talents-celestial

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-> Techniques, Cunning, Spells, Wild Gift, Divine, Corruption, Cursed, Chronomancy, Psionic, Racial
 

Celestial

Mostly current to b28, some as old as b26.

//Note: the Celestial meta-class used to be called "Divine".//
 

Guardian

All except Second Life require a shield.

  • Shield of Light: 10 Positive, 10 cooldown, sustained

Every time you are damaged, you heal for (0.12 * [5 + spellpower] * talent modifier) rescaled health, costing 2 positive energy.

  • Brandish: 20 positive, 8 cooldown

Attack for (80-130)% weapon damage, then (80-130, modified by shield expertise)% shield damage. If the shield strike hits, it triggers a ball of radius (2 + talent / 2), doing (0.63 * [20 + spellpower] * talent modifier) rescaled light damage. Lights up affected area.

  • Retribution: 20 positive, 10 cooldown, sustained, (2, 3, 4, 5, 6) radius

Absorbs 50% of incoming damage, up to a maximum of (0.66 * [28 + spellpower] * talent modifier) rescaled damage. Once it is broken, it deactivates hitting all in the radius for damage absorbed light damage.

  • Second Life: 60 positive, 50 cooldown, sustained
Any attack that would drop you below 1 HP instead deactivates Second Life, and sets you to (5 + 4 * talent) % of your max life at time of casting.
 

Chants

Only one chant may be active at once

  • Chant of Fortitude: 20 positive, 12 cooldown, sustained, instant cast

+ (0.33 * [5 + spellpower] * talent modifier) rescaled physical and spell saves. +(0.12 * [5 + spellpower] * talent modifier) rescaled light damage when hit in melee.

  • Chant of Fortress: 20 positive, 12 cooldown, sustained, instant cast

+ (0.11 * [5 + spellpower] * talent modifier) rescaled physical resistance, +(0.12 * [5 + spellpower] * talent modifier) rescaled light damage when hit in melee.

  • Chant of Resistance: 20 positive, 12 cooldown, sustained, instant cast

+ (0.095 * [5 + spellpower] * talent modifier) rescaled fire, lightning, acid and cold resistances, +(0.12 * [5 + spellpower] * talent modifier) rescaled light damage when hit in melee.

  • Chant of Light: 20 positive, 12 cooldown, sustained, instant cast

+ (0.23 * [10 + spellpower] * talent modifier) rescaled % increased light damage, +(2, 3, 4, 5, 6) light radius, +(0.12 * [5 + spellpower] * talent modifier) rescaled light damage when hit in melee.

 

Light

  • Healing Light: recover 10 positive, 10 cooldown

Heals for (1.83 * [20 + spellpower] * talent modifier) rescaled health.

  • Bathe in Light: recover 20 positive, 10 cooldown, 3 radius

Map effect that lasts for (2 + talent) turns, and heals for (0.19 * [4 + spellpower] * talent modifier) rescaled health per turn, increasing all healing by the same percentage.

  • Barrier: recover 20 positive, 15 cooldown, 10 duration

Forms a shield negating (1.81 * [30 + spellpower] * talent modifier) rescaled damage.

  • Providence: recover 20 positive, 30 cooldown, (2 + talent, rounded up) duration
Heals for (0.23 * [10 + spellpower] * talent modifier) rescaled health per turn, removing a single negative effect randomly per turn.
 

Combat

  • Weapon of Light: 10 positive, 10 cooldown, sustained, -3 positive per hit

+ (7 + 0.092 * spellpower * talent) light damage per hit.

  • Martyrdom: 25 positive, 22 cooldown, 6 range, 10 duration

Any damage that the target causes also hits itself for (8, 16, 24, 32, 40)% as much damage.

  • Wave of Power: 10 positive, 6 cooldown, (2 + str[8]) range

Hits for (110-190)% weapon damage.

  • Crusade: 10 positive, 10 cooldown
Attacks for (110-190)% weapon damage as light damage.
 

Sun

  • Searing Light: recover 16 positive, 6 cooldown, 7 range

Hits for (0.75 * [6 + spellpower] * talent modifier) rescaled light damage, placing a map effect dealing (0.38 * [6 + spellpower] * talent modifier) rescaled light damage per turn for 4 turns.

  • Sun Flare: recover 15 positive, 22 cooldown, (2 + talent/2) radius

Lights up area and tries to blind for (3 + talent) turns. If talent >= 3, deals (0.38 * [4 + spellpower] * talent modifier) rescaled light damage as well.

  • Firebeam: recover 20 positive, 7 cooldown, 7 beam range

Hits for (0.91 * [10 + spellpower] * talent modifier) rescaled fire damage.

  • Sunburst: recover 20 positive, 15 cooldown, 3 radius
Hits for (0.73 * [10 + spellpower] * talent modifier) rescaled light damage.
 

Glyphs

Places a trap within range that lasts for the duration. The effect is triggered when an enemy steps on it (or within one tile?).

  • Glyph of Paralysis: recover 10 positive, 20 cooldown, (talent, rounded down) range, (5 + talent) duration

Dazes for (4, 5, 6, 7, 8) turns. Does not check saving throws?

  • Glyph of Repulsion: recover 10 positive, 20 cooldown, (talent, rounded down) range, (5 + talent) duration

Hits for (15 + 0.12 * spellpower * talent) physical damage and 3 knockback, checking your spellpower against their physical saves for resistance.

  • Glyph of Explosion: recover 10 positive, 20 cooldown, (talent, rounded down) range, (5 + talent) duration

Hits in a radius of one for (15 + 0.12 * spellpower * talent) light damage.

  • Glyph of Fatigue: recover 10 positive, 20 cooldown, (talent, rounded down) range, (5 + talent) duration
Slows for (20 + 7 * talent)% for 5 turns. Note that 100% slow here means you cannot act at all.
 

Twilight

  • Twilight: 15 positive, 6 cooldown

Recover (20 + 0.4 * talent * cunning) negative energy.

  • Jumpgate: sustained, 20 negative, (20, 16, 12, 8, 4) cooldown

Gives access to the "Jumpgate: Teleport To" talent. Places a jumpgate on your tile when activated. Gives access to a second copy of the skills at talent >= 4.

  • Mind Blast: 15 negative, 15 cooldown, 3 radius, (2 + [talent + cunning / 20], rounded down) duration

Hits for a (60, 70, 80, 90, 100)% power confuse.

  • Shadow Simulacrum: 10 negative, 30 cooldown, 5 range, (3 + [talent + cunning / 10], rounded up) duration

Make a copy of a non-boss enemy up to (medium, big, big, huge, huge) size. It cannot summon, split, or multiply. It has its resistances changed by +50% darkness, -50% light, +(0.1 * cunning * talent)% all. It has its max life changed to (old max life / [2 - 0.002 * cunning * talent])

  • Jumpgate Teleport: 7 negative, 14 cooldown, hidden
Jump to your jumpgate location if it is within range (10 + 3 * talent), rounded down. Same talent level as Jumpgate.
 

Star Fury

  • Moonlight Ray: 10 negative, 3 cooldown, 10 beam range

Hits for (1.01 * [14 + spellpower] * talent modifier) rescaled darkness damage.

  • Shadow Blast: 15 negative, 10 cooldown, 5 range, 3 radius

Hits for (0.52 * [5 + spellpower] * talent modifier) rescaled darkness damage, and leaves a field of (0.19 * [4 + spellpower] * talent modifier) rescaled darkness damage per turn for (2 + talent * 0.8, rounded down) turns.

  • Twilight Surge: recover 10 positive, recover 20 negative, 7 cooldown, 2 radius

Hits for (10 + 0.2 * spellpower * talent) light damage and the same amount of darkness damage.

  • Starfall: 20 negative, 12 cooldown, 6 range, (1, 1, 2, 2, 2) radius
Hits for (0.66 * [28 + spellpower] * talent modifier) rescaled darkness damage and stuns for 4 turns. Checks your spellpower against their physical saves for resistance.
 

Hymns

All are mutually exclusive, and deactivate the others when cast.

  • Hymn of Shadows: sustained, 20 negative, 12 cooldown, instant cast

+ (0.23 * [10 + spellpower] * talent modifier) rescaled % increased darkness damage, and +(0.12 * [5 + spellpower] * talent modifier) rescaled darkness damage when hit in melee.

  • Hymn of Detection: sustained, 20 negative, 12 cooldown, instant cast

+ (0.17 * [2 + spellpower] * talent modifier) rescaled see invisible, +(0.074 * [2 + spellpower] * talent modifier) rescaled see through stealth, +(5 + talent, rounded down) infravision, and +(0.12 * [5 + spellpower] * talent modifier) rescaled darkness damage when hit in melee.

  • Hymn of Perseverance: sustained, 20 negative, 12 cooldown, instant cast

+ (15 + 7.1* talent) % stun, confusion, and blinding resistance, and +(0.23 * [10 + spellpower] * talent modifier) rescaled darkness damage when hit in melee.

  • Hymn of Moonlight: sustained, 20 negative, 12 cooldown, drains (8, 7, 6, 5, 4) negative energy per attack, 5 range, instant cast
Hits up to (talent, rounded down) enemies for (0.37 * [7 + spellpower] * talent modifier) rescaled darkness damage each.
 

Circles

Create a map effect in the radius, that gives the effects.

  • Circle of Shifting Shadows: 20 negative, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius

Gives +(0.14 * [4 + spellpower] * talent modifier) rescaled defense to you while within it, and deals the same amount of darkness damage to all others.

  • Circle of Blazing Light: 20 positive, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius

Gives +(1 + [0.018 * (2 + spellpower) * talent modifier] rescaled) positive energy per turn to you while within it, and hits others for (0.074 * [2 + spellpower] * talent modifier) rescaled light damage, and the same amount of fire damage.

  • Circle of Sanctity: 20 positive, 20 negative, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius

Gives 100% silence immunity to you while within it, and hits others for silence while within it. Checks spellpower against their spell saves for resistance.

  • Circle of Warding: 20 positive, 20 negative, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius
Slows projectiles targeted at you by (0.098 * [2 + spellpower] * talent modifier) rescaled %, and deals the same amount of light and darkness damage to all others.
 

Eclipse

  • Blood Red Moon: passive

+ (3, 6, 9, 12, 15) spell crit.

  • Totality: 10 positive, 10 negative, 30 cooldown, (4 + talent, rounded up) duration

Brings all Divine talents (1 + talent, rounded up) turns closer to being off of cooldown, and increases light and darkness penetration by (5 + 0.1 * cunning * talent) %.

  • Corona: sustained, 10 positive, 10 negative, 10 range, 300% velocity, -2 positive or negative energy per bolt shot.

Every time one of your spells is critical, you shoot a light or darkness bolt (50% each) at up to (talent, rounded down) enemies, dealing (0.30 * [15 + spellpower] * talent modifier) rescaled light or darkness damage.

  • Darkest Light: sustained, 10 negative, -(5, 4, 3, 2, 1) negative energy per turn, +(5, 4, 3, 2, 1) positive energy per turn, (2 + talent / 2) radius

+ (5 + 0.067 * cunning * talent) invisibility, deals (positive energy + [0.45 * (10 + spellpower) * talent modifier] rescaled) light damage and drains all positive energy when deactivated. Prevents casting twilight, and (might) deactivate when negative energy is greater than positive(?).