s)
Fierce Attack Combat / Launches a fierce attack, Attack Speed +3% / +6% / +9%.
Powerful Attack Combat / Has a brutal strength. ATK +3% / +6% / +9%.
Enhance DEF Combat / Has a higher defense than most people, DEF +3% / +6% / +9%.
Full Vitality Combat / A rosy, glowing complexion indicates good health, Max HP +3% / +6% / +9%.
Light Footsteps Other / Takes soft steps, reducing the volume footfall noise by 10% / 30% / 50%.
Without a Sound Other / Moves stealthily, making 10% / 30% / 50% fewer sounds.
Unnoticeable Other / Good at disguising. When spotted by enemies, Vigilance -20% -40% / -60%.
Resourceful Other / When self-awareness dominates the body, the likelihood of the body reacting to danger +10% / +20% / +35%.
Anti-Hunger Other / Has a strong body that is more resistant to hunger and able to store more food. Max Satiety +20% / +30% / +40%.
Anti-Thirst Other / Has a strong body that is more resistant to thirst and able to store more water. Max Hydration +20% / +30% / +40%
Long Sight Other / Exceptional vision, view distance +3 / +5 / +10 meters.
Blood Activating Other / Has abundant vitality, HP Recovery Speed +50% / +100% / +200%.
Full Stamina Other / Improves stamina recovery, receiving an additional 15% / 25% / 50% from each stamina recovery.
Slow Absorption (Food) Other / The food is digested slower, Satiety Consumption -10% / -30% / -50%.
Slow Absorption (Water) Other / Slow water absorption. Water Consumption -10% / -30% / -50%
Rapid Growth Other / Good at reflecting on the past. Character EXP gained +30% / +50% / +80%.
Single Blade DMG Increase Combat / A blade is more powerful when used with one hand. Single blade DMG +3% / +6% / +9%.
Spear DMG Increase Combat / A spear grants greater power. Spear DMG +3% / +6% / +9%.
Bow DMG Increase Combat / Using a bow deals more damage. Bow DMG +3% / +6% / +9%.
Hammer DMG Increase Combat / A hammer grants greater power. Hammer DMG +3% / +6% / +9%.
Gauntlets DMG Increase Combat / Using a pair of gauntlets deals more damage. Gauntlets DMG +3% / +6% / +9%.
Giant Sword DMG Increase Combat / Using a giant sword deals more damage. Giant sword DMG +3% / +6% / +9%.
Dual-blade DMG Increase Combat / Using a dual-blade deals more damage. Dual-blades DMG +3% / +6% / +9%.
Hardened Skin - Anti-Pierce Combat / Thick skin resists Pierce attacks. DMG taken from piercing-type attacks -10% / -15% / -20%.
Hardened Skin - Anti-Slash Combat / Thick skin resists slashes. DMG taken from slash-type attacks -10% / -15% / -20%.
Hardened Skin - Anti-Blunt Strike Combat / Thick skin resists slams. DMG taken from blunt-type attacks -10% -15% / -20%.
Multiple Shooting Combat Hunter Mastered the exclusive multi-shooting skill of bows. Shoots more arrows at the same time every time using this kind of skill.
Trick Force Combat / Mastered how to use force most effectively. Stamina cost -10% / -20% / -30%.
Good at Melee Combat Combat / Enthusiastic about close-quarters combat. DMG to enemies within 5 meters +3% / +6% / +9%
Remote Strike Combat / The attack gets stronger the farther away the enemy is. DMG to enemies 15 meters away +3% / +6% / +9%
Extraordinary Talent Other / Blessing bestowed by the gods; triggering chance of all probabilistic talents +10% / +15% / +20%.
Marksman Footstep Combat Hunter Mastered the special movement skills of bows. Movement Speed +55% / +75% / +95% when aiming with bows.
Rapid Fire Combat Hunter An extremely challenging shot technique for archers to master. Full-charge time of bows -15% / -35% / -55%.
Wild Nature Awakened Combat / Dangers of death will bring out the wildness within. When HP is below 30%, ATK +10% / +15% / +20%, Stamina +10 / +15 / +20 per second, DEF -20%, lasting for 15 seconds. (CD: 30s)
Fatal Combat / More threatening to weak targets. When dealing damage to a target with HP below 30%, has a 20% chance to increase the damage by 15% / 20% / 25%
Acceleration at Stress Combat / Gets out of danger in a flash. When attacked, has a 20% chance to increase own Movement Speed by 15% / 20% / 30% for 6 seconds. (CD: 20s)
Bite the Bullet Combat / Potential is activated under the spur of motivation. When under attack, there is a 30% chance to increase self Max Load by 20% / 30% / 50% for 10 seconds. (CD: 30s)
Getting Braver Combat Claw Tribe Attack enemies 5m from self for a 15% chance to gain a stack of Crit +2% / +3% / +4%, Crit Resist +2% / +3% / +4%, Crit DMG +2% / +3% / +4%, Movement Speed +2% / +3% / +4% for 30 seconds, stacking up to 5 times.
Surprise Attack Combat / Each part has weak spots. 10% / 15% / 20% chance for taking any part hit as a weak spot.
Firm Will Combat Flint Tribe Firm and unshakable. Has a 15% / 20% / 25% chance to become immune to Hitstun effects. (CD: 5s)
Clever Escape Combat / Stores up Stamina to make a quick getaway at any time, also recovers 10 / 15 / 25 Stamina from Hitstun. (CD: 5s)
Hardened Body Combat / When facing threats, the body tenses up instantly. During Hitstun, there is a 20% chance of gaining Superarmor for 1 / 2 / 3 second(s). (CD: 5s)
Quick Bandaging Combat / They have different descriptions for each tier, Bandage time reduced N/A/-40%/-50% .