Legends of the Soulbringer Online
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Guide › Skills

Bludgeoning

Trained by landing blows with a mace or a club.

Damage Melee

Discovered byThe first time you land a blow with a mace or a club.
Trained byLanding blows with a mace or a club. A staff trains Staff Fighting, not this.
Levels1 to 100
A starting skill ofCleric

What each level is worth

Abilities

AbilityFrom levelCostsDoes
Stagger
A heavy swing of the mace: half again its damage, and the foe is stunned for a moment.
1 8 s cooldown, your weapon Damage Damage 3 (+1 a level); Stun 0 for 0.8 s
Thump
A short blow of the mace: seven tenths of its damage. Ready again with the next breath.
1 1 s cooldown, your weapon Damage Damage 0 (+0.2 a level)
Concussive Blow
A blow to the head that rings: your mace's damage, and for two seconds the foe can use nothing but its fists.
5 12 s cooldown, your weapon Damage Damage 3 (+0.8 a level); Daze 0 for 2 s
Ground Pound
Bring the mace down so the ground jumps: your mace's damage to the foe and to everything within three metres of it, and all of them fall for a second.
20 18 s cooldown, your weapon Damage Damage 3 (+1 a level); Knockdown 0 for 1 s

Evolution branches

Each counts one way of using the skill; at its milestones you evolve, hold or sacrifice.

Bonebreaker

counts kills with a mace
250Heavy Breath: each finished job restores 18% of your stamina
1000Bone Crack: your stuns last 30% longer (combines as Stagger)
3000Crushing End: +37.5% damage against a target below 40% health (combines as Knockback)

Last Swing

counts kills with a mace while below 30% health
125Desperate Edge: +15% damage while you are below 30% health
600Hard to Kill: each finished job restores 15% of your health while you are below 30% health (combines as Stagger)
1500Last Edge: +45% damage while you are below 20% health (combines as Knockback)

Heavy Opening

counts opening blows with a mace on a fresh target
250Sharp Start: +4.5% damage
1000Heavy Opening: +22.5% damage against a target above 80% health (combines as Stagger)
3000Drinking Deep: 9% of the damage you deal comes back as health (combines as Knockback)

Harder Swing

counts uses of Stagger
250Heavier Head: +7.5% damage
1000Ringing Blow: your stuns last 30% longer
3000Caved In: +22.5% damage against a target below 40% health (combines as Stagger)

Steady Beat

counts uses of Thump
250Weighted Head: +6% damage
1000Ringing Ears: your stuns last 15% longer
3000Tenderised: +18% damage against a target below 40% health (combines as Stagger)

Ringing Head

counts uses of Concussive Blow
250Heavier Knock: your slows, roots and the rest last 22.5% longer
1000Long Ringing: +7.5% damage
3000Concussion Master: your slows, roots and the rest last 37.5% longer (combines as Stagger)

Shaking Ground

counts uses of Ground Pound
250Heavier Fall: your slows, roots and the rest last 22.5% longer
1000Wide Tremor: +7.5% damage
3000Pound Master: your slows, roots and the rest last 37.5% longer (combines as Area)

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