SP Chart

Increasing skill ranks enables you to use weapons and talismans of higher quality levels.

Equipping gear of higher quality is necessary to able to fight stronger monsters (low level weapons have more chance to glance against high level encounters).

You increase skill rank in a specific weapon or talisman type by purchasing ranks in one of its associated Skill Feats. Each of these Feats grants you passive abilities that will be automatically applied to your character as long as a weapon of that type is equipped.

The chart below was put together so that you could see the value of your SP for every skill level, you can only see current and next level in game. This way you could plan where you wish to put your points when as you advance in total SP.

Note 1: The charts are base values; Weapons Affect stats for its own weapon bonuses only. Gear affects all non-percentage values.

Note 2: As we continue to gather data, hopefully we will be able to determine the ability growth based on gear values for all none percentage based values. Watch the Theorycraft section of my Random Information Page for the development of the data gathering and formulas.

Sarcan's SP Build Planner

Melee

Fist

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Follow Up 5.0% 5.5% 6.0% 6.5% 7.0% 7.5% 8.0% 8.5% 9.0% 10.5%
Warmth 0.66% 0.73% 0.81% 0.88% 0.95% 1.03% 1.10% 1.17% 1.25% 1.54%

Follow Up
Increase the damage and healing done by your Fist resource consuming follow attacks by xx%.
Warmth
Your Fist healing abilities cause the target to receive x.xx% additional healing from all sources

Blade

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Two Cuts 4 5 5 6 6 6 7 7 8 10
Vigor 15.00% 16.67% 18.33% 20.00% 21.67% 23.33% 25.00% 26.67% 28.33% 35.00%

Two Cuts
Whenever you damage an enemy with a Blade ability, you apply the Two Cuts effect. Attacking the enemy with a Blade ability consumes this effect to deal xx damage.
Vigor
Whenever an enemy attack glances you, you gain xx% of the damage it dealt back as healing.

Hammer

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Momentum 12.00% 13.33% 14.67% 16.00% 17.33% 18.67% 20.00% 22.67% 26.67% 35.00%
Thick Skin 4.00% 4.44% 4.89% 5.33% 5.78% 6.22% 6.67% 7.11% 7.56% 9.33%

Momentum
Your Hammer abilities build up Momentum. When the Momentum count reaches 5, your next ability will deal xx% more damage.
Thick Skin
Blocking an attack further reduces the damage dealt to you by xx%.

Ranged

Pistol

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Double Up 6.00% 6.67% 7.33% 8.00% 8.67% 9.33% 10.00% 10.67% 11.33% 14.00%
Ingenuity 2 2 3 3 3 3 3 4 4 5

Double Up
Your Pistol powers have a xx% chance to deal an additional hit for 50% of the damage dealt.
Ingenuity
When deploying any Pistol Support ability, your defensive target receives xx health every second for 5 seconds.

Shotgun

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Point Blank 1 1 1 1 2 2 2 2 2 2
Reinforcement 2.70% 3.00% 3.30% 3.60% 3.90% 4.20% 4.50% 4.80% 5.10% 6.30%

Point Blank
Your Shotgun abilities deal xx physical damage based on your proximity to the target.
Reinforcement
When deploying any Shotgun Support ability, your defensive target takes x.x% leass damage form all sources for 5 seconds.

Assault Rifle

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Explosive Rounds 1 1 1 1 1 1 1 1 1 2
Combat Medic 2.85%
10%
3.15%
11%
3.45%
12%
3.74%
13%
4.03%
14%
4.32%
15%
4.60%
16%
4.88%
17%
5.16%
18%
6.3%
20%

Explosive Rounds
Your Assault Rifle abilities apply the Explosive Rounds effect to your enemies. Each additional hit from Assault Rifle abilities increases the number of charges on the target. After 3 seconds, the charges detonate dealing xx physical damage per charge applied.
Combat Medic
Your Assault Rifle Leech effects are x.xx% more powerful and last xx% longer.

Magic

Elementalism

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Overload 25%
5
25%
6
26%
6
26%
7
27%
7
27%
8
28%
8
28%
9
29%
9
33%
10
Fury 3.00% 3.33% 3.67% 4.00% 4.33% 4.67% 5.00% 5.33% 5.67% 7.00%

Overload
Your Elemental abilities have a xx% chance to deal xx magical damage to 5 enemies around the target.
Fury
When deploying any Elemental Manifestation, your defensive target deals xx% more damage for 5 seconds.

Blood Magic

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Empowered Blood 4.5% 5.0% 5.5% 6.0% 6.5% 7.0% 7.5% 8.0% 8.5% 10.5%
Restorative Wards 2 2 3 3 3 3 3 4 4 5

Empowered Blood
While Blood Offering is active, your Blood powers deal x.x% more damage.
Restorative Wards
When any of your Blood Barriers expire for any reason, the target of the barrier is healed for xx.

Chaos Magic

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Calamity 10.0%
21
10.5%
22
11.0%
23
11.5%
24
12.0%
25
12.5%
26
13.0%
27
13.5%
27
14.0%
28
15.0%
32
Fleeting Fortress 18% 20% 22% 24% 26% 28% 30% 32% 34% 42%

Calamity
Your Chaos abilities have a xx% chance to trigger the Calamity effect, dealing xx magical damage.
Fleeting Fortress
When you evade an attack, your receive the Fleeting Fortress effect, causing the next attack to deal xx% less damage.

Talisman

Head

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Head 10 23 39 58 80 105 133 164 199 249

Head
Increases your Magical Protection by xx.

Major

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Major 20 45 75 110 150 195 245 300 370 470

Major
Increases you Max Health by xx.

Minor

Name Skill 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill 6 Skill 7 Skill 8 Skill 9 Skill 10
Minor 10 23 39 58 80 105 133 164 199 249

Minor
Increases your Physical Protection by xx.

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