Skill Tree: Torture

1.) Acidic Strike - Whenever you attack an enemy, you apply corrosive acid to your target, burning away a percentage of their armor equal to ( Bonus Hit Chance )%. Only up to two units can be acidified at one time.

2.) Corrode the Soul - Upon use, you immediately burn 15% of your target's Max HP and Max MP. The acid intensifies whenever that unit is dealt damage until your next turn, each instance of damage causing that unit to lose an additional 2% of their HP and MP.

3.) Acid Tank - You carry an acid tank with you that fills at 100 Acid, and gains 20 Acid at the beginning of each of your turns. You can expend any amount of Acid to Splash that much Acid on each enemy within 5m, burning away ( Acid Spent )% of those units' Armor until your next turn and dealing ( Acid Spent x 0.5 ) Pure Damage to each unit you spill acid on.

4.) Delicacy - Whenever you attack a unit at melee range, you can attempt to consume some of its flowing blood, with a ( Critical Hit Chance )% chance to succeed. If you succeed, you recover 10% of your Max Hit Points and gain a stack of Delicacy, which grants you +10% Critical Hit Damage.

5.) Vampirism - You have +5% Lifesteal.

6.) Rush of Blood - Upon use, your current attack gains +100% Lifesteal. Can be used at any time, but only once per encounter.

7.) Dragging Viscera - Whenever you get a critical hit on a unit, a 1m long Trail of Innards is launched in the other direction of you from that unit. Whenever a unit attacks the unit with the Trail of Innards, that unit gains +20% Attack Damage and +20% Lifesteal on that attack, and the Trail is removed. Passively grants you +5% Critical Hit Chance.

8.) Flay - Upon use, the Torturer launches himself at an enemy, cutting into that foe, causing them to lose ( Critical Hit Chance )% of their Max Hit Points, up to 40%. The Torturer recovers Hit Points equal to half the Hit Points drained from the target, up to 50% of the Torturer's Max Hit Points. One use per encounter.

9.) Tear the Scabs - Whenever you attack a unit that was not attacked on its last turn, you deal +20 Damage on Attack. If that attack is a Critical Hit, that attack deals +30 Damage instead.

10.) Tear Open the Mind - Whenever you attack a unit, you drain 10% of that unit's Max MP. You recover MP and HP equal to half the amount drained in this way. ( All units have MP )

11.) Incite Hysteria - Whenever you attack a unit, you can place a Hysteria stack on that unit. You can have a max of two Hysteria stacks deployed at any one time, and they last until the targeted unit dies. Units with Hysteria stacks on them deal and take +25% Damage. Whenever a unit with a Hysteria stack on it dies, the killer recovers 10 HP and MP.

12.) Eager - + ( Max MP x 0.5 )% Critical Hit Bonus Damage.

13.) Mind Slice - Whenever you attack a unit, you burn mana on the attacked unit equal to damage dealt. Additionally, whenever you attack a unit that cast a spell on its last turn, if that attack crits, that attack deals +100% Damage.

14.) Dementia - 20 MP - Upon use, target unit is afflicted with Dementia, making that unit unable to get Critical Hits, Bonus Attacks, or Overcasts. Additionally, all attacks and spells to that unit have + ( Spell Effect x 0.2 )% Critical Hit, Bonus Hit, and Overcast Chance. Maximum of +15% Chance. If Overcast, has doubled chance increase. Range of ( Spell Effect x 0.2 + 4 )m. Only up to one unit can be afflicted with Dementia at a time.

15.) Acidic Fervor - +10% Bonus Attack Chance. +20% to Acidified targets instead.

16.) Temporal Acid - 30 MP - Tosses Acid on target unit within 5m. That unit begins to burn, causing it to take 2 Pure Damage at the beginning of each turn between now and your next turn. If Overcast, that unit takes 5 Pure Damage at the beginning of each of those turns instead.

17.) Acid Spray - 100 Acid - Sprays your acid all over a unit within 5m. That unit gains a stack of corrosion each turn. Each stack of corrosion deals 4 damage to the burning unit at the beginning of your turn and decreases its Armor by 1, up to decreasing its Armor to 0. Only one unit can be corroded with Acid Spray at a time. Also passively grants you +10 Acid per turn, and +150 Acid Cap.

18.) Sanguine Hunger - +5% Max Hit Points, +5% Lifesteal, +5% Critical Hit Chance.

19.) Vampirism II - +5% Lifesteal.

20.) Veins Like Rivers - For each Hit Point you recover from Lifesteal on attack, you deal 1 Pure Damage to the opponent you last attacked. Passively grants you a +5% Chance to gain +20% Lifesteal on attack.

21.) You've Got Guts, Kid - Whenever you attack a unit with their innards dragging behind them, you have a 10% chance to rip out a mass of guts, dealing 25% of that unit's Current Hit Points in damage to them. Passively grants you +5% Critical Hit Chance.

22.) Master of Gore - Whenever you deplete at least 25% of a unit's Max Hit Points in one turn, that unit then takes Pure Damage equal to 10% of their Max Hit Points. Additionally, your damage **Gores** enemies, causing them to receive -50% Healing and cause all Shields on them to take +50% Damage.

23.) Make New Scars - Whenever you attack a unit with less than 20% of your Attack Damage in Armor, you deal a bonus +20 Damage on Attack. Whenever you deal Physical Damage to an enemy, that enemy loses 2% of their Max Hit Points as a debuff lasting until end of encounter.

24.) Bring to Insanity - Whenever you attack a unit with less than 50% of its Max MP, you deal bonus damage to that unit equal to 20% of its Max MP. Your attacks have a +15% Chance to Silence your targets until your next turn.

25.) Proclaimer of Pariahs - Upon use, the last unit that attacked you becomes the Pariah until that unit's next turn. Until that time, all of that unit's allies are forced to attack that unit. Can be used at any time. One use per encounter.

26.) Mana Cutter - + ( Max MP x 0.08 ) Attack Damage.

27.) Wizard Whacker - +150% Critical Hit Damage against enemies who cast spells on their last turns. Otherwise, +50% Critical Hit Damage.

28.) Damping Tendency - Enemies within 15m have -5% to all their chances. For each enemy in this field, you have +15% Critical Hit Damage.

29.) Caustic Cannon - Upon use, attack each Acidified enemy who is within 15m, as well as dealing 50% Splash damage to all enemies within 5m of those enemies. One use per encounter.

30.) Acrid Fumes - At the beginning of each unit's turn, each enemy unit within 10m of you takes 1 Pure Damage.

31.) Blood Frenzy - Your attacks against enemies beneath 50% Hit Points while you are above 50% Hit Points have a +10% Critical Hit Chance, and have +100% Critical Hit Damage. Additionally, grants your Critical Hits +10% Lifesteal.

32.) Vampirism III - +10% Lifesteal.

33.) Engorger of Red Lakes - Whenever you kill a unit, you split it open, spattering yourself with blood, and causing blood to pool beneath that unit, 1m around it for each half a meter wide it was. You remain Blood Spattered for a turn after a kill. While Spattered, you have +50% Movement, and your attacks have a 25% chance to reset the cooldown of Rush of Blood. Whenever you enter a Blood Pool, you become Blood Spattered until your next turn.

34.) Inside Out - Upon use, grip a target who has exposed innards, then attempt to rip them open. Target loses [ ( 20 ) + ( 1d10 x 5 ) ]% of their Max Hit Points in Hit Points. If target was at 50% or more Hit Points, they have a 25% chance to throw you off before you rip them open, causing them to only lose 20% of their Max Hit Points. One use per encounter, but cooldown is reset whenever you get a critical hit that kills a unit who is over 50% Hit Points.

35.) Scalp Them - Whenever you get a Critical Hit, you tear off a large part of your target's scalp, unequipping their helmet as well. When you scalp a unit, that unit is silenced until your next turn, and that unit takes +100% Critical Hit Damage until this "Scalped" debuff is purged or the encounter ends. Units cannot have multiple of this debuff placed on them, but they are silenced on each crit.

36.) Apex of Depravity - Whenever you attack a unit with 0 MP, you deal +50% Attack Damage. Whenever you kill a unit with 0 MP, you gain another attack this turn and gain +5 Movement until end of turn.

37.) Deprive of Trust - Enemies have a +10% chance to randomly redirect their attacks to their closest ally within range. Passively grants enemies +50% damage taken from their own allies. Whenever you attack an enemy, that enemy's allies within 10m of them gain a +15% chance to redirect their attacks to that ally as long as he or she remains within 10m.

38.) Mana Cutter II - + ( Max MP x 0.12 ) Attack Damage.

39.) Rage Against the Arcane - +1% Critical Hit Damage to targets for each 1 MP the target lost since your last turn. Whenever you get a Critical Hit, that Critical Hit burns 10% of your target's Max HP and Max MP.

40.) Thief of Luck - Whenever you get a Critical Hit on an enemy, you steal that enemy's luck, giving that enemy a Luckless mark. Enemies with Luckless marks lose all their Bonus Hit, Critical Hit, and Bonus Hit Chances. For each enemy with a Luckless Mark on them, you have +[ ( That Unit's Base Bonus Hit Chance without Luckless Mark and debuffs ) + ( That Unit's Base Critical Hit Chance without Luckless Mark and debuffs ) + ( That Unit's Base Overcast Chance without the Luckless Mark and debuffs ) ]% Critical Hit Damage.

41.) Critical Corrosion - Acidified targets take +50% damage from Critical Hits, and have +5% Chance added to incoming Critical Hits. Whenever you get a Critical Hit on an Acidified target, burn all of that unit's Armor off until your next turn.

42.) Acidic Requiem - Upon use, blast all enemies within 25m with a wave of Acid, knocking all enemies in the area back 5m, then slowing them by 5 until your next turn. For each enemy hit with the Acid, you gain a stack of Acidic Decay. At the end of each unit's turn starting now, remove an Acidic Decay stack, then each enemy within 25m takes 1 Pure Damage for each stack of Acidic Decay on you. One use per encounter.

43.) Exquisite Vampirism - Whenever you recover Health from Lifesteal, you gain 20% that many stacks of True Vampirism. Each stack of True Vampirism grants you +1 Attack Damage. Grants you +50% Hit Points restored from Lifesteal.

44.) Yank - Your attacks against units with their innards dragging behind them have +10m range, and cause you to pull your target to a location within 5m of you. Additionally, attacks against targets with their innards hanging out deal +80% Damage.

45.) Finish Them - Keep track of enemies killed by your party. For each enemy killed, you have +5 Attack Damage on Critical Hit. Passively grants you +10% Critical Hit Chance against targets who are below 50% Hit Points.

46.) Demon's Blessing - Upon use, mark a target with Demon's Blessing, causing that target to be condemned to death. Whenever the target would recover Hit Points, they instead lose that many, and all damage to them is amplified by x1.25. One use per encounter.

47.) Caster's Worst Nightmare - Whenever you kill a unit with 25% or less of its Starting MP ( if it had any ), you gain Caster Killer until your next turn. Whenever an enemy within 25m casts a spell while you have Caster Killer active, you instantly vault to that enemy and deal damage to them equal to [ ( Attack Damage ) + ( 25% of Target's Max HP ) ]. Passively grants you +10 Attack Damage.

48.) Out of Luck - Whenever you attack an enemy, for each of their stats among Bonus Hit Chance, Overcast Chance, and Critical Hit Chance that are at 0, you deal a bonus +10 Attack Damage. Passively grants you +50% Critical Hit Damage.

49.) Arcane Overload - 20 MP - Grants a target doubled Spell Effect until your next turn, but silences them for the duration. The target is also instantly deprived of 25% of their Max MP. If Overcast, triples their Spell Effect instead, and grants the target +50% damage dealt and taken for the duration.

50.) You in Particular - At the beginning of each encounter, choose an enemy unit. That unit takes +60% damage.