Technique / Psiblade Combat | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Wielding Psiblades is far less encumbering than traditional weapons, and you are able to move more freely in battle. While Piercing Mind is active you will gain 0 Ranged Defense and Physical Save and each time you move you will have a 0% chance to gain 20% global speed for one turn. Chance to boost speed will increase with talent level and points invested in Mindstar Mastery. Nimble Combatant
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 15
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You focus your mind on combat to boost your physical speed and power. Attack speed will increase by 3% and physical crit rate by 3% . Concentrating on combat slows your mind's ability to unleash mental powers, reducing your mind speed by 1% and Mindpower by 13 . Speed is based on Willpower. Crit rate and power reduction are based on Dexterity. All values are affected by a bonus from points invested in Mindstar Mastery. Combat Focus
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your training with Mindstars has made you a master over them and the forces they manipulate. You passively gain 0% Mind, Nature and Physical resistance penetration. You are completely in tune with your weapons and all attacks made while Psiblades is active will have a 0% chance to increase your Mind, Nature, and Physical resistance penetration and damage by 0% for 3 turns. Base power scales with your Cunning and all values will gain a bonus based on points invested in Mindstar Mastery. Psiblade Master
| 0/5 |
Wild-gift / Elementomancy | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Taking this talent will teach you to call the elements that constitute nature: Fire, Water, Lightning and Nature. Calling an element will cause melee attacks to deal damage based on the element, and your ability to channel the elements also passively increases your resistance and resistance penetration for each element. Additional points in this talent will increase the bonus to on-hit damage and the passive resistance and resistance penetration rating granted, and at raw talent level 5 using a call will not break stealth. Current bonuses:
Attacks deal 1 elemental damage, resistance and penetration is increased by 0% .
You will also gain a different effect for each element:
Nature: melee hits restore 0.00 equilibrium.
Storm: you movement speed will increase by 38% .
Fire: melee hits have a 0% chance to burn away one detrimental effect.
Water: melee hits restore 0.00 health. Call Elements
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Channeling the elements sharpens your senses and heightens your focus. Each element you channel will increase your Defense, Ranged Defense, all Saves, Mindpower and Physical Power by 0 . These effects will stack. Additionally, while channeling an element you will gain a bonus to that element's resistance and penetration equal to 100% of the passive bonus. Elemental Focus
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: -50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: Flood your being with elemental power. Your Nature, Acid, Lightning, Fire and Cold damage as well as your Physical and Mind critical rate will increase by 3% . Activating one of your Calls while Elemental Revenant is active will create an elemental overload. The overload will cause the Call to take a full turn to activate and releases a wave of elemental power, causing targets in a radius 5 cone to take 9 elemental damage based on the element. Damage will increase with your Willpower.
Harnessing the elements in this manner increases you control over the natural world, reducing your equilibrium. However, wielding the elements so recklessly will quickly throw nature off balance. Each turn your equilibrium will increase by 10 and a check will be made. If the check fails then Elemental Revenant will automatically be deactivated. Elemental Revenant
| 0/5 |
Spell / Squire | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Summon your loyal undead squire to your side, ready for battle. Your squire's primary stat will be improved by 1, its two secondary stats by 0, and it inherits base stats from you.
The squire wields a sword and shield, and knows unique combat techniques.
Your squire will teleport back to you if you are more than 10 tiles from you.
The squire's stat bonuses will improve with your Spellpower.
(Future versions will allow your squire to use spells and ranged combat, but this is not yet implemented)) Raise Dead
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.9
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You transfer your wounds to your squire, healing yourself for 3% of your maximum life and damaging them for 50% of this value.
This can be used on your other minions at 50% effectiveness and cooldown, but the minion will be destroyed.
The healing increases with your Spellpower.
Soulforge 2: Also transfers 3 negative effects if used on your squire. Death Pact
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You and your squire link your souls, causing 0% of all damage you take to be redirected to your squire, and 0% of all damage you deal to heal your squire. Soul Link
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your squire becomes a powerful undead monstrosity for 2 turns, greatly increasing their combat ability. While under this effect all damage they take is reduced by -18%, they automatically taunt all foes in radius 0 each turn, their Dusk Shield counterattack can attack at range 0, and all melee attacks trigger a shield bash for 60% shield damage as darkness.
Soulforge 5: Grants immunity to negative effects and increase global speed by 30%. Dark Transformation
| 0/5 |
Celestial / Sun | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -17.3
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 6.5 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 0 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -21.6
Range: 34
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 1.4 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower. Path of the Sun
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 0%.
Each time you crit with a physical attack or a spell you have -27% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn. Sun's Vengeance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -16.2
Range: 10
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
While the cloak is active, your spell casting speed is increased by 0%, your spell cooldowns are reduced by -6%, and you cannot take more than 99% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 0/5 |
Wild-gift / Stalker | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.4
Equilibrium cost: 10
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Leap on your prey. If you hit your foe you get a free attack at 1% weapon damage and pin it to the ground for 0 turns. Pouncing from stealth will attempt to stun the target as well(applied based on your Mindpower). Points in Strider will reduce the cooldown. Strider talent levels above 3 will reduce the cooldown by 3 turns, and talent levels above 5 will reduce it by an additional 3 turns. Pounce
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: A lifetime of stalking prey has honed your control of both body and mind. Passively increases Armor by 1 and Spell Save by 1. The armor bonus will scale with your Dexterity, and the save bonus with your Cunning.
Additionally, your intent focus allows you to withdraw from your physical body, effectively shielding you from harm. Each time you move you will project a mental shield, absorbing 8 damage for 1 turn. If a shield is already active it will instead have its duration extended and its power increased by 1. A shield can only be refreshed this way 7 times before it becomes unstable. Focus
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each foe you encounter makes your heart pump a little quicker. You gain 0.0 Stamina regen per enemy in sight, and beginning with the third talent point, you also gain 0.0 life regen per enemy. The bonuses cap at 4 enemies. Adrenaline
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.4
Equilibrium cost: 15
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Shred your foe, hitting them multiple times with each weapon. Number of attacks and damage scale with talent level. Currently you will attack 2 times for 35% damage.
Taking this talent also passively increase your attack speed by 7% based on your Dexterity. Shred
| 0/5 |
Chronomancy / Temporal Guardian | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 5 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain -20% critical chance and critical strike power while you take -20% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 0/5 |
Wild-curse / Psiclaws | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Channel your rage through your wielded mindstars, generating psionic claws sprouting from your fists.
Adds 0.90 physical damage per mindstar hit and increases your physical critical chance by +0%.
Physical damage scales with your Mindpower.
Also increases Physical Power by 0 and increases weapon damage by 0% when using mindstars.
Cannot be used at the same time as Psiblades. Psiclaws
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 11.6
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Slash out with your psiclaws, hitting your target twice with each weapon for 40% damage and inflicting bleeding for half the damage done. Shred
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your claws are as sharp as your mind, and your mind is sharper than a razor.
While Psiclaws is active, you gain 2% physical, mind and nature penentration. Razor Claws
| 0/5 |
Wild-curse / Eagle aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Take a swipe at the target's eyes, attempting to blind them for 2 turns and doing 100% weapon damage.
If the target is stunned, this does 150% weapon damage instead. Eye Swipe
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Fly away in a panic, landing up to 0 tiles away.
This also increases your defence by 1 for 2 turns.
Defence bonus scales with your Strength. Flight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 11.6
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Swoop past many targets, getting a free attack against each of them at 100% weapon damage.
If you used this talent from stealth, your attack will also cause bleeding. Swoop
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an eagle.
This increases your accuracy by 1 and your physical crit chance by 0% but lowers your physical save by 10.
It also lowers the cooldowns of the Eye Swipe, Flight and Swoop talents by 0. Eagle Shape
| 0/5 |
Wild-gift / Ecomancy | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 6
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You will a stinging swarm to fly at your target doing 6.7 nature damage and slowing it down by 30% for 3 turns.
The swarm can fly from foe to foe, hitting up to a total of 1 target(s).
Additional targets must be within 6 tiles of each other and the swarm loses 53.3% damage per bounce.
The damage will increase with your Mindpower Swarm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 16
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Will a thorny vine to grab your foe and drag it to your side, holding it down and strangling it for 0 turns.
The thorns will deal 1.51 slowing nature damage per turn.
The damage will increase with your Mindpower. Vine Grab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 16
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Will a cloud of numbing spores to engulf your foes. The cloud rolls out from the caster with initial radius 1, increasing once every other turn to a maximum eventual radius of 4, doing 1.96 slowing nature damage for 5 turns.
The damage and duration will increase with your Mindpower. Numbing Spores
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 2
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You become one with nature in body as well as spirit. You merge with the ground, and re-appear somewhere else in a range of 2 with error margin of 4. When used from stealth the error margin is Zero. This will not break stealth. Ecoport
| 0/5 |
Cunning / Arrow priming | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Load your quiver with 0 arrows with special effects:
Level 1: Contact Arrows: Explode for physical damage and set off nearby Timed Arrows.
Level 3: Razortip Arrows: Pierce through multiple targets, making them bleed.
Level 5: Barbed Arrows: Cripple their victims, slowing attack speed and removing sustains and beneficial effects. Arrow Priming
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 17.3
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You attach a decoy to an arrow and fire it, creating a target that distracts enemies within 0 spaces for 1 turns.
Foes within range of the decoy's landing spot will have their ability to detect hidden creatures reduced by 5 for 1 turns by the piercing whistle it makes.
At level 3 of above, the decoy will explode when destroyed, releasing a cloud of sticky smoke that reduces vision range by 1 for 7 turns. Affected targets can never prevent you from entering stealth, even if their proximity would normally forbid it.
The detection penalty increases with your Cunning and the chance to cloud vision is based on the target's resistance to blindness.
This talent does not break stealth or consume primed arrows. Decoy Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.9
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire an arrow attached to a line, dealing 90% arrow damage and reeling in whatever it strikes.
If the target reaches you, you will immediately break stealth, triggering Explosive Entrance if known, and swap to your melee weapon before attempting to grapple them. The grapple effects and duration will be based off your grappling talents.
The range increases with talent investment and the quality of your bow. Reel Shot
| 0/5 |
Technique / Two-handed assault | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Hits the target with your weapon, doing 100% damage. If the attack hits, the target is stunned for 0 turns.
The stun chance increases with your Physical Power. Stunning Blow
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 32.4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns Death Dance
| 0/5 |
| 0/5 |
Technique / Close quarters combat | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: 2
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You rush at a distant enemy, striking them with your melee weapon for 60% weapon damage and following up with a grab for 30% barehand damage, attempting to grapple them.
You will automatically break stealth once you reach your target, triggering Explosive Entrance if known, and the grapple effects and duration will be based off your grappling talents.
All Close Quarter Combat techniques require a one-handed melee weapon and an empty offhand in your active equipment or quickslot. Charging Chop
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You throw your foe to the ground, dealing 50% barehand damage and stunning them for 0 turns. You then strike them with your melee weapon for 65% weapon damage as you drag them back to their feet.
If the target is grappled the performed attacks cannot miss and the stun is applied without checking their Physical Save. Otherwise, the chance of stunning the target increases with your Physical Power. Takedown Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 17.3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You slam your knee into your foe's face (or most facelike area) to stagger them, dealing 60% barehand damage. With your target momentarily off guard, you follow up with two automatic critical hits with your melee weapon for 78% weapon damage.
If the target is grappled the performed attacks cannot miss. Stagger Knee
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.9
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You pull a stunned foe close and headbutt them repeatedly, dealing 10% barehand damage and putting a talent in cooldown for each turn of stun or daze duration on them (max 0 attacks.) Afterward you strike them with your melee weapon for 20% weapon damage, stunning them again for 0 turns if it connects.
The stun effect can not be resisted or saved against, and the headbutt damage increases with the quality of your headgear. Pounding Headache
| 0/5 |
Technique / Fading flourish | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 1.08
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You attempt to stop the next physical attack made against you with your hands, blocking up to 27.52 damage plus an additional 50% for each stack of Concentration active (currently 27.52.) If successful, the attacker will be caught off guard and become vulnerable, taking double damage from the next 0 melee strikes. If the block is incomplete, the remaining damage will be taken as bleeding over 5 turns, ignoring cut immunity and damage resistance.
At talent level 5, this can trigger automatically when off cooldown against an attack that would kill you, going on cooldown for 39 turns. You must have enough focus to activate the talent in order for it to trigger.
The amount of damage blocked increases with your Willpower, and additional damage types can be blocked based on the resistances and on-hit damage provided by your gloves or gauntlets. Blade Grasp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 2.16
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You perform a violent and reckless lunge, dealing 160% weapon damage, but taking 39% of the amount done as bleeding over 5 turns, ignoring cut immunity and damage resistance. Crimson Pain
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You fight recklessly, placing yourself in the way of your own attacks. With each attack, you take 1.6 damage (1/10 of your Constitution) per turn as bleeding for 5 turns, ignoring cut immunity and damage resistance. Your melee damage is increased by 1% for every point of bleed damage active on you.
In addition, you gain -3% poison and disease resistance, can only die when you reach -41 life, and -7% of any attack that would put you below 0 life is taken as bleeding damage over 3 turns. This bleeding is not affected by talents that remove effects.
The negative life threshhold scales with your Willpower.
Bloody Maelstrom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 6.48
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You rain blows down around yourself. For each adjacent enemy, you will perform 2.0 attacks on a random target for half damage. -112% of the retaliation damage you take performing this attack will be taken as bleeding over 5 turns, ignoring cut immunity and damage resistance.
The number of attacks performed scales with your Strength. Dying Lotus
| 0/5 |
Wild-gift / Symbiant | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Form a symbiotic relationship with a jelly, increasing your maximum life by 13.
There are a range of jellies to choose from, each with their own damage type.
The symbiotic relationship causes 1% of all damage you do to be converted to the jelly's damage type, and increases your resistance to and damage done with that damage type by 0%.
These bonuses scale with your Mindpower. Symbiosis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 9
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Your jelly helps you attack an adjacent target for 100% weapon damage.
If this attack hits, there is a burst of slime which does 12 jelly's damage in a radius 0 cone at the target.
Burst damage scales with your Mindpower. Jelly Slap
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Should you take a blow that would reduce your life to less than 1, your symbiote will absorb all the damage, saving your life but it will die and explode for 12 jelly's damage in a radius of 0.
Damage scales with your Mindpower. Mucus Martyr
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 22
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Force life energy into your symbiote making it multiply explosively for a short time.
This causes a wave of slime to erupt in a radius of 0, doing 7 jelly's damage and spawning up to 0 friendly jellies.
Damage and jelly stats scales with your Mindpower. Oozesplosion
| 0/5 |
Wild-gift / Fire drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Your skin forms firey embers, damaging anyone that gets close to you for 0.95 fire damage.
This also increases you light radius by 1 and adds a trail for flames behind you at raw talent level 5.
Every level in Ember Scales additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%.
The damage will scale with your Willpower. Ember Scales
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 0.
The sound wave is so strong, your foes also take 11.19 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Spit a cloud of flames, doing 1.73 fire damage in a radius of 0 each turn for 1 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 1. Any target caught in the area will take 18.33 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath
| 0/5 |
Spell / Elemental fusion | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: 10
Cooldown: 6
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjure a molten boulder and roll it in the direction you choose, and enemies that don't get out of the way will take 3.40 fire damage, 3.40 physical damage and be knocked back.
Burning Wake will leave a trail of flames behind the boulder.
The damage will increase with your Spellpower. Molten Boulder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create an eruption of steam in a radius 1 at the target location, doing 3.40 fire damage and 3.40 cold damage.
The steam will also linger for 4 turns doing another 1 damage per turn in a radius of 0.
Creatures hit will be Wet for 3 turns.
The damage will increase with your Spellpower. Scalding Geyser
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of plasma, doing 2.96 lightning damage and 2.96 fire damage.
The beam also explodes in a radius of 0 at the target doing the same damage again.
Tempest will add a daze chance to this spell.
Burning Wave will leave a trail of flames on the ground.
The damage will increase with your Spellpower. Plasma Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures an avalanche of snow, dealing 3.40 physical damage and 3.40 cold damage in a radius of 0. Any creatures caught inside will be be frozen to the ground for 4 turns.
The damage will increase with your Spellpower. Avalanche
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 37.1
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Thunder emanates from you in a circular wave with radius 0, doing 4.90 lightning damage, 4.90 physical damage and possibly stunning anyone affected (25% chance).
The damage will increase with your Spellpower. Thunderclap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a forking beam of liquid lightning doing 3.40 cold damage, 3.40 lightning damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
Creatures hit will be Wet for 5 turns.
The damage will increase with your Spellpower. Liquid Lightning
| 0/5 |
Spell / Poison alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive poison that lowers healing.
In addition all nature damage you do is increased by 0%. Poison Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Poison Infusion is active, your bombs coat your golem in poison for 2 turns when they hit it.
While coated, any attack made by your golem has a 20% chance to trigger a beam of poison towards the target, that does 0.0 nature damage over 6 turns. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Poison Coat
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hurl a flask of knockout gas, which explodes on impact releasing the gas in a radius of 3.
Any creatures affected by the gas will be put to sleep (1 power) for 2 turns.
Alchemist protection reduction works as a chance to avoid hitting yourself with this.
Sleep power scales with your Spellpower. Chloroform Bomb
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Carefully administered potions and magic allow you to transform your body into a much stronger form.
This increases your physical power and physical saves by 1, your maximum life by 26, your life regeneration by 0.
Each hit you make also has a 20% chance of firing a beam of poison at the target, doing 5.3 nature damage over 6 turns. Mutation
| 0/5 |
Cursed / Slaughter | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2.3
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You slash wildly at your target for 112% (at 0 Hate) to 139% (at 100+ Hate) damage.
At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by 29% for 15 turns. The effect will stack.
The damage multiplier increases with your Strength. Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2.3
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Assault nearby foes with 4 fast attacks for 15% (at 0 Hate) to 30% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Accuracy by 17 for 3 turns.
The damage multiplier and Accuracy reduction increase with your Strength. Frenzy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Charge through your opponents, attacking anyone near your path for 35% (at 0 Hate) to 70% (at 100+ Hate) damage. Small opponents may be knocked away from your path. You can attack a maximum of 2 times, and can hit targets along your path more than once. Reckless Charge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: While active, every swing of your weapon has a 11% (if one-handed) or 25% (if two-handed) chance of striking a second nearby target for 0% (at 0 Hate) to 0% (at 100+ Hate) damage (+25% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The Cleave chance and damage increase with your Strength. Cleave
| 0/5 |
Corruption / Sanguisuge | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 0
Range: melee/personal
Cooldown: 9
Travel Speed: 1500% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fires a bolt of blight, doing 6.57 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Spellpower. Drain
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 5
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Absorbs the life force of your foes as you kill them.
As long as this talent is active, vim will decrease by 0.5 per turn and increase by 0.0 for each kill of a non-undead creature (in addition to the usual increase based on Willpower). Absorb Life
| 0/5 |
| 0/5 |
Technique / Infernal arts | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 3.24
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are freed from pinning effects and gain 69% movement speed for 8 turns. Every time you take a step, enemies within 0 spaces of you will ignite, suffering 0.12 to 0.17 fire damage for four turns, stacking up to a maximum of 0.49.
For 2 turns after performing any Infernal Arts talent, Blade Grasp will block Fire attacks, and your attacks are converted to fireburn damage, with 30% of their power being dealt over 4 turns. If the target is immune to negative physical effects, they will instead take the full damage as normal.
The burning damage will scale with your weapon strength and Willpower. Burning Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 4.32
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Your blazing fury creates a vacuum that pulls enemies in a radius 1 cone to you and ignites them, dealing 3.67 to 5.01 fire damage over 4 turns.
While in the Infernal Arts stance, foes you ignite deal -0.2% less damage.
The damage reduction increases with your Defense, and the damage done scales with the strength of your equipped weapons. Backdraft
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 4.32
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You strike a burning foe with your fuel-coated weapon, dealing 85% weapon damage and creating an explosion that does 0% of their active burns as fireburn damage in a radius of 0.
While in the Infernal Arts stance, foes you ignite will have their accuracy and combat powers reduced by 6.4% (after scaling). Shimmering Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 2.16
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You pierce your target to create an opening for your flames, devouring their strength from within. Deals 80% weapon damage and removes a beneficial effect or sustain if the target is burning.
For each stack of Concentration active, this talent has a 0% chance to ignore defense and evasion (currently 0%).
While in the Infernal Arts stance, your fire damage is increased by 0% and you ignore 1% of your targets' fire resistance. Consuming Blaze
| 0/5 |
Chronomancy / Speed Control | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 0% attack, spell, and mind speed for 1 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undeath | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You raise 2 ghouls from the ground around the target and channel an attack through each, dealing 60% weapon damage as cold. Ghouls last 6 turns.
Soulforge 3: Instead summon elite ghoul warriors, who wield greatmauls and have increased combat ability. Call of the Grave
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 12
Description: Your ghouls taunt enemies within radius 1 when summoned, and when a single hit deals more than 90% of your maximum life a ghoul will rise to block the blow, absorbing -3% of the damage from the blow and other attacks for 3 turns. Meat Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: On your ghouls dying they explode in a radius 0 burst of necrotic energy. All enemies struck will waste away, taking 5.78 darkness damage over 6 turns and having their powers reduced by -117%.
The damage will increase with your Spellpower. Corpse Explosion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 5
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a towering wall of flesh and bone of 1 length at the target location for 8 turns.
Each segment deals an additional 0.84 blight damage (with a 20% chance to disease) and 0.84 bleed damage over 5 turns on dealing or taking a melee hit.
Segments are extremely durable (40% resist all) and completely block line of sight.
Soulforge 5: The wall segments learn the Grasping Claws talent, allowing them to grapple and disable enemies. Necrotic Wall
| 0/5 |
Wild-curse / Snake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 100% weapon damage as poison over 5 turns.
If the target is unable to move, this does 150% weapon damage instead. Venomous Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 11.6
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit poison at your target doing 21.85 poison damage over 5 turns.
A bleeding target is more vulnerable to the poison and takes 32.78 poison damage over 5 turns instead.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Venom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 50% damage and then attempt to grapple a target up to one size category larger then yourself for 2 turns.
A grappled opponent will be unable to move, take 1 damage each turn, be silenced and slowed by 4%. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Squeeze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a snake.
This increases your physical attack speed by 0% and your defence by 1, but lowers your armour by 10.
It also lowers the cooldowns of the Venomous Bite, Spit Venom and Squeeze talents by 0. Snake Shape
| 0/5 |
Technique / Dynamic combat | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 1.08
Range: melee/personal
Cooldown: 4
Travel Speed: 400% of base
Usage Speed: Weapon (100% of a turn)
Description: You swing your weapons with incredible speed, creating a wave of force that deals 11.01 to 15.00 physical damage to a target in range.
For each stack of Concentration active, this talent reaches 1 space further, travels 50% faster, and can pierce through its target to strike an additional enemy.
This attack can trigger counterstrikes and Crashing Torrent, and the damage done scales with your equipped weapons. Demon Fang
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 2.16
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You swing your weapons downward with such incredible force that it tears the earth into pieces, dealing 10.08 to 13.74 physical damage to targets in a radius 0 cone.
This attack can trigger counterstrikes and Crashing Torrent, and the damage done scales with your equipped weapons. Ripper Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 3.24
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Perform a wide slash, dealing 100% weapon damage in a frontal arc. Struck targets will be knocked back 2 spaces and have their damage resistance reduced by 1% for 2 turns.
The knockback and resistance reduction chance increase with Physical Power, and the resistance reduction scales with your Willpower. Mountain Cross
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 8.64
Range: melee/personal
Cooldown: 16
Travel Speed: 400% of base
Usage Speed: Weapon (100% of a turn)
Description: You channel earth-splitting forces through your weapon, firing a shockwave that deals 5.50 to 7.50 physical damage and knocks back anything along its path. When it reaches the target location it will explode, dealing 11.01 to 15.00 physical damage and knocking back anything within 0 spaces.
This attack can trigger counterstrikes and Crashing Torrent, and the damage done scales with your equipped weapons.
The knockback chance increases with your Physical Power. Grave Burst
| 0/5 |
Technique / Stoic focus | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 1.08
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You attack your foe with a powerful upward strike, dealing 90% weapon damage and sending them spinning into the air for 1 turns. Their ability to participate in combat while airborne is limited, reducing their combat powers, all damage they deal or take, and the duration of new detrimental effects on them by -8%.
For each stack of Concentrate active, this attack has a 0% chance to ignore defense and evasion and you will be able to launch targets 1 size class larger than yourself (currently 0% chance, up to medium size).
The damage reduction does not affect abilities that deal unresistable damage, such as Crashing Torrent. Antler Toss
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You pour your focus into your surroundings. While in effect, your bonuses from Concentrate will not wear off, and for each stack active you will gain 4.5 to all saves and detect all creatures within range 0.0 (currently 0.0 physical, 0.0 spell, 0.0 mental save effective, 0 detection radius).
Maintaining this state is taxing, increasing the focus cost of your talents by 50%. The effect will end if your focus is no longer beyond its maximum amount or you use Concentrate. Talents or effects that reduce fatigue will not affect the strain caused by Hyperawareness.
The bonus to saves increases with your Willpower.
Activating this talent takes no time but de-activating it does.
Hyperawareness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 4.32
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Wave your weapon about irregularly, randomly confusing (power 15%,) stunning, or blinding any enemies within range 1 for 1 turns.
The chance to apply a status increase with the greater of your Physical Power or Accuracy, and the radius increases by 0.0 with each stack of Concentration active. Moon Dazzling
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 6.48
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You attempt to slice your target in half, dealing 90% weapon damage, increased by 22% for each stack of Concentration active (currently 90%). The target has a chance of being instantly killed equal to twice the percentage of their maximum life lost.
If the target is slain by this attack, enemies within 0 spaces of them may panic, causing them to have a 9% chance of fleeing in terror instead of acting for 0 turns.
The chances of instant death and panicking increase with the greater of your Accuracy or Physical Power. Bisect
| 0/5 |
Wild-gift / Woodland | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 0 Poison Ivys for 5 turns to poison your foes to death. Ivys are really weak in melee and die easily, but their attackers won't be feeling too good afterwards.
It will get 22 Dexterity, 22 Cunning and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Poisonous Spore. Poison Ivy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 0 Sleeping Poppies for 5 turns to put your foes to sleep. Poppies are really weak in melee and die easily, but their perfume will put their attackers to sleep.
It will get 22 Willpower, 22 Cunning and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Restless Night. Sleeping Poppies
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grow and animate a Hailing Oak for 5 turns. The Oak is tough and will sling acorns at your enemies.
It will get 22 Willpower, 22 Dexterity and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Eye Shot. Hailing Oak
| 0/5 |
| 0/5 |
Cunning / Raider | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You really know how to get the party started. You pull nearby foes within a radius of 1 to melee range instantly, dazing them for 2 turns. Riot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You learn how to quickly push your enemies away from your personal space. With one powerful, lightning fast series of elbows and thrusts, your enemies are tossed 0 tiles away from you, dazing them for 2 turns. Evict
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Your lust for destruction burns from within, granting you 0.00 Stamina Regen, as well as increasing the amount of gold you can loot from enemies. Pillager
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You develop an uncanny ability to move quickly when something hits you hard, allowing you to get away from a big threat.
If you are hit for 74% of your max life in a single turn, you will be given a movement speed boost of 0% for 2 turns. Escape Plan
| 0/5 |
Spell / Advanced-golemancy | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 0
Gem changing is done in the golem's inventory. Gem Golem
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: melee/personal
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 10.30 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 14% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 0.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots. Runic Golem
| 0/5 |
Wild-gift / Summoning (utility) | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Turtle for 5 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 15 Constitution, 10 Dexterity and 18 willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution will increase with your Mindpower. Turtle
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Spider for 5 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 15 Dexterity, 10 Strength, 18 Willpower and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Dexterity will increase with your Mindpower. Spider
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You focus yourself on nature, allowing you to summon creatures much faster (150% of a normal summon time) and with no chance to fail from high equilibrium for 1 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1. Frantic Summoning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to take direct control of any of your summons.
The summons will appear on the interface; a simple click on them will let you switch control.
You can also press control+tab to switch.
When taking control, your summon has its lifetime increased by 5 turns, and it takes 0% less damage.
The damage reduction is based on your Cunning. Summon Control
| 0/5 |
Wild-curse / Tiger aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.4
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack your target for 100% weapon damage. If you hit, they bleed for half that damage over 5 turns and have their armour reduced by 0 for 1 turns. Rending Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Increases your global speed by 0% and hate regeneration by 0.0 per turn.
Each turn you must pass an Equilibrium fail check, or the fury will end. Rabid Fury
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 23.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out in all directions for 200% weapon damage. If you hit a bleeding creature they are crippled for 3 turns by this attack, reducing their physical, mind and spell speeds by 1%. Claw Frenzy
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a tiger.
This increases your physical power by 1 and your stealth power by 1, but lowers your spell save by 10.
It also lowers the cooldowns of the Rending Strike, Rabid Fury and Claw Frenzy talents by 0. Tiger Shape
| 0/5 |
Technique / Bloodthirst | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 62% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 0%.
The daze chance increase with your Physical Power. Mortal Terror
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by -1%, your life regeneration by 0.00 per turn, and your stamina regeneration by 0.00 per turn for 2 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 0.00 and 0.00 each turn, respectively. Bloodbath
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 129.6
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You enter a battle frenzy for 1 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain -2% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 0/5 |
Technique / Two-handed weapons | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You enter an aggressive battle stance, increasing Accuracy by 5 and Physical Power by 5, at the cost of -10 Defense and -10 Armour.
While berserking, you are nearly unstoppable, granting you 1% stun and pinning resistance.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Tries to perform a killing blow, doing 80% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life ( Death Blow
| 0/5 |
Cursed / One with shadows | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 11.6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You are linked to your shadows for 0 turns, diverting 6% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your shadows guard you with their lifes.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -16 life. However, when below 0 you cannot see how much life you have left.
Effect increases with Mindpower. Shadow Decoy
| 0/5 |
Performer / Tunecrafting | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Melody cost: 6.48
Range: 10
Cooldown: 4
Travel Speed: 1500% of base
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fires a bolt of pure sound at the target, dealing 5.41 sound damage and soundshocking it for 3 turns.
At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them.
At talent level 5 all of your Soundshock effects will be more effective.
The damage will scale with your Mindpower.
(Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) Abrupt Intro
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Melody cost: 16.2
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Implants an earworm into the target's mind, dealing 2.25 sound damage each turn for 2 turns and causing Ear Damage for 3 turns. If the target is affected by both Soundshock and Ear Damage at any point the earworm will explode in a 1 radius for the remaining overtime damage increased by 25% as deafening sound.
If Gone Acoustic is active the caster will also gain a 0% bonus to mind damage for 5 turns.
The damage will scale with your Mindpower.
(Ear Damage lowers the target's sound resistance and its ability to shrug off critical hits, it checks against bleed resistance.)
(Deafen lowers all of the target's speeds while granting it a small amount of sound resistance, checks against stun resistance and bypasses any resistance check if the target is affected by both Soundshock and Ear Damage.) Earworm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Melody cost: 21.6
Range: 10
Cooldown: 8
Travel Speed: 800% of base
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fires a bolt of charged sound at the target, dealing 8.88 sound damage and dazing it with sound for 3 turns.
This bolt can bounce from foe to foe, hitting up to a total of 1 target(s).
Additional targets must be within 6 tiles of each other and the bolt loses 70% damage per bounce.
If Gone Electric is active the caster will also gain a 0% bonus to lightning damage for 5 turns.
The damage will scale with your Mindpower.
(Sound Daze checks against stun resistance and bypasses any resistance check if the target is affected by both Soundshock and Ear Damage.) Chain Melody
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Melody cost: 43.2
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Play a requiem for your target, dealing 4.35 sound damage for every Soundshock, Ear Damage, Sound Daze and Deafen effect affecting it. If the requiem kills the target you will regain 10% of your maximum melody plus another 10% per effect over 5 turns, if it survives it will be affected by Loss of Hearing for 5 turns.
If Gone Vocal is active the caster will also gain a 0% bonus to darkness damage for 5 turns.
The damage will scale with your Mindpower.
(Loss of Hearing lowers all of the target's speeds while granting it a substantial amount of sound resistance and retroactive immunity to all negative performer effects.) Requiem
| 0/5 |
Wild-curse / Treant aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Renders the target's weapon useless for 2 turns and covers them in a slippery moss that causes their talents to have a 4% chance of failing (can mind crit).
If you have Tangling Roots active, this will target all enemies in range of your roots instead.
This talent will not break stealth. Woodcutters Bane
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Living roots extend from your feet, each turn the roots will randomly target a creature in a radius of 4.
Affected creatures are pinned to the ground and take 0.89 physical damage for 4 turns.
Targets will be free from the roots if they are at least 8 grids away from you.
While tangling roots are active your movement speed is reduced by 50%.
Each turn a creature entangled by the roots will have a chance to break free.
The damage will increase with your Willpower. Tangling Roots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 11.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Relax and focus on harmony with nature, healing you for 37 and restoring 4 equilibrium.
Both effects will increase with your mindpower. Regrowth
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a treant.
This increases your nature resistance and armour hardiness by 1% but lowers your accuracy by 10.
It also lowers the cooldowns of the Woodcutter's Bane, Tangling Roots and Regrowth talents by 0. Treant Shape
| 0/5 |
Spell / Air | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 3.53 to 10.60 damage
The damage will increase with your Spellpower. Lightning
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 1.87 to 5.62 damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 2 and increasing defense against projectiles by 0.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 0% movement speed and removes 0 fatigue. Feather Wind
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 0 of your foes for 1 to 2.01 damage in a radius of 1.
This powerful spell will drain 0.00 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 0/5 |
Wild-curse / Ritch aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Carve a hole into an adjacent wall.
Alternatively, carve a hole into an adjacent enemy for 100% weapon damage. If you hit, their armour is reduced by 0 for 1 turns. Carve
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 11.6
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit fire at your target stunning them and doing 16.20 fire damage over 4 turns.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Fire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 100% weapon damage as blight with a 20% chance of infecting the target with a random disease doing 100% weapon damage as blight over 5 turns.
If the target is unable to move, the disease chance is 100% instead. Diseased Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a ritch.
This increases your fire resistance by 1% and your armour by 1, but lowers your stealth by 10.
It also lowers the cooldowns of the Carve, Spit Fire and Diseased Bite talents by 0. Ritch Shape
| 0/5 |
Technique / Pugilism | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Deliver two quick punches that deal 50% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points. Double Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attack your foes in a frontal arc with a spinning backhand, doing 100% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 27% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater). Spinning Backhand
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Deliver a devastating axe kick dealing 80% damage. If the blow connects your target is brain damaged, causing all talents to fail for -11 turns and earning 2 combo points.
This effect cannot be saved against, though it can be dodged and checks confusion immunity. Axe Kick
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Lashes out at the target with three quick punches that each deal 30% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects. Flurry of Fists
| 0/5 |
Technique / Archery excellence | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 1 projectiles. Shoot Down
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 150% weapon damage and knocks back your target by 0. Bull Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a -310% chance get a defensive shot off in time to intercept the attack, fully disrupting it (including extra blows from certain talents), dealing 40% archery damage, and knocking the attacker back 0 tiles.
Activating this talent will not interrupt reloading. Intuitive Shots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire a shot at your target's throat, mouth, or equivalent body part, doing 90% damage and silencing it for 0 turns.
The silence chance increases with your Accuracy. Strangling Shot
| 0/5 |
Celestial / Twilight | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 16.2
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 17 negative energy.
Learning this talent will change the default level of positive and negative energies to 12% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning. Twilight
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 8 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate. Jumpgate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 16.2
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Let out a mental cry that shatters the will of your targets within radius 3, confusing (-30% to act randomly) them for 2 turns.
The duration will improve with your Cunning. Mind Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.8
Range: 5
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a shadowy copy of a hostile target of up to medium size. The copy will attack its progenitor immediately and lasts for 6 turns.
The duplicate has 0% of the target's life, 0% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 0/5 |
Spell / Earth | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 17.4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 1.
The beam also affect any creatures in its path, dealing 10.94 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 0 bonus to Armour and increasing your Armour Hardiness by 0%.
These bonusses will increase with your Spellpower. Stone Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 5.62 physical damage in a radius of 0. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 7
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 2 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 7.47 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Cursed / Rampage | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 17.4
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a terrible rampage for 5 turns (up to a maximum of 8 turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50% chance) when you are hit for more than 8% of your max life.
Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
Rampage Bonus: +66% movement speed.
Rampage Bonus: +11% attack speed Rampage
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 3 damage each turn during your rampage. If you shrug off more than 11 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength. Tenacity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 3.5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While rampaging, you slam up to 2 adjacent opponents, stunning them for 2 turns and damaging them for between 2 and 4 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power. Slam
| 0/5 |
Spell / Blazebrand | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike with the power of Fire. The user strikes with their mainhand weapon, dealing 100% damage and applying the purifying fire effect.
Purifying fire causes a beneficial effect or sustain to be removed each turn for -2 turns.
It also creates an explosive ball of fire of radius -1, centered on the target, and which deals 3.63 fire damage and applies the purifying fire effect to enemies.
100% of the user's physical power opposes target's spell save to determine if purifying fire is applied.
After use, the user activates Fire Stance. This talent may be used without a target. Fire Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This talent cleaves through up to 2 additional targets next to the primary target with the user's mainhand weapon, dealing 100% damage.
In addition targets hit will receive a flaming wound, dealing 2.38 damage over 7 turns. This bonus fire damage scales with physical power, and increases by 50% when using a 2-handed weapon.
While suffering from the flaming wound, targets will have their healing reduced by 1%.
Squares the targets are in will be lit up. Inferno Cleave
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surrounds the caster in an aura of fire. It will deal 0.62 fire damage to all adjacent enemies each turn.
When affected by detrimental effects, the aura will have a 1% chance to each turn to remove one effect at a cost of 14% of the user's max life.
Aura of fire will shut off if the user's life falls below 20%. Aura of Fire
| 0/5 |
| 0/5 |
Technique / Battle tactics | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Concentrate on your blows; each strike has a -6% chance to deal another, similar, blow for 2 turns.
This works for all blows, even ones from other talents and from shield bashes.
The chance increases with your Dexterity. Greater Weapon Focus
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: After killing a foe, you have a 0% chance to gain a 1000% movement speed bonus for 1 game turn.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly. Step Up
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Lashes at the target, doing 100% weapon damage.
If the attack hits, the target will bleed for 200% weapon damage over 7 turns, and all healing will be reduced by 1%. Bleeding Edge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 9% of your missing health.
(So if you have lost 70% of your life, you gain 6% all resistance.)
In addition, your all damage resistance cap increases -3.0% closer to 100%.
This consumes stamina rapidly (-21 stamina/turn).
The effects are refreshed at the start of each turn. True Grit
| 0/5 |
Wild-gift / Jungle | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 0 Tangling Vines for 5 turns to squeeze your foes to death. These vines will grapple nearby enemies.
It will get 22 Dexterity, 22 Strength and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Tentacle Grab. Tangle Vines
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 0 Pitcher Plants for 5 turns to dissolve your foes. Pitcher Plants are really weak in melee and die easily, but their ranged attack will corrode enemies quickly.
It will get 22 Willpower, 22 Cunning and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Acid Strike. Pitcher Plants
| 0/5 |
| 0/5 |
Wild-gift / Weather | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Grants 4 different sustains for altering the weather around you. These have passive effects and determine the effect of Invoke Weather and Focus Weather.
Clear Skies: Increases your sight and light radius, and makes you immune to Hurricane.
Mist Cloak: Increases your defence and stealth power, but decreases your light and sight radius.
Rainfall: Nearby enemies have their cold and stun resistance reduced, but also get increased fire and acid resistance.
Bolts from the Blue: Nearby enemies are randomly struck by lightning.
You may only have one Weather active at a time. Alter Weather
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Invoke your active Weather sustain to strike a single target.
Clear Skies: The target takes 8 light damage and is blinded for 0 turns.
Mist Cloak: Wraps fog around the target, granting 6% evasion and 0 extra defence for 0 turns.
Rainfall: Cleansing water washes over the target, curing up to 0 beneficial/detrimental effects from hostile/friendly targets.
Bolts from the Blue: A lightning bolt strikes the target doing 8 lightning damage and dazing them for 3 turns.
Damage done scales with your Spellpower. Invoke Weather
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have experienced the harshness of nature, and survived.
Increases resistance to fire, cold, lightning, acid, nature and physical damage by 0%.
You also recieve +0 maximum life. Weathered
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 6
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Focus your active Weather sustain into a radius 2 area effect for 0 turns.
Clear Skies: Creates an area of bright sunlight, lighting up tiles and doing 1 light damage each turn.
Mist Cloak: Creates a cloud of fog which blocks line of sight and blinds creatures for 2 turns.
Rainfall: Creates a puddle of deep mud which slows creatures by 1% for 7 turns.
Bolts from the Blue: Instead of creating an area effect, this binds enemies in chains of lightning. If they use a talent they will take 1 lightning damage and be dazed for 3 turns.
Damage done scales with your Spellpower. Focus Weather
| 0/5 |
Cunning / Dirty fighting | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You hit your target doing 20% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 0 turns.
Stun chance increase with your Accuracy.
If you fail to stun the target (or if it shrugs off the effect), you quickly recover; the use of the skill does not take a turn. Dirty Fighting
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Using a series of tricks and maneuvers, you switch places with your target.
Switching places will confuse your foes, granting you Evasion (50%) for 0 turns.
While switching places, your weapon(s) will connect with the target; this will not do weapon damage, but on hit effects of the weapons can trigger. Switch Place
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You hit your target, doing 100% damage. If your attack connects, the target is crippled for 0 turns, losing 22% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 0/5 |
Wild-gift / Boreal | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Freeze the ground around you in a radius of 1, doing 5.62 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move. The ground will be covered in ice for 4 turns.
The damage will increase with your Spellpower. Glaciate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Call upon the mysterious green fire from the north to light the sky. Your lite radius increases by 1.
Nearby enemies will take 1.41 darkness/nature damage and have one magical buff or talent dispelled, per turn.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, Aurora will cease.
The damage will increase with your Spellpower. Aurora
| 0/5 |
Wild-gift / Winds | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Befriend the winds around you, increasing your movement speed by 1% and slowing enemies by the same amount.
Haste/Slow will scale with your Spellpower. Zephyr
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: 4
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 2.39 physical damage and could be blinded.
When it reaches its target, it explodes in a radius of 1 for 4.95 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns.
The sandstorm will last for 6 turns, or until it reaches its target.
Damage will increase with your Spellpower. Sandstorm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Intensify the Zephyr into a strong windstorm. Each turn enemies have a 0% chance of being blown away for 1.41 physical damage.
Enemy projectiles are also deflected by the strong winds. This gives a 1% chance of deflecting an incoming projectile to a tile in a radius of 0.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, both Typhoon and Zephyr will cease.
The effects will increase with your Spellpower. Typhoon
| 0/5 |
Wild-gift / Seas | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 3
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Ride on a wave of water to quickly reach an enemy. If the target is reached, you get a free attack doing 120% weapon damage.
The wave will also crash into enemies around where you end up, doing 5.00 physical/cold damage.
You must start from at least 2 tiles away.
Damage scales with Spellpower. Surf
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: 4
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Summons a waterspout that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 2.39 physical/cold damage and could be knocked back.
When it reaches its target, it explodes in a radius of 1 for 4.95 physical/cold damage. All the water will also drop onto them, knocking them all back.
The waterspout will last for 6 turns, or until it reaches its target.
Damage will increase with your Spellpower. Waterspout
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Increases the strength of the Pure Spring around you, raging waters around you will hit enemies for 1.41 physical/cold damage and pulls them towards you.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, both Whirlpool and Pure Spring will cease.
The effects will increase with your Spellpower. Whirlpool
| 0/5 |
Cursed / Gloom | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an -1% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: -1). Gloom
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an -1% chance to be crippled by fear for 3 turns, reducing damage they inflict by 12%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: -1). Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an -0.3% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: -1). Dismay
| 0/5 |
| 0/5 |
Spell / Inanimation | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.8
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Magically animate your weapon and have it fly at a nearby enemy, attacking them for 103% weapon damage.
This attack uses Spellpower in place of Accuracy and if it hits, will knock the target off balance for 4 turns.
Weapon damage multiplier scales with Spellpower.
(Will trigger when hit in melee effects on target.) Flying Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Magically animate a weapon and command it to protect you. This enchantment will cause it to attack all nearby enemies for 1 turns. When the spell ends, the weapon will drop to the ground. Attack Speed: 0% Animate Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summon a storm of swirling blades to slice your foes, inflicting 2.17 physical damage and bleeding to anyone who approaches, for 4 turns.
The damage and duration will increase with your Spellpower. Bladestorm
| 0/5 |
| 0/5 |
Wild-gift / Volcanism | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 20
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Summons a small raging volcano for 4 turns. Every turn, it will fire 0 molten boulders toward your foes, dealing 1.44 fire and 1.44 physical damage.
The damage will scale with your Spellpower. Eruption
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Digs up to 0 grids into walls, trees or other impassable terrain.
This also breaks up open ground, potentially stunning anyone standing there. Fissure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: The ground is shattered by a lava explosion, doing 5.92 physical (and bleeding) damage in a radius of 2.
The area will also be covered with burning rock for 5 turns, which will burn for 6 fire damage and ignite any that stand on it.
The damage will increase with your Spellpower. Lava Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Surround yourself with a cloak of noxious gasses from deep within the earth. This decreases you sight range by 5, your lite radius by 1 and does 1.41 acid damage to nearby enemies, possibly blinding them.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, Noxious Gasses will cease.
The damage will increase with your Spellpower. Noxious Gasses
| 0/5 |
Corruption / Blood | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You extract corrupted blood from your own body, hitting everything in a frontal cone of radius 0 for 4.22 blight damage.
Each creature hit has a -5% chance of being infected by a random disease, doing 4.92 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower. Blood Spray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 6.55 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower. Blood Grasp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Make the blood of all creatures around you in radius 0 boil, doing 6.58 blight damage and slowing them by 20%.
The damage will increase with your Spellpower. Blood Boil
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 0%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 1%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 0/5 |
Wild-gift / Minerals | 2.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Use the natural energies of a gem to cleanse yourself of a magical effect.
The power of the gem used will also linger for 10 turns, as though you had it equiped. Crystal Healing
| 0/5 |
| 0/5 |
Celestial / Crusader | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -7.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You strike your foe with your two handed weapon, dealing 110% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 0% and their damage reduced by 0% for 5 turns. Absorption Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 21.6
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for -3% of the damage done. Mark of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: While wielding a two handed weapon, your critical strike chance is increased by 0%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 0%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 2.62 light damage over 5 turns and reducing opponents armour by 0.
The damage increases with your Spellpower. Righteous Strength
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: -60
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every -60 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in -60 turns.
Your hounds inherit your increased damage percent, have -2% physical resistance and -6% temporal resistance, and are immune to teleportation effects.
Hounds will get, 14 Strength, 14 Dexterity, 14 Constitution, 14 Magic, 14 Willpower, and 14 Cunning, based on your Magic stat. Temporal Hounds
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 5
Range: 2
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Command your Temporal Hounds to teleport to the targeted location. If you target an enemy your hounds will set that enemy as their target.
When you learn this talent, your hounds gain 1 defense and 1% resist all after any teleport.
At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
The teleportation bonuses scale with your Spellpower. Command Hounds: Blink
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your hounds can now survive for up to 1 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 1 life per turn and increase their global speed by 0% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain -3% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 5
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 4.71 temporal damage and reducing the three highest stats of all targets in a radius 2 cone.
Affected targets will have their stats reduced by 3 for 1 turns. You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
When you learn this talent, your hounds gain -3% temporal damage affinity. Command Hounds: Breathe
| 0/5 |
Wild-gift / Summoning (advanced) | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
- Ritch Flamespitter: Reduce fire resistance of all foes in a radius
- Hydra: Generates a cloud of lingering poison
- Rimebark: Reduce cold resistance of all foes in a radius
- Fire Drake: Appears with 1 fire drake hatchling(s)
- War Hound: Reduce physical resistance of all foes in a radius
- Jelly: Reduce nature resistance of all foes in a radius
- Minotaur: Reduces movement speed of all foes in a radius
- Stone Golem: Dazes all foes in a radius
- Turtle: Heals all friendly targets in a radius
- Spider: The spider is so hideous that foes around it are repelled
Radius for effects is 1, and the duration of each lasting effect is 1 turns.
The effects improve with your Willpower. Grand Arrival
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
30% chance to reduce them by -1. Nature's Cycle
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: For -1 turn(s), you have 100% chance that your summons appear as a wild version.
Each turn the chance disminishes.
Wild creatures have one more talent/power than the base versions:
- Ritch Flamespitter: sends a blast of flames around it, knocking foes away
- Hydra: Can disengage from melee range
- Rimebark: Becomes more resistant to magic damage
- Fire Drake: Can emit a powerful roar to silence its foes
- War Hound: Can rage, inreasing its critical chance and armour penetration
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium
- Minotaur: Can rush toward its target
- Stone Golem: Melee blows can deal a small area of effect damage
- Turtle: Can force all foes in a radius into melee range
- Spider: Can project an insidious poison at its foes, reducing their healing
This talent requires Master Summoner to be active to be used. Wild Summon
| 0/5 |
Corruption / Shadowflame | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 3 turns.
Also increases your defense and armour by 0 and 0, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Range: 6
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 3.83 fire damage and 3.83 darkness damage in a radius of 0.
The damage will increase with your Spellpower. Darkfire
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 1% fire resistance, 1% darkness resistance, and your global speed is increased by 0%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower. Flame of Urh'Rok
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 90
Drain vim:
Range: 5
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 3.29 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape.
Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0.
The damage will increase with your Spellpower. Fearscape
| 0/5 |
Wild-gift / Land | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Makes the ground around you restless, sometimes causing nearby enemies to become off-balance for 1 turn.
Chance to hit is 0%. Tremors
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 6
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Starts a nearby boulder rolling in the direction you choose, and enemies that don't get out of the way will take 4.45 physical damage and be knocked back.
The damage will increase with your Spellpower. Rolling Boulder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Causes the surroundings to collapse in on the target area, doing 10.94 physical damage in a radius of 2.
Creatures caught in the collapse have a chance of being stunned.
The damage will increase with your Spellpower. Cave In
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a nature gift
Description: Increases the strength of the Tremors around you, nearby enemies that loose their footing will be stunned for up to 0 turns.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, both Earthshaker and Tremors will cease.
Uses your Tremors chance to hit.
Stun strength will increase with your Spellpower. Earthshaker
| 0/5 |
Spell / Temporal | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (71) is absorbed, or the time runs out (5 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 116
Range: 10
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 4 turns. In this state, the target can neither act nor be harmed.
Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
The duration will increase with your Spellpower. Time Prison
| 0/5 |
| 0/5 |
Technique / Gladiator | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: 4
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Charges at your target with incredible speed, hitting them for 130% weapon damage, and stunning them for 4 turns.
You must charge from at least 2 tiles away. Charge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Defense bonuses through experience. When using this talent you lower you center of gravity, gaining 0 defense, 0 armor, and 0.27% bonus max life(1), at the cost of 0.00 Stamina per turn.
Bonuses scale with your Cunning. Guard
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your vast experience in the Wilderness has taught you to recover quickly, gaining 0.00 Life Regen. You also know the true value of worthless junk, and thus have 0 more Encumberance. Endurance
| 0/5 |
Technique / Executioner | 2.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 60
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You and your weapons have developed a serious long term relationship. Swing them 0% faster while gaining 1 accuracy. You require a tigher grip to keep hold of your weapons, draining 0.00 stamina per turn. Weaponlord
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You prefer to watch your enemies bleed out as they die, and you perfected this move to do that as quckly and efficently as possible.
Attack your target for 100% weapon damage, inflicting them with 200% bleeding damage over 4 turns, and reducing their healing by 0% for the duration. Execution
| 0/5 |
Technique / Barbarian | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Oooof! Hit the enemy right in the forehead with the butt of your weapon for 60% damage, attempting to stun it for 0 turns. If the stun fails, you regain your turn.
Stun chance increases with your Accuracy. Bash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 17.3
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Strike quickly, brutally, and effectively. The force and speed of this talent ends up hurting yourself, damaging yourself for 27 health. (10% of your max health)
Hit your opponent 1 times with each weapon, for 55% damage on each hit.
Number of hits increase with talent level. Butcher
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attack your foes in a frontal arc for 90% weapon damage, cutting them and making them bleed for 0 damage every turn for 1 turns.
Bleed Damage increases with Cunning. Slaughter
| 0/5 |
| 0/5 |
Technique / Celestial arts | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 3.24
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Attack in a flash, dealing 50% weapon damage and reducing the target's stun and knockback resistance by 1% for 0 turns. This talent does not take a turn to perform.
For 2 turns after performing any Celestial Arts talent, you will enter a fighting stance that converts your attacks to lightning damage and allows Blade Grasp to block Lightning attacks.
The resistance reduction scales with your Willpower. Skyfury Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 5.4
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You chant an ancient mantra that brings down the wrath of the heavens, striking a random space in within a cone each turn for 0 turns. The explosions created are radius 0 and deal 3.09 to 4.21 dazing lightning damage. The maximum number of blasts increases with the size of the affected area.
For each stack of Concentration active, another explosion will be created.
While in the Celestial Arts stance, any attack that deals more than 90% of your maximum life (currently 247) will be reduced by -0.6%. When this effect triggers, one of your talents will have its cooldown reduced by 0.
The daze chance increases with the greater of your Accuracy or Physical Power, the damage done scales with the strength of your equipped weapons, and the damage reduction improves with your Defense. Heaven Thunder Mantra
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 6.48
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You attack your target for 100% weapon damage. The shockwave from your attack will strike everything within 0 squares of them for lightning damage equal to the amount done and stun them for 4 turns.
While in the Celestial Arts stance, you will automatically counter-attack adjacent enemies that deal more than 90% of your maximum life (currently 247) in damage, increasing in power with the amount taken up to a maximum of 200% weapon damage. The retaliation damage is calculated before the damage reduction from Tempest Tiger takes effect.
You cannot counter attacks while stunned, dazed, asleep, petrified, or frozen.
The stun chance increases with the greater of your Accuracy or Physical Power. Tempest Tiger
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 10.8
Range: melee/personal
Cooldown: 12
Travel Speed: 100% of base
Usage Speed: Weapon (100% of a turn)
Description: You focus living lightning into your weapon and launch it, releasing a slow-moving charge that deals 3.91 to 5.33 lightning damage and travels 1 spaces, dazing and knocking back anything it hits.
While in the Celestial Arts stance, your Lightning damage is increased by 0% and you ignore 1% of your targets' Lightning resistance.
The daze and knockback chance increase with the greater of your Accuracy or Physical Power, and the damage done scales with the strength of your equipped weapons. Lightning Eagle
| 0/5 |
Cunning / Poisons | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to coat your melee weapons, sling and bow ammo with poison. Each level, you will learn a new kind of poison:
Level 1: Deadly Poison
Level 2: Numbing Poison
Level 3: Insidious Poison
Level 4: Crippling Poison
Level 5: Stoning Poison
New poisons can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 0%. (The effect varies for each poison.)
Coating your weapons in poisons does not break stealth.
You may only have two poisons active at once.
Every time you hit a creature with one of your weapons, you have a 20% chance to randomly apply one of your active poisons.
The chance to apply a poison lowers if the target is already poisoned. Vile Poisons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 7.6
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You hit your target, doing nature damage depending on the number of poisons on the target:
- 0 poisons: 50%
- 1 poisons: 110%
- 2 poisons: 170%
- 3 poisons: 230%
If you wield a bow or sling you shoot instead.
Venomous Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Reduces the duration of all poisons on the target by 50%, but increases their damage by 108%.
The effect increases with your Cunning. Empower Poisons
| 0/5 |
| 0/5 |
Spell / Advanced martial enchantments | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Socket a gem into an enchanted weapon, adding extra damage based on the colour and tier of the gem.
The weapon also gets a secondary effect which is specific to each gem type and +5% damage mod from magic per gem tier.
You can only work with gems of the same teir or less than your raw talent level in this talent. Enchanted Pommel Gem
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Adds special wards to your heavy armour enchantments, which add 0 physical save and an extra bonus depending on the item type they are used on.
Body Armour: Reduces all damage by 0.
Head: Grants 0% stun resistance.
Gauntlets: Grants 0% disarm resistance.
Boots: Grants 0% knockback resistance.
Shield: +0 projectile defense. Enchanted Bindings
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus magic into your weapon's gem or rune, then attack an enemy for 100% weapon damage.
The gem/rune will then flare creating a burst of damage doing 7% of your weapon damage converted to the gem/runes element.
Different elements produce different shapes.
Physical, Fire, Nature and Light explode in a radius of 2.
Cold, Acid, Blight and Temporal produce a range 4 cone.
Lightning, Arcane, Darkness and Mind hit up to 6 targets in a radius 6 chain.
Damage burst increases with Spellpower. Rune Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus your magic into improving your martial skill.
Increasing your accuracy by 1, physical power by 1 and weapon critical chance by 0.
These effects scale with your Spellpower. Battlesurge
| 0/5 |
Technique / Combat veteran | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Cascading strikes | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 1.08
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You attempt to snare your target with your weapon, dealing 50% weapon damage. If successful, you strike a second time for 50% weapon damage, causing the target to bleed for 20% of the damage done by both hits over 5 turns. Eelbite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 3.24
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You strike the target for 40% weapon damage, attempting to force them backwards, and repeat if successful. If both attacks push the target, you deliver a coup de grace for 110% damage.
For each stack of Concentration active, this talent has a 2.0% chance of ignoring the target's Physical Save and knockback resistance (currently 0%); otherwise, the knockback chance increases with your Accuracy. Triple Supremacy
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You fight with a back-and-forth motion, swinging your mainhand weapon twice for 53% damage with every melee attack. However, your attacks take longer to perform, resulting in a 20% melee speed penalty.
You also gain -12% knockback and pinning resistance and the damage of your offhand strikes is increased to 53%.
The damage multiplier improves with your Dexterity.
Swallowtail Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 4.32
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You perform a blow for 100% weapon damage that reverberates, dealing an equal amount damage 4 turns later. In addition, every melee strike you land on the enemy before the effect expires will increase the power of the echo by 0.1%. Weapon-based projections such as Demon Fang will also increase the severity of the wound.
Slaying your target with the echo will refresh your focus to its maximum if below. Crashing Torrent
| 0/5 |
Spell / Shades | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them 21% evasion for 5 turns.
The evasion chance will increase with your Spellpower. Shadow Tunnel
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Reaches through the shadows into quieter places, summoning 0 harmless creatures.
Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul. Curse of the Meek
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 81.2
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Through the shadows, you forge a temporary copy of yourself, existing for 2 turns.
The copy possesses your exact talents and stats, has 23% life and deals 42% damage. Forgery of Haze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 0%, and ignoring 1% of the darkness resistance of your targets.
In addition, all darkness damage you take heals you for -12% of the damage. Frostdusk
| 0/5 |
Spell / Martial enchantments | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a heavy armour enhancing enchantment on an armour of your choice.
This makes the armour easier to use, reducing the physical stat requirements by 0 and the fatigue by 0.
At level 1, it allows you to wear enchanted heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear enchanted shields.
At level 3, it allows you to wear enchanted massive plate armour.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
This talent also acts an armour mastery talent.
You become better at using your enchanted armour to deflect blows and protect your vital areas.
Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses when wearing heavy mail or massive plate armour.)
All effects of this talent only apply to armour that has been enchanted and do not stack with another armour training talent.
These values scale with your Spellpower. Enchant Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Charge raw arcane power into your weapon and then attack an adjacent enemy, doing 107% weapon damage converted to arcane.
If this hits, the target will be thrown back.
This attack uses your spellpower in place of accuracy and applies all on weapon hit bonusses and effects at +7% strength.
Damage multiplier increases with Spellpower. Arcane Smite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus magic into your weapons and attack your target with full force doing 100% weapon damage.
This attack gains 1% physical resistance penetration and applied effects will use your spellpower.
Each weapon style works slightly differently:
Two handed weapon users will Sunder Armour.
Dual weapon users will attack with both weapons and stuns if the mainhand hits.
Unarmed attacks will attack twice for 100% weapon damage each, gaining a combo point for each hit.
Shield users will attack with their weapon and their shield. If the shield attack hits, the target will be knocked back.
Bow users will pin their target to the ground.
Sling users will blind their target.
Damage and duration scale with talent level. Enchanted Assault
| 0/5 |
Corruption / Vim | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 10
Cooldown: 4
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Projects a bolt of pure blight, doing 7.47 blight damage.
This spell has an improved critical strike chance of +0.00%.
The damage will increase with your Spellpower. Soul Rot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Feel the very existence of creatures around you for 0 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 1%, but also make them aware of you.
The resistance reduction will improve with your Spellpower. Vimsense
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
All creatures (except you) traversing the portal will catch a random disease, doing 1.84 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 0.
The damage will increase with your Spellpower. Dark Portal
| 0/5 |
Spell / Windcutter | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike with the power of Air. The user strikes with all their weapons, dealing 100% damage with each and silencing the target for -2 turns.
It also creates an explosive ball of air of radius -1, centered on the target, which deals 3.63 lightning damage and silences enemies.
100% of the user's physical power opposes target's mental save to determine silencing.
After use, the user activates Air Stance. This talent may be used without a target. Air Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Attack with the power of a tornado, hitting the target twice with each weapon for 40% damage.
In addition, the user gains a 2 bonus to accuracy, 2 bonus to APR, 0% bonus to critical chance, and may attack foes he can't see without penalty for 0 turns.
Accuracy, APR, and critical bonuses increase with physical power. Tornado Strike
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ordered hedgemagic | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to cast lesser runes. You will learn new runes as follows:
Level 1: Lesser Magic Missile
Level 2: Lesser Lightning
Level 3: Lesser Heat Beam
Level 4: Lesser Acid Wave
Level 5: Lesser Biting Gale
These lesser runes work like runes for the purposes of Runic Saturation, Quicken Inscriptions, Inscription Mastery, but do not take up an inscription slot.
They still take a turn to cast and cost mana. Lesser Runes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: With perfect control, you teleport to another location up to 0 tiles away. Additional talent points increase the range. Perfect Step
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cover yourself in bright arcane fire. The flames will not hurt you, but will hurt anyone who hits you in melee for 1 fire and 1 arcane damage.
The brightness of the flames also increases your light radius by 1 and increases you defense against ranged attacks by 0.
Also increases you fire and arcane resistances by 1%.
These effects scale with your Spellpower. Arcane Fire Shield
| 0/5 |
Spell / Arcane enchantments | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a light armour enhancing enchantment on an item of your choice.
This increases the defense of the item by +0, the spell save by +0 and reduces the physical stat requirements by 0.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Enchant Garments
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 92.8
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbue a piece of jewelry with a gem (up to tier 0), granting it additional powers.
You can only imbue items once, and it is permanent. Enchant Jewelry
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 92.8
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Carve extra runes onto a staff to increase its spellpower by 0.
You can also enscribe it with a rune from your inventory, using it as an extra inscription slot.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original effect.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Runestaff
| 0/5 |
Wild-gift / Higher draconic abilities | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 120% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 7.76 of that damage to enemies in radius 0, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 0%. Prismatic Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You breathe crippling poison in a frontal cone of radius 1. Any target caught in the area will take 4.49 nature damage each turn for 6 turns.
The poison also gives enemies a 7% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 0, and your breath attack cooldowns are reduced by -11.
You gain 1% knockback resistance, and your blindness and stun resistances are increased by 1%. Wyrmic Guile
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and your mastery over the elements is complete.
Increases physical, fire, cold, lightning and acid damage by 0%, and your resistance penetration in those elements by 0%.
Each point in Chromatic Fury also increases your resistances to physical, fire, cold, lightning and acid by 0.5%. Chromatic Fury
| 0/5 |
Wild-gift / Venom drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 9.25 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Exhale a mist of lingering acid, dealing 2.03 acid damage that can critical in a radius of 0 each turn for 6 turns.
Enemies in this mist will be corroded for 1 turns, lowering their Accuracy, their Armour and their Defense by 0.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Mist
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 10% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%. Dissolve
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 1. Any target caught in the area will take 14.93 acid damage.
Enemies caught in the acid have a 21% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 0/5 |
Corruption / Scourge | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 80% damage with each hit. For each hit, the target will bleed for 0.68 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 0.98 blight damage (which also heals you for 0.39 each hit).
The damage will increase with your Spellpower. Ruin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 80% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 2.85 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 60% darkness weapon damage. If the attack hits you attack with your second weapon, doing 60% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 0/5 |
Spell / Metal alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive metal shards that cause bleeding.
In addition all physical damage you do is increased by 0%. Metal Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Metal Infusion is active, your bombs cover your golem in a shell of shrapnel for 2 turns when they hit it.
While covered in this shell, any damage done to your golem is reduced by 0 and any melee attacker will take 0.0 physical damage.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Shrapnel Shell
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Take refuge inside your golem for 2 turns. When this effect ends, you will be healed for 26.
This will also move any buffs/debuffs from you to your golem.
Healing scales with your Spellpower. Golem Refuge
| 0/5 |
Celestial / Circles | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle increases your Defense by 0, and deals 0.48 darkness damage per turn to everyone else with in its radius. The circle lasts 0 turns.
The damage will increase with your Spellpower. Circle of Shifting Shadows
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle lights up affected tiles, increases your positive energy by 1 each turn, and deals 0.21 light damage and 0.21 fire damage per turn to everyone else within its radius. The circle lasts 0 turns.
The damage will increase with your Spellpower. Circle of Blazing Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10.8
Negative energy cost: 10.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 0 turns. Circle of Sanctity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10.8
Negative energy cost: 10.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle slows incoming projectiles by 1%, and attempts to push all creatures other then yourself out of its radius, inflicting 0.28 light damage and 0.28 darkness damage per turn as it does so. The circle lasts 0 turns.
The effects will increase with your Spellpower. Circle of Warding
| 0/5 |
Technique / Umbral arts | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 0
Focus cost: 6.48
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You draw in your target's life force while striking for 110% weapon damage, recovering up to 59 health and 19 Negative energy.
For 2 turns after performing any Umbral Arts talent, you will enter a fighting stance that converts your attacks to Darkness damage and allows Blade Grasp to block Darkness attacks.
The maximum amount this talent can heal will increase with your Willpower.
For each stance of Concentration active, this talent has a 2.0% chance to ignore the target's defense and evasion (currently 0%) and restores 33% more Negative. Lifethread Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 28.1
Focus cost: 7.56
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You send a disruptive wave of energy through your weapon as you swing it around, hiting any adjacent enemies for 30% weapon damage and attempting to neutralize any shielding effects on them. You them immediately follow up with a shattering thrust against your primary target dealing 85% weapon damage and rending 0 armor. If the target is hit by this effect, they will be unable to block or use shield-based talents for 2 turns.
While in the Umbral Arts stance, you become invisible (power 6) and your resistance to all damage is increased by -0.4%.
The chance of effects increase with the greater of your Accuracy or Physical Power, and the invisibility and resitance bonus scale with your Defense. Shellbust Stab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 16.2
Focus cost: 3.24
Range: 2
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You instantly teleport to the target location, and if the space is occupied, attempt to swap places with your target. After performing an action, you will step back to your starting position.
The chance of swapping places increases with the greater of your Accuracy or Physical Power
While in the Umbral Arts stance, your melee attacks create bursts of shadow that deal 0.34 to 0.46 darkness damage to creatures within 0 squares of your target, costing 3.2 Negative per strike.
Ghost Step
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 69.1
Focus cost: 15.12
Range: melee/personal
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a spell
Description: You impale yourself with your own weapon and use it to infuse forbidden energy into your being. Your health is reduced to 0 and for 1 turns your negative life threshhold is increased by 73% of the life spent (currently 201.) While the effect persists you no longer breathe, and every time you slay an enemy deal more than 10% of their maximum life you have a -78% chance to extend the duration of a positive effect on yourself by 1 or reduce the duration of a negative effect by 2. Once Death's Door expires, the energy animating your body is vented outward, resulting in a radius 0 wave of Darkness that deals 33% of your damage taken and granting your next turn immediately.
While Death's Door is active, Blade Grasp can block Darkness, Blight and Arcane attacks. All healing taken while the effect is active instead increases your negative life threshhold.
While in the Umbral Arts stance, your Darkness damage is increased by 0% and you ignore 1% of your targets' Darkness resistance.
Death's Door
| 0/5 |
Spell / Chaotic hedgemagic | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Randomly teleports all targets within a radius of 2 around you, including yourself. Everyone will be teleported between 2 and 4 tiles from their current location.
You will go out of phase (2) for 1 turns.
Requires your Spellpower to beat the target's Spell Save. Scatter
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a War Hound for 5 turns to attack your foes. War hounds are good basic melee attackers.
It will get 15 Strength, 15 Dexterity and 15 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. War Hound
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Jelly for 5 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 10 Constitution and 10 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution stat will increase with your Mindpower. Jelly
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Minotaur for 2 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 25 Strength, 10 Constitution and 10 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Minotaur
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Stone Golem for 5 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 15 Strength, 10 Constitution and 15 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Stone Golem
| 0/5 |
Spell / Disenchantment | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You can undo item enchantments.
From raw talent level 1, you can undo any of your enchantments, but this will destroy any gems or runes used.
From raw talent level 2, you recover a gem/rune from an enchanted item, but this destroys the item.
From raw talent level 3, you can temporarily disrupt an enemy's items, reducing their damage by 0% for 2 turns.
From raw talent level 4, you can strip all affixes from an item. (doesn't work)
From raw talent level 5, you can remove any of your enchantments and recover any gems/runes used, at the same time.
(You cannot claim for any damages to your items, body or sanity due to misfires of this spell.) Disenchant Item
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 0, doing 1.95 to 5.86 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 9.3
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 2.19 to 6.57 lightning damage and dazing the target for 3 turns.
If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
The damage will increase with your Spellpower. Shock
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 30% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 2.
Each turn, the afflicted creature and all creatures around it will take 1.62 to 4.87 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 0% and ignoring 1% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 0% chance to daze, and your Thunderstorm spell gains a 0% chance to daze. Tempest
| 0/5 |
Technique / Archery training | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a calm, focused stance, increasing your Physical Power (+4), Accuracy (+4), Armour penetration (+3), and critical chance (+7%), but reducing your firing speed by -6%.
The effects will increase with your Dexterity. Aim
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You switch to a fluid and fast battle stance, increasing your firing speed by 0% at the cost of your Accuracy (-6), Physical Power (-6), and critical chance (-3%). Rapid Shot
| 0/5 |
| 0/5 |
Spell / Blight | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Life cost: 10
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Twist the elements in the target, changing some of them to Blight. Causes 9.03 Blight damage.
The damage will scale with Spellpower. Flux
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Life cost: 25
Range: 6
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a furious storm of elemental chaos at the target point, doing 2.80 half blight, half random element damage, in a radius of 3 each turn for 6 turns.
Each turn the vortex will move at random, and will harm its creator.
The damage and duration will increase with your Spellpower. Chaos Vortex
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Sustain life cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have mastered the fifth element, increasing all your blight damage by 0% and ignoring 1% blight resistance of your targets.
Also, 0% of any blight damage you do, will heal you as well. Quintessence
| 0/5 |
Technique / Unarmed discipline | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you avoid a melee blow while unarmed, you have a 0% chance to throw the target to the ground. If the throw lands, the target will take 1.11 damage and be dazed for 2 turns, or 1.97 damage and be stunned for 2 turns if the target is grappled. You may attempt up to 0.7 throws per turn.
The chance of throwing increases with your Accuracy, the damage scales with your Physical Power, and the number of attempts with your Strength and Dexterity. Defensive Throw
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attack your foes in a frontal arc with a roundhouse kick, which deals 4.59 physical damage and knocks your foes back.
This will break any grapples you're maintaining, and the damage will scale with your Physical Power. Roundhouse Kick
| 0/5 |
Spell / Phantasm | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.8
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 2 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 6.22 light damage. Illuminate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 3 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster fades from sight, granting 1 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 0/5 |
Corruption / Reaving combat | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 46%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 50% blight damage. Corrupted Strength
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 0 Spellpower per turn, 0 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 0 turns, and the bonus decreases by inf% of its current value each turn you don't deal damage. Bloodlust
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 0.50 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 1.
At level 3, it will also reduce Armour by 1 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 0/5 |
Spell / Distort | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself in a temporal whirlpool with radius 2, doing 11.60 temporal damage and stunning affected creatures.
The damage will increase with your Spellpower. Time Warp
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Adds 9.20 temporal damage to Phase Door, Teleport, Congeal Time, Time Prison and Space Warp (when used on hostile targets). Time Lash
| 0/5 |
| 0/5 |
Technique / Dual techniques | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attack with your offhand weapon for 70% damage. If the attack hits, the target is stunned for 0 turns, and you hit it with your mainhand weapon doing 70% damage.
The stun chance increases with your Accuracy. Dual Strike
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 32.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attack your foes in a frontal arc, doing 100% weapon damage and making your targets bleed for 0 each turn for 0 turns.
The bleed damage increases with your main hand weapon damage and Dexterity. Sweep
| 0/5 |
| 0/5 |
Spell / Power | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 48.7
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fold your magic inwards, into a small feedback loop, increasing your spellpower by 0 for your next spell. Yonk
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Overloads one of your active shields, causing it to explode outwards damaging all nearby hostile creatures in a radius 0.
Damage amount and type will depend on which shield is overloaded and how powerful the shield is.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield, Elemental Shield. Shield Overload
| 0/5 |
Technique / Dual weapons | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 4.
The Defense bonus scales with your Dexterity.At talent levels higher than 5, you may parry melee attacks with your offhand weapon (except mindstars).
(You currently have a 0% chance to deflect up to 0 damage (0% of your offhand weapon damage) from approximately 0.2 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to hit the right spot, increasing your armor penetration by 4 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: When dual wielding, increases attack speed by 0%, but drains stamina quickly (-6 stamina/turn). Momentum
| 0/5 |
Spell / Advanced necrotic minions | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 104.4
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Combines 3 of your minions into a bone giant.
At level 1, it makes a bone giant.
At level 3, it makes a heavy bone giant.
At level 5, it makes an eternal bone giant.
At level 6, it has a 20% chance to produce a runed bone giant.
Only one bone giant can be active at any time. Assemble
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.8
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Sacrifice a bone giant minion. Using its bones, you make a temporary shield around you that prevents any attacks from doing more than 26% of your total life.
The effect lasts 4 turns. Sacrifice
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 0.08% greater chance to be critical hits, and your critical hits do 0.0% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You hit your target, doing 80% damage. If your attack hits, you gain 1 armour penetration for 0 turns.
The APR will increase with your Cunning. Deadly Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: For 3 turns, you put all your will into your blows, adding 14 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |
Spell / High magic | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The Arcanist focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases mana regen by +0.0, arcane resistance by 0 and arcane resistance cap by 0. Mind Over Mana
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 116
Range: 10
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Unleash power similar to the original Spellblaze, but at a much smaller scale.
The primary explosion will release 0 extra uncontrolled explosions.
Each explosion will do 8.49 arcane damage and 8.49 fire damage.
The damage will increase with your Spellpower.
Spellcraft will not protect you from this spell. Spellblaze
| 0/5 |
Technique / Archery - bows | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 100% damage. Piercing Arrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 120% damage
This talent does not use any stamina. Dual Arrows
| 0/5 |
| 0/5 |
Spell / Void | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 27.8
Range: 10
Cooldown: 8
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of void energy, doing 5.47 darkness and 5.47 temporal damage.
The damage will increase with your Spellpower. Disintegrate
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Tuneslinger | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Melody cost: 5.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a mind power
Description:
(Normal talent)
Fling a shot in the air with your sling, leap and hit it with your harp. This shot hits for 120% sound weapon damage and dazes the target with sound for 1 turns.
The sound daze chance increases with your Accuracy.
(Silent talent)
Spin wildly then fire a shot at your target, doing 100% weapon damage. If the attack hits the target is dazed for 0 turns.
The daze chance increases with your Accuracy.
Currently: Normal. Smash Serve
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain melody cost: 30
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description:
(Normal talent)
You infuse each one of your shots with a part of your melody. Each shot has its armour penetration increased by 0 and deals 0.99 bonus sound damage but drains 2 melody.
If one of these shots hits a target within 0 range you have 27% chance to resonate with it, gaining 1 free weapon swaps for 2 turns. This effect can only trigger once every 21 turns.
This sustain will not be disabled if you don't have an harp or a sling equipped but it won't grant any benefit. Also, any silence effect or being at 0 melody will cancel this sustain if the silent version is not available.
The damage will increase with your Mindpower.
(Silent talent)
You focus your prowess into every single shot. Each shot has its armour penetration increased by 0 and deals 0.65 bonus physical damage but drains 4 stamina.
This sustain will not be disabled if you don't have a sling equipped but it won't grant any benefit.
The damage will increase with your Physical Power.
Currently: Normal. Staccato
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27
Melody cost: 27
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a mind power
Description:
(Normal talent)
Throw an extremely bouncy shot aimed at a target's head for 30% weapon damage and 0 turn stun while planning ahead to decide how to take advantage of its properties. If the shot hits it bounces back and you deflect it with your harp, charging it with melody and sending it flying towards a spot you aimed at for 40% sound weapon damage, soundshocking or increasing the duration of soundshock effects on whoever is hit by 2. From talent level 3 as you deflect it the shot will split once, granting you another shot to aim beforehand for 30% sound weapon damage and soundshocking as before. At talent level 5 the shot will split twice instead, granting you an additional shot at 20% sound weapon damage and soundshock.
The stun and soundshock chances increase with your Accuracy.
(Silent talent)
Fire 2 shots aimed at any target's weakpoints. Each shot hits for 30% weapon damage. The first shot is aimed at a target's head and stuns it for 1 turns, the second one will hit a target's main hand for a 1 turn disarm. At talent level 5 you gain a third shot, aimed at a target's feet, for a 1 turn pin.
The effects' chances increase with your Accuracy.
Currently: Normal. String Shots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Stamina cost: 21.6
Melody cost: 32.4
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a mind power
Description:
(Normal talent)
Channel some magic into two shots, then brush them against your harp's strings and fire them. Each shot deals 70% sound weapon damage and is magically aimed at the target's ears, perforating them as to cause ear damage or lengthen any existing ear damage by 2 turns. If the target fails a spell save every shot that hits explodes inside the target's ears, dealing 1.26 sound damage and deafening or increasing any deafening effect by 2 turns.
From talent level 3 you gain a bonus of 0 to Spellpower for the purpose of overcoming the target's spell save.
The ear damage chance increases with your Accuracy, the explosion chance increases with your Spellpower and your explosion damage and deafening chance increase with your Mindpower.
(Silent talent)
Fire 2 shots at any number of targets, both shots deal 60% weapon damage. The first shot knocks its target back 3 tiles while the second one slows its target by 15% for 3 turns.
The knockback and slow chances increase with your Accuracy.
Currently: Normal. Explosive Chord
| 0/5 |
Spell / Nightfall | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.9
Range: 10
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of darkness, doing 7.60 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower. Invoke Darkness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 52.2
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Dark fumes erupt from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
Only one bane can affect a creature.
Banes last for 2 turns, and also deal 0.98 darkness damage.
The damage will increase with your Spellpower. Circle of Death
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 69.6
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invoke a ball of darkness that deals 9.85 darkness damage in a radius of 1. Every creature hit will start to become closer to death, reducing their global speed by 0%.
Necrotic minions' damage against those creatures is increased by 11%.
The effects last for 1 turns.
The damage done and the minions' damage increase will increase with your Spellpower. Rigor Mortis
| 0/5 |
Spell / Stoneshield | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike with the power of Earth. The user strikes with their mainhand weapon and bashes with their shield (if worn), dealing 100% damage with each and pinning the target for -2 turns.
It also creates an explosive ball of stone of radius -1, centered on the target, which deals 3.63 physical damage and pins enemies.
100% of the user's physical power opposes target's physical save to determine pinning.
After use, the user activates Earth Stance. This talent may be used without a target. Earth Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Attack the target with main weapon and a shield bash, if worn, dealing 100% damage.
In addition, blasts enemies in a cone of radius 3 with sand, dealing 2.38 damage and blinding all those affected for 0 turns.
If wielding a shield, you take advantage of the distraction to bring your shield up to blocking position (activating the block talent instantly ignoring cooldown).
Damage increases with talent level and physical power. Chance to blind increases with physical power. Sandblast
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: 0/14
Covers the user in rock and stone, negating half of all damage taken.
Earthen Shield has a pool with a max of 13.76 hit points used to block damage, which when it reaches zero causes the talent to deactivate.
Each turn, if it has not blocked any damage that turn, Earthen Shield will regenerate 0% of its maximum hit point pool.
If wielding a shield, the block value will be added to the maximum hit points which the Earthen Shield can absorb.
The hit point pool will increase with spell power. Earthen Shield
| 0/5 |
| 0/5 |
Spell / Lifetide | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike with the power of Water. The user strikes with all their weapons, each dealing 100% damage and freezing the target for -2 turns.
It also creates an explosive ball of water of radius -1, centered on the target, which deals 3.63 cold damage and freezes enemies.
100% of the user's physical power opposes target's physical save to determine freezing.
After use, the user activates Water Stance. This talent may be used without a target. Water Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Healing waters flow over you, healing your body for 35 life. Excess healing power, up to a maximum of 35, will remain for 0 turns or until used.
The life healed will increase with your spell power. Healing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The user summons a huge tide and rides it to the target, dealing 100% damage with all weapons, plus 3.63 cold damage which freezes the target to ground, preventing movement for 0 turns.
Enemies nearby maybe knocked back or switch positions with the user on the way to the target.
The sheer force of the wave deals 3.63 cold and physical damage.
Damage, chance to knockback, and chance to pin increase with physical power. Tidal Rush
| 0/5 |
| 0/5 |
Celestial / Star fury | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.8
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 5.86 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 16.2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a blast of shadows that deals 1.95 darkness damage, and leaves a radius 3 field that does 0.65 darkness damage per turn for 0 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -10.8
Negative energy cost: -21.6
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 10.00 light and 10.00 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 21.6
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A star falls on a radius 0 area, doing 5.86 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 0/5 |
Spell / Golemancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 25% chance to target your golem instead. Golem Portal
| 0/5 |
Cunning / Subterfuge | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 15, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
When performing unstealthy actions (attacking, using objects, ...) you have a chance of remaining hidden based on 0.00 times your stealth power (currently 0) compared against the detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you, and is affected by your luck.
Your chance of successfully remaining hidden is currently 100%.
Subterfuge reduces your light radius to 0, and will not work with massive armours.
You cannot enter stealth if there are foes in sight within range 12. Subterfuge
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When striking from stealth, the attack is automatically critical if the target does not notice you just before you land it.
Precision strikes do +0.00% damage versus a normal critical hit up to 3 grids away but diminish linearly to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Precision Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You work swiftly under cover, increasing movement speed by 0% while stealthed. Your speed protects you from direct hits, causing you to take 0 less damage from all sources while Subterfuge is active.
You have also learned how to be stealthy even when in plain sight of your foes. You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 0.00 times your stealth power (currently 0) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
Your chance of success is currently 100%.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Subterfuge talent. Undercover Operations
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You sneak up behind an enemy and attempt to break their neck from behind, comparing 0.00 times your stealth power (currently 0) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you. If the target fails a physical save, they will be killed instantly, otherwise they will take 15.84 physical damage.
Your chance of success is currently 100%.
Enemies that are Elite rank and above have a chance to resist being instantly killed based on their rank.
This talent must be performed from stealth and does not check physical save if the victim is not targetting you.
Damage done increases with stealth power, character level, your Strength, and your physical damage bonuses. Neck Snap
| 0/5 |
Spell / Dread | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Enemies inside your necrotic aura become weakened and drained, reducing saves by 0, resistances by 0%, and damage dealt by 0%.
Stacks each turn up to 5 times.
The first point in this talent increases the range of your Necrotic Aura by 1. Enervate
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your Enervate shackles the souls of your enemies, giving a -1% chance per Enervate stack for them to raise as a wraith after their death, serving you for 0 turns. Wraiths assault your enemies with blasts of cold that deal 1.49 cold damage each turn.
You cannot have more than 3 wraiths active at a time.
The first point in this talent increases the range of your Necrotic Aura by 1. Shackle Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Drain the life of those you Enervate, causing the melee attacks of you and your allies against them to heal for 0 per stack. This effect cannot occur more than once per turn.
The first point in this talent increases the range of your Necrotic Aura by 1. Vampiric Embrace
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your necrotic aura becomes a vortex of pure death for 0 turns, dealing 1.60 cold damage and 1.60 darkness damage each turn to all within.
Foes closer to you take up to 50% more damage.
The damage will increase with your Spellpower.
The first point in this talent increases the range of your Necrotic Aura by 1.
Soulforge 4: Targets are pulled towards you. Death Vortex
| 0/5 |
Wild-curse / Silent hunter | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Enters stealth mode (with efficiency of 15), making you harder to detect.
The efficiency increases with Cunning.
Stealth cannot work with heavy or massive armours.
While in stealth mode, light radius is reduced to 0.
There must be no foes in sight in a radius of 12 around you to enter stealth. Stealth
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Vanish into thin air... You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 0.00 times your stealth power (currently 100) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent and grants you 0% evasion for 0 turns. Thin Air
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Strike the target from stealth, doing 100% weapon damage and not breaking stealth.
If successful, the target will be stunned for 0 turns. Thick Air
| 0/5 |
Technique / Flowing path | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 1.08
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Strikethrough (75% of a turn)
Description: You sweep past the target while attacking for 70% weapon damage, moving to the opposite side of them. The talent speed increases with points invested. Strikethrough
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 3.24
Range: 3
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You charge toward a target in range, putting all of your momentum into a massive thrust that deals 100% weapon damage and strikes enemies behind them for physical damage equal to the amount done.
The number of enemies struck increases with the distance travelled. Ogre Lunge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 4.32
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You dash to the target location, attacking any targets on the path for 50% weapon damage. Each strike has a -3% chance to knock the target further back into the path, but successive attacks against the same target will deal reduced damage.
Your ability to knock the target back increases with the greater of your Accuracy or Physical Power. Draconic Flash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 17.28
Range: melee/personal
Cooldown: 36
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You enter a relentless frenzy for the next 2 turns. Every time you kill a foe, you will immediately flash to the enemy with the lowest health in range 0, attacking it and any foes in between for 45% weapon damage. This effect can trigger itself if the chosen target is slain.
For each stack of Concentration active, you have a 0.0% chance at the start of each global turn (currently 0.0% to automatically trigger the effect while active.
The effect will not trigger if you are stunned, petrified, or asleep. Repeated triggers in the same turn have a 20% damage penalty that stacks multiplicatively. Hundred Slaughter
| 0/5 |
Corruption / Bone | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 28
Range: 34
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 0 turns.
The bone will also deal 2.50 physical damage.
The damage will increase with your Spellpower. Bone Grab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 0 for 3.70 physical damage.
The damage will increase with your Spellpower. Bone Nova
| 0/5 |
| 0/5 |
Wild-gift / Moss | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: 5
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fires a bolt of pure filth, diseasing your target with a disease doing 8.18 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 1. The three diseases can stack.
Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
The effect will increase with your Spellpower. Virulent Disease
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: 8
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Make your target's diseases burst, doing 2.14 blight damage for each disease it is infected with.
This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 0.
The damage will increase with your Spellpower. Cyst Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: All your foes within a radius 1 ball infected with a disease enter a cataleptic state, stunning them for 0 turns and dealing 101% of all remaining disease damage instantly. Catalepsy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infects the target with a very contagious disease, doing 1.75 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
The chance to spread increases with the blight damage dealt and is 100% if it is at least 53% of the target's maximum life.
Creatures suffering from that disease will also suffer healing reduction (38%) and diseases immunity reduction (25%).
Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt. Epidemic
| 0/5 |
Spell / Dusk | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Shrouds your weapon in darkness, increasing your critical strike chance by 1%, darkness penetration by 0% and darkness damage by 0%.
Your critical strikes create living shadows on the targetโs tile for 5 turns, which inflict 1.05 darkness damage each turn.
Requires a two-handed weapon.
The damage of the shadows increases with your Spellpower. Enshroud
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.9
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Slice through the shadows, moving to the target location and dealing 100% weapon damage as darkness to all in your path and leaving behind living shadows on the tiles for 5 turns.
Soulforge 3: On reaching your end location, also attacks adjacent targets and leaves living shadows. Does not attack targets already hit by Duskwake. Duskwake
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you make a melee attack you summon shadow blades that strike up to 0 targets within your living shadows for 20% weapon damage as darkness. This can only occur once per turn, and does not hit the target you originally struck.
In addition, you deal 0% increased damage and gain 0% lifesteal against targets within your living shadows. Night's Edge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You form and wield a blade of pure darkness for 1 turns. This increases your disarm and silence immunity by 100%, increases the bonuses from your Enshroud ability by 41%, and causes your melee attacks to trigger shadow lightning that arcs to up to 2 targets, dealing 2.80 darkness damage that leaves behind living shadows.
The shadow lightning cannot trigger more than once per turn.
The damage dealt by the shadow lightning will increase with your Spellpower.
Soulforge 5: All damage you deal is converted to darkness. Lightbane
| 0/5 |
Technique / Boreal arts | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 4.32
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You spin, attacking adjacent targets for 85% weapon damage and freezing the ground within range 0 for 4 turns. As long as you remain within the ice field, your movement speed is increased by 69%. Enemies on the ice are slowed by 1.9% and have their knockback resistance reduced by 0%.
For 2 turns after performing any Boreal Arts talent, your attacks are converted to Cold damage and Blade Grasp will block Cold attacks. Frozen Field
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 3.24
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Fire an icy blast of energy into the ground that erupts upward, freezing the floor in its path, dealing 80% cold weapon damage and destroying up to 1 obstacles. The effects and duration of the frozen ground increase with your investment in Ice Field.
While in the Boreal Arts stance, your melee attack speed is increased by -0.3%.
The melee speed bonus scales with your Defense. Glacial Split
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 7.56
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You charge forward, shoving creatures up to medium in size out of the way and attacking any enemies adjacent to your path for 120% weapon damage. If your target location is on an ice field, you will continue to skate past it until you reach the end of the ice.
You will always succeed in knocking back targets if they are standing on ice, otherwise your chance increases with the greater of your Accuracy or Physical power.
While in the Boreal Arts stance, your melee attack power is increased against targets slower than you, boosting the damage of your attacks by 0.1% for every ten points of global speed difference. This increase does not affect projected damage talents such as Demon Fang. Icedrill
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 10.8
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You drive your weapon into your ice field, causing frozen blades to erupt under your enemies. Each blade will hit a random target standing on ice within sight for 70% cold weapon damage. You will create up to 0 blades, and each target can be hit a maximum of 0 times. For each stack of Concentration active, another 0 blades will be created (currently 0).
You must be standing on an ice field to use this talent.
While in the Boreal Arts stance, your Cold damage is increased by 0% and you ignore 1% of your targets' Cold resistance. Hoarfrost Blade
| 0/5 |
Wild-gift / Wind drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: 2
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Fly toward your target with incredible speed. If the target is reached, you get a free attack doing 110% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You then land at random within a radius of 3 near the target.
Levels in Flyby Slash additionally raise your Attack and Mind Speeds by 0%, passively.
Each point in wind drake talents also grants +1 defense and +1% evasion. Flyby Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Spin around, slashing at all targets around you for 140% weapon damage.
Each point in wind drake talents also grants +1 defense and +1% evasion. Claw Dance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You have have learned the patience and focus of a wyrm, increasing your sight range by 0 and lowering your minimum equilibrium by 0.
The equilibrium reduction will scale with your Mindpower.
Each point in wind drake talents also grants +1 defense and +1% evasion. Cloud Seer
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You summon a powerful gust of wind, damaging your foes within a radius of 1 for 14.17 physical damage with a 25% chance of stunning them for 2 turns.
The damage will increase with your Strength.
Each point in wind drake talents also grants +1 defense and +1% evasion. Wing Buffet
| 0/5 |
Technique / Whirling cyclone | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 1.08
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You attack with a rising strike, dealing 90% weapon damage and kicking up a radius 0 cloud of dust. Every turn you spend within the cloud makes you more difficult to see, increasing your defense by 8.6 and reducing the duration of new detrimental effects by 4.7%, stacking up to a maximum of 2 times (14.8 effective defense max). The dust cloud will linger for 1 turns.
If you target yourself with this ability, you will create the dust cloud around yourself without attacking.
The defense bonus and effect reduction scale with your Dexterity. Rising Spiral
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 7.56
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: For the next 2 turns you focus on parrying and evading ranged assaults, avoiding up to 1 non-melee attacks from two or more spaces away. Additionally, if the attack is a projectile you will deflect it toward the attacker's allies. Homing projectiles cannot be redirected in this manner.
For each stack of Concentration active, another attack can be avoided. Whirlwind Deflection
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You keep your weapon sheathed, steadying it with one hand as you fluidly draw it and strike with the other. From this stance you study your opponents' moves, swiftly countering up to 0 adjacent enemies that attempt to attack you each turn. You will not counterattack while under an effect that breaks on talent use, such as a movement infusion, or while disarmed, stunned, dazed, asleep, petrified, or frozen.
The amplified power of your movements increases your armor penetration by 4 and defense by 7 (7.0 effective), and your focus on controlling your weapon improves your resistance to stunning and disarming effects by 3%.
While using this talent, you are unable to perform offhand attacks, and wielding a two-handed weapon will incur a 25% melee damage penalty.
The armor penetration and defense bonuses increase with your Willpower.
Draw Stance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 6.48
Range: melee/personal
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You move like the wind for 8 turns. Every turn, or whenever you deflect or evade an attack, your speed will increase by 2.1% for 0 turns. Successive boosts in the same global turn will have a reduced effect.
Abilities that grant a chance to ignore all damage, such as Leaves Tide, do not trigger this effect.
The speed bonus scales with your Dexterity. Accelerating Gale
| 0/5 |
Technique / Warcries | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Release a powerful shout, doing 25.90 physical damage in a radius 0 cone in front of you.
At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
The damage increases with your Strength. Shattering Shout
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.4
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Boost your life and stamina by 4.7% for 3 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost. Battle Shout
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 43.2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Your battle cry shatters the will of your foes within a radius of 0, lowering their Defense by 0 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power. Battle Cry
| 0/5 |
Technique / Commando | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your training has made you an expert archer as well as a master of combined melee and grappling attacks. You gain 0 Physical Power when using a bow, waraxe, longsword, or mace (0.0 effective), your melee, barehand, and bow attacks deal 0% more damage, and your bow attacks use Cunning instead of Dexterity for bonus damage. These bonuses do not stack with other weapon mastery talents.
As long as your offhand remains empty, while performing basic melee attacks you will follow up with a strike for 50% barehand damage. Any damaging effects triggered by this are reduced in power as well.
When using melee or ranged talents, you will automatically switch to the appropriate weapon in your quickslot.
Knowing this talent also allows you to use grappling techniques with a one-handed weapon as long as your offhand is empty. First Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You move with force and attack with precision, increasing your Stealth power by 10, your resistance to pinning effects by 10%, and your Accuracy and Physical Power by 11 (11.0 Accuracy, 11.0 Physical Power effective).
The stealth bonus and pin resistance increase with your Strength, and the Accuracy and Physical Power bonuses with your Cunning. Combined Tactics
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 21.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Whenever you break stealth you make a show of it, dazing all foes in range 0 and reducing their resistance to stunning and pinning effects by 1% for 0 turns.
Additionally, your larger-than-life entrances are so intimidating, your foes perceive you as one size class larger than you really are, and your physical critical chance and critical damage modifier are increased by 0% of your Precision Strike bonus (currently 0%).
The chance of dazing foes increases with your Physical Power. Explosive Entrance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.9
Range: melee/personal
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You quietly treat your wounds, recovering 56 life and removing a detrimental effect for the next 1 turns. Moving or performing any action will end the effect early.
The amount healed increases with your Cunning.
This talent does not break stealth. Staunch Wounds
| 0/5 |
Chronomancy / Temporal Combat | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 7.00 temporal damage to your strikes.
Additionally you have a -20% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 6
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: For the next 1 turns, you recover 0.7 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower. Invigorate
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 8
Description: You now have a -20% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 7.00 temporal damage to enemies in a radius of 1. Affected targets may lose 30% physical and temporal resistance for 1 turns.
Fold Warp: Deals 3.50 physical and 3.50 temporal damage to enemies in a radius of 1. Affected targets may be stunned, blinded, confused, or pinned for 1 turns.
Fold Gravity: Deals 7.00 physical damage to enemies in a radius of 1. Affected targets will be slowed (30%) for 1 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Weapon Manifold
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 100% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 1 turns.
Breach chance scales with your Spellpower. Breach
| 0/5 |
Wild-curse / Fungus aspect | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 2 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 13.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Releases poisonous spores in an area of radius 0 around you, infecting the foes inside with a random poison doing 18.4 Nature damage over 10 turns.
This attack can crit and deals 1% additional critical damage.
The damage and critical bonus increase with your Mindpower. Spore Cloud
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a fungus.
This increases your blight resistance by 1% and your spell save by 1, but lowers your physical power by 10.
It also lowers the cooldowns of the Goo Spit, Slime Roots and Spore Cloud talents by 0. Fungus Shape
| 0/5 |
Cunning / Ambush | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 17.4
Stamina cost: 16.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: For an instant, your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for 0 turns.
The chance to hit improves with your Accuracy. Shadow Leash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 17.4
Stamina cost: 16.2
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a spell
Description: You reach out with shadowy vines toward your target, pulling it to you and silencing it for 0 turns and dazing it for 2 turns.
The chance to hit improves with your Accuracy. Shadow Ambush
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40.6
Stamina cost: 37.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You take full control of your own shadow for 0 turns.
Your shadow possesses your talents and stats, has 23% life and deals 42% damage, -30% all resistances, -100% light resistance and 100% darkness resistance.
Your shadow is permanently stealthed (25 power), and all melee damage it deals is converted to darkness damage.
If you release control early or if it leaves your sight for too long, your shadow will dissipate. Ambuscade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 69.6
Stamina cost: 32.4
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You veil yourself in shadows for 2 turns, and let them control you.
While veiled, you become immune to status effects and gain 0% all damage reduction. Each turn, you blink to a nearby foe (within range 3), hitting it for 90% darkness weapon damage.
The shadow cannot teleport.
While this goes on, you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil
| 0/5 |
Performer / Bardic combat | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Melody cost: 5.4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power
Description:
(Normal talent)
Pluck your harp's strings with your weapon, charging it with sound, then attack the target for 120% sound weapon damage. If the attack hits the target is dazed with sound for 0 turns.
The sound daze chance increases with your Accuracy.
(Silent talent)
Bash the target's head with the pommel of your weapon, doing 100% weapon damage. If the attack hits the target is stunned for 0 turns.
The stun chance increases with your Accuracy.
Currently: Normal. Focused Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Melody cost: 21.6
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power
Description:
(Normal talent)
Strum all the strings of your harp with your weapon, starting a frontal arc attack that hits your targets for 80% sound weapon damage and soundshocks them for 2 turns while you leap 3 tiles away. If your main target is still alive and you have a sling equipped in your inactive weapon set you instantly switch weapons and fire a Smash Serve if available, else you fire an Eye Shot. If none of these are an option you fire Abrupt Intro instead. You ignore any skill cooldown while doing this. The strain from all these actions, however, means that this bonus attack is made with a 55% penalty to damage.
The soundshock chance increases with your Accuracy.
(Silent talent)
You swing your weapon around, trying to hit the hands of any target in a frontal arc for 65% weapon damage. If you're successful they'll be disarmed for 1 turns while you leap 3 tiles away. If your main target is still alive, you have a sling equipped in your inactive weapon set you instantly switch weapons and fire a Smash Serve if available, else you fire an Eye Shot. You ignore any skill cooldown while doing this. The strain from all these actions, however, means that this bonus attack is made with a 55% penalty to damage.
The disarm chance increases with your Accuracy.
Currently: Normal. Bust Out
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Melody cost: 16.2
Range: 4
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power
Description:
(Normal talent)
Nimbly dash through enemies to reach a tile within 4 range while scratching your harp with your weapon to make extremely loud and obnoxious noises. All enemies in your way are hit for 40% sound weapon damage, 2.59 sound damage and risk Ear Damage for 1 turns.
The ear damage chance and the sound damage increase with your Mindpower.
(Silent talent)
Nimbly dash through enemies to reach a tile within 4 range, while doing so you try to stab 0 enemies in your path for 40% weapon damage. Any enemy that's hit will suffer from 0.00 bleed damage each turn for 1 turns.
The bleed damage increases with your rapier damage and Dexterity.
Currently: Normal. Roll In
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Stamina cost: 21.6
Melody cost: 0
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power
Description:
(Normal talent)
You infuse your weapon's tip with magic, granting you 0 bonus armour penetration for 1 turns, then you proceed to hit your target two times for 50% normal weapon damage. From talent level 3 you slam your harp into your rapier just before attacking, charging it with sound and causing 1.73 sound damage in a 0 radius with a chance to deafen all hostiles hit for 3 turns (this effect costs melody). At talent level 4 you also gain an additional attack from this skill.
The deafen chance and the area sound damage increase with your Mindpower.
(Silent talent)
You furiously stab at your target once for 50% weapon damage, then you follow up with a pommel strike to the belly for 40% weapon damage. If this attack hits the target is dazed for 1 turns. At talent level 4 you gain an additional attack from this skill.
The daze chance increases with your Accuracy.
Currently: Normal. Stinging Stabs
| 0/5 |
Spell / Desecration | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your melee attacks have a 40% chance to steal a soul fragment from the target, preventing you from dying until you fall below -11 life. This stacks up to 5 times, to a maximum of -57 life.
You can activate this ability to consume all soul fragments, restoring 92 life, 34 mana and 0 souls.
The life limit, life and mana restored will increase with your Spellpower. Essence Drain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You become as inevitable as death itself, preventing you from dying until you reach -126 life for 8 turns.
Soulforge 3: Increases your resilience, preventing any blow from dealing more than 50% of your maximum life. Pale Rider
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your weapons cut deeper into the souls of your enemies, increasing the chance for Essence Drain to trigger by an additional 0% and causing it to deal 7.00 darkness damage. On activating Essence Drain, for the next 5 turns you gain 0% lifesteal and your melee attacks inflict an additional 8.40 cold damage.
The damage dealt will increase with your Spellpower. Hungering Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The line between life and death blurs further, increasing your healing factor by 0% while below 0 life and granting additional effects:
-On falling below 0 life, you surge with necrotic energy that extends the duration of all positive effects by 0 turns.
-On healing above 0 life, the necrotic energy animating you surges outwards, inflicting darkness damage equal 5.31 + 0% of your negative life threshold (currently 5.31) to all enemies within radius 0 healing you for 50% of the damage dealt.
Undying
| 0/5 |
Spell / Meta | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes up to 1 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You learn to finely craft and tune your offensive spells.
You try to carve a hole in spells that affect an area to avoid damaging yourself or friends. The chance of success is 0%.
In addition, you hone your damaging spells to spellshock their targets. This talent gives a bonus of 2 to Spellpower solely for the purposes of overcoming the target's Spell Save. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 0/5 |
| 0/5 |
| 0/5 |
Wild-curse / Shark aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack the target for 100% physical weapon damage, if it hits you are healed for life equal to the target's level.
If the target cannot move, this attack does 150% physical weapon damage instead.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life, and restoring equilibrium equal to the target's level. Maul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: The scent of blood drives you wild, curing a detriment effect and increasing your hate by 0 for each bleeding creature in range (5).
The range is equal to the larger of 5 and your bleeding sense range. Bloodscent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 11.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Charge through your opponents, attacking anyone in the way for 100% weapon damage. Opponents of your size or less may be knocked away from your path.
You can attack a maximum of 2 times, and can hit targets along your path more than once.
At raw talent level 5, you get +1 effective size for this talent.
Does +50% damage against stunned targets.
This talent will not reduce the duration of Rampage. Ram
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an shark.
This allows you to breath in water and sense bleeding creatures in a range of 1, but lowers your defence by 10.
It also lowers the cooldowns of the Maul, Bloodscent and Ram talents by 0. Shark Shape
| 0/5 |
Wild-gift / Cold drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 103% weapon damage as Ice damage in a cone of 0. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 0% and your Armour by 1.
You also deal 10.74 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Summons an icy wall of 3 length for 0 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 0.28 damage for each ice wall within radius 0 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You breathe ice in a frontal cone of radius 1. Any target caught in the area will take 14.40 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 0/5 |
Technique / Berserker's strength | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter an aggressive battle rage, increasing Accuracy by 5 and Physical Power by 5 and making you nearly unstoppable, granting 1% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker Rage
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Hits the target with your weapon, doing 80% damage. If the attack hits, the target's armour and saves are reduced by 0 for 1 turns.
Also if the target is protected by a temporary damage shield there is 460% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 15, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 12. Stealth
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When striking from stealth, the attack is automatically critical if the target does not notice you just before you land it.
Shadowstrikes do +0.00% damage versus a normal critical hit up to 3 grids away and then disminishes to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Shadowstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned how to be stealthy even when in plain sight of your foes. You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 0.00 times your stealth power (currently 0) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent. Hide in Plain Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are able to perform usually unstealthy actions (attacking, using objects, ...) without breaking stealth. When you perform such an action while stealthed, you have a chance to stay hidden. Success is more likely against fewer opponents and is determined by comparing 0.00 times your stealth power (currently 0) to the stealth detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you.
Your base chance of success is 100% if you are not directly observed, and good or bad luck may also affect it. Unseen Actions
| 0/5 |
Cursed / Darkness | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.3
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Creeping dark slowly spreads from 2 spots in a radius of 3 around the targeted location. The dark deals 1 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Creeping Darkness
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.3
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 5 damage. There is a 25% chance the rushing darkness will blind them for 3 turns, and cause them to forget their target.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Dark Torrent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 11.6
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 0 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 1 damage per turn.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Dark Tendrils
| 0/5 |
Spell / Frost alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 0%. Frost Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 2 turns when they hit it.
This ice provides your golem with 1 additional armour, melee attacks against it deal 0.0 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Ice Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 0, doing 5.6 Cold damage and freezing creatures to the ground for 2 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by -1% and your physical resistance by 1%.
All direct critical hits (physical, mental, spells) against you have a 0% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 0/5 |
Cursed / Strife | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.6
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 2 turns and vulnerable to attacks. They will lose 1 Armour, 1 Defense and your attacks will gain 5% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.6
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 21% (at 0 Hate) to 70% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 1 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 2% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 0/5 |
Wild-gift / Sand drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Attack the target for 160% Nature weapon damage.
If the attack brings your target below 8% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 0%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You slam the ground, shaking the area around you in a radius of 0.
Creatures caught by the quake will be damaged for 130% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: -110
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Allows you to burrow into earthen walls for 1 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 11 of target armor and 5% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%. Burrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You breathe sand in a frontal cone of radius 1. Any target caught in the area will take 13.87 physical damage, and will be blinded for 2 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 0/5 |
Spell / Morph | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Weakens your target, decreasing its defense, damage and saves by 1 for 10 turns.
The weakening will improve with your spellpower. Enfeeble
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus your magic inwards, enhancing your physical form by +0 str, dex, con and 0% healing factor. Vitalise
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 37.1
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: All nearby enemies within radius 1 are violently desconstructed, disarming them and doing 10.94 arcane damage.
Does +50% damage verses stoned targets.
The damage will increase with your Spellpower. Crumble
| 0/5 |
Cursed / Endless hunt | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +0 Accuracy, +4% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +0 Accuracy, +9% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +1 Accuracy, +13% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength. Stalk
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2.3
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 5 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 5% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 1 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower. Beckon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Harass your stalked victim with two quick attacks for 35% (at 0 Hate) to 67% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for 3 turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by 6% for 2 turns.
Damage reduction increases with the Willpower stat. Harass Prey
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Let hate fuel your movements. While active, you gain 2% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 1 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 0/5 |
Spell / Cantrips | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: 5
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a summon power
Description: Projects an Illusion for 4 turns to distract your foes. This illusion will periodically force any foes to attack them. It can also explode, dealing 24.00 sound damage in a radius of 1, and will always do so if it suffers from fatal damage. The explosion damage will increase with your level and talent level.
It will get 12 Constitution, 17 Dexterity and 18 Cunning.
This illusion will inherit increased damage% and increased damage penetration% from you. With Blighted Summoning it will get a bonus to Magic equal to yours and Curse of Impotence at talent level 1. Projected Image
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 69.6
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You start vanishing from sight, moving 200% faster and gaining 10% chance to evade melee attacks for 1 game turns.
When this effect ends you'll become invisible (power 1) for 2 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 50%.
Any actions other than moving will end the movement speed boost and activate the invisibility prematurely.
Note: since you will be moving very fast, game turns will pass very slowly.
The invisibility power will increase with your Spellpower. Vanish
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 52.2
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 3.27 light and 3.27 sound damage, soundshocks and attempts to confuse (15% power) all creatures in a radius 1 ball for 2 turns.
The damage will scale with your Spellpower. Flashbang
| 0/5 |
Spell / Soul | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your melee attacks have a 25% chance to rend the targetโs soul for 6 turns, stunning them for 3 turns and creating a soul fragment in an adjacent tile lasting 3 turns.
Soul fragments take no actions, and if struck the target will take 2.01 cold damage plus 2% of their current health (to a maximum of 3.02) as darkness.
Targets already affected by Soul Rend will instead take 2.01 cold damage.
At talent level 4, your melee attacks also have a 25% chance to rend the soul of those adjacent to your target.
The damage will increase with your Spellpower. Soul Rend
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Devours the souls of targets in a radius 0 cone, dealing 7.79 darkness damage. This will consume Soul Rend to remove up to 0 beneficial physical or magical effects from the target.
Against those unaffected by Soul Rend, this has a 50% chance to inflict Soul Rend.
The damage will increase with your Spellpower.
Soulforge 2: Increase the chance of Soul Rend to 100% and increase the number of beneficial effects removed by 1. Devour Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You let out a chilling wail that shatters the minds of enemies within radius 0, dealing 5.65 cold damage. For 0 turns they have a 30% chance to fail when using a talent.
If the target is affected by Soul Rend, the effect is removed to increase damage and duration by 50%.
The damage will increase with your Spellpower.
Soulforge 3: Spellshocks and Brainlocks for the duration. Wail of Doom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: melee/personal
Cooldown: 61
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You draw out powerful soul fragments from all targets within 10 tiles under the effect of Soul Rend, removing the effect and creating an exact duplicate of them with 30% of their maximum life and 40% of their damage that lasts 0 turns.
Soulforge 5: Increases the life of fragments to 45% and damage to 60%. Black Mirror
| 0/5 |
Spell / Arcane elements | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25.5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of aetherial cold emanates from you with a radius of 0, knocking back anything caught inside, causing 3.59 cold and 3.59 arcane damage.
Affected creatures will also be wet for 4 turns.
The damage will increase with your Spellpower. Aetherial Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Protect yourself with magical armour, granting a 0% reduction to critical hits chances against you.
Also increases your physical and magical saves by 0.
These bonusses will increase with your Spellpower, and physical and arcane damage bonusses. Mage Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Become like the Wind, increasing your movement and spell casting speed by 0% and increasing your defence by 0.
Defence bonus scales with your Spellpower, and lightning and arcane damage bonusses. Mage Wind
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with an aura of light, increasing your light radius by 0, and reducing self-inflicted arcane damage by 0%.
Each turn there is a 0% chance of blinding adjactent enemies for 4 turns.
Values scale with your fire and arcane damage bonusses. Bright Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Tap into mysterious deep arcane reserves to increase your maximum mana capacity by 0 and your life regeneration by 0.0 per turn.
Values scale with your Spellpower, and cold and arcane damage bonusses. Arcane Depths
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 92.8
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glare balefully at your enemies. All creatures in a cone of radius of 0 will be struck with 2.07 arcane and 2.07 physical damage, and are petrified for 1 turns.
The damage will increase with your Spellpower. Medusa Gaze
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: -58
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rupture reality to draw mana directly from the aether, triggering a dangerous cascade of magical energies.
Each turn for 2 turns, a random explosion will occur within a radius of 4 around you.
Each explosion does 2.96 arcane and 2.96 lightning damage in radius 2.
The damage will increase with your Spellpower. Arc Rift
| 0/5 |
Technique / Archery prowess | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire a burning shot, doing 50% fire damage to the target and lighting up the area around the target in a radius of 1.
At level 3, it also has a chance to blind for 3 turns. Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire a crippling shot, doing 100% damage and reducing your target's speed by 10% for 7 turns.
The status power and status hit chance improve with your Accuracy. Crippling Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire a pinning shot, doing 100% damage and pinning your target to the ground for 0 turns.
The pinning chance increases with your Dexterity. Pinning Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire multiple shots in a circular pattern with radius 0, doing 50% damage and stunning everyone hit for 0 turns.
The stun chance increases with your Accuracy. Scatter Shot
| 0/5 |
Spell / Frost | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Coats your shield in a thick layer of rime, increasing your block value by 0% and causing it to retaliate against attackers. On taking damage from an attacker within range 5 there is a 0% chance for your shield to shock them with frost for 70% shield damage as cold.
If you are blocking, the chance is increased to 100% and their frost resistance will be reduced by 0% for 2 turns.
You get one chance to deal this damage to a particular target each turn Rime
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 27.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Raise your shield, granting a free block and projecting a vortex of freezing air that deals 7.16 cold damage in a radius 1 cone and pulls targets towards you. Any target pulled adjacent to you will slam into your shield, taking 140% shield damage.
The cold damage dealt will increase with your Spellpower.
Soulforge 3: After the shield slam, raise your shield for a free Block. Hungering Cold
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surrounds you in a radius 3 storm of freezing cold for 1 turns that drains the heat from those around you, dealing 2.17 cold damage over 4 turns and reducing global speed by 10%, stacking up to 5 times.
On reaching 5 stacks all stacks are consumed, dealing 8.66 cold damage and freezing the target solid for 3 turns.
This ice block is exceptionally durable, and so ignores stun immunity and is nearly invulnerable, but damage can still pass through it as per a normal iceblock.
The damage will increase with your Spellpower.
Soulforge 5: While the storm persists you gain 30% resist all. Remorseless Winter
| 0/5 |
Celestial / Glyphs | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic might | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Channel necrotic forces through your weapon, dealing 100% weapon damage split evenly between darkness and cold.
The darkness numbs the target and the cold slows the target, reducing the target's damage dealt and global speed by 20% for 0 turns.
All your Necrotic Might attacks also attack with your shield at 50% damage.
Soulforge 1: Enemies within radius 2 of the target are also numbed and slowed. Necrotic Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.9
Range: 2
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Warp through the darkness to the target, attacking for 120% weapon damage and claiming their soul for 5 turns. When the claim expires they will take cold damage equal to 3% of their missing health (to a maximum of 11).
If they die while marked you consume their soul, gaining 0 extra souls.
Soulforge 4: Gain 50% resistance penetration for 8 turns. Soul Reaper
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Sweep your weapon forward, striking targets in front of you for 90% weapon damage as cold and projecting a radius 0 wave of darkness that inflicts a bane of blindness or confusion. Banes last 5 turns and deal 0.98 darkness damage each turn.
Soulforge 3: The wave also deals 68% weapon damage as darkness. Dark Tide
| 0/5 |
| 0/5 |
Cunning / Advanced survivalism | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: Calling upon your hunting experience, you draw back your bow with all your strength and loose an arrow that hits for 110% ranged damage with 1 increased accuracy and 0.7% faster travel speed.
The accuracy increases with your Cunning and the travel speed with your Strength. Game Hunter
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are always prepared, physically and mentally, to do whatever it takes to survive. You gain 4 Constitution and Willpower, 10 Physical and Mental Save (11.4 Physical Save, 11.4 Mental Save effective), and you are 9% more resistant to disarming effects.
The stat and save bonuses increase with your Cunning. Preparedness
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 32.4
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Once you get your hands on something, you never, ever let go. While sustained you no longer release your grapples when stepping away from foes, instead pulling them along with you. Foes you grapple also lose 6 Armor and 10% resistance to all damage.
The defense reduction increases with your Strength. Death Grip
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 37.8
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Movement (100% of a turn)
Description: You evacuate from a difficult situation, breaking your grapple and making a quick escape to the target location while preparing to make another assault. 0 of your grapple-initiating talents will have their cooldowns reset. With 5 points invested, Subterfuge and Undercover Operations will be reset as well, and you will automatically attempt to re-enter stealth.
Your chance to re-enter Stealth increases with your investment in Undercover Operations. Second Go
| 0/5 |
Wild-curse / Wolf aspect | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a wolf.
This increases your light and darkness resistance by 1% but lowers your mental save by 10.
It also lowers the cooldowns of the Dread Howl, Pounce and Wolf Pack talents by 0. Wolf Shape
| 0/5 |
Spell / Wildfire | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.9
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of fire emanates from you with a radius of 0, knocking back anything caught inside and setting them ablaze, doing 6.22 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your Flame, Flameshock, Fireflash and Blastwave spells leave a burning wake on the ground, burning all within for 1.16 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 0% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 0%, ignoring 1% fire resistance of your targets and reducing self-inflicted fire damage by 0%. Wildfire
| 0/5 |
Wild-gift / Sea drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Thick fog rises from the ground in a radius 3 cloud for 0 turns.
Anyone caught in the cloud will be blinded for 4 turns.
Levels in Fog Cloud additionally raise your maximum life by 0, passively.
Each point in sea drake talents also increases your global speed by 1% when in water. Fog Cloud
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You have an affinity for water. Each turn you are submerged in water you regain 0 life and 0.0 equilibrium.
Things that will trigger this include: Fog Cloud, Flood, Tidalwave and water zones.
Your Fog Cloud and Flood effects won't harm you while this is active.
Each point in sea drake talents also increases your global speed by 1% when in water. Water Dweller
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: A flood of deep water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, drowning all creatures caught inside.
Each turn a creature is inside the flood zone, they lose 12 air. If they do not have that much air remaining, they lose 12% of their current life instead.
The flood lasts for 4 turns.
This flood counts as water for seas drake bonuses.
The damage and duration will increase with your Willpower.
Each point in sea drake talents also increases your global speed by 1% when in water. Flood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You breathe water in a frontal cone of radius 1. Any target caught in the area will take 6.27 cold and 6.27 physical damage, and are knocked back.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sea drake talents also increases your global speed by 1% when in water. Water Breath
| 0/5 |
Performer / Dashing swordsman | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Sustain melody cost: 60
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You put your wit into work when striking your foes with your weapon. Every time you hit a target in melee you have a 10% chance to outwit it (if it fails to save against your Mindpower) with one of your quips for 5 turns, gaining 3 bonus accuracy, 1 bonus armour penetration and 2.15% bonus damage against it and any other outwitted foe for every successful melee attack, up to 15 bonus accuracy, 5 bonus armour penetration and 10.73% bonus damage. This effect costs 8 melody even if the target resists your quip and the bonuses will disappear as soon as there's no outwitted targets in the area. You can only pull off a successful quip once every 22 turns. At talent level 5 you can outwit an extra target, ignoring the cooldown on your quips but refreshing it instead.
This sustain will not be disabled if you don't have a rapier or an harp equipped but it won't grant any benefit. Also, any silence effect will disrupt it.
Currently you have:
0 Turns until your next quip
0 Attack bonus
0 Armour penetration bonus
0.00% Damage bonus
Your first outwitted target is: None
Your second outwitted target is: None Quipster
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Melody cost: 10.8
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power
Description: You take ahold of the best your wits have to offer, then thrust your weapon through your target with extreme force for a guaranteed critical strike at 100% sound weapon damage. If the attack hits you try and outwit the target for 5 turns. This particular attack has a bonus of 0 to Mindpower solely for this purpose.
This skill ignores Quipster's limits but refreshes the cooldown on your quips while still requiring 8 melody to actually outwit your target. If you have already outwitted enough foes to reach your limit and your target isn't among those one of your current victims will recover from the effect.
This skill also grants you guaranteed quips on critical melee strikes.
This skill is unusable unless Quipster is enabled. Take a Stab
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 42
Description: When the situation is dire and your body is about to admit defeat your wits and bravado take over. If an outwitted foe causes your health to get under 15% of its maximum value you gain 0 luck, 1% resistance to all types of damage and can fight past your normal limits, dying only when reaching -21 life.
This effect lasts for 0 turns and can only happen while this skill is not on cooldown.
The luck bonus is based on talent level, while the resistances and the increase in life are based on your Cunning.
The effect won't trigger unless Quipster is enabled. Stiff Upper Lip
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: As you dash nimbly through the battlefield you chuckle and deride those who can't reach you. Whenever an outwitted foe misses you with a melee attack you gain 2 defense for 3 turns while the duration of its outwitted effect is increased by 1 turn. The defense bonus can stack up to 1 times while an outwitted effect's duration can increase up to 5 times.
This skill also grants you guaranteed quips on Switch Place if it connects, this effect ignores Quipster's limits but refreshes the cooldown on your quips while still requiring 8 melody to actually outwit your target. If you have already outwitted enough foes to reach your limit and your target isn't among those one of your current victims will recover from the effect.
The effect won't trigger unless Quipster is enabled. Can't Touch This
| 0/5 |
Chronomancy / Threaded Combat | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Attack with your bow or dual-weapons for 100% damage. If you shoot an arrow you'll teleport near the target location. If you use your dual-weapons you'll teleport up to your bow's range away.
Additionally you now go Out of Phase for five turns after any teleport, gaining 1 defense and 0% resist all.
The Out of Phase bonuses will scale with your Magic stat. Thread Walk
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you hit with a melee or arrow attack, there is a 12% chance that a warden will appear from another timeline to attack a random enemy.
The summoned warden will attempt a melee attack if you made an arrow attack, or an arrow attack if you made a melee attack.
These wardens are out of phase with your reality and deal 58% less damage, and their arrows will pass through friendly targets.
A warden can only be summoned this way once per turn and they return to their own timeline after attacking. Warden's Call
| 0/5 |
Celestial / Radiance | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 0, even in dark places.
Your vision adapts to this glow, giving you -50% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The light of your Radiance allows you to see that which would normally be unseen.
All enemies in your Radiance aura have their invisibility and stealth power reduced by 16.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 5 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 0.5 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has -5% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 21.6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing 1 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 4 light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns. Judgement
| 0/5 |
Chronomancy / Bow Threading | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a spell
Description: Fire an arrow for 40% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal 50% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner. Arrow Stitching
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a spell
Description: Over the next 2 turns you'll fire up to 2 arrows at this target from this location, each dealing 50% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Grants 0% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 0%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 37.1
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 1.00 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect. At twice the normal power.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 0/5 |
Cursed / Fears | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.3
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 2% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 1%.
Fear effects improve with your Mindpower. Instill Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of 0 and in sight of you for 5 (non-consecutive) turns, will gain a new fear that lasts for 8 turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%.
You gain 2 new fears: The Terrified effect causes talents and attacks to fail 1% of the time. The Distressed effect reduces all saves by 1.
Fear effects improve with your Mindpower. Heighten Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 0 against foes who attempt to resist your fears.
You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict 3 mind damage. The Tormented effect causes 4 apparitions to manifest and attack the target, inflicting 3 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 0%. Flame Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 95.1
Range: 6
Cooldown: 34
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 2 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 1 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 81.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 2.13 fire damage in a radius of 3 each turn for 7 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 40
Travel Speed: 240% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 1%, burning any creatures attacking you for 0.42 fire damage, and projecting 0 random slow-moving fire bolts per turn at targets in sight, doing 1.75 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.00 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 0/5 |
Cursed / Predator | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Mark a single opponent as your prey, gaining bonuses against the targeted creature's type and sub-type. Bonuses scale with the experience you gain from killing your marked type (+0.25 kill experience) and marked sub-type (+1 kill experience). At 20.5 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +0% damage, while those against the marked sub-type gain +0% damage.
Each point in Mark Prey reduces the kill experience required to reach 100% effectivess as a Predator. Mark Prey
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +0 Accuracy, while those against the marked sub-type gain +1 Accuracy. Melee hits also gain a -0.3% chance to stun the marked sub-type for 3 turns with each attack.
Each point in Anatomy reduces the kill experience required to reach 100% effectivess as a Predator. Anatomy
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by -2% and reducing their highest statistic by 0. Subject to your effectiveness against the marked prey, there is a -0.4% chance to outmaneuver your marked type and a -3.3% maximum chance to outmaneuver your marked sub-type. The effects last for 10 turns, and can accumulate.
Each point in Outmaneuver reduces the kill experience required to reach 100% effectivess as a Predator. Outmaneuver
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You learn to mimic the strengths of your prey. Killing a marked sub-type raises your stats to match the strengths of the victim (up to a maximum of 1 total points, subject to your current effectiveness). The effect lasts indefinitely, but only the effects of the latest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 0/5 |
Performer / Electric | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 125
Sustain melody cost: 60
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: You channel electric magic into yourself and your instrument. You gain a 0% bonus to sound and lightning damage, every time you or your summons deal sound damage additional lightning damage equal to 0% of the base damage will be dealt and every Tunecrafting skill will scale on whichever is higher between Spellpower and Mindpower and will also choose the higher between mind and spell critical chance.
Additionally, each time you deal lightning damage to one of your foes you become more and more attuned with your electric powers, increasing your Spellpower by 3 (maximum 3 Spellpower per turn, 10 Spellpower overall), and extending any current attunement for an additional turn.
The attunement lasts up to 0 turns, and the bonus decreases by inf% of its current value each turn you don't deal lightning damage.
This sustain will not be disabled if you don't have an instrument equipped but it won't grant any benefit. Also, any silence effect will disrupt it. Gone Electric
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Melody cost: 21.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: You strum a simple yet powerful chord with your instrument, dealing 3.02 sound and 3.02 lightning damage in a radius 0 cone. Any creature caught inside will be knocked back for 2 tiles and be sound dazed for 2 turns.
This skill is unusable unless you're channeling your electric potential.
The damage will increase with your Mindpower or Spellpower, depending on which is the highest. Power Chord
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Melody cost: 27
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell, a mind power and a summon power
Description: Deploy 1 amplifiers in melee range for 6 turns. Amplifiers know all the songs you do and will activate your best one while firing bolts of lightning (at level 1) to damage and soundshock your enemies. From level 3 you can deploy amplifiers outside of melee range. From level 5 you can deploy an additional amplifier.
They will get 7 Armor, 20 Strength, 18 Constitution, and 20 Cunning.
Amplifiers will inherit increased damage%, increased damage penetration% and 33% of their Mindpower from you. From level 5 they will also inherit 50% of your current Spellpower.
Each Amplifier deploy can result in a critical, if one does you'll deploy a stronger, charged amplifier.
This skill is unusable unless you're channeling your electric potential and playing a song.
With Blighted Summoning amplifiers will get a bonus to Magic equal to yours and Pacification Hex at talent level 1. Amplifier
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 81.2
Melody cost: 37.8
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell and a mind power
Description: Unleash the full potential of your channeling, infusing your body with electric power for 5 turns.
While active the cooldown of all Tunecrafting skills, Power Chord and Amplifier is halved, your lightning and sound damage penetration is increased by 0% and you convert 15% of any non-lightning, non-sound damage into sound. This effect won't stack with any other damage conversion effect.
This skill is unusable unless you're channeling your electric potential. Also, any silence effect will disrupt it if active. Electric Fury
| 0/5 |
Technique / Finishing moves | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: A finishing uppercut that deals 110% damage, and attempts to stun your target for 2 to 2 turns, depending on the amount of combo points you've accumulated.
The stun chance will improve with your Physical Power.
Using this talent removes your combo points. Uppercut
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: A powerful concussive punch that deals 60% weapon damage to your target. If the punch hits, all targets in a radius of 1 will take 2.32 to 11.60 damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points. Concussive Punch
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: 2
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 5 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 20%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 13.9
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 6 mind damage and feed you 2 hate. For the first 0 turns, the whisper will travel from the original victim to a new one within a range of 0.0. Every victim of the whisper has a 0% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 1 damage, and slowly increase to 3 on the last turn (9 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Every time you inflict mental damage, there is a -2% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mental damage by -2%. Madness
| 0/5 |
Spell / Grave | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 9.85 cold damage in a radius of 0.
The damage will increase with your Spellpower. Chill of the Tomb
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 30% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 30.02 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: 5
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 2 spots in a radius of 3 around the targeted location. The flames deal 1.94 cold damage, and have a chance of freezing.
Damage improves with your Spellpower. Cold Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 18% chance to heal for 1% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 0/5 |
Spell / Energy alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 0%. Lightning Infusion
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +2%.
Each turn, a foe within range 0 will be struck by lightning and be dealt 1.5 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 55 life (20% of your maximum life) since your last turn, you will gain 51% of a turn.
The effects increase with your Spellpower. Living Lightning
| 0/5 |
Technique / Grappling | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Make a melee attack for 100% barehand damage and then attempt to grapple a target up to one size category larger then yourself for 0 turns. A grappled opponent will have any stealth effects negated, be unable to move, take 2 damage each turn, and 0% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple.
Clinch
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Rushes forward and attempts to take the target to the ground, making a barehand attack for 10% damage then attempting to grapple them. If you're already grappling the target you'll instead slam them into the ground creating a radius 5 shockwave for 11 physical damage and breaking your grapple.
The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power.
Take Down
| 0/5 |
| 0/5 |
Corruption / Blight | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 4.08 blight damage and removes up to 1 magical or physical effect(s) from any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower. Corrupted Negation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infect your target with a corrosive worm that deals 1.27 acid damage per turn for 10 turns.
If the target dies while the worm is inside, it will explode, doing 5.15 acid damage in a radius of 4.
The damage will increase with your Spellpower, and can critical. Corrosive Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 36
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A furious poison storm rages around the caster in a radius of 4 for 2 turns. Each creature hit by the storm is poisoned for 3.05 nature damage over 6 turns.
Poisoning is cumulative; the longer they stay in the storm, the higher the poison damage they take.
The damage will increase with your Spellpower, and can critical. Poison Storm
| 0/5 |
Cunning / Thug | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You're starting to learn from all those beatings. You start using your enemies' momentum against them, gaining 2 defense for each target in melee range, up to 5 targets.
All those beatings that you took in the first place to learn these skills have toughened your body, granting you 0 bonus Armor and 0% bonus Physical Resist.
Bonuses scale with Cunning. Street Fighter
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You always aim for perfection, caring not for the consequences for your dedication.
While sustained, you specifically aim for soft spots on your enemies, gaining 0 Armor Penetration, 0% Critical Chance, and 0% Critical Damage, but losing 0.00 Stamina per turn.
Bonuses increase with Cunning. Hitman
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Pain is all you strive for.
Passively convert 0% of all damage you take from any source into Stamina.
This cannot increase your stamina beyond 6%(14).
At Talent Level 6, you have conditioned your mind to the point where any dodged weapon attacks are treated as though they hit for 50 Physical damage for the purpose of this talent.
The amount of Stamina gained is calculated pre-resists. Masochist
| 0/5 |
Technique / Superiority | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 54
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 0% and provides a 3% chance to shrug off critical damage for 20 turns. Juggernaut
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to -2 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 28% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 0/5 |
Chronomancy / Stasis | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (69) is absorbed, or the time runs out (2 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 5.21 temporal damage, and attempts to stun all targets in a radius 0 ball for 1 turns.
The damage will scale with your Spellpower. Stop
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power, a nature gift and an antimagic ability
Description: You focus the inexorable pull of nature against a single creature, eroding it and allowing it to be reclaimed by the cycle of life.
This deals 5.5 Nature and 5.5 Acid damage to the target, and is particularly devastating against undead and constructs, dealing 25% more damage to them.
The damage increases with your Mindpower. Reclaim
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your devotion to nature has made your body more attuned to the natural world and resistant to unnatural energies.
You gain 1 Spell save, 0.8% Arcane resistance, and -1.4% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 0.1 Equilibrium each turn for 0 turns.
The effects increase with your Mindpower. Nature's Defiance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 8
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power, a nature gift and an antimagic ability
Description: You call upon the earth to create a blinding, corrosive cloud in an area of radius 4 for 2 turns.
Each turn, this cloud deals 1.8 Acid damage to each foe while (13% chance) burning away one beneficial magical effect.
The damage increases with your Mindpower. Acidfire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power, a nature gift and an antimagic ability
Description: You draw deeply from your connection with nature to create a radius 3 storm of natural forces around you for 0 turns.
This storm moves with you and deals 2.6 Nature damage each turn to all foes it hits.
In addtion, it will drain up to 1 Mana, 0 Vim, 0 Positive, and 0 Negative energy from each enemy within it's area every turn, while you restore Equilibrium equal to 10% of the amount drained.
The damage and drain increase with your Mindpower. Eyal's Wrath
| 0/5 |
Cunning / Tactical | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 0% chance to get a free, automatic attack against the attacker for 50% damage, up to 1.1 times per turn.
Unarmed fighters using it do consider it a strike for the purpose of stance damage bonuses (if they have any), and will have a damage bonus as a result.
Armed fighters get a normal physical attack.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: Increases Defense by 6 for 0 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 5% and reducing their saving throws by 5.
The effects will scale with your Cunning. Set Up
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of -5%.
Exploit Weakness
| 0/5 |
Spell / Necrotic minions | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.8
Soul cost: 1
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura, you will raise an undead minion (up to 1 minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
The minions level is your level -12.
Each minion has a chance to be:
Degenerated skeleton warrior: 75%
Skeleton warrior: 6%
Armoured skeleton warrior: 0%
Skeleton archer: 0%
Skeleton master archer: 0%
Skeleton mage: 1%
Ghoul: 18%
Ghast: 0%
Ghoulking: 0% Create Minions
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 52.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by 1, their Armour penetration by 1 and their critical hit chance by 0 for 6 turns.
The effects will increase with your Spellpower. Surge of Undeath
| 0/5 |
| 0/5 |
Celestial / Combat | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 7.0 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 4.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower. Weapon of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 16.2
Range: 4
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 90% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 24% weapon damage.
The second strike chance (which increases with distance) is -1.1% at range 2 and -1.1% at the maximum range of 4.
The range will increase with your Strength. Wave of Power
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing -620% of your lost HP as additional Fire damage (up to 9, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take -6% of all damage they deal for 4 turns. Weapon of Wrath
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for -5. Second Life
| 0/5 |
Spell / Fire | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.9
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 9.67 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 34.8
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a cone of flame with radius 0. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 5.62 fire damage over 0 turns.
The damage will increase with your Spellpower. Flameshock
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 46.4
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 9.85 fire damage in a radius of 0.
The damage will increase with your Spellpower. Fireflash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 116
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 2.01 fire damage in a radius of 5 each turn for 2 turns.
The damage will increase with your Spellpower. Inferno
| 0/5 |
Technique / Tireless Combatant | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Any time you do not have an opponent in a square adjacent to you, you gain 0.0 Stamina regeneration. With the third talent point, you also gain an equal amount of life regen when Breathing Room is active. Breathing Room
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Control your movements to conserve your energy. While this talent is activated, you are globally slowed by 30.0%, and your fatigue is decreased by 0% (to a minimum of 0%). Pace Yourself
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When the going gets tough, you get tougher. You gain 0.0 Stamina regen per enemy in sight, and beginning with the third talent point, you also gain 0.0 life regen per enemy. The bonuses cap at 4 enemies. Dauntless Challenger
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: For each turn you spend stamina, you gain 0.0% resist all and 0.0% all resistances cap for 3 turns. The buff stacks up to 5 times, and each new application refreshes the duration.
Additionally, at the fifth talent point, Breathing Room and Dauntless Challenger are 20% more effective. The Eternal Warrior
| 0/5 |
Wild-gift / Summoning (distance) | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Ritch Flamespitter for 5 turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar.
It will get 15 Willpower, 15 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower. Ritch Flamespitter
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a 3-headed Hydra for 5 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 15 Willpower, 10 Constitution and 18 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower will increase with your Mindpower. Hydra
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Rimebark for 5 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 15 Willpower, 15 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower. Rimebark
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Fire Drake for 2 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath.
It will get 15 Strength, 20 Constitution and 38 Willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Constitution will increase with your Mindpower. Fire Drake
| 0/5 |
Technique / Shield defense | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (100% of a turn)
Description: Enter a protective battle stance, increasing Defense by -1 and Armour by 5 at the cost of -20% physical damage. The Defense and Armor increase is based on your Dexterity.
It also grants -3% resistance to stunning and knockback. Shield Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 32.4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (100% of a turn)
Description: Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away 0 grids.
In addition, all creatures knocked back will also be dazed for 4 turns.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (100% of a turn)
Description: You brace yourself for the final stand, increasing Defense by 5, maximum and current life by 13, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -13 life; however below 0 life you can not see how much you have left.
The increase in Defense is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 0/5 |
Spell / Animus | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Soul cost: 1
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Crush and consume one of your captured souls, healing you for 52 life and restoring 17 mana.
The life and mana healed will increase with your Spellpower. Consume Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your hunger for souls grows ever more. When you kill a creature you rip away its animus with great force, granting you a 0% chance to gain one additional soul.
In addition you are able to store 0 more souls. Animus Hoarder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Soul cost: 4
Range: 6
Cooldown: 15
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Try to crush the soul of your foe, doing 13.02 darkness damage (that can never kill the target).
If the target is left with less than 3% life you try to take control of its body.
Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.
Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.
Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created.
Bosses, other undeads and summoned creatures can not be turned into husks.
The damage and chance will increase with your Spellpower. Animus Purge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Soul cost: 2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Crush and consume two souls to empower your next 0 spells, granting them a special effect.
Affected spells are:
- Undeath Link: in addition to the heal a shield is created for half the heal power
- Create Minions: allows you to summon 2 more minions
- Assemble: allows you to summon a second bone golem
- Invoke Darkness: becomes a cone of darkness
- Shadow Tunnel: teleported minions will also be healed for 30% of their max life
- Cold Flames: freeze chance increased to 100%
- Ice Shards: each shard becomes a beam
- Consume Soul: effect increased by 50% Essence of the Dead
| 0/5 |
Wild-gift / Storm drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You transform into pure lightning, moving 351% faster for 0 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any damage done while using this talent will be converted into lightning damage.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 0%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Generate an electrical field around you in a radius of 0. Any creature caught inside will lose up to 1.7% of its current life (1.1% if the target is Elite or Rare, 0.8% if the target is a Unique or Boss, and 0.7% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 5.32 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%. Static Field
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: melee/personal
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 2.85 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 5.72 lightning damage and 5.72 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 1 turns. The blast will ignore the talent user.
The tornado will last for 0 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 1. Any target caught in the area will take 6.28 to 18.85 lightning damage, and have a 21% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 0/5 |
Cunning / Shadow magic | 2.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 0.00 mana per turn, and your physical and spell attack speed increases by 0.0%. Shadow Feed
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 32.4
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Step through the shadows to your target, dazing it for 2 turns and hitting it with all your weapons for 120% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target. Shadowstep
| 0/5 |
Cunning / Trapping | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: Project a noisy lure for 1 turns that attracts all creatures in a radius 0 to it.
At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual traps to see if they are triggered).
Use of this talent will not break stealth. Lure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Range: 10
Cooldown: 15
Travel Speed: 1000% of base
Usage Speed: Combat (100% of a turn)
Description: Throws a vial of sticky smoke that explodes in radius 0 on your foes, reducing their vision range by 1 for 5 turns.
Creatures affected by smoke bomb can never prevent you from stealthing, even if their proximity would normally forbid it.
Use of this will not break stealth. Sticky Smoke
| 0/5 |
| 0/5 |
Technique / Combat techniques | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 23.8
Range: 2
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You must rush from at least 2 tiles away. Rush
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 4 and critical chance by 2%.
The effects will increase with your Dexterity. Precise Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.8
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +14 accuracy and allowing you to attack creatures you cannot see without penalty for the next 0 turns. Perfect Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 1% for 5 turns. Blinding Speed
| 0/5 |
Spell / Necrosis | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The line between life and death blurs for you; you can only die when you reach -0 life.
However, when below 0 HP, you cannot see how much life you have left. Blurred Mortality
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 81.2
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your target's doom draws near. Its healing factor is reduced by 100%, and will take 56% of its remaining life (or 231.25, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower. Impending Doom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Absorb up to 23% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
The healing will increase with your Spellpower. Undeath Link
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
All liches gain the following intrinsics:
- Poison, cut, and fear immunity.
- 50% disease and stun resistance.
- 20% cold and darkness resistance.
- No need to breathe.
- Infusions do not work.
Also:
At level 1: -3 to all stats, -10% to all resistances. Such meagre devotion!
At level 2: Nothing.
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration. Fear my power!
The undead cannot use this talent.
While active, it will drain 4 mana per turn.
Once you die and turn into a Lich you can not invest any more in this talent. Lichform
| 0/5 |
Chronomancy / Spacetime Folding | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 2.36 physical and 2.36 temporal (warp) damage.
The mines are hidden traps (1 detection and 1 disarm power based on your Magic), last for 1 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.
Current Spacetime Folding Range: 3 Warp Mines
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 6
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Tether the target to the location for 2 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 2.36 physical and 2.36 temporal (warp) damage to all enemies in a radius of 0 at both the entrance and exit locations.
The damage will scale with your Spellpower. Spatial Tether
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 6
Range: 3
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 0 and 1 tiles from you and may be stunned, blinded, confused, or pinned for 1 turns.
The chance of teleportion will scale with your Spellpower. Banish
| 0/5 |
| 0/5 |
Technique / Archery - slings | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire a shot into your target's eyes, blinding it for 0 turns and doing 100% damage.
The blind chance increases with your Accuracy. Eye Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire a mighty shot at your target, doing 100% damage and knocking it back.
The knockback chance increases with your Accuracy. Inertial Shot
| 0/5 |
| 0/5 |
Celestial / Sunlight | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -17.3
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 3.01 damage to the target and leaving a spot on the ground for 4 turns that does 1.46 light damage to anyone within it.
The damage dealt will increase with your Spellpower. Searing Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -16.2
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes the Sun to cause a flare within radius 0, blinding your foes for 0 turns and lighting up your immediate area (radius 0).
At level 3 it will also do 1.33 light damage within radius 0.
The damage done will increase with your Spellpower. Sun Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -21.6
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call forth the Sun to summon a fiery beam, burning all targets in a line for 4.45 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -21.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a furious burst of Sunlight, dealing 3.53 light damage to all around you in a radius of 3.
The damage done will increase with your Spellpower. Sunburst
| 0/5 |
Spell / Ice | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 0, doing 6.32 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move.
For each affected creature that is also wet the cooldown of Shatter decreases by 2.
The damage will increase with your Spellpower. Frozen Ground
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 7.26 cold damage.
Depending on the target's rank, there will also be an additional effect:
* Critters will be instantly killed
* +50% critical chance against Normal rank
* +25% critical chance against Elites or Bosses
All affected foes will get the wet effect.
At most, it will affect 2 foes.
The damage will increase with your Spellpower. Shatter
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 0% and ignoring 1% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 0%. Uttercold
| 0/5 |
Spell / Acid alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
In addition all acid damage you do is increased by 0%. Acid Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 2 turns when they hit it.
While coated, any melee hit agaist your golem has a 20% chance to trigger a radius 4 cone of acid towards the attacker that does 0.0 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 1.1 Acid damage each turn for 2 turns.
All creatures caught in the mire will also suffer a -3% slowness effect.
The damage will increase with your Spellpower. Caustic Mire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 52.2
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Acid errupts all around your target, dealing 10.7 acid damage.
The acid attack is extremely distracting, and may remove up to 1 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower. Dissolving Acid
| 0/5 |
Cursed / Shadows | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Hate cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 1 level 1 shadows to aid you in battle. Each shadow costs 6 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 0), Blindside their opponents (level 0), and Phase Door from place to place. Call Shadows
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain -12% extra Accuracy and -18% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 0, 0% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (8 turn cooldown). Shadow Warriors
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 0 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 0, 0% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 0, 0% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 0
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 0 turns. Hostile targets will be attacked, with a -20% chance the shadows will blindside the target.
This talent has no cost. Focus Shadows
| 0/5 |
Spell / Arcane | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 6.85 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 0 and arcane resistance by 6%. Arcane Power
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40.6
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing 1.71 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower. Arcane Vortex
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 2.96 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 560 total damage.
While the arcane storm rages, you also get 51% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 0/5 |
Spell / Illusion | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.9
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Disrupt the target's mind, doing 6.79 mental damage and brainlocking them for 2 turns.
This attack uses Spellpower instead of Mindpower for the save against the damage.
The damage will increase with your Spellpower. Mind Spike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Wrap the target's mind in a delusion, making them think you are their friend for 2 turns.
If you damage the target it will be free from the delusion. Charm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 69.6
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a chaotic ray of light that bounces and hits up to 3 enemies, up to 6 grids apart.
They will be hurt for 5.62 light damage and be confused (30 power) for 0 turns.
The damage and confusion strength will increase with your Spellpower. Prismatic Chaos
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 23
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster is surrounded by a modified phantasmal shield. If hit by a projectile weapon or a spell, the shield will deal 3 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Mirror
| 0/5 |
Chronomancy / Blade Threading | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Attack with your melee weapons for 110% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 1 turns.
Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots. Additionally you may use the Attack talent in a similar manner. Warp Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 6
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 40% damage. Then teleport next to a second random enemy, attacking for 40% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 0.68 fire damage per melee or ranged attack and increasing all fire damage dealt by 0%.
Each hit will also regenerate 0.00 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 52.2
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 1% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 0 lightning damage with a chance to daze (25%) per melee or ranged attack and increasing all lightning damage dealt by 0%.
Each hit will also regenerate 0.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 0.
The stat increase will improve with your Spellpower. Inner Power
| 0/5 |
Celestial / Eclipse | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10.8
Negative energy cost: 10.8
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 5% for 1 turns, and reduces the cooldown of all Celestial skills by 0.
The resistance penetration will increase with your Cunning. Totality
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 0 targets within radius 6, doing 1.75 light damage or 1.75 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This powerful spell grants you 5 bonus invisibility, but converts 6 negative energy into positive energy each turn. Once your positive energy exceeds your negative energy, or you deactivate the talent, the effect ends in an explosion of light, converting all of your positive energy into damage and inflicting an additional 2.17 damage to everything in a radius of 0.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower. Darkest Light
| 0/5 |
Technique / Magical combat | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 0
Sustain stamina cost: 20
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows the user's mainhand melee weapon to focus elemental spells, granting 20% chance per melee attack to deliver an effect depedent on stance.
When using two weapons, the chance is multiplied by 0.5.
When using a shield, the chance is multiplied by 0.75.
Air: Cast chain lightning hitting up to 1 targets for 39.62 damage.
Earth: Summon an explosive ball of stone hitting a radius 0 for 39.62 damage.
Fire: Create a cone of flame hitting a radius 2 for 39.62 damage.
Water: Blast a cold beam up to 5 long hitting for 39.62 damage.
Each time a spell is channeled it uses 11.60 mana. Trigger chance increases with talent points and dexterity.
Damage increases with talents spent in the corresponding stance's elemental tree and spellpower. Spellsword Combat
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The user passively improves the effects of their Elemental Stances, increasing their effective talent mastery level by 0 at all times.
If this talent is sustained, the current Elemental Stance will remain active and not change when an Elemental Strike is used (Air Strike, Earth Strike, Fire Strike or Water Strike).
Air Stance increases accuracy by 5 and deals 5.03 lightning damage per melee hit.
Earth Stance increase armor by 2 and resistance to all by 0.62.
Fire Stance increases physical power by 5 and physical critical chance by 1.11.
Water Stance increases healing by 3% and heals 1.35 per melee hit.
Each stance is activated by its corresponding elemental strike. Elemental Stance
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Raw magical damage channels through the caster's weapon, changing the weapon into pure Lightning (Air Stance), Stone (Earth Stance), Fire (Fire Stance), or Cold (Water Stance).
The magic increases all corresponding elemental damage by 0% and allows the user to ignore 1% of the target's corresponding resistance. Elemental Destruction
| 0/5 |
Wild-curse / Croc aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 100% damage, inflicting an extra 50% bleeding damage and then attempt to grapple a target up to one size category larger then yourself for 2 turns.
A grappled opponent will be unable to move, take 1 damage each turn. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Crushing Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 10
Description: Your blood cools and your metabolism slows.
If you are hit with fire damage, your global speed is increased by 6% for 5 turns.
If you are hit with cold damage, your poison, disease, nature and blight resistances increase by 6% for 5 turns.
This can only trigger once per 10 turns. Cold Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.4
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out with a powerful tail smack for 100% weapon damage.
If this hits, the target is knocked up to 1 tiles away.
If they hit a wall, they take 18 more physical damage.
The extra physical damage scales with your Physical power. Tail Smack
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a crocadile.
This increases your physical resist by 1% and your maximum air by 0, but lowers your mind power by 10.
It also lowers the cooldowns of the Crushing Bite, Cold Blood and Tail Smack talents by 0. Croc Shape
| 0/5 |
Spell / Elementalism | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: One doesn't survive channelling the elements long, if one doesn't learn to protect themselves.
Increases fire, cold, lightning and physical resistance by 0 and their resistance cap by 0. Endure Elements
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself in shield of elemental power for 10 turns. Any physical, fire, cold or lightning damage you take is reduced by 1.
The max damage the shield can absorb will increase with your Spellpower. Elemental Shield
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 81.2
Range: 5
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Binds an elemental into your control, giving you full control over its actions for 5 turns.
When the effect ends the elemental will be banished.
Instakill immunity will block Bind Elemental.
The duration and chance to bind will increase with your Willpower.
Each point in Bind Elemental will also increase your elemental damage penetration by 4%. Bind Elemental
| 0/5 |
Technique / Shield offense | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (100% of a turn)
Description: Hits the target with two shield strikes, doing 100% and 120% shield damage. If it hits a second time, it stuns the target for 0 turns.
The stun chance increases with your Accuracy and your Strength. Shield Pummel
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 17.3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (100% of a turn)
Description: Hits the target with your shield, doing 100% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 100% base damage each. Assault
| 0/5 |
Spell / Aether | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 23.2
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 4.39 arcane damage and having 25% chance to silence the creatures it pierces.
The beam will also damage its epicenter each turn for 10% of the damage (but it will not silence).
The beam spins with incredible speed (1600%).
The damage will increase with your Spellpower. Aether Beam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 2 random arcane explosions in the target area.
Each explosion does 5.31 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 69.6
Range: 10
Cooldown: 47
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 3 turns.
While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%. Aether Avatar
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 0% and ignoring 1% arcane resistance of your targets.
At level 5 it allows Aegis, Force and Restoration spells to be used while in Aether Avatar form. Pure Aether
| 0/5 |
Wild-curse / Bear aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 50% damage and then attempt to grapple a target up to one size category larger then yourself for 2 turns.
A grappled opponent will be unable to move, take 1 damage each turn, have their physical power reduced by 4, and 0% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Bear Hug
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Go into a deep sleep (power 1) for 2 turns. While asleep your cooldowns and any debuffs on you will decrease at twice the normal rate.
Should you be woken early from your sleep, your Hate will be restored by 10 points per turn you are worken early.
The sleep power scales with your Constitution. Hibernation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You slam up to 2 adjacent opponents, stunning them for 4 turns and damaging them for 18 physical damage.
Damage increases with your Physical Power. Bear Slam
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a bear.
This increases your cold resist by 1% and your physical save by 1, but lowers your attack speed by 10%.
It also lowers the cooldowns of the Bear Hug, Hibernation and Bear Slam talents by 0. Bear Shape
| 0/5 |
Spell / Water | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.9
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 0.82 cold damage in a radius of 3 each turn for 0 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower. Glacial Vapour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.2
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 0 turns and damaging it for 4.27.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 0.79 cold damage and 0.79 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 29
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 4 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 0, gain 14% resistance to cuts and stuns, gain 7% cold resistance, and all cold damage heals you for 64% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 0/5 |
Celestial / Guardian | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your shield with light, healing you for 0.36 each time you take damage at the expense of up to 2 positive energy.
If you do not have any positive energy, the effect will not trigger.
Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing 10% light damage.
The healing done will increase with your Spellpower. Shield of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 27
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 100% damage, and with a shield strike doing 100% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts 5.92 light damage on all targets except yourself within radius 0 of the target, and light up all tiles in that radius.
The light damage will increase with your Spellpower. Brandish
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Retribution negates half of all damage you take while it is active. Once Retribution has negated 16.98 damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of 0 and deactivating the talent.
The amount absorbed will increase with your Spellpower.
Retribution
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Destroys one of your summons, making it detonate in radius of 0.
- Ritch Flamespitter: Explodes into a fireball
- Hydra: Explodes into a ball of lightning, acid or poison
- Rimebark: Explodes into an iceball
- Fire Drake: Generates a cloud of fire
- War Hound: Explodes into a ball of physical damage
- Jelly: Explodes into a ball of slowing slime
- Minotaur: Explodes into a sharp ball, cutting all creatures
- Stone Golem: Knocks back all creatures
- Turtle: Grants a small shell shield to all friendly creatures
- Spider: Pins all foes around
In addition, a random summon will come off cooldown.
Hostile effects will not hit you or your other summons.
The effects improve with your Willpower. Detonate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 0 turns. Phase Summon
| 0/5 |
Spell / Stone | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.6
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures 2 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 2.96 physical damage, and an additional 0.49 bleeding damage every turn for 5 turns.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Earthen Missiles
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.
Your stone form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 0%.
* Grants 1% Fire Resistance, 1% Lightning Resistance, 0% Acid Resistance, and 0% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 58
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Causes a violent earthquake that deals 2.88 physical damage in a radius of 0 each turn for 0 turns, and has a 25% chance of stunning any creature it affects.
The damage will increase with your Spellpower. Earthquake
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 0% and ignoring 1% physical resistance of your targets.
Also any time you hit an enemy with a single physical damage hit over 100, you have a 0% chance of disarming them for 6 turns. Crystalline Focus
| 0/5 |
Cursed / Force of will | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.8
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 5 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 0%)
Damage increases with your Mindpower. Willful Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50% of incoming damage with the force of your will, up to 4 damage. The barrier charges at a rate of 1/35th of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 0%)
The maximum damage deflected increases with your Mindpower. Deflection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 13.9
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 1 in all directions. The blast causes 6 damage and 2 knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 0%)
Damage increases with your Mindpower. Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 20.9
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 2 turns you strike 1 (0% chance for 2) nearby target(s) within range 5 doing 3 damage and 2 knockback. The number of extra strikes increases at higher talent levels.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 0%)
Damage increases with your Mindpower. Unseen Force
| 0/5 |