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Epic Game Journey > Guides > All Dune Awakening skills
Guides

All Dune Awakening skills

April 26, 2025 29 Min Read
29 Min Read
All Dune Awakening skills

What are the Dune Awakening abilities? You’re going to want to maintain your wits about you should you’re going to hack it on Arrakis, and having an arsenal of particular skills and stat-boosting passives will definitely assist.

Contents
Dune Awakening abilitiesAll Trooper abilitiesGunnery treeSuspensor Coaching treeTactical Tech treeAll Mentat abilitiesPsychological Calculus treeAssassination treeTactician treeAll Planetologist abilitiesScientist treeExplorer treeMechanic treeAll Bene Gesserit abilitiesWeirding Manner treeThe Voice treePhysique Management treeAll Swordmaster abilitiesThe Blade treeThe Will treeThe Manner tree

With the Dune Awakening launch date inside touching distance, we’ve compiled each ability obtainable within the sport’s expansive ability tree that can assist you put together for the journey forward. Under, we’ll provide you with a primer on how the survival MMO’s skills perform, in addition to an inventory of each Dune Awakening ability obtainable. Hopefully, that’ll allow you to plan your character’s improvement.

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Dune Awakening abilities

Dune Awakening’s abilities are divided into 5 completely different courses: Trooper, Mentat, Planetologist, Bene Gesserit, and Swordmaster. When you’ve locked in your preliminary class throughout character creation, you received’t have the ability to be taught abilities from different courses till you could have unlocked a second capacity out of your main ability tree and located a mentor to unlock every class.

Happily, the previous is a fairly fast requirement to fulfill, although the more durable process will probably be monitoring down your instructors. As quickly as the sport has launched and their places have been found, we’ll record them right here.

Dune Awakening skills: the Trooper skill tree.

All Trooper abilities

Gunnery tree

Talent Description
Ranged Harm (Passive) Will increase ranged injury.

  • Stage 1: Will increase injury by 5%
  • Stage 2: Will increase injury by 10%
  • Stage 3: Will increase injury by 15%
Disruptor Harm (Passive) Will increase Disruptor injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Middle of Mass (Method) Will increase physique shot injury, however reduces headshot injury by 15%.

  • Stage 1: Will increase physique injury by 20%
  • Stage 2: Will increase physique injury by 25%
  • Stage 3: Will increase physique injury by 30%
Underslung Agility (Method) Reduces motion penalty whereas utilizing heavy weapons.

  • Stage 1: Reduces penalty to 60%
  • Stage 2: Reduces penalty to 40%
  • Stage 3: Reduces penalty to 25%
Scattergun Harm (Passive) Will increase Scattergun injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Discipline Upkeep (Passive) Reduces the speed of weapon sturdiness loss.

  • Stage 1: Reduces sturdiness loss by 15%
  • Stage 2: Reduces sturdiness loss by 20%
  • Stage 3: Reduces sturdiness loss by 25%
Heavy Weapon Harm (Passive) Will increase heavy weapon injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Gunsmith (Passive) Reduces max sturdiness loss when repairing weapons or instruments.

  • Stage 1: Reduces max sturdiness loss by 15%
  • Stage 2: Reduces max sturdiness loss by 20%
  • Stage 3: Reduces max sturdiness loss by 25%
Power Capsule (Means) Improves concentrating on and will increase ranged injury.

  • Stage 1: Will increase ranged injury by 50% for seven seconds (25-second cooldown)

Suspensor Coaching tree

Talent Description
Anti-gravity Discipline (Means) Throws an anti-gravity field-generating gadget that lifts enemies and prevents fall injury.

  • Stage 1: Generates discipline for 12 seconds (25-second cooldown)
Suspensor Sprint (Method) Allows mid-air sprint by urgent the sprint button whereas suspended.

  • Stage 1: Allows mid-air sprint that prices 75 suspensor energy (Two-second cooldown)
Gravity Discipline (Means) Throws a gravity field-generating gadget that slows enemies and reduces the velocity of projectiles.

  • Stage 1: Generates discipline for eight seconds (30-second cooldown)
Suspensor Effectivity (Passive) Reduces suspensor energy drain.

  • Stage 1: Reduces suspensor energy drain by 10%
  • Stage 2: Reduces suspensor energy drain by 15%
  • Stage 3: Reduces suspensor energy drain by 20%
Dying from Above (Method) Will increase weapon injury whereas suspended.

  • Stage 1: Will increase weapon injury by 25%
  • Stage 2: Will increase weapon injury by 32%
  • Stage 3: Will increase weapon injury by 40%
Collapse Grenade (Means) Throws a Holtzman field-generating grenade that creates a sphere, drawing in and gorgeous enemies.

  • Stage 1: Generates sphere for one second (35-second cooldown)
Suspensor Blast (Means) Manipulates the suspensor discipline to blow up, pushing again, damaging, and impairing enemies. Suspensor Blast may be held to extend injury dealt and time the blast launch.

  • Stage 1: Offers 35 injury with a most maintain period of six seconds (20-second cooldown)

Tactical Tech tree

Talent Description
Shigawire Claw (Means) Fires a shigawire claw that may scale terrain or stagger opponents in fight. (Eight-second terrain cooldown, 25-second enemy cooldown)

  • Stage 1: Max claw vary is 1,800
  • Stage 2: Max claw vary is 2,160
  • Stage 3: Max Claw vary is 2,520
Explosive Grenade (Means) Throws a shrapnel-filled grenade. Explosive grenade shrapnel can’t penetrate shields, however the blast can stagger shielded enemies.

  • Stage 1: The grenade offers 75 injury (20-second cooldown)
  • Stage 2: The grenade offers 240 injury (18-second cooldown)
  • Stage 3: The grenade offers 490 injury (16-second cooldown)
Battle Hardened (Method) Reduces capacity cooldowns.

  • Stage 1: Reduces capacity cooldowns by 20%
  • Stage 2: Reduces capacity cooldowns by 25%
  • Stage 3: Reduces capacity cooldowns by 30%
Assault Seeker (Means) Launches a modified hunter seeker in a straight line, exploding on contact. The hunter seeker may be triggered early.

  • Stage 1: The seeker offers 80 injury as much as 2,000 vary (22-second cooldown)
  • Stage 2: The seeker offers 250 injury as much as 2,500 vary (20-second cooldown)
  • Stage 3: The seeker offers 550 injury as much as 3,000 vary (18-second cooldown)
Attractor Discipline (Means) A tool that generates an attractor discipline, drawing photographs fired in direction of it. Could be hooked up to enemies.

  • Stage 1: Generates discipline for eight seconds (25-second cooldown)
Reflexive Reload (Passive) Immediately reloads your present weapon everytime you throw a grenade or drop a mine. (Prompts when Spice Prescient)
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Dune Awakening skills: the Mentat skill tree.

All Mentat abilities

Psychological Calculus tree

Talent Description
The Sentinel (Means) Deploys a motion-sensitive, suspensor buoyed dart projector. Set off a second time to activate.

  • Stage 1: The projector offers 25 injury per hit and lasts 15 seconds (30-second cooldown)
  • Stage 2: The projector offers 55 injury per hit and lasts 20 seconds (25-second cooldown)
  • Stage 3: The projector offers 150 injury and lasts 25 seconds (20-second cooldown)
Garment Keeper (Passive) Reduces sturdiness loss.

  • Stage 1: Reduces sturdiness loss by 15%
  • Stage 2: Reduces sturdiness loss by 20%
  • Stage 3: Reduces sturdiness loss by 25%
Ranged Harm (Passive) Will increase ranged weapon injury.

  • Stage 1: Will increase injury by 5%
  • Stage 2: Will increase injury by 10%
  • Stage 3: Will increase injury by 15%
Tailoring (Passive) Reduces max sturdiness loss when repairing weapons or instruments.

  • Stage 1: Reduces max sturdiness loss by 15%
  • Stage 2: Reduces max sturdiness loss by 20%
  • Stage 3: Reduces max sturdiness loss by 25%
Marksman (Method) Will increase headshot injury, however reduces physique shot injury by 15%.

  • Stage 1: Will increase headshot injury by 20%
  • Stage 2: Will increase headshot injury by 25%
  • Stage 3: Will increase headshot injury by 30%
Pistol Harm (Passive) Will increase pistol injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Exploit Weak spot (Method) Damaging unshielded enemies with a ranged weapon turns the hit location right into a weak level, rising the injury of subsequent assaults to it. Just one weak level may be energetic at a time.
Rifle Harm (Passive) Will increase rifle injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Protect Overcharge (Passive) Ranged assaults on shields reveal a vulnerability. Attacking this level repeatedly overcharges the enemy defend, draining their energy pack extra rapidly. (Prompts when Spice Prescient)

Assassination tree

Talent Description
Poison Capsule (Means) Fires a dart that carries a poison capsule, dispersing on impression and making a poisonous cloud that stacks poison on foes inside it.

  • Stage 1: Poison cloud offers 5 injury per tick and lasts eight seconds (20-second cooldown)
Poison Mine (Means) Locations a remotely-triggered poison mine that creates a poisonous cloud, stacking poison on foes inside it.

  • Stage 1: Poison cloud offers 5 injury per tick and lasts six seconds (20-second cooldown)
Headshot Harm (Passive) Will increase headshot injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Murderer’s Shot (Passive) Will increase ranged injury dealt to the again.

  • Stage 1: Will increase injury by 15%
  • Stage 2: Will increase injury by 20%
  • Stage 3: Will increase injury by 25%
Poison Tooth (Method) Creates a poisonous cloud when downed, damaging enemies alongside your self.

  • Stage 1: Poison cloud offers 5 injury per tick and lasts six seconds
  • Stage 2: Poison cloud offers 5 injury per tick and lasts six seconds
  • Stage 3: Poison cloud offers 5 injury per tick and lasts six seconds

(Presumably, it is a typo within the sport UI)

Stunner (Means) Fires a sedative-tipped dart, gorgeous the enemy on impression and rendering them unable to maneuver or assault.

  • Stage 1: Dart stuns for six seconds (35-second cooldown)
Hunter-Seeker (Means) Fires a remote-controlled Hunter-Seeker that offers impression injury. You’re weak whereas piloting the Hunter-Seeker.

  • Stage 1: Hunter-Seeker offers 1,200 injury (60-second cooldown)

Tactician tree

Talent Description
Protect Wall (Means) Deploys a half-height Holtzman defend that gives you and your allies with cowl. It additionally slows enemies who try and move via it.

  • Stage 1: Protect Wall lasts 25 seconds (22-second cooldown)
  • Stage 2: Protect Wall lasts 30 seconds (20-second cooldown)
  • Stage 3: Protect Wall lasts 35 seconds (18-second cooldown)
Gravity Mine (Means) Deploys a Holtzman field-generating mine that creates a sphere when triggered, slowing enemies and lowering the velocity of projectiles inside it

  • Stage 1: Gravity Mine lasts 17 seconds (30-second cooldown)
Solido Decoy (Means) Tasks a decoy of you onto the battlefield. Re-activate to make the projection transfer ahead.

  • Stage 1: Solido Decoy lasts 15 seconds (23-second cooldown)
Anti-gravity Mine (Means) Deploys a Holtzman field-generating mine that creates a sphere when triggered, negating the impact of gravity within the space. Use to elevate enemies or stop fall injury.

  • Stage 1: Anti-gravity Mine lasts 17 seconds (25-second cooldown)
Iron Will (Method) Permits you to withstand the consequences of Bene Gesserit manipulations (the voice) at the price of 45 stamina.
Supply of Energy (Means) Deploys a generator that repeatedly regenerates energy for close by allies.

  • Stage 1: Supply of Energy lasts 20 seconds (35-second cooldown)

Dune Awakening skills: the Planetologist skill tree.

All Planetologist abilities

Scientist tree

Talent Description
Cutteray Mining (Passive) Will increase Cutteray yield.

  • Stage 1: Will increase yield by 10%
  • Stage 2: Will increase yield by 15%
  • Stage 3: Will increase yield by 20%
Dew Gathering (Passive) Will increase Dew Reaper yield.

  • Stage 1: Will increase yield by 10%
  • Stage 2: Will increase yield by 15%
  • Stage 3: Will increase yield by 20%
Rerouting (Passive) Will increase energy pack regeneration.

  • Stage 1: Will increase regeneration by 2%
  • Stage 2: Will increase regeneration by 5%
  • Stage 3: Will increase regeneration by 10%
Deep Evaluation (Passive) Will increase Cutteray bonus yield.

  • Stage 1: Will increase bonus yield by 10%
  • Stage 2: Will increase bonus yield by 15%
  • Stage 3: Will increase bonus yield by 20%
Compaction (Passive) Will increase Compactor yield.

  • Stage 1: Will increase yield by 10%
  • Stage 2: Will increase yield by 15%
  • Stage 3: Will increase yield by 20%
Overcharge (Passive) Will increase energy pack most capability.

  • Stage 1: Will increase max energy by 20
  • Stage 2: Will increase max energy by 30
  • Stage 3: Will increase max energy by 40
Conservation of Power (Method)  Reduces energy utilization.

  • Stage 1: Reduces energy utilization by 3%
  • Stage 2: Reduces energy utilization by 6%
  • Stage 3: Reduces energy utilization by 9%
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Explorer tree

Talent Description
Suspensor Pad (Means) Deploys a suspensor gadget that launches you (and enemies) into the air (15-second cooldown)
Cartographer (Passive) Lets you create sinkcharts from the Map Display screen, at the price of one clean sinkchart.
Mountaineer (Passive) Reduces climbing stamina drain.

  • Stage 1: Reduces drain by 15%
  • Stage 2: Reduces drain by 20%
  • Stage 3: Reduces drain by 25%
Scanner Mastery (Passive) Will increase hand scanner detection radius.

  • Stage 1: Will increase radius by 15%
  • Stage 2: Will increase radius by 20%
  • Stage 3: Will increase radius by 25%
Stillsuit Seals (Passive) Will increase water reclamation whereas sporting a stillsuit.

  • Stage 1: Hydration seize is 105%
  • Stage 2: Hydration seize is 110%
  • Stage 3: Hydration seize is 115%
Spice Surveyor (Passive) Lets you choose the density of a spice mattress. (Most helpful within the Deep Desert)

Mechanic tree

Talent Description
Car Restore (Passive) Reduces max sturdiness loss when repairing autos.

  • Stage 1: Reduces max sturdiness loss by 15%
  • Stage 2: Reduces max sturdiness loss by 20%
  • Stage 3: Reduces max sturdiness loss by 25%
Gasoline Environment friendly Driver (Passive) Reduces gas utilization whereas driving floor autos.

  • Stage 1: Reduces gas utilization by 15%
  • Stage 2: Reduces gas utilization by 20%
  • Stage 3: Reduces gas utilization by 25%
Car Mining (Passive) Will increase car mining yield.

  • Stage 1: Will increase yield by 10%
  • Stage 2: Will increase yield by 15%
  • Stage 3: Will increase yield by 20%
Car Scanning (Passive) Will increase car scanner detection radius.

  • Stage 1: Will increase radius by 15%
  • Stage 2: Will increase radius by 20%
  • Stage 3: Will increase radius by 25%
Gasoline Environment friendly Pilot (Passive) Reduces gas utilization whereas piloting all forms of ornithopters.

  • Stage 1: Reduces gas utilization by 15%
  • Stage 2: Reduces gas utilization by 20%
  • Stage 3: Reduces gas utilization by 25%
Sandcrawler Yield (Passive) Will increase sandcrawler yield.

  • Stage 1: Will increase yield by 10%
  • Stage 2: Will increase yield by 15%
  • Stage 3: Will increase yield by 20%
Warmth Administration (Passive) Reduces car warmth technology by 20%. (Prompts when Spice Prescient)

Dune Awakening skills: the Bene Gesserit skill tree.

All Bene Gesserit abilities

Weirding Manner tree

Talent Description
Bindu Dash (Means) Lets you dash at unimaginable velocity.

  • Stage 1: Prices 15 stamina to begin sprinting and drains 40 stamina per tick (20-second cooldown)
  • Stage 2: Prices ten stamina to begin sprinting and drains 20 stamina per tick (19-second cooldown)
  • Stage 3: Prices 5 stamina to begin sprinting and drains ten stamina per tick (18-second cooldown)
Manipulate Instability (Method) Will increase injury dealt to unstable (shocked/staggered/knocked again) enemies.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Blade Harm (Passive) Will increase blade injury.

  • Stage 1: Will increase injury by 5%
  • Stage 2: Will increase injury by 10%
  • Stage 3: Will increase injury by 15%
Quick Blade Harm (Passive) Will increase quick blade injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Prana-Bindu Strikes (Means) Delivers a speedy collection of highly effective strikes to enemies, leaving them quickly staggered.

  • Stage 1: Offers seven injury per strike (20-second cooldown)
Weirding Step (Means) Makes use of the voice to control an enemy into ignoring you when you transfer behind them at superhuman velocity (15-second cooldown)
Bindu Dodge (Passive) Dart and blade assaults move via you after a profitable parry. (Prompts when Spice Prescient)

The Voice tree

Talent Description
Compel (Means) Makes use of the voice to drive a goal to maneuver to your place.

  • Stage 1: After channeling for 1.5 seconds, compel a goal as much as six vary items away (35-second cooldown)
Ignore (Means) Makes use of the voice to drive your goal to disregard you.

  • Stage 1: Ignore lasts ten seconds (25-second cooldown)
Voice Coaching (Passive) Reduces the cooldown of voice abilities.

  • Stage 1: Reduces ability cooldown by 8%
  • Stage 2: Reduces ability cooldown by 16%
  • Stage 3: Reduces ability cooldown by 25%
Fast Register (Method) Reduces voice channel time.

  • Stage 1: Reduces channel time by 30%
Cease (Means) Makes use of the voice to cease your goal from performing any actions.

  • Stage 1: Cease lasts 5 seconds (35-second cooldown)
Screech (Passive) Causes enemies across the goal of your voice abilities to grow to be staggered. (Prompts when Spice Prescient)

Physique Management tree

Talent Description
Restoration (Passive) Will increase therapeutic regen restrict.

  • Stage 1: Therapeutic regen restrict is 110%
  • Stage 2: Therapeutic regen restrict is 115%
  • Stage 3: Therapeutic regen restrict is 120%
Trauma Restoration (Method) Will increase therapeutic regen restrict and regen price.

  • Stage 1: Therapeutic regen restrict is 120%, will increase regen price by 10%
  • Stage 2: Therapeutic regen restrict is 125%, will increase regen price by 15%
  • Stage 3: Therapeutic regen restrict is 130%, will increase regen price by 20%
Solar Tolerance (Passive) Reduces sunstroke price.

  • Stage 1: Solar stroke price is 90%
  • Stage 2: Solar stroke price is 80%
  • Stage 3: Solar stroke price is 70%
Vitality (Passive) Will increase max well being.

  • Stage 1: Will increase max well being by 25
  • Stage 2: Will increase max well being by 40
  • Stage 3: Will increase max well being by 55
Self-Therapeutic (Passive) Will increase therapeutic effectiveness.

  • Stage 1: Will increase effectiveness by 12%
  • Stage 2: Will increase effectiveness by 20%
  • Stage 3: Will increase effectiveness by 30%
Poison Tolerance (Passive) Will increase the time it takes for poison to achieve damaging ranges.

  • Stage 1: Will increase poison resistance
  • Stage 2: Will increase poison resistance
  • Stage 3: Will increase poison resistance

(We’ll replace with confirmed values as soon as they’ve been added to the flavour textual content)

Prana-Bindu Stability (Method) Reduces incoming poise injury.

  • Stage 1: Reduces poise injury by 15%
  • Stage 2: Reduces poise injury by 25%
  • Stage 3: Reduces poise injury by 35%
Metabolize Poison (Method) Lets you rapidly catalyze and take away poison. Moreover, you can’t be poisoned, supplied you could have the stamina to fight it.
Litany In opposition to Worry (Means) Will increase injury mitigation and stagger resistance for you and close by allies.

  • Stage 1: Reduces poise injury by 0.35 and multiplies armor by two for 12 seconds (35-second cooldown)
  • Stage 2: Reduces poise injury by 0.45 and multiplies armor by 2.5 for 14 seconds (33-second cooldown)
  • Stage 3. Reduces poise injury by 0.55 and multiplies armor by three for 16 seconds (30-second cooldown)
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Dune Awakening skills: the Swordmaster skill tree.

All Swordmaster abilities

The Blade tree

Talent Description
Blade Harm (Passive) Will increase blade injury.

  • Stage 1: Will increase injury by 5%
  • Stage 2: Will increase injury by 10%
  • Stage 3: Will increase injury by 15%
Dance of Blades (Method) Defeating an enemy with a blade empowers your subsequent assault.

  • Stage 1: Will increase injury by 30%
  • Stage 2: Will increase injury by 40%
  • Stage 3: Will increase injury by 50%
Retaliate (Means) Lets you routinely parry and counterattack when subsequent attacked in melee fight, bleeding and damaging the enemy.

  • Stage 1: Retaliate lasts ten seconds, offers 120% weapon injury, and bleeds for 3 injury per tick (12-second cooldown)
Lengthy Blade Harm (Passive) Will increase lengthy blade injury.

  • Stage 1: Will increase injury by 10%
  • Stage 2: Will increase injury by 15%
  • Stage 3: Will increase injury by 20%
Eye of the Storm (Means) Turns you right into a whirling blade as you pirouette and lower all the things round you.

  • Stage 1: Offers 20 injury per hit (20-second cooldown)
  • Stage 2: Offers 65 injury per hit (18-second cooldown)
  • Stage 3: Offers 140 injury per hit (16-second cooldown)
Foil (Means) Lets you routinely parry and counterattack when subsequent attacked in melee fight, damaging the enemy and lowering their injury output.

  • Stage 1: Foil lasts ten seconds, offers 120% weapon injury, and reduces enemy injury output by 50% (12-second cooldown)
Exact Parry (Passive) Parries expose further weaknesses and reduce enemy injury mitigation. (Prompts when Spice Prescient)

  • Stage 1: Reduces injury mitigation by 25%
  • Stage 2: Reduces injury mitigation by 35%
  • Stage 3: Reduces injury mitigation by 40%

The Will tree

Talent Description
Deflection (Means) Locations you in a defensive stance, deflecting darts fired at you for so long as your stamina holds out (12-second cooldown)
Bleed Tolerance (Passive) Will increase bleed resistance.

  • Stage 1: Bleed tolerance is 15
  • Stage 2: Bleed tolerance is 25
  • Stage 3: Bleed tolerance is 35
Reckless Lunge (Method) Dash assaults give bonus injury mitigation for a short time after a lunge.

  • Stage 1: Harm mitigation is 30%
  • Stage 2: Harm mitigation is 40%
  • Stage 3: Harm mitigation is 50%
Stable Stance (Passive) Reduces incoming poise injury.

  • Stage 1: Reduces poise injury by 15%
  • Stage 2: Reduces poise injury by 25%
  • Stage 3: Reduces poise injury by 35%
Confidence (Passive) Acquire injury mitigation after trying tough assaults like dash assault or gradual blade.

  • Stage 1: Harm mitigation is 15%
  • Stage 2: Harm mitigation is 20%
  • Stage 3: Harm mitigation is 25%
Thrive on Hazard (Passive) Will increase well being regeneration, reduces incoming poise injury, and reduces stamina prices when low on well being.

  • Stage 1: Will increase well being regeneration by 200%, reduces poise injury by 50%, and reduces stamina prices by 30%

The Manner tree

Talent Description
Knee Cost (Means) Propels you into the enemy with a knee cost, dealing injury and severely staggering them.

  • Stage 1: Offers 50 injury and 100 poise injury (15-second cooldown)
  • Stage 2: Offers 160 injury and 130 poise injury (12-second cooldown)
  • Stage 3: Offers 325 injury and 160 poise injury (10-second cooldown)
Discipline Drugs (Passive) Will increase healkit on the spot restoration bonus.

  • Stage 1: Will increase bonus by 10%
  • Stage 2: Will increase bonus by 15%
  • Stage 3: Will increase bonus by 20%
Optimized Hydration (Passive) Will increase stamina whereas well-hydrated.

  • Stage 1: Will increase stamina by 15%
  • Stage 2: Will increase bonus by 20%
  • Stage 3: Will increase bonus by 25%
Crippling Strike (Means) Strikes under the enemy’s knees, dealing injury, slowing them, and rising the quantity of stamina they require to sprint.

  • Stage 1: Offers 50 injury and doubles the enemy’s sprint stamina price (20-second cooldown)
Disciplined Respiratory (Method) Will increase stamina restoration price.

  • Stage 1: Will increase restoration price by 10%
  • Stage 2: Will increase restoration price by 15%
  • Stage 3: Will increase restoration price by 20%
Inspiration (Means) Will increase blade injury for you and close by allies.

  • Stage 1: Will increase injury by 25% for 14 seconds (30-second cooldown)
  • Stage 2: Will increase injury by 30% for 18 seconds (25-second cooldown)
  • Stage 3: Will increase injury by 35% for 20 seconds (20-second cooldown)
Basic Conditioning (Passive) Will increase max stamina.

  • Stage 1: Will increase max stamina by 15
  • Stage 2: Will increase max stamina by 20
  • Stage 3: Will increase max stamina by 25
Desert Conditioning (Passive) Decreases max stamina loss whereas dehydrated.

  • Stage 1: Decreases max stamina loss by 15%
  • Stage 2: Decreases max stamina loss by 25%
  • Stage 3: Decreases max stamina loss by 35%
Prescient Strike (Passive) Your subsequent strike after utilizing any Swordmaster capacity will strike twice. (Prompts when Spice Prescient)

And people are all of the Dune Awakening abilities you’ll be able to unlock in your quest to search out the Fremen. Together with your newfound data, you’re now ready to undertake your solo journey, or enterprise forth with pals, be it within the public realm or on the Dune Awakening personal servers, ought to they materialize. In case you’re on the lookout for new homies, then hop into the epicgamejourney neighborhood Discord server and get looking.

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