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
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
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
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
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
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
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
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
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
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(?).