talents-cursed

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

Cursed
 

Slaughter

  • Slash: Make a strong attack that scales with your strength and hate, and reduces the effectiveness of healing.
  • Frenzy: Make four untargeted weak attacks that scale with your strength and hate, and reduce the targets' Accuracies. This is one of the most damaging basic abilities in the game, and the high number of strikes is excellent for procs, but if you're guaranteed a critical strike, Slash may be more effective.
  • Reckless Charge: Rush to a targeted point, hitting targets alongside your path. Note that despite the description, this ability will not push creatures out of your path-- you need an unobstructed path to use it. It can be used defensively with as much ease as it can offensively. Higher talent levels lead to an increase in range as well as number of attacks.
  • Cleave: A sutained stance where each strike has a chance of damaging another enemy adjacent to you. The chance of doing so, and the damage done, increase if you use a two-handed weapon. You may not use Cleave at the same time that you use Surge or Repel.
 

Endless Hunt

  • Stalk: You begin to stalk a target after hitting it twice in succession; each successive hit thereafter increases your accuracy and damage against that target. You gain hate each time you strike a stalked target.
  • Beckon: Gives the target a chance for forced move toward you, and penalties to Mindpower and Spellpower until they reach you. It may be used against targets with which you lack line of sight.
  • Harass Prey: Two attacks against your Stalked target. You must be currently stalking a target to use this talent. Any hit will disrupt two talents.
  • Surge: A sustained stance that improves movement speed. If using two weapons, a bonus to defense is also granted. You may not use Surge at the same time that you use Cleave or Repel.
 

Strife

  • Dominate: Immobilize your target and reduce its armor. It may be used from a short distance, but melee range domination will include a melee attack.
  • Preternatural Senses: Allows you to sense distant foes, even without ESP. Will not function when blind, and will not penetrate stealth or invisibility.
  • Blindside: Teleport to your target and strikes it, giving you a bonus to your defense. Increased talent levels will increase the damage done and reduce the cooldown. Blindside is an effective escape when surrounded, and is capable of damage similar to Slash with sufficient hate.
  • Repel: A sustained stance that gives you a chance to repel melee attacks; it increases with strength and if you are wearing a shield. You may not use Repel at the same time that you use Cleave or Surge.
 

Gloom

  • Gloom: A sustained, zero-cost talent that creates an aura around you capable of confusing, stunning, or slowing enemies inside of that aura.
  • Weakness: Targets inside of your gloom have a chance to be affected by weakness, reducing the damage they inflict.
  • Dismay: Targets inside of your gloom have a chance to be dismayed. Your first hit against a dismayed target will be a critical. Being able to know that your next attack is going to be a critical can be very useful (for instance, when deciding whether to use Slash or Frenzy, or to enter Rampage).
  • Sanctuary: Reduces damage from attackers outside of your gloom.
 

Rampage

  • Rampage: Gives a movement and attack speed bonus. You may enter Rampage either actively, or when suffering significant damage. In the latter case, Rampage does not incur a cooldown. The length of the rampage is increased by 1 turn the first time you move during your rampage, and the length is decreased each time you use an active or sustainable ability.

--Rampage deserves a special note. (Almost?) all cursed talents-work at global speed, rather than attack speed, so they gain no bonus to speed from Rampage. However, the decreased rampage duration doesn't add to the decreased duration from just taking a turn using a talent! So if you use a talent that takes a turn, you're not benefitting from the increased action speed of Rampage, but you're not really decreasing the length of your rampage by any more than the time it takes you to use the talent.

  • Brutality: Increases your physical damage while rampaging. The first time you make a critical strike, your rampage is extended by one turn.
  • Tenacity: Soaks damage each turn that you rampage. If enough damage is soaked, your rampage is extended by one turn.
  • Slam: Makes a weak attack that stuns multiple adjacent targets. Can only be used while rampaging. While it increases the duration of your rampage by one turn, the use of an active ability also decreases the length of your rampage, leading to no net effect. Note that this applies even though the Slam takes a turn at global speed, as described above-- if you have 5 turns on your rampage, and you Slam, it will take you one full turn, and then your rampage will have a remaining duration of 4.
 

Dark Sustenance

  • Feed: 6 cooldown, 7 range, duration 40

Gain sqrt(talent modifier * 2 + mindpower * 0.02) hate per turn. Effect breaks if target leaves line of sight or is out of range. Can only affect one target at a time. Allows Devour Life.

  • Devour Life: 6 cooldown, 7 range

Drains ??? life from the target of Feed and adds it to your own. At effective level 5 and above, automatically Feeds first before draining.

  • Feed Power: passive

Reduces the damage of Feed's target by (sqrt(talent level) * 5 + mindpower * 0.05)% and increases yours by the same amount

  • Feed Strengths: passive
Reduces the positive resistances of Feed's target by (sqrt(talent level) * 14 + mindpower * 0.15)% and increases yours by the same amount
 

Force of Will

  • Willful Strikes
  • Deflection
  • Blast
  • Unseen Force
 

Darkness

  • Creeping Darkness
  • Dark Vision
  • Dark Torrent
  • Dark Tendrils
 

Shades

  • Call Shadows
  • Focus Shadows
  • Shadow Mages
  • Shadow Warriors
 

Punishments

  • Reproach
  • Hateful Whisper
  • Agony
  • Madness
 

Predator

  • Mark Prey: Allows you to pick a type (eg, Ghost) of monster to specialize in. When striking that type or subtype (eg, Undead), you gain hate and bonuses to damage. These bonuses increase as you kill more monsters of that type or subtype. Your bonuses can be checked by the Predator status, which will display your bonuses versus type and subtype. These bonuses are separated by a slash; it is not showing you your bonus out of your potential bonus, but your bonus vs subtype/bonus vs type.
  • Anatomy: You gain bonuses to accuracy when attacking your designated type or subtype, and a chance to stun on every hit against your designated type (only).
  • Outmaneuver: You gain a chance to outmanuever your designated type or subtype, granting a bonus to penetrating their physical resistance.
  • Mimic: Each time you kill your designated subtype, you gain attribute points based on the victim's strengths.
 

Cursed Form

  • Unnatural Body(1 point at start, cannot be unlearned): Passive

Reduces healing on character depending on Hate (50% healing rate at 0 Hate, 100% rate at 100 Hate). Grants healing over time after each kill, this healing is not reduced by Hate and scales with talent level and Willpower.
Bug: in beta 37 it affected incoming damage(+12% at 0 Hate, -3% at 100 Hate at talent level 1, improves with talent level to +3% and -12% at talent level 5). And this still works in beta 38.

  • Relentless: Passive

Grants 15*(raw talent level)% Stun, Confusion, Fear, Knockback immunity.

  • Seethe: Passive

Increases the damage you do as you take damage over successive turns.

  • Grim Resolve: Passive
Increases your Strength and Willpower as you take damage over successive turns. Note that since the benefits for sustainable abilities are generally only checked at activation time, and abilities are re-activated on every level change, you are unlikely to see a benefit to abilities like Surge from Grim Resolve.
 

Cursed Aura

  • Defiling Touch: Curses items that you pick up. At higher raw talent levels, items from more slots are cursed. At level five, allows you to add 2 to a curse level of your choosing. Note that wielding a cursed weapon improves your talents' hate scaling, making this ability useful even at level 1.
  • Dark Gifts: Allows you to benefit from curse levels. At level five, it reduces any luck penalties associated with curses to 1.
  • Ruined Earth: Create an area in a radius centered on yourself, upon which all creatures deal greatly reduced damage. Enemies, allies, and your own character will all be affected.
  • Cursed Sentry: Creates an allied sentry out of a cursed weapon in your inventory.

There are five curses. Creatures wearing any cursed item suffer from the penalty, scaled to the number of cursed items worn, to a maximum of 5. Creatures with the Dark Gifts talent may benefit from the benefits, at a rank limited by both the number of items with that curse worn, and their rank in Dark Gifts. Benefits scale with the number of cursed items worn, to a maximum of 5. Benefits at minimum rank are as follows:

  • Shrouds:
   Penalty: small chance(?) of -6% damage for 4 turns
   Level 1: +4 darkness resist, +4% max dark resist, +4 see invisible
   Level 2: -1 luck, +3 con
   Level 3: 10% resist all for 1 (subjective) turn following movement
   Level 4: 15% resist all after each kill for 3 turns (stacks with level 3)

  • Corpses:
   P: -2% resist all vs undead
   1: +4% dmg vs undead
   2: -1 luck, +2 strength, +2 magic
   3: Each kill leaves light radius 4
   4: 35% each slain humanoid becomes allied ghoul for 6 turns

  • Madness:
   P: -3% mind resist, -4% confusion immunity
   1: +3% crit dmg, +4% offhand dmg
   2: -1 luck, +3 dex
   3: Confuse when hit or on hit, when confused
   4: -1 turn one cooldown when you take >16% dmg

  • Misfortune:
   P: Less gold found
   1: +2 def, +1 ranged def
   2: -1 luck, +3 cunning
   3: +20% avoid traps
   4: 30% chance of +40% dmg if it is enough to kill opponent

  • Nightmares:
   P: -9% mental save 20% of the time
   1: +2% resist phys, +2 max phys resist
   2: -1 luck, +3 willpower
   3: -10 air on hit or when hit for mobs 3 levels below you, +3 air for additional levels lower
   4: 0% when taking damage to trigger slow, hateful whisper, and terrors for 8 turns, chance increases each time you take damage
 

Fears

  • Instill Fear: Instill fear in a target, and potentially in an area around that target. The fears are chosen from a list based on your mastery of the Fear tree. With Instill Fear, that list includes Paranoid and Despair.
  • Heighten Fear: Any feared enemy that remains within range and line of sight for five turns gains an additional fear. Adds Terrified and Distressed fears.
  • Tyrant: Increases your mindpower for purposes of this tree. Adds Haunted and Tormented fears.
  • Panic: When used, panics any enemies within range, making them likely to flee you.

The effects of individual fears is as follows:

  • Paranoid: Affected creature has a chance of attacking any nearby creature every turn. Attacked creatures gain the Paranoid fear.
  • Despair: Affected creatures suffer a penalty to their resistances.
  • Terrified: Affected creatures may sometimes fail when attacking or using talents.
  • Distressed: Affected creatures suffer a penalty to their saves.
  • Haunted: Affected creatures suffer Mind damage for each fear by which they are affected.
  • Tormented: Apparitions are summoned and attack the affected creature.
 

Dark Figure

  • Radiant Fear
  • Suppression
  • Cruel Vigor
  • Pity