Okay, I wanted to do a statistical page of Jon's stats and an explanation for those of you who might want it. If you haven't read the previous chapter yet, I suggest you do it.


Attributes: Characteristics of which affect you and the world around you.

Strength: Your physical prowess. Increases damage inflicted on your enemies, the power of your critical hits, and physical resistance to hits.

Perception: How observant you are relying on your ability to see, hear, taste and notice unusual things.

Endurance: Your health, stamina and resistance. Increases your health and stamina. Health points are also influenced by the armor you wear. Endurance improves health and stamina recovery during combat and affects the stamina cost of physical abilities.

Charisma: Your overall attractiveness and likability. Provides bonuses to Speech, Economics, and Warcraft skills.

Intelligence: How well you learn and reason. Improves your chances of negotiating for lower prices, increases energy recovery during combat, and increases the number of skill points gained at each level.

Agility: The measure of your dexterity, reflexes, and balance. Increases the speed and accuracy of your attacks, and gives you a chance to deflect attacks. A deflection reduces suffered damage by two-thirds or allows you to dodge the attack entirely.

Luck: Increases your chances of finding extra loot and getting critical hits. After a successful deflection, luck also affects the likelihood of a dodge, which negates all damage. Additionally, luck provides a small bonus to all skills.

Willpower: This attribute represents your determination and mental fortitude. With high willpower, you can cast more spells thanks to a deeper mana pool and resist certain magical attacks.


Core Skills: Your most basic skills. Adding points to them increases your mastery over the subject. Once they are filled to 100, they will be completed and unlock more specialized branches called Sub-Skills.

Athletics: Represents how well you can run, jump, climb, and swim over long distances. The higher it is, the more you can do and the less stamina is used. With jumping, you can lessen or even avoid damage from certain drops.

Armor: Represents how well you wear and move in armor, ranging from light to heavy armor. Once at 100 it unlocks more specialized sub-skills, or if you have enough skill points invested and a perk point, you may unlock the sub-skill early.

Blocking: The art of blocking and deflecting an enemy's blows with either a shield or weapon. Blocking reduces the damage and staggering from physical attacks.

Economics: The art of ruling. This skill covers politics, etiquette and management.

Marksmanship: This skill governs over the use of ranged weapons from bows and crossbows to throwing knives and over objects.

Magic: The measure of your natural affinity for the arcane. Magic is the art or ability to use mana to alter the world or directly control reality in some way. The individual casting of this force to form a mystical effect is called a spell. Once this skill is filled, other branches of magic will be unlocked, as it covers a very wide range of abilities.

Medicine: This skill governs over your knowledge and understanding over medicines and poisons. The higher it is, the better a healer or poisoner your are.

Melee: This skill determines your effectiveness with melee weapons, from small daggers all the way up to warhammers. Given the multitude of possible weapons, you will have several sub-skills following the completion of this skill.

Sneak: The art of moving unseen and unheard. Those highly skilled in stealth can often hide in plain sight.

Speech: The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught.

Unarmed: Combat with your hands and feet. This skill governs the use of hand-to-hand combat. With a high Hand-to-Hand skill, you will be able to inflict more melee damage upon enemies when not using weapons.

Warcraft: The art of battle. Through this skill, you gain understanding of battle tactics and strategy ranging from single combat to all-out war.


Sub-Skills: Skills that provide bonuses to specific talents and how you use them. Once completed, another Sub-Skill may be unlocked depending on the precedent skill.

Light Armor: This skill gives a health bonus when wearing light (mainly leather) armor. Attribute bonuses to this skill are Agility and Luck.

One-handed: The art of combat using one-handed weapons such as daggers, swords, maces, and war axes. Those trained in this skill deliver deadlier blows and have better balance with these weapons.

Two-handed: The art of combat using two-handed weapons such as broadswords, polearms, heavy maces, great axes, and warhammers. Those trained in this skill deliver deadlier blows and have better control with these weapons.


Basic Stances: Your styles of fighting. Each one is for fighting brutally or smartly. Up close or distant. Offensive or defensive. One weapon or two. Each one is unlocked when the corresponding Perk is unlocked. Each Stance Ability cost one Stance Point. You get two Stance Points per level until Level 27, then it is down to one per level.

Assassination: Despite its name it is widely used by sellswords and the occasional archer. Regarded as a 'dirty' fighting style, it focuses less on overwhelming strength or finesse, instead specializing in ruthless opportunity and survival. Most of its abilities are centered around critical hits and poison. The advanced form of the stance is Killer.

Defense: Used mostly by knights and some sellswords, this stance covers using a shield, however, most of the abilities do not require one. This style of fighting focuses on not just simple defense, but enduring damage and counter-attacking with equal is not more force. The advanced for of this stance is Knight

Dexterity: Like Assassination, this is used mainly by archers and sellswords. It focuses primarily on speed, debilitation and precision as many of the abilities are ranged attacks while utilizing poison or tricks. The advanced form of this stance is Archer.

Domination: As the name suggests, this form focuses on strength and ferocity. Most, if not all, warriors utilize this form every time they use both hands on their weapon. While it is used mainly for two-handed weapons, there are some weapons which count as both two-handed and one-handed, which enable an adept fighter to use this stance in conjunction with another stance. The advanced form of this stance is Warrior.

Frenzy: Mainly used by the Free Folk beyond the Wall, this stance focuses heavily on speed and brutal ferocity through the use of two weapons. It is a ruthless and savage style designed to cause as much damage in a short time. The advanced form of this stance is Berserker.

Intensity: Used by water dancers and those who prefer finesse over strength, this stance focuses on speed, precision and grace. This style is about causing as much damage while using the least amount of energy. The advanced form of this stance is Water Dancer.


Specialized Stances: Advanced stances that are unlocked when you have enough Stance Points in the Basic Stance. Stance Points are shared between Basic and Specialized Stances, but advanced abilities cost twice as many points. While these stance do not give any more active abilities, they do give passive abilities that build on their Basic Stance.

Archer: Building off of the Dexterity Stance, this stance focuses on improving critical damage, chance, and speed.

Berserker: Building off of the Frenzy Stance, this style focuses on maximizing damage as well as speed.

Knight: Building on the Defense Stance, this form focuses on endurance, and health recovery over damage as well as providing bonuses to Basic Stance abilities.

Warrior: With the Domination Stance as its foundation, the Warrior Stance focuses on bonus damage and resistance.

Killer: Built on the Assassination Stance, this enhances attack speed, critical chance, and poisons.

Water Dancer: This Stance focuses on critical hits, health recovery, and dodging attacks, building off of the Intensity Stances fast and precise attacks.


Perks: Abilities that are unlocked whenever certain skills reach a specific amount. You get one Perk Point per level.

Armsman: One-handed weapons do 100% more damage.

Bladesman: Attacks with swords have a 20% chance of doing critical damage (does not apply to daggers)

Bone Crusher: Attacks with blunt weapons ignore 75% of armor.

Creation Magic: Or White Magic, or Light Magic, is one of the four primary schools of magic that govern over the abilities to cure and defend one's allies, and also allows damage to their enemies.

Coercion: You can convince others to change their views. Strength contributes to intimidation, whereas Intelligence contributes to more persuasive measures.

Devastating Strike: Light attacks do 25% bonus damage with a chance to decapitate your enemies

Dragon Dreams: With the blood of Valyria flowing through your veins, your are given precognitive ability to see the future. Untrained, this will only amount to confusing dreams of a possible future involving dragons or something connected to them. If you do train it, you may just be able to choose your own future.

Environmental Strategy: Analyze the battlefield more astutely to gain an advantage over your opponents. Enable you to use the terrain to your advantage.

Expert Combat Training: Improves and replaces Combat and Improved Combat Training. You've not only completed basic combat training, you've seen more battles than even a seasoned soldier. You can take a fair amount damage before a spell or ability is interrupted unless it was from an Interrupt ability. You also gain a small bonus to energy regeneration and your attack speed. (+1 Stamina/Mana Regeneration, +2% Attack Speed)

Fighting Champion: Heavy attacks with weapons cost 25% less stamina.

Great Critical Charge: Can do a Heavy attack while sprinting that does double critical damage.

Herblore: You are familiar with important flora in order to identify and make a variety of poultices, poisons, mixtures, and salves.

Iron Fist: Channel your energy to unleash devastating fury! Punching attacks now do double damage.

Light Armor: Unlock the Light Armor Sub-Skill

Limb-splitting Hack and Slash: Attacks with axes cause extra bleeding damage. (Additional damage: 1-3, bonus time 1-8 seconds)

Magical Synthesis: Enables the magic caster to combine two or more different magics into a new, more potent magic.

Martial Strategy: Improves and replaces Basic Strategy. You formulate strategies quickly in battle. If you are in command of a group or army, your troops get bonuses for battle. Ally morality increased giving bonuses to health and stamina.

Paralyzing Strike: A critical attack, while unarmed, will sometimes take the form of a palm strike that paralyzes your opponent for 30 seconds, bypassing armor.

Political Maneuvering: Learn to read the room and situation it is while navigating the cutthroat game of politics.

Warg: You can mentally, and magically, bond yourself to another being and influence them, whether they be man, beast or something else. Beast is best as they are simpler to understand while others are dangerous and require more power and control.

Stealth: You are 40% harder to detect when sneaking.


Acquired Stance Abilities

Assassination:

Sneak Attack: Take advantage of an unsuspecting opponent to inflict significant damage.
Type: Damage
Stamina Cost: 37
Effects:
-Damage x1.8
-Damage x3.0 (if your opponent is attacking someone else)

Blinding Dust: Stun and disorient your opponent by precisely tossing dust into their eyes.
Stamina Cost: 33
Weapon Required: One-handed weapon
Type: Interrupt
Effects:
-Stunned (2.5s)

Poisoned Weapon: Apply hemlock to your blade. Your next attack will poison your opponent.
Stamina Cost: 20
Weapon Required: One-handed weapon
Type: Poison
Effects (over 10s):
-Attack speed -30%
-Hit chance -20%

Deterring Strike: Unleash a swift circular attack that sends your opponents (within a range of 3 meters) fleeing.
Stamina Cost: 29
Weapon Required: One-handed weapon
Type: Area Damage
Effects:
-Damage x0.8
-Your opponents will either run or attack your allies (if you have any)

Vicious: You tear into an inattentive opponent.
Type: Passive
Effects:
-Chance to inflict 'Bleeding' (7 seconds) with each attack on an opponent not attacking you: 15%

Defense:

Self Defense: Unleash a series of strikes.
Stamina Cost: 33
Weapon Required: One-handed weapon
Type: Damage
Effects:
-Hit 1: Damage x1
-Hit 2: Damage x1.2
-Hit 3: Damage x1.6 (only if your opponent is attacking you)

Daze Strike: Stun your opponent by slamming your shield into their face.
Stamina Cost: 37
Weapon Required: Shield
Type: Interrupt, Damage
Effects:
-Damage x0.7
-Stunned (2 seconds)

Taunt: Deride all opponents with your rapier wit to incite them to attack you (within a range of 10 meters).
Stamina Cost: 17
Weapon Required: One-handed weapon
Type: Support
Effects:
-Provoked (13 seconds)

Resistance: Temporarily increase your damage resistance.
Stamina Cost: 21
Weapon Required: Shield
Type: Defensive
Effects:
-Damage resistance +20% (10 seconds)

Dexterity: LOCKED

Domination:

Devastation: Perform a massive strike against all opponents in front of you (within a 120-degree cone over 3 meters).
Stamina Cost: 34
Weapon Required: Two-handed weapon
Type: Area Damage
Effects:
-Damage x1.3

Pierce: Pierce through your opponent's armor and cause them to bleed.
Stamina Cost: 30
Weapon Required: Two-handed weapon
Type: Damage
Effects:
-Damage x1.2
-Bleeding (5 seconds)
-Bleeding (10 seconds) (if your opponent is wearing medium armor)

Earthquaker: Make the ground shake to stun all nearby opponents (within a range of 4 meters).
Stamina Cost: 37
Weapon Required: Two-handed weapon
Type: Area Interrupt
Effects:
-Stunned (2 seconds)

Hard Head: You are more resistant to stun attacks.
Type: Passive
Effects:
-Chance to resist 'Stunned': +20%

Butcher: You are ruthless and cause greater damage to enemies who are stunned or knocked down.
Type: Passive
Effects (if your opponent is stunned or knocked down):
-Damage +10%

The Sight of Blood: Your thirst for violence is further fueled by the sight of blood.
Type: Passive
Effects (after each kill):
-Damage +5%
-Attack speed +3%

Headbutt: Grab your opponent and headbutt him.
Stamina Cost: 40
Type: Interrupt, Damage
Effects:
-Damage x1
-Damage x2 (if your opponent is stunned)

Unflinching: Your excellent physical condition helps you withstand attacks that would normally knock you over.
Type: Passive
Effects:
• Chance to resist being knocked down: +25%

Born to Fight: You strike your enemies with greater force.
Type: Passive
Effects:
• 1 in 5 hits will be a critical hit

Add Injury to Injury: Direct an attack at your opponent's existing wound.
Stamina Cost: 20
Weapon Required: Two-handed weapon
Type: Damage
Effects:
-Damage x1.2
-Damage x1.8 (if your opponent is bleeding)

Upheaval: Knock your opponent to the ground with a violent blow.
Stamina Cost: 52
Weapon Required: Two-handed weapon
Type: Interrupt, Damage
Effects:
-Damage x1.3
-Knocked down (3 seconds)

Ferocity: You have unmatched physical strength thanks to your training.
Type: Passive
Effects:
-When inflicting 'Stunned' and 'Knocked Down,' they now last +1 seconds

Massacre: Unleash a wild swing that strikes all enemies (within a range of 3 meters).
Stamina Cost: 44
Weapon Required: Two-handed weapon
Type: Area Damage
Effects:
-Damage x1.1

Death from Above: Raise your weapon to the skies and strike your opponent down.
Stamina Cost: 32
Weapon Required: Two-handed weapon
Type: Damage
Effects:
-Damage x1.2
-Damage x2.4 (if your opponent is knocked down)

Frenzy:

Slash: Slash your opponent to make him bleed.
Stamina Cost: 25
Weapon Required: Two weapons
Type: Prolonged Damage
Effects:
-Damage x1.2
-Bleeding (7 seconds)

Intensity:

Fierce as a Wolverine: Disorient your opponent with a savage attack to reduce his accuracy.
Stamina Cost: 28
Weapon Required: One-handed weapon
Type: Damage
Effects:
-Damage x1.5
-Hit chance -30% for the next attack of your opponent

Vicious Circle: Your attacks are becoming more and more powerful.
Type: Passive
Effects:
-Chance of critical hit +2% with each critical hit performed (max +20%)

Light as a Feather: Immobilize your opponent by striking him in the legs.
Stamina Cost: 24
Weapon Required: One-handed weapon
Type: Immobilize, Damage
Effects:
-Damage x1.2
-Immobilized (8 seconds)

Retaliation: You are in a defensive position to strike back, ideal if you are surrounded.
Stamina Cost: 20
Weapon Required: One-handed weapon
Type: Damage
Effects (over 6 seconds):
-Dodge +10%
-Damage x1.5 from each incoming attack
-Damage x2.5 from each dodge you succeed

Bully: Taunt your enemies (within a range of 6 meters) so they rush towards you.
Stamina Cost: 27
Weapon Required: One-handed weapon
Type: Support
Effects:
-Provoked (10 seconds)

Cocksure: Your confidence increases with every dodge you perform.
Type: Passive
Effects:
-Damage +5% after each dodge (max +25%)

Quick as a Snake: Strike all the enemies surrounding you (within a range of 3 meters).
Energy Cost: 40
Weapon Required: One-handed weapon
Type: Area Damage
Effects:
-Damage x1

Strong as a Bear: Stun your opponent by striking him in the face.
Stamina Cost: 44
Weapon Required: One-handed weapon
Type: Interrupt, Damage
Effects:
-Damage x1.2
-Stunned (3 seconds)

Smooth as Summer Silk: You have learned how to move more fluidly and have a greater chance of successfully dodging when provoking enemies.
Type: Passive
Effects (when using 'Bully'):
-Deflection +8% (10 seconds)
-Dodge +12% (10 seconds)

Calm as Still Water: Effortlessly find a flaw in your opponent's defense and knock him down.
Energy Cost: 53
Weapon Required: One-handed weapon
Type: Interrupt, Damage
Effects:
-Damage x0.8
-Knocked down (3 seconds)

Opportunist: You know how to take advantage of beneficial situations when they arise.
Type: Passive
Effects:
-Guaranteed critical hit if your opponent is knocked down

Anticipation: You can read your enemies' movements, making it easier to ward off their predictable attacks.
Type: Passive
Effects:
-Deflection +1% with each attack received (max +25%)

Sting of the Manticore: Strike a death blow to an opponent who has been knocked down.
Stamina Cost: 28
Weapon Required: One-handed weapon
Type: Damage
Effects:
-Damage x1.5
-Damage x2.0 (if opponent is knocked down)
-Bleeding (4 seconds) (if opponent is knocked down)

Recuperative Defense: You are still able to deflect blows while recovering your energy.
Type: Passive
Effects:
-Deflection +20% while recovering stamina

Archer: LOCKED

Berserker: LOCKED

Knight: LOCKED

Warrior:

Gruesome: You can re-open your enemies' wounds with greater ease.
Type: Passive
Effects:
• The ability Add Injury to Injury inflicts double damage to an opponent who has the state 'Bleeding'

Body of a Warrior: Your use of two-handed weapons has helped you gain extremely well-developed muscles.
Type: Passive
Effects:
• Damage resistance +6%

Strength Bonus: You have become stronger as a result of the rigors of serving on the Wall.
Type: Passive
Effects:
-Strength +10 (only applicable during battle)

Shockwave: Your attacks now shake the very ground you stand on.
Type: Passive
Effects:
-Adds damage x0.5 to the ability Earthquake

Strong Constitution: You have toughened your body to the point that some poisons no longer have an effect on you.
Type: Passive
Effects:
- You can resist Hemlock, Blindeye and Manticore's Venom to an extent

Stamina Bonus: You are able to use more abilities in combat.
Type: Passive
Effects:
-Your stamina increases by 10

Eternal Rest: The strength you gained in combat helps you knock down several enemies.
Type: Passive
Effects:
-The ability Massacre now knocks down (2 seconds) opponents who have the state 'Immobilized'

Killer: LOCKED

Water Dancer:

Agility Bonus: Your training as a water dancer has made you more agile.
Type: Passive
Effects:
-Agility +10

Surgical Precision: Your extremely accurate attacks help you exploit even the smallest of weaknesses in your opponent's armor.
Type: Passive
Effects (if using a cutting or perforating weapon):
-The ability Quick as a Snake inflicts 'Bleeding' (6 seconds)

Slippery as an Eel: You have an increased ability to dodge when you are looking for opportunities to counter-attack.
Type: Passive
Effects (when you use the ability Retaliation):
-Your dodge increases from +10% to +20%