Eldrum: Black Dust arena guide

Introduction

This is a small bonus section to help guide players through the arena! The arena can be a challenging place for new players but holds far too much value to be left by the wayside, so this guide was made to help players beat the bosses of the arena and reap the rewards. This also holds a catalog of Class specific Skills and Traits.

Entering the Arena

The arena is generally accessible after returning from the tomb of Akim. Once The player has returned, they can clear out the Pit and be scouted for a position in the arena by two main camps: The Dreadnoughts and the Jackals. The Jackals boast subterfuge and heavy skill usage to wear down opponents and kill them with a thousand cuts. They rely primarily on evasion for defense and they heavily emphasize skill combos to whittle down opponents. Dreadnoughts meanwhile, are generally bulwarks of steel or bloodthirsty berserkers. Dreadnoughts can be built to heavily emphasize either speed and damage or an impenetrable defense, relying on potent damage above all. After making your choice between the two, you'll be led into the home of your faction and you’ll sign a contract to join. Players should try to have 2 charisma before this occurs so they can haggle their contracts out for an added 50% on gold payments from bosses. This can majorly benefit players and is practically a must for signing on to the arena. After signing, you’ll be officially welcomed into your faction and gain all the class benefits that go with it.

Jackal

So you decided to join the Jackals (best class). Jackals primarily wield skills to get the job done, be that speed based or evasion modifying, Jackals thrive with controlled chaos. Most Jackals primarily employ staff-based weaponry or dual-wield one-handed weapons. Those are where their skills and traits flourish, although it is up to the player’s personal preference on what they decide.

Jackal Traits

This is a list of all Jackal traits, their usability, and my recommendations relating to the skills. Any and all of my recommendations should be taken with a grain of salt as they are merely how I usually build my Jackal. Go out there and have some fun, my recommendations are light suggestions for people inexperienced with Black Dust’s combat and class system. Traits can now also be reset at the arena, albeit with a one time use, so innovation is encouraged.


Ambidextrous: “While Dual wielding, a basic attack will also perform an attack with your offhand weapon at 50% damage ”

Scaling: Ambidextrous has 3 total levels, starting with 50% damage and gaining 25% more damage per level. This trait caps at 100% Weapon Damage.

Uses and viability: Ambidextrous is a very useful trait that is essentially a must-have for players that dual-wield. Not only does it make dual-wielding weapons for certain skills more viable, but with even one level in the trait, you bring an entirely new source of damage to the table. It should be noted that the second attack does not accrue advantage nor does it provide extra momentum. This trait does not appear to interact with Bloodletter or Fencer but it is still a must have for any Jackals dual-wielding weapons. I would recommend at least a point in it early on and perhaps another for the boost of damage it provides.


Bloodletter: “When dealing damage with a basic attack, There’s a 10% chance to add Bleeding.”

Scaling: Bloodletter has 5 total levels, starting with 10% and increasing by 5% per level. This trait caps at 30%.

Uses and Viability: Bloodletter is a fairly useful trait that gives a % chance to cause Bleeding. The Bleeding effect is useful for general combat due to how it passively damages enemies over time. While some enemies are immune to the effect, it has enough general use that it can still be useful to pick up. This effect does not appear to stack with Ambidextrous or Retaliate but is still worthwhile enough to have a few points invested in it.


Fencer: “When dealing damage with a basic attack, There’s a 10% chance to add Parry.”

Scaling: Fencer has 5 total levels, starting with 10% and increasing by 10% per level. This trait caps at 50%.

Uses and Viability: Fencer is a semi-useful trait that gives a % chance to acquire the Parry effect. This ability is underwhelming on its own unless you pair it with the trait Retaliate, which allows you a free attack on any enemy that attacks your parry. Parry can also be gained from these attacks, allowing players to reacquire Parry and then Retaliate once attacked again. Several things should be noted about the trait, however, as it still has many weaknesses. Parry cannot stack and can be subverted by the skill Glide. Fencer also caps at a 50% chance to activate, which means that the chance of it stacking consecutively decreases over time, not to mention that it would require 5 points invested in the trait to even reach that point. I would only recommend a single point or no points at all unless the player wishes to heavily invest in the trait.


Fleet Footed: “Modifies Defensive stance. Increases evade chance by +7.5% and increases Advantage gained from successful evasions by 50%.”

Scaling: Fleet Footed has 5 total levels, starting with +7.5% evasion chance and +50% advantage gain on evasions, giving +2.5% Evade and +25% advantage gain per level. This trait caps at +17.5% Evasion chance and 150% Advantage gain from evasion.

Uses and Viability: Fleet Footed is a must have for any Jackal that uses evasion, as it will eventually become one of the player’s largest modifiers to evasion, only overshadowed by agility itself. At a capped level, that 17.5% will provide a serious evasion advantage atop the player’s baseline. The boost to advantage gained from evasions is nothing to scoff at either, as it's rather convenient and a must for gathering advantage when you can’t easily damage your opponent. I would recommend immediately investing in this and occasionally investing points periodically, preferably having this capped before opening a certain door with Kaspar.


Momentum: “20% chance to gain Momentum when inflicting damage to an opponent (maximum 1 per action.)”

Scaling: Momentum has 5 total levels, starting at 20% and increasing by 20% per level. This trait caps at 100%.

Uses and viability: Momentum is an immensely useful trait for Jackals as it increases speed and damage by 10% per stack. This can be stacked up to 9 times and pairs exceptionally well with the ring of kismet. It is highly recommended for players to invest in this skill to at least some degree, as its potency cannot be overstated. If utilized optimally, this can give you up to 90% damage and speed on a single turn, which can be a serious boon for any Jackal.


Retaliate: “ Automatically perform a counter-attack that deals 100% damage after having parried an incoming attack.”

Scaling: Retaliate has 5 total levels, starting with 100% damage and increasing by 15% per level. This trait caps at 160% damage.

Uses and viability: Retaliate is a fairly unique trait in that it relies on the Parry effect to function. Retaliate deals a % amount of weapon damage after an enemy triggers the Parry. This attack doesn’t acquire advantage from the attack itself but the player will still gain the advantage given by Parry. The Retaliation can also accrue Parry if the player has invested in the Fencer trait, leading to a potent damage dealer with proper investment. It should be noted that Fencer caps at a 50% chance, so it is not a perfect strategy. It also requires a hefty investment of 6 total trait points for the best odds. This trait pairs best with a weapon that holds parry, allowing a free attack per turn. It is recommended to only invest one point into this trait unless you attempt to pair it with a maxed Fencer trait.


Sly: “Start combat with 1000 advantage and deals 110% against Disoriented opponents.”

Scaling: Sly has a total of 5 levels, starting with 1000 advantage and 110% damage against Disoriented opponents and increasing by 1000 advantage and 10% damage per level. This trait caps at 5000 advantage and 150% damage against Disoriented opponents.

Uses and viability: Sly is a rather useful trait with some potent advantages, if properly leveraged. The advantage granted at the start of combat can go a long way to starting a fight in your favor, allowing players to attack with skills without having to accrue advantage through normal attacks. The damage bonus against disoriented enemies is nothing to scoff at either, especially combined with the Sand Toss class skill, which you’ll more than likely be using anyway. I’d recommend investing a point or two in Sly as it is a generally useful trait, regardless of your exact build.


Survival Instinct: “When you’re below 20% health, add Survival Instinct.”

Scaling: Survival Instinct has 5 levels, starting with a threshold of 20% health and increasing by 5% each level. This trait caps at 40%.

Uses and viability: Survival Instinct can be a useful albeit situational trait. When the player goes below a % of health, they acquire the Survival Instinct effect. This increases damage by +50% and evasion by +5%. It can be a rather powerful trait, although its usability isn’t the greatest due to it relying on the player being below a certain % of health to activate. While potent I wouldn't recommend investing more than a few points into it, as just having a point in it is likely the most cost effective for its effect.


Upper Hand: “steal up to 100 advantage from the target when inflicting damage with a basic attack.”

Scaling: Upper Hand has 5 levels, starting with 100 advantage per attack and increasing by 100 per level. This trait caps at 500 advantage per attack.

Uses and viability: Upper hand is a generally useful trait that allows the player to not only increase their advantage gain but also actively steal from their enemy. This can be useful in denying enemies use of their skills and increasing your own advantage gain greatly. I would recommend a point or two in it, as it is too useful not to at least have a point in. Players should be wary that the effect only activates when they inflict damage, meaning this is far less effective against enemies that block or evade most attacks.

Jackal Equipment and Reputation requirements

Reputation is a very important part of being a gladiator in the arena and being a Jackal, you have to live up to a certain expectation. Jackals are merciless killers who thrive from the hate of the crowd, killing all those who stand in your way, be they hated gladiators or fan favorites. Jackals gain +1 Rep for every boss defeated and an extra +1 rep for every boss then killed. This is important as without Rep, players won’t be able to reach higher tier rewards or access interactions with fellow Jackals.


Training Checks:

Training With Chuck:
Requirements: 4 or more Reputation.
Rewards: +20 xp

Talk to druid:
Requirements: 8 or more Reputation.
Rewards: +30 xp and War Scythe.

Training With Frank:
Requirements: 10 or more Reputation.
Rewards: +50 xp


Equipment Requirements:

+0 Reputation/First Tier:

Dagger/Jackal Dagger:
Stats: 7-12 Damage for 3 Encumbrance.
Notable Features: Has Stab and Cut.

Sword/Jackal Sword:
Stats: 7-14 Damage for 5 Encumbrance.
Notable Features: Has Hamstring and Skewer.

Throwing Stars/Shuriken:
Stats: 10-15 Damage for 2 Encumbrance.
Notable Features: Ranged Throwing Weapon, +20% Ranged Hit Chance.

Helmet/Jackal Helmet:
Stats: 2 Armor for 2 Encumbrance.
Notable Features: makes the player immune to Disoriented.

Body armor/Studded Manica:
Stats: 3 Armor for 3 Encumbrance.
Notable Features: +10% Initiative

Leg armor/Studded Greaves:
Stats: 3 Armor for 2 Encumbrance.
Notable Features: None

Shield/Jackal Shield:
Stats: 20% Block Chance for 4 Encumbrance.
Notable Features: +10% ranged Evasion Chance

+6 Reputation/Third Tier:

Push Dagger/Iron Katar:
Stats: 10-10 Damage for 4 Encumbrance.
Notable Features: Has Pummel and Puncture, +10% Crit Chance.

Ring Of Kismet:
Stats: Accessory.
Notable Features: Holds the ability to stockpile Actions, saving them for later turns. This is obtained regardless of Reputation.

+8 Reputation/Fourth Tier:

Special Sword/Aruval:
Stats: 8-15 Damage for 5 Encumbrance.
Notable Features: Has Cut, Hamstring, and Hook.

Scythe/War Scythe:
Stats: 5-20 Damage for 14 Encumbrance.
Notable Features: 2 Handed Weapon, has Hamstring, Cut, and Sweep. This can only be obtained after talking to the Druid within the Training Hall.

+12 Reputation/10th Tier:

Shroud/Jackal Shroud:
Stats: 1 Armor for 1 Encumbrance, Accessory.
Notable Features: +5% evasion chance against both melee and ranged attacks.

Jackal Bosses

Disclaimer: This guide cannot feasibly cover any variations of Jackal build the player might have and therefore won’t attempt to. These recommendations are primarily built around helping players who may be inexperienced in combat and providing general advice.

1st Tier Boss: Olmek
Level Recommendation: Level 6+
Recommended Skills: Puncture, Stab, Cut, and Hook
General Notes: Olmek can be a very tough fight for beginning players. He starts with a high armor of 30 and an annoyingly high block chance. Players are recommended to rely on evasion to slowly accrue advantage and then remove his Defensive Stance and tear into his armor with the Puncture skill. Working from there, players can slowly whittle down his health over time, leading to an easy victory.

Rewards:
XP: +25
Gold: 50
Contract Gold: 15 (30 with Modded contract)
Food: Pear Cider

2nd Tier Boss: Giovanna
Level Recommendation: 8+
Recommended Skills: Sweep, Hamstring, Puncture, Stab.
General Notes: Giovanna can be somewhat underwhelming in appearance but is a very dangerous opponent for new Jackals. Players are recommended to leverage evasion to build advantage, use the Sweep skill, and then swap to a secondary loadout to whittle down her speed through the use of the Hamstring skill. Players can then clean up the fight by removing her armor with Puncture and destroy her health with damaging moves like Stab.

Rewards:
XP: +25
Gold: 100
Contract Gold: 30 (60 with Modded contract)
Food: Dark Ale

3rd Tier Boss: Nathanael
Level Recommendation: 11+
Recommended Skills: Hook, Sweep, Puncture, Hamstring, Stab
General Notes: The hedge knight can be quite the skill barrier for inexperienced players and initially, is quite intimidating. Players should begin by simply using the classic Defensive Stance and Sand Toss setup to weather his initial turn. If players have the second tier of sly, they can simply sweep with a weapon like war staff, annihilating any of his future turns. Without this trait however, players should begin with a Kick and a Focus, reducing his armor to a pitiful 15. Players should then begin building advantage for Sweep, comboing this with a secondary loadout that has hamstring to send his turns into next week. Players can then simply finish up the remainder of the encounter with attacks like Stab.

Rewards:
XP: +25
Gold: 100
Contract Gold: 60 (120 with Modded contract)
Food: White Wine

4th Tier Boss: Avon Lorca

Level Recommendation: 14+
Recommended Skills: Sweep, Hamstring, Stab
General Notes: Avon can be quite the tricky boss to approach for either class, as he uses a hybrid of skills and traits from both classes. Jackals have to be most wary of his evasion and perception stats, along with his liberal use of the Glide skill which can easily snowball into the Overwhelming Force trait. Players are recommended to either have a high perception stat or an accuracy-boosting weapon such as Drake Knife, Bolo Knife, or Mystic Dagger. Players should use evasive moves and stack action points with the Ring of Kismet until they are confident in gathering advantage and apply status effects like Incapacitated, Hamstrung, or Staggered. Once players have gotten a proper in, they can merely annihilate any remaining resistance with Puncture to remove his Protection, and then finish up the fight with attacks like Stab.

Rewards:
XP: +25
Gold: 200
Contract Gold: 120 ( 240 with Modded contract)
Food: Maleqite Brandy

10th Tier Boss: Colossus

Level Recommendation: 14+
Recommended Skills: Sweep, Puncture, Hamstring, Stab
General Notes: While a fearsome looking foe at first, the Colossus is fairly easy, if the player can survive his initial attacks. Sand Toss and Defensive Stance are highly recommended. Afterward, using Focus in conjunction with Hamstring and Puncture will wear his armor and speed down. Players can then simply Stab their way to victory.

Rewards:
XP: +50
Gold: 250
Contract Gold: 300 (500 with Modded contract)
Food: Ghelderbrau

Dreadnought

So you decided to join the Dreadnoughts (best class). Dreadnoughts primarily rely on strength and resilience to get the job done, whether it's through a defensive shield build or an overwhelmingly aggressive strength build. Dreadnoughts are potent damage dealers and defenders, relying on sheer numbers to destroy their opponents, through damage or defense. Most Dreadnoughts generally use a shield or two-handed weapon build to synergize most optimally with specific traits but don’t let that deter you from trying different things.

Dreadnought Traits

This is a list of all Dreadnought traits, their usability, and my recommendations relating to the skills. Any and all of my recommendations should be taken with a grain of salt as I cannot predict the rise and fall of builds and their viability. Go out there and have some fun, my recommendations are light suggestions for people inexperienced with Black Dust’s combat and class system. Traits can now also be reset at the arena, albeit only once, so innovation is encouraged.


Berserker: “Modifies Offensive Stance. Increases damage taken by 25% but in return increases inflicted damage with 10% and adds momentum when inflicting damage to an opponent (Maximum 1 per action).”

Scaling: Berserker has 5 total levels, starting with 10% damage inflicted and gaining 10% more damage per level. This trait caps at 50% increased damage.

Uses and Viability: Berserker is a potent Dreadnought Trait, designed to incentivize strong but risky attacks. With its high damage scaling, this trait will modify all damage inflicted by up to 50%, albeit with a slight trade-off of 20% more damage taken, requiring a delicate balancing act to survive its use. This trait is strongest when the player starts Staggering or Incapacitating enemies, slowing them down and granting the player extra time to deal damage without reprimand. While a very risky trait, it certainly has its place in most Dreadnought builds, helping to bridge gaps like overcoming protection or simply hitting a little harder. Players should invest at least a point into this, if not several to modify their damage more. It should be noted that increasing the trait’s level will not increase damage taken, merely damage dealt.


Fencer: “When dealing damage with a basic attack, There’s a 10% chance to add Parry.”

Scaling: Fencer has 5 total levels, starting with 10% and increasing by 10% per level. This trait caps at 50%.

Uses and Viability: Fencer is a semi-useful trait that gives a % chance to acquire the Parry effect. This ability is underwhelming on its own unless you pair it with the trait Retaliate, which allows you a free attack on any enemy that attacks your parry. Parry can also be gained from these attacks, allowing players to reacquire Parry and then Retaliate once attacked again. Several things should be noted about the trait, however, as it still has many weaknesses. Parry cannot stack and can be subverted by the skill Glide. Fencer also caps at a 50% chance to activate, which means that the chance of it stacking consecutively decreases over time, not to mention that it would require 5 points invested in the trait to even reach that point. I would only recommend a single point or no points at all unless the player wishes to heavily invest in the trait.


Iron Skin: “Increases protection by 100% of your base resilience.”

Scaling: Iron Skin has 3 total levels, starting with 100% and increasing by 50% per level. This trait caps at 200% of the player’s base resilience.

Uses and Viability: Iron Skin is a very defensive trait by nature, increasing baseline line protection by a flat sum, equivalent to the player's resilience stat. While seemingly underwhelming at first, with proper investment, high natural armor, and the use of the defensive stance (Which modifies this trait), it will grow to be instrumental in fighting enemies. This trait best benefits Dreadnoughts with high resilience, which makes it a must-grab for any Dreadnoughts with shield builds. This also has lots of uses for Dreadnoughts relying on armor, as even a small investment can provide significant protection, albeit to a lesser degree than a fully realized resilience build. Iron Skin is generally a useful trait for most Dreadnoughts with a point or two invested, perhaps a third for players with a significant resilience stat.


Overwhelming Force: “Automatically converts 100% of your Advantage into 1 Action Point when you reach 100% advantage.”

Scaling: This trait has 5 total levels, starting with 100% and decreasing by 15% per level. This trait caps at converting 40% of the player’s advantage into AP.

Uses and Viability: Overwhelming Force is a useful trait for most Dreadnoughts, providing a useful way to gain additional actions and not waste extra advantage that might otherwise be lost to the void. Overwhelming Force converts up to 40% of the Player’s total advantage into an action point when reaching 100%, transforming 40% of their full advantage bar into an action, leaving 60% behind for the player to use. This can be very useful, especially when facing large crowds of enemies and investing in advantage-boosting traits such as Painkiller or Resolute. Most Dreadnoughts should place at least a few points into this trait, as the benefits of even a single extra action cannot be overstated.


Painkiller: “Gain 125 Advantage when taking damage.”

Scaling: This trait has 5 total levels, starting at 125 and increasing by 125 per level. This trait caps at 625 Advantage per hit taken.

Uses and Viability: Painkiller is a useful trait for most Dreadnoughts, providing a small amount of advantage per hit taken. This only activates when taking damage, not triggering against protected or blocked attacks, making it a trait best suited for when the player is forced to take damage. This skill is greatest for Dreadnoughts who lean into an aggressive playstyle, as their fighting style heavily incentivizes taking minor hits to play proactively and inflict major damage in turn. Most Dreadnoughts should likely invest a point in this, more if they plan to play an aggressive build.


Resolute: “Increases chance to block ranged attacks by +10% and increases Advantage gained from blocking by 100.”

Scaling: This trait has a total of 5 levels, starting with +10% to ranged block chance and an additional 100 per block, increasing by both +2.5% and 50 for their respective stats per level. This trait caps at a +20% ranged block chance and an additional gain of 300 Advantage per block.

Uses and Viability: Resolute is a must-grab for any Dreadnoughts specializing in shields and resilience, increasing both block chance and advantage gain in one trait. The increase to ranged block is very helpful against tricky enemies who like to abuse distance like Harpy, and the advantage is simply a cherry on top, giving players a great way of gaining advantage without wasting actions. Resolute is a skill that heavily rewards Dreadnoughts using shields, and any player would be a fool to ignore it. Nonshielders can steer clear of this trait, while shield bearers should invest at least a few points, as the benefits are too useful to ignore.


Retaliate: “ Automatically perform a counter-attack that deals 100% damage after having parried an incoming attack.”

Scaling: Retaliate has 5 total levels, starting with 100% damage and increasing by 15% per level. This trait caps at 160% damage.

Uses and viability: Retaliate is a fairly unique trait in that it relies on the Parry effect to function. Retaliate deals a % amount of weapon damage after an enemy triggers the Parry. This attack doesn’t acquire advantage from the attack itself but the player will still gain the advantage given by Parry. The Retaliation can also accrue Parry if the player has invested in the Fencer trait, leading to a potent damage dealer with proper investment. It should be noted that Fencer caps at a 50% chance, so it is not a perfect strategy. It also requires a hefty investment of 6 total trait points for the best odds. This trait pairs best with a weapon that holds parry, allowing a free attack per turn. It is recommended to only invest one point into this trait unless you attempt to pair it with a maxed Fencer trait.


Staggering Block: “50% chance to Stagger the opponent when successfully blocking their melee attack.”

Scaling: This trait has 3 total levels, starting with a 50% chance and increasing by 25% per level. This trait caps at a 100% chance to Stagger when blocking an attack.

Uses and Viability: Staggering Block is a very useful grab for shield users, as its Stagger effect reduces enemy speed by 25%, which can be very useful for removing stances and slowing enemies down. Paired with skills like Grapple Throw, this can give the player significant time to inflict heavy damage on enemies. Nonshield users can likely steer clear of this, while shield users should likely invest a point or two in the trait.


Relentless: “Increases damage by 10% when wielding two-handed melee weapons.”

Scaling: This trait has 3 total levels, starting with 10% and increasing by 10% per level. This trait caps at 30% increased damage with two-handed melee weapons.

Uses and Viability: Relentless is a potent offensive trait, perfect for strong and aggressive, two-handed builds. Due to how this stacks with skills and effects, Dreadnoughts can gain a truly overwhelming damage advantage, when paired with traits like Berserker or skills like Slam. This shines best with Dreadnoughts who lean into a very proactive build, with players investing in strong two-handed weapons to destroy enemies before they see the player coming. Shield users can likely avoid picking this up but two handed weapon users should invest heavily in this trait, having at least a point or two in it.

Dreadnought Equipment and Reputation Requirements

Reputation is a very important part of being a gladiator in the arena and being a Dreadnought, you have to live up to a certain expectation. Dreadnoughts are paragons of mercy, sparing all those who face them, be they hated gladiators or fan favorites. Dreadnoughts gain +1 Rep for every boss defeated and an extra +1 rep for every boss then spared. This is important as without Rep, players won’t be able to reach higher tier rewards or access interactions with fellow Dreadnoughts.

Training Checks:

Training With Giovanna:
Requirements: 4 or more Reputation.
Rewards: +20 xp

Training With Olmek:
Requirements: 8 or more Reputation.
Rewards: +30 xp and tower shield

Training With Nathanael:
Requirements: 10 or more Reputation.
Rewards: +50 xp


Equipment Requirements:

+0 Reputation/First Tier:

Two-handed sword/Iron Longsword:
Stats: 6-18 Damage for 12 Encumbrance.
Notable Features: Has Strike, Cleave, and Parry.

One-handed axe/Iron War Axe:
Stats: 8-12 Damage for 6 Encumbrance.
Notable Features: Has Split and Hook.

One-handed mace/Iron Mace:
Stats: 5-14 Damage for 10 Encumbrance.
Notable Features: Has Stun and Split.

Body armor/Bronze Manica:
Stats: A Body piece that gives 5 Armor for 5 Encumbrance.
Notable Features: +50% Initiative.

Gauntlets/Iron Gauntlets:
Stats: A Hands piece that gives 4 Armor for 5 Encumbrance.
Notable Features: None.

Small shield/Iron Targe:
Stats: A Shield that grants a 20% block chance for 6 Encumbrance.
Notable Features: +1 Strength, Smite skill.

Big shield/Kite Shield:
Stats: A Shield that grants a 25% block chance for 8 Encumbrance.
Notable Features: None.

+4 Reputation/Second Tier

Greaves/Iron Greaves:
Stats: A Feet piece that gives 4 Armor for 5 Encumbrance.
Notable Features: None.

+8 Reputation/Fourth Tier:

Iron plate cuirass/Iron Plate Armor:
Stats: A Body piece that gives 9 Armor for 10 Encumbrance.
Notable Features: None.

Tower shield/ Tower Shield:
Stats: A Shield that grants a 30% block chance for 15 Encumbrance.
Notable Features: This can only be obtained after talking to Olmek within the Gymnasium.

+12 Reputation/10th Tier:

Unique shield/Dread Aegis:
Stats: A shield that grants a 20% block chance for 6 Encumbrance.
Notable Features: Has Smite and reflects 20% damage back to the attacker.

Dreadnought Bosses

1st Tier Boss: Chuck
Level Recommendation: 7+
Recommended Skills: Grapple, Slam, Smite
General Notes: Chuck is a pretty difficult boss for first-time players, serving as an early example of how annoying evasion is to deal with. Dreadnought players will want to go heavy on armor for this fight, as Chuck will instantly devastate any players unprepared. A high perception and strength are recommended, for accuracy and dealing more damage respectively. Having a weapon like the iron targe for Smite is handy, as this will reduce Chuck's speed. Combined with Grapple Throw, once players have weathered his initial set of attacks, they can then send him back several turns with this potent combo. Players can then simply finish the fight with a potent attack like Slam.

Rewards:
XP: +25
Gold: 50
Contract Gold: 15 (30 with Modded contract)
Food: White Wine

2nd Tier Boss: Ela
Level Recommendation: 8+
Recommended Skills: Grapple, Slam, Smite
General Notes: Ela can be somewhat tough initially but once players have a good set of armor and a potent damage dealer, she can be killed rather easily. Players may want to pick up a sanguine draught for her fight, due to how she inflicts bleed constantly. Grappling her after the initial turn, combined with smite will easily throw her back a few turns, giving the player more than enough time to defeat her.

Rewards:
XP: +25
Gold: 100
Contract Gold: 30 (60 with Modded contract)
Food: Dates

3rd Tier Boss: Frankie
Level Recommendation: 13+
Recommended Skills: Grapple Throw, Slam, Intimidate, Brash
General Notes: Pray. Frankie is definitely the hardest boss to fight on this list, and He can be quite the challenge for players who approach him too early. A player’s best chance for success is to invest heavily in protection and a two handed weapon, and then slowly whittle away his health with a Grapple and hit combo. Players will likely not maintain much advantage, as Frankie has Glide, so players should endeavor to spend it whenever they have it. Players should also be wary of Frankie’s last stand, as when he reaches a certain health threshold (roughly 15%), he gains the Survival Instinct status effect. Players should seek to end the conflict as quickly as possible once this happens, as it boosts his damage by 50% and increases his evasion odds by +5%.

Rewards:
XP: +25
Gold: 100
Contract Gold: 60 (120 with Modded contract)
Food: Dried Meat

5th Tier Boss: Avon Lorca
Level Recommendation: 14+
Recommended Skills: Grapple, Intimidate, Slam, Brash
General Notes: This crowd favorite of the arena, Avon Lorca is an old pro, a boss well-versed with both sides of the arena. Avon sports contradicting skills, with high evasion and the Dreadnought trait Overwhelming Force paired with the skill Glide, making him a challenging fight for players. Players are recommended to lean in on high armor and a strong two-handed weapon, following a fairly similar pattern to the Frankie fight mentioned above. While Avon is a bit weaker than Frankie, his use of Overwhelming Force can be quite troublesome, so players should still remain wary.

Rewards:
XP: +25
Gold: 200
Contract Gold: 120 (240 with Modded contract)
Food: Walnut Cake

10th Tier Boss: Colossus
Level Recommendation: 14+
Recommended Skills: Grapple, Slam, Puncture.
General Notes: The Colossus is a fearsome foe for the unprepared, sporting a protection of 40. The player’s best strategy for dealing with him is to gain enough damage to apply Puncture, slowly reducing his armor until he has none left. Grapple Throw is great for this strategy, along with the Berserker Trait. Once the player has nullified his armor, it's best to swap to a high-damage weapon and wreck his health. Due to the Colossus being immune to intimidate, Players should have high protection to help survive his attacks.

Rewards:
XP: + 50
Gold: 250
Contract Gold: 300 (500 with Modded contract)
Food: Auroch Steak

General Skills

This section covers skills that can be found on various weapons throughout the world. This section lists skills that are available to the player at any time, regardless of class or level, provided they have the weapon to use it.


Glide:

Description: “Divert the opponent’s weapon. Steals up to 1500 Advantage and removes any existing parry from the enemy.”

Advantage cost: 0

Use: This skill is fairly useful, as it can be useful in stopping troublesome enemy skills such as Bleed and Wall and helps with accruing advantage for players. It also removes the status effect Parry, which can be useful against enemies that frequently use it. This is a fairly rare skill, generally found among bladed weapons, such as swords or scimitars.

Hook:

Description: “Hook and pull the opponent's shield, making them Vulnerable.”

Advantage cost: 0

Use: This skill Inflicts the Vulnerable status condition until the opponent's next turn. This makes it impossible for the enemy to block or evade attacks, which can be rather helpful against Dreadnoughts. This skill can only be used on shielded enemies. This is somewhat common, generally found among axe-like weapons.

Jab:

Description: “Strikes three times in a row. The quick succession of attacks deals 100%, 80%, and 60% weapon damage respectively. Cannot be evaded.”

Advantage Cost: 2,000

Use: Jab is a fairly common skill that can be useful in nailing evasive enemies or inflicting worthwhile damage. While its damage pales in comparison to more focused damage skills, the damage it deals is unevadable, which is great for enemies like Jackals that have high evasion. This is a common skill, generally found among spears and daggers.

Mark:

Description: “Attack with deadly aim. Deals 150% damage and cannot be evaded.”

Advantage Cost: 2,500

Use: Mark is a ranged skill that provides worthwhile, unevadable damage. This (like most ranged skills) is fairly rare and is only found on select throwing knives.

Parry:

Description: “adds Parry.”

Advantage Cost: 0

Use: Gives the Parry effect, an effect that blocks one melee attack and transforms it into 1,500 advantage. This pairs excellently with the class trait Retaliate, allowing you to counterattack any enemy that attempts to harm the player. This effect can be subverted by the Glide skill. This is a fairly common skill, generally found on long bladed weapons, such as swords and scimitars.

Puncture:

Description: “This aimed attack deals 125% weapon damage and adds Sundered if successful.”

Advantage Cost: 1,500

Use: This skill deals 125% weapon damage and applies the Sundered effect to enemies, provided that the attack deals damage. The Sundered effect reduces the enemy’s protection by 25%. It should be noted that this can actually be blocked by the enemy’s protection if the damage is too low. This effect can be stacked an indefinite number of times and is a common weapon skill, found on thrusting or blunt weapons.

(NEW!) Stifle:

Description: “Subdue your target and choke their momentum, inflicting Stifled.”

Advantage Cost: 1,000

Use:

Strike:

Description: “A basic attack that deals 125% damage and cannot be evaded.”

Advantage Cost: 1,500

Use: A fairly common skill, Strike is a useful early game attack for players who have yet to gain a class, as it provides an easy and efficient way to use advantage for damage. It’s also useful for hitting evasive enemies, as the attack cannot be evaded. This is a pretty common skill, and is mostly found on bladed weapons.

Trip:

Description: “Breaks enemy stance.”

Advantage Cost: 250

Use: Trip is a fairly rare skill that provides a simple and easy way to break enemy stance’s before the player can obtain a class. This is quite useful in tackling the Pit, as its effect is useful for removing additional armor or speed granted by stances. Players should note that enemies commonly wield this. Trip is a fairly rare skill, found only on two weapons, the Crooked Staff and the Iron Berdish.

Thrust:

Description: “Stab the enemy with a powerful thrust which inflicts 200% damage.”

Advantage Cost: 2,000

Use: Thrust is a pretty common skill, and is useful for early game damage. Most players will find this to be quickly outpaced by class exclusive skills, as Thrust is mainly an early game skill for players who have yet to gain a class. This is fairly common, generally found on (you won’t believe it) thrusting weapons.

Stun:

Description: “Strike your opponent in the head. This aimed attack deals 150% weapon damage and makes the enemy Disoriented.”

Advantage Cost: 1,000

Use: This skill deals 150% weapon damage and applies the Disoriented effect. Disoriented reduces enemy accuracy by 20% and block chance by 50%. This is fairly useful for Jackals and against shield wielders, although it will likely only be used for the early to mid game by most players. This is a fairly common skill, found among blunt or staff weapons.

Jackal Skills

This portion covers skills granted by the Jackal class, by either lifting restrictions on locked weapon skills or gained through the class itself. It should be noted that most status effects such as Staggered or Incapacitated can be applied by either class, through different methods.

Class Skills

These skills are gained by reaching certain level requirements while holding a class. They are not tied to weapons and players will always be able to access them.

Sand Toss:

Description: “Throw sand in the enemies eyes to inflict Disoriented.”

Advantage Cost: 0

Use: This skill is essentially the bread and butter of any Jackal build. This inflicts the Disoriented effect upon a group of enemies, which decreases hit chance by 20%. This effect is fairly unique in that it doesn't just decrease hit chance by a flat amount, but lowers it by a scaling 20% reduction. This also combines well with the Jackal Trait Sly, as that modifies damage dealt against enemies suffering from this effect. Unlocked at level 5.

Kick:

Description: “Kick your opponent to break their stance and inflict Staggered.”

Advantage Cost: 250

Use: This decreases enemy speed by 25%, which is useful by itself but truly shines for Jackals using the Hamstring or Sweep skills, as these can stack for devastating effects. It also breaks stances, a very handy effect that can reduce any additional armor or speed gained by enemies through them. Unlocked at level 6.

Dash:

Description: “Dash to the enemy and break their stance.”

Advantage Cost: 0

Use: This is a niche but undeniably valuable skill for treading ground fast, especially when dealing with archers. The stance break is simply a bonus on top of a useful mobility skill. Unlocked at level 7.

Focus:

Description: “Focus your attention to clear Disoriented from yourself and temporarily Expose your target's weak spots.”

Advantage Cost: 250

Use: This skill applies the Jackal exclusive status effect Exposed, which halves enemy protection until their next turn. This is a must have skill against armored opponents, as this can provide an excellent way for players to use Puncture and wear down their armor permanently. The Disoriented clearing effect is a simple albeit niche bonus to the skill that has some practicality against enemies who use the Stun skill. Unlocked at level 8.

Trick Shot:

Description: “A cunning attack which diverts the enemy, opening them up for a powerful and unexpected blow. The attack consumes all of your advantage and deals 101-500% damage depending on how much advantage was spent. Cannot be evaded.”

Advantage Cost: ∞

Use: This attack is a Jackal’s ace in the hole for damage dealing against tanky or evasive enemies. Due to how the damage scaling of the skill is relative to the damage range of the weapon, This skill especially shines with short but potent damage ranges, commonly found in daggers and swords, and can feel somewhat lackluster with weapons that have longer damage ranges such as the staff or scythe. This skill truly shines in its ability to always hit evasive enemies without fail, providing a surefire way to deal with pesky enemies like bats or bosses like the Harpy, that have the Flying status effect. Unlocked at level 9.

Weapon Skills

These are skills bound to weapons that can only be used by their corresponding class. Players will only have access to them through specific weapons.

Cut:

Description: “ Cut the enemy to inflict a deep wound. The attack deals 100% weapon damage and adds Bleeding.”

Advantage Cost: 1,000

Use: Cut is a fairly common Jackal skill, with a lot of use. Cut applies the Bleeding effect, dealing 5% of the enemy’s health as damage per stack. This can be stacked an indefinite number of times, allowing the player to theoretically instantly kill an enemy from status condition overload. This effect can be reduced by enemy resilience, but will never not deal damage. This is a common Jackal skill, found on bladed weapons like daggers and swords.

Flurry:

Description: “Strike your enemies five times in a row. The quick succession of attacks deals 100% damage each, crowned by the final one being a guaranteed critical hit.”

Advantage Cost: 2,500

Use: The Flurry skill is fairly rare, appearing on few staff weapons but is a potent attack for Jackals. This attack does 5 consecutive base damage attacks, with the final one being a guaranteed critical hit all in one action, which can be devastating when paired with skills like Sweep or Sand Toss (combined with the Sly trait). This is a fairly rare skill, found on staffs or other fast two-handed weapons.

Hamstring:

Description: “Strike the enemy in the back of the leg, dealing 150% weapon damage and causing Hamstrung.”

Advantage Cost: 2,000

Use: This skill is crucial for any Jackals using agility, as the Hamstrung effect is a potent speed modifier. The Hamstrung effect reduces evasion chance by 10% and speed by 15% per stack, up to 3 stacks. This effect lasts for 2 turns but proficient Jackals can ensure that the effect doesn’t expire until the enemy is dead by pairing it with other speed tweaking effects such as Sweep and Kick to bully an opponent's turns into next week. This is a fairly common skill, found on bladed weapons.

Pummel:

Description: “Strike the enemy three times in a row. The quick succession of attacks will deal 100% weapon damage each. The Advantage will be restored if all three strikes were powerful enough to harm the enemy.”

Advantage Cost: 1,500 (0 if successful)

Use: This skill is useful for attacking consistently and cheaply. It is most effective against enemies that have no armor and is good for economic damage. While it lags behind Stab in damage, it is still very useful. This is a fairly common skill, found on thrusting weapons.

Skewer:

Description: “An attack that deals 125% weapon damage while ignoring target’s protection.”

Advantage Cost: 1,000

Use: This is more or less what’s written on the can. This attack is useful in bypassing armor to deal direct damage. It’s most useful against enemies like the Fae but is fairly narrow in its use. This is a fairly common skill, found on thrusting weapons.

Stab:

Description: “Strike the enemy’s vital organs. This aimed attack deals 250% weapon damage and cannot be blocked.”

Advantage Cost: 1,000

Use: This is a Jackal’s best friend, up there with sand toss and dark alleys prime for muggings. Stab is one of a Jackal’s best tools for sheer, unadulterated damage. It is most useful against enemies that have already had status effects applied to them like sweep or sand toss, as the multiplicative nature of the damage leads to superb results. This is a common skill, found mainly on thrusting weapons like daggers.

Sweep:

Description: “This attack will sweep the target and adjacent foes off their feet, breaking their stance and Incapacitating them. Cannot be blocked.”

Advantage Cost: 2,000

Use: Sweep is one of the most potent skills a Jackal has, allowing them to apply Incapacitated to all enemies within melee range. This effect reduces enemy speed by 20%, removes the ability to evade attacks, and increases all damage by 150%. Combined with an effect like hamstring or kick will kill any speed the enemy has, giving the player several turns to annihilate their opposition. This is a fairly rare skill, found on staffs or other fast two-handed weapons.

Dreadnought Skills

This portion covers skills granted by the Dreadnought class, by either lifting restrictions on locked weapon skills or gained through the class itself. It should be noted that most status effects such as Staggered or Incapacitated can be applied by either class, through different methods.

Class Skills

These skills are gained by reaching certain level requirements while holding a class. They are not tied to weapons and players will always be able to access them.

Intimidate:

Description: “Intimidate the enemy, decreasing their damage.”

Advantage Cost: 250

Use: Intimidate reduces damage by 20%, for all enemies within melee range. It lasts for two turns, cannot be stacked, and is unlocked at level 5. Intimidate is best paired with armor, as skillful usage will reduce enemy damage to below the damage threshold, meaning enemies will be unable to damage the player for a short time.

Charge:

Description: “Charge the enemy from a distance. The attack deals 200% damage and causes Disoriented.”

Advantage Cost: 0

Use: Charge is a useful mobility skill for Dreadnoughts, flinging them towards enemies that aren’t within melee range. This is quite potent, dealing 200% weapon damage and applying the Disoriented effect, which is a nice bonus. This is unlocked at level 6.

Grapple Throw:

Description: “Throw the enemy to the ground. Deals 200% strength as damage while ignoring target’s protection and adds Incapacitated.”

Advantage Cost: 1500

Use: Grapple Throw is a useful debuff skill for Dreadnoughts, dealing damage that bypasses armor and inflicting Incapacitated, a very useful effect that prevents any evasion and boosts player damage. This can be somewhat risky on evasive enemies, as they are likely to dodge it but one lucky hit can spell the end for any slippery enemies. This effect cannot be stacked, lasts for one turn and is unlocked at level 7.

Brash:

Description: “A powerful but reckless attack. Deals 250% damage but makes you Vulnerable.”

Advantage Cost: 1500

Use: Brash is a useful but risky combat skill, dealing 250% weapon damage and inciting the Vulnerable effect upon the player. Vulnerable prevents the player from evading or blocking any attacks, which makes this a risky endeavor for shield builds. The effect lasts for one turn, is not stackable, and the skill is unlocked at level 8. Players should note that Vulnerable does not penalize protection, meaning this attack is best for Dreadnoughts that focus heavily on armor and are in need of quick and easy damage.

Whirlwind:

Description: “Move like a whirlwind on the battlefield, attacking all opponents in reach for 100% weapon damage. Inflicts Disoriented on targets when struck.”

Advantage Cost: 2000

Use: Whirlwind is a useful AOE attack for Dreadnoughts that need a substitute for Cleave. While Whirlwind both costs more and deals less than Cleave, it’s much easier to use, being a class skill not bound to any one weapon. The Disoriented effect is also handy, reducing enemy block and hit chance.

Weapon Skills

These are skills bound to weapons that can only be used by their corresponding class. Players will only have access to them through specific weapons.

Cleave:

Description: “Swing your weapon in a wide horizontal arc. Deals 125% damage to all nearby opponents. Their chance to evade this attack is reduced by 50%.”

Advantage Cost: 1500

Use: Cleave is a great area of effect attack, dealing slightly better damage than Whirlwind and reducing enemy evasion against that attack, for less than Whirlwind costs. Players looking for an aggressive Dreadnought build that relies on strength, this is the perfect skill for dealing with large groups of enemies.

Impale:

Description: “Impale the enemy with a ferocious attack, dealing 200% weapon damage and Immobilizing them. Your weapon is left in the enemy’s body for the remainder of the fight.”

Advantage Cost: 4,000

Use: Impale is a useful but somewhat niche skill, mainly due to its rarity. Its best use is pinning archers in place, at the cost of the weapon being temporarily unavailable. This effect cannot be stacked and lasts indefinitely. This is a rare skill, found only on the Iron Pike.

Rend:

Description: “Cuts all nearby enemies to inflict deep wounds. Deals 100% weapon damage and adds Bleeding.”

Advantage Cost: 1,500

Use: Rend is a fairly niche Dreadnought skill, serving as a splash attack that inflicts Bleeding. While less damage focused than Cleave, Rend’s bleed effect can be quite useful at chipping away at large health pools over time. Bleeding can be stacked an indefinite number of times and lasts for three turns. Rend is a fairly common Dreadnought skill, appearing primarily on axe-like weapons.

Sever:

Description: “Splitting your opponent in half with this lethal attack. Deals 400% weapon damage.”

Advantage Cost: 4,000

Use: Sever is one of the most potent attacks a Dreadnought has, dealing 400% weapon damage in a single blow. While Sever can be a bit unwieldy at times due to its high advantage cost, its potency as an attack cannot be understated, especially on the deadly weapons it's found on. Sever is a somewhat rare Dreadnought skill, generally appearing on large, overwhelming bladed weapons.

Slam:

Description: “The enemy will be Staggered by this deadly hard-hitter. Deals 300% weapon damage.”

Advantage Cost: 3,000

Use: Slam is one of the most iconic Dreadnought skills the player has access to, embodying the core of a Dreadnought; Hit Fast and Hit Hard. Slam deals 300% weapon damage and inflicts the Staggered effect. With its fair cost and efficient damage, Slam is one of the most reliable tools in a Dreadnought’s toolbox. Staggered decreases enemy speed by 25%. This cannot be stacked and lasts 1 turn. Slam is a fairly common skill, generally appearing on heavy blunt weapons.

Smite:

Description: “Bash the enemy with your shield, removing their stance and Staggering them. Deals 400% of your strength as weapon damage. Cannot be blocked.”

Advantage Cost: 1000

Use: Smite is a useful damage and debuff combo for shield builds. Dealing 400% of the player’s strength stat and inflicting the Staggered effect, This cheap and fairly common shield skill provides an excellent way for shield Dreadnoughts to use Staggered, which pairs well with skills like Grapple Throw. Staggered reduces enemy speed by 25%, cannot be stacked, and lasts for one turn. Smite is a fairly common shield skill, found generally on smaller, more mobile shields.

Split:

Description: “This forceful attack deals 150% weapon damage and adds Shattered Shield if blocked.

Advantage Cost: 1500

Use: Split is primarily a utility skill for Dreadnoughts, providing a niche but undeniably valuable effect; Shattering enemy shields. If an enemy blocks the Split skill, their shield will be shattered, leaving them with the Shattered Shield effect for the rest of the fight. This prevents the enemy from blocking any attacks, providing a useful and long lasting effect against shield users players might face. This effect can obviously not be stacked, and is a somewhat common skill, generally found on heavy weapons.

Status Effects

This is a catalog of all status effects that can be applied, either through class skills or general weapon effects. This also includes enemy exclusive effects like Acid, Corrupted, Flying, etc.

Acid: This applies 3 true damage per stack, indefinitely. This effect is exclusive to the alchemist within the Woeful Fane. This cannot be blocked nor negated but can be evaded. Players are recommended to end the fight as quickly as possible, to avoid death by a thousand acid burns.

Bleeding: 5% of an opponent's health per turn, can be weakened with higher resilience, (unknown Modifier). Lasts three turns and is stackable.

Corrupted: This enemy exclusive effect reduces target’s speed by 20% and is applied by the skill of the same name. It lasts for one turn and is not stackable.

Disoriented: Reduces Hit chance by 20% and reduces Block chance by 50%. Non-Stackable. It should be noted that this doesn't decrease by a flat -20%, but instead removes a scaling 20% enemy chance.

Exposed: This effect reduces enemy protection by 50% and lasts until the enemy’s turn. This can be applied by the Jackal class skill, Focus and is non-stackable.

Flying: Increases melee evade chance by 50% and ranged evade by 25%. This is an enemy exclusive skill that can appear on certain winged enemies. It can be removed through the Immobilized or Incapacitated status effects. Lasts indefinitely and isn’t stackable.

Hamstrung: This effect reduces target’s speed by -15% and reduces evasion chance by 10%. Lasts three turns and is stackable up to 3 times. Can be applied through the Jackal skill of the same name.

Incapacitated: This effect reduces target speed by -20%, increases damage taken by 150% and removes evasion chance. Lasts until the enemy’s turn and is non-stackable. This can be applied through the Jackal skill Sweep or the Dreadnought class skill Grapple Throw.

Intimidated: This effect reduces damage by 20% and lasts for 2 turns. This is non stackable and is applied to by the Dreadnought skill of the same name.

Immobilized: Prevents the enemy from moving. This effect can be applied with the Iron Pike, through its exclusive skill Impale. This effect lasts indefinitely and cannot be stacked.

Marble Flesh: This enemy exclusive effect causes any damage that bypasses Protection to permanently destroy it, leaving the wielder with no armor. This can be found on both Fae enemies and can be bypassed with the Jackal skill Skewer and the Dreadnought class skill Grapple Throw. This effect lasts indefinitely and cannot be stacked.

Momentum: Increase speed and Damage by 10%. Can be gained through the Jackal trait Momentum or through the Dreadnought trait Berserker. Lasts for 2 turns and is stackable up to 9 times.

Parry: This effect neutralizes most melee attacks and grants the player 1000 advantage. This effect cannot be stacked and lasts for one turn. It can be applied through the skill of the same name. Parry can be subverted through the skill Glide, and it doesn't block the Charge, Slam, Grapple Throw, or any status effect attacks like Hook, Sand Toss, and Intimidate.

Sundered: This effect reduces protection by 25%, lasting the entirety of combat. This is stackable an unlimited amount of times and can be applied through the Skill Puncture.

Shattered Shield: Removes the ability to block. Can be applied through the Dreadnought exclusive skill Split. This effect lasts the entirety of combat and isn't stackable.

Staggered: reduces speed by 25%, can be applied through either Slam, the Jackal class skill Kick or the Dreadnought trait Staggering Block. Lasts until the enemy’s turn and is not stackable.

Stifled: Prevents use of abilities. Lasts 1 turn. Applied through the skill Stifle.

Survival Instinct: This Jackal exclusive effect increases damage by 50% and evasion by +5% once the player goes below a certain % of health. This can be seen on some Jackal enemies, snakes, and the player themselves, with the trait of the same name. Lasts for as long as the player’s health is below a certain percentage, depending on the level of the trait.

Thorn: This passive effect reflects 20% of all melee damage applied onto the offending enemy. This effect is a Dreadnought exclusive, as it can only be applied through the Dreadnought reward, the Dread Aegis. This item can only be acquired by maxing out the player’s reputation with the Dreadnoughts.

Venom: This effect lasts for three turns and on the third turn, deals 400% of the target’s strength + agility stats. This can only be applied through the weapon Poison Claw, taken from the Cartel Torturer. This does not stack.

Vulnerable: This effect removes both block and evasion chance. It can only be applied through the skill Hook, if the opponent wields a shield. Lasts for one turn.

Wall: This enemy exclusive effect gives the wielder a 100% block chance. This can only be applied by the skill of the same name and lasts for one turn. This can be bypassed by both the Split Shield and Vulnerable effects.