Skills are abilities within Postknight that serve as variants of attack and defense to aid the player during their quests. In order to unlock skills, the player must attain a certain level which permanently unlocks the skill for their use.
Skills are equipped at the Skills menu and can be changed while the player is not in battle. During battle, skills can be activated to aid progress in the game.
Potions can be considered skills as well, with a minimum cooldown of 3 seconds and an uptime of 1.5 seconds. Unlike the charge and shield skills however, potions cannot be equipped through the Skills menu. Instead the player must talk to an alchemist to be able to change potions.
Charge[]
The charge skill lets the player dash through enemies, dealing increased damage and ignoring knockback. Charging has a 3-second cooldown.
The distance covered by the charge is affected by the player's movement speed. Equipping slow weapons limits the distance the player can charge through and therefore the number of hits the player can deal or the number of enemies the player can hit.
Crabuckets, Mykes, Wolos and Wolo Chieftains have the ability to stun the player in the middle of their charge. This can be prevented by dealing enough damage to defeat the enemy in one hit. Blocking can prevent stuns from Wolos.
| Name | Level | Description | Notes |
|---|---|---|---|
| Charge | 1 | Charge forward to deal more damage. You won't be knocked back, but will still receive damage. | Increases damage by 10 - 20% for a short duration. (Applies to all charges) |
| Assault Boost | 10 | When charging, damage is increased. If the enemy is stunned, damage is doubled. | Increases the effect of the attack multiplier on damage (see notes).
Stunned targets actually receive 80% more damage instead of 100% more. |
| Life Steal | 20 | Damage dealt when charging returns some health points. | 20% of damage dealt to <enemies recover health points. (Similarly to the Vampiric perk.) |
| Blitz | 30 | Charge distance is doubled. | Increases charge duration by 200%. |
| Loot Luxury | 40 | Enemies defeated by charge have increased drop rates. | Increases item drop rate by 100% when charging. |
| Elusive | 50 | Chances of dodging are increased when charging. | Increases dodge rate by 50% when charging. |
| Pinpoint | 60 | Critical rate is doubled when charging. | Self-explanatory. |
| Bullseye | 70 | Enemies that are charged at will not be able to dodge. | Multiplies accuracy by 99. Enemies in the game cannot dodge an attack with 9900% accuracy. |
| Stunning Lunge | 80 | Stuns enemies. | The stun duration is very short. |
| Quadrattack | 90 | While charging, attacks deals four times the damage. | Deals four hits proportional to the enemy's Attack stat. This damage is increased in Hard Mode due to enemies getting increased Attack.
Butterflits and Goos take no extra damage from this skill. |
The formula for Assault Boost is
AssaultBoostDamage = AttackMultiplier * ( (1.2 * AttackMultiplier + 1) * Damage - Attack ) where Damage = 4 + 0.5 * Level + STR + Attack and Attack = WeaponAttack + CrystalPotionAttack (not tested yet for magic damage)
Assuming the player can equip an Attack +0 weapon and has no perks that increase damage, charging can deal up to 2.928 times the damage of a normal hit. This is increased by 80% if the enemy is stunned.
1.2 * ( (1.2 * 1.2 + 1) * Damage - 0 ) = 2.928 * Damage
Shield[]
The Shield skills let the player block attacks, reducing damage taken and negating knockback from ranged attacks. Shielding up also slows down the player slightly. Shielding has a 5-second cooldown on use and lasts for 3 seconds.
Shields can block melee attacks, but will still result in the player being knocked back. The player cannot charge when being knocked back this way, but can consume a potion.
Pirate Officers, Baron Skivs, and Prongles can be stunned if the player blocks their attacks. Stunned enemies will only deal one point of melee damage (which will not knock the player back) and cannot use ranged attacks or other unique behaviors.
| Name | Level | Description | Notes |
|---|---|---|---|
| Shield | 1 | Blocks projectiles and reduces knock back from enemies. When shield is active, damage is received[sic] by half. | Applies to all shields. |
| Stunguard | 15 | Enemies hit when the shield is up have a chance of being stunned. | 15% chance to stun enemies when blocking. |
| Buffer Up | 25 | Shield blocks more damage than before. | Increases block reduction rate by 20%. Blocking now decreases damage by 70% instead of only 50%. |
| Fortress | 35 | Shielding up reduces movement speed but doubles physical and magical defence. | Decreases movement speed by 50%. Ranged magic defense is quadrupled rather than doubled. |
| Mirror Magic | 45 | Shield returns damage received to the attacker. | Returns 50% of damage received through attacks, ignoring the player's defense.
Ranged attacks will return damage to the enemy in front, which may not be the enemy that performed the attack. Dodging the attack negates the damage from this effect. |
| Precise Barrier | 55 | Shielding with a Perfect Block grants health point recovery. | Recovers 5% health points if attacked within one second of blocking. Dodging an attack during this time frame will still recover health points. |
| Elusive Cover | 65 | Increase chances of dodging when shielding. | Increases dodge rate by 25% when blocking. |
| Spellguard | 75 | Shielding up grants immunity to magical damage. | Increases magic defense by 999999 when blocking. |
| Counter Cover | 85 | Shielding up increases critical damage. | Increases critical damage by 25%. |
| Alleviation | 95 | Health points are recovered when shield is up | Recovers 40 health points every 0.5 seconds in battle while the shield is up. (A total of 240 HP) |