If you have a character to doublecheck one of the statements made below, feel free to do so! Post if results are different.
Some of you may have noticed that skill descriptions aren’t as accurate as we would like them to be so I decided to make this thread.
Feel free to share any knowledge regarding a skill that lacks information.
I forgot to say that I’ll add your information to the first post and also add you as a contributor.

Swordman:
-
Restrain:
Stuns for 1s and both skills and autohits can procc it.
Stun duration is refreshed (not added) in case of multiple proccs before initial stun runs out. -
Concentrate:
Concentrate’s damage is displayed seperately and ignores armor.
Highlander:
-
Crosscut:
Crosscut’s bleeding effect lasts 10 seconds. -
Skyliner:
Skyliner’s damage is doubled if the target is bleeding.
Barbarian:
-
Helm chopper:
Attacks twice and stuns for 2s each, however the stun chance is not 100%.
Stun duration is refreshed (not added) in case of multiple proccs before initial stun runs out. -
Seism:
Initial attack does the full damage, consecutive attacks do about 50% less damage.
Barb c2 seism does 3 hits. // not sure about c3
Stuns for 2 seconds, not 100% chance. -
Cleave:
If hit, cleave adds a buff that increases your critical rate by 50 for 5 seconds.
(COMBO) Cleaving a stunned target triples its damage.
Corsair:
-
Jolly Roger
Defeating monsters that are in the flag’s range, will give you a damage buff of roughly +5 physical damage per monster defeated (displayed as combo)
In order for the damage buff to work, you have to be the party leader.
If you’re playing solo and want it to work, you have to create a party.
You don’t have to be the party leader for Pillaging (silver drop off mobs) to work.
Doppelsoeldner:
-
Zornhau:
Doesn’t stun, it only applies a shock debuff that reduces the enemy’s int and spr.
Dragoon:
-
Dragontooth:
Does multiplite hits. (est. 5)

Wizard
-
Earthquake:
When cast on an enemy affected by Lethargy, it will take a total of 200% damage -
Energy Bolt:
Deals 150% Base Damage. -
Reflect Shield:
Prevents you from flinching and your cast being interrupted.
Cryomancer:
-
Gust:
Performs extra hits to Frozen targets but removes the Frozen status effect -
Ice Wall:
(COMBO) Many skills that are casted on the Ice Wall cause it to fire Ice Shards.
Ice Shards are fired in the direction the caster is facing, regardless of who is causing them.
The amount of hits each wall segment can take before breaking is determined by the skill level.
Wall segments can be affected by Joint Penalty.
Wall segments are considered Plant-type.
Pyromancer:
-
Fireball:
(COMBO) Casting Ice Wall around and on top of Fireball and attacking it with a fasthitting multihit skill, causes it to shoot Fire and Ice Shards in a 360°
Psychokino:
- Telekinesis:
Can be used on traps in boss fights if there are no additional enemies.
Occasionally you get an extra hit after the usual hit count. The enemy goes flying into the air like they were released, but the bubble stays and you can smack them down one more time. (Possibly due to enemy size.)
Can be used to relocate permanently leashed enemies so you can actually hit them.

Archer
-
Full Draw:
Deals +50% damage to Leather
Full draw also applies a Hold debuff, even if Skew isn’t applied and prevents enemies from moving for the duration of Skew. -
Heavy Shot:
Deals +50% damage to Plate -
Twin Arrows:
Deals +50% damage to Cloth
Hunter:
-
Coursing:
Makes the target unable to autoattack or use skills for the duration of Coursing. -
Rush Dog:
Ignores all types of damage reductions.
Ranger:
-
Time Bomb Arrow:
Deals +50% damage to Plate (possibly strike damage)
Rogue:
-
Feint:
(COMBO) Using Feint before Ranger’s Barrage doubles the amount of hits.

Krivis:
-
Aukuras:
Has a pseudo-taunt mechanic, where monsters aggro the torch once it’s placed
Paladin:
-
Restoration:
Increases healing received from other sources.
Bokor:
-
Bwa Kayiman:
Causes summoned Zombies to follow you. -
Tet Mamak La:
Summons a creature at the target location that deals poison AoE damage in a small area until the lured Zombies reach it.
Unable to hit airborne targets
Sadhu:
-
Out of Body:
Summoned Spirit receives a significant damage bonus after walking through a ground buff cell. (Cure, Monstrance, Zaibas, etc.)
Monk:
-
Hand Knife:
(COMBO) Using Hand Knife while standing inside a Deprotected Zone AND while an enemy is debuffed by it, increases its range significantly. https://youtu.be/dBgVheIDUpI?t=3s
Hand Knife knocks enemies down.
Contributors:
Raspy, Doombringerhon, JiggaJacks, EternalDream, Milesmeloro, MatheusUlisses, Anarth, Crow_mw. Qualna, Dastev, bivvles, MisaTorre, master_ap13, Insomm, megamanex14, chajr2468
Copy pasta, if I stop updating it:
If you have a character to doublecheck one of the statements made below, feel free to do so! Post if results are different.
---
Some of you may have noticed that skill descriptions aren't as accurate as we would like them to be so I decided to make this thread.
Feel free to share any knowledge regarding a skill that lacks information.
I forgot to say that I'll add your information to the first post and also add you as a contributor.
---
http://www.tosbase.com/content/img/icons/classes/c_warrior_swordsman.png
Swordman:
---
- **Restrain**:
Stuns for 1s and both skills and autohits can procc it.
Stun duration is refreshed (not added) in case of multiple proccs before initial stun runs out.
- **Concentrate**:
Concentrate's damage is displayed seperately and ignores armor.
Highlander:
---
- **Crosscut**:
Crosscut's bleeding effect lasts 10 seconds.
- **Skyliner**:
Skyliner's damage is doubled if the target is bleeding.
Barbarian:
---
- **Helm chopper**:
Attacks twice and stuns for 2s each, however the stun chance is not 100%.
Stun duration is refreshed (not added) in case of multiple proccs before initial stun runs out.
- **Seism**:
Initial attack does the full damage, consecutive attacks do about 50% less damage.
Barb c2 seism does 3 hits. // not sure about c3
Stuns for 2 seconds, not 100% chance.
- **Cleave**:
If hit, cleave adds a buff that increases your critical rate by 50 for 5 seconds.
Doppelsöldner:
---
- **Zornhau**:
Doesn't stun, it only applies a shock debuff that reduces the enemy's int and spr.
Dragoon:
---
- **Dragontooth**:
Does multiplite hits. (est. 5)
---
http://www.tosbase.com/content/img/icons/classes/c_wizard_wizard.png
Wizard
---
- **Earthquake**:
When cast on an enemy affected by Lethargy, it will take a total of 200% damage
- **Energy Bolt**:
Deals 150% Base Damage.
- **Reflect Shield**:
Prevents you from flinching and your cast being interrupted.
Cryomancer:
---
- **Gust**:
Performs extra hits to Frozen targets but removes the Frozen status effect
- **Ice Wall**:
**(COMBO)** Many skills that are casted on the Ice Wall cause it to fire Ice Shards.
Ice Shards are fired in the direction the caster is facing, regardless of who is causing them.
The amount of hits each wall segment can take before breaking is determined by the skill level.
Wall segments can be affected by Joint Penalty.
Wall segments are considered Plant-type.
Pyromancer:
---
- **Fireball**:
**(COMBO)** Casting Ice Wall around and on top of Fireball and attacking it with a fasthitting multihit skill, causes it to shoot Fire and Ice Shards in a 360°
Psychokino:
---
- Telekinesis:
Can be used on traps in boss fights if there are no additional enemies.
Occasionally you get an extra hit after the usual hit count. The enemy goes flying into the air like they were released, but the bubble stays and you can smack them down one more time. (Possibly due to enemy size.)
Can be used to relocate permanently leashed enemies so you can actually hit them.
---
http://www.tosbase.com/content/img/icons/classes/c_archer_archer.png
Archer
---
- **Full Draw**:
Deals +50% damage to Leather
Full draw also applies a Hold debuff, even if Skew isn't applied and prevents enemies from moving for the duration of Skew.
- **Heavy Shot**:
Deals +50% damage to Plate
- **Twin Arrows**:
Deals +50% damage to Cloth
Hunter:
---
- **Coursing**:
Makes the target unable to autoattack or use skills for the duration of Coursing.
- **Rush Dog**:
Ignores all types of damage reductions.
Ranger:
---
- **Time Bomb Arrow**:
Deals +50% damage to Plate (possibly strike damage)
Rogue:
---
- **Feint**:
**(COMBO)** Using Feint before Ranger's Barrage doubles the amount of hits.
---
http://www.tosbase.com/content/img/icons/classes/c_cleric_cleric.png
Krivis:
---
- **Aukuras**:
Has a pseudo-taunt mechanic, where monsters aggro the torch once it's placed
Paladin:
---
- **Restoration**:
Increases healing received from other sources.
Bokor:
---
- **Bwa Kayiman**:
Causes summoned Zombies to follow you.
- **Tet Mamak La**:
Summons a creature at the target location that deals poison AoE damage in a small area until the lured Zombies reach it.
Unable to hit airborne targets
Sadhu:
---
- **Out of Body**:
Summoned Spirit receives a significant damage bonus after walking through a ground buff cell. (Cure, Monstrance, Zaibas, etc.)
Monk:
---
- **Hand Knife**:
**(COMBO)** Using Hand Knife while standing inside a Deprotected Zone AND while an enemy is debuffed by it, increases its range significantly. https://youtu.be/dBgVheIDUpI?t=3s
Hand Knife knocks enemies down.
> **Contributors:**
> **Raspy, Doombringerhon, JiggaJacks, EternalDream, Milesmeloro, MatheusUlisses, Anarth, Crow_mw. Qualna, Dastev, bivvles, MisaTorre, master_ap13, Insomm, megamanex14**
---