Technique / Dynamic combat | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 5
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 36.54 to 55.38 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: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You swing your weapons downward with such intense force that it tears the earth into pieces, dealing 28.37 to 43.72 physical damage to targets in a radius 1 cone. The broken ground will slow the movement speed of affected targets by 3% for 3 turns.
This attack can trigger counterstrikes and Crashing Torrent, and the damage done scales with your equipped weapons.
The chance to slow targets increases with your Physical Power. Ripper Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 12
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 3 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: 28
Range: 2
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 15.48 to 23.86 physical damage and knocks back anything along its path. When it reaches the target location it will explode, dealing 30.97 to 47.72 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 |
Spell / Healing Waters | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down cleansing waters on the target, removing 1 detrimental physical effects, and blocking another 1 others over the next 6 turns. This effect can crit. At raw talent level 3, you can also affect mental effects. At raw talent level 5, you can also affect magical effects. At raw talent level 3, this talent takes no time to use.
If the target has no detrimental conditions, you gain 2 flow. If the target is already blocking status, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Cleansing Waters
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down pure waters on the target, healing it 15 life, and regenerating another 3 per turn for the next five turns. A crit will boost the heal value and the regeneration duration. At raw talent level 3, this talent takes no time to use.
If the target is at maximum life, you gain 1 flow. If the target is already regenerating, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Pure Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You move instantly up to 5 squares, flowing around anyone in your way. Your flowing movement gives you momentum; for the next 2 turns, you can move up to 1 times per turn without spending time, though each free movement also lowers the duration by 1. Free moves are discounted based on your movement speed and the number of them can crit.
If this talent is triggered by Eldritch Combat, then rather than instantly moving you gain 1 flow. If you are already moving freely, you gain that many drinks.
This talent can be triggered by Eldritch Combat. Flowing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 5
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down invigorating waters on the target, instantly cooling down 1 talents of level 1 or lower, and causing such talents to cool down twice as fast for the next 5 turns.
If none of the target's talents are on cooldown, you gain 1 flow. If the target is already cooling talents down rapidly, you gain that many drinks.
This spell can be triggered by Eldritch Combat, but as it has a fixed cooldown, its cooldown won't be reduced. Rising Waters
| 0/5 |
Technique / Flowing path | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Focus cost: 4
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Strikethrough (72% of a turn)
Description: You sweep past the target while attacking for 90% weapon damage, moving to the opposite side of them. The talent speed increases with points invested. Strikethrough
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 10
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: 16
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 -85% 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: 56
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 0.6% 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 |
Spell / Riptide | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 8
Mana cost: 15
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of eroding water. Each target receives 26 Nature damage and 26 Cold damage. Targets of equal or higher rank than you only take half damage; however, the other half is compared to their maximum life, and that percentage is deducted from all of the target's resists for 2 turns. Repeated eroding water attacks reset the duration if currently lower. A crit increases both damage and duration, and also any special effects applied due to talents. Water attacks leave the targets wet. Affecting targets of lower rank than you still counts as applying an Erosion effect, but the benefits of doing so are halved when applied to Normals and quartered when applied to Critters.
At raw talent level three, you heal 5 life each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Bolt
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a cone of eroding water with a radius of 3. The effect has a duration of 2 and deals 5 Nature and 5 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you drain 2% of most of the target's resources each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Mana cost: 25
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of eroding water with a radius of 2. The effect has a duration of 2 and deals 5 Nature and 5 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you recover 0 mana and 0 stamina each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of eroding water with a radius of 1. The effect has a duration of 2 and deals 6 Nature and 6 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you lower the duration of the detrimental effects on you by a combined total of -1, divided randomly among your current effects, each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Blast
| 0/5 |
Technique / Stoic focus | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Focus cost: 6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You attack your foe with a powerful upward strike, dealing 115% weapon damage and sending them spinning into the air for 3 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 42%.
For each stack of Concentrate active, this attack has a 12% 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 wounds from Crashing Torrent. Antler Toss
| 1/5 |
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 4.4 to all saves and detect all creatures within range 0.0 (currently 0 physical, 0 spell, 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: 16
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Wave your weapon about irregularly, randomly confusing (power 20%,) 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 0.2 with each stack of Concentration active. Moon Dazzling
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 22
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 24% 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 14% 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 |
Spell / Water | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / One With the Sea | 1.30 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are infused with the life-giving power of water. Increases Cold and Nature Resistance by 3%, Poison, and Disease Resistance by 2%. Also increases Cold and Nature Resistance Cap by 0%. At raw talent level 3, you gain water breathing. Resistances scale with Cunning. However, your sensitivity to the flow of life leaves you somewhat more susceptible to life-draining attacks, reducing Blight Resistance and Cap by 0%.
The sustain cost of this talent increases with Cunning and talent levels. Element of Life
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You draw deeply from your strength of spirit. While this talent is sustained, your maximum life increases by 6, and your Eldritch Body's damage reduction counts your current life 3 higher when calculating its damage mitigation.
In addition, you now have access to a pool of points called drinks, which begins at 0. Your drinks naturally settle at a total of 1 - each turn they move one closer to that total. You also have a 1% chance of gaining one drink each time you place an Erosion effect. Each turn, you can spend up to 1 drinks. Each drink spent will either heal you for 1 life, lower the cooldown of a random talent by 1, or lower the duration of a random detrimental effect by 1 (effects with especially high durations will be reduced further), depending on your greatest need at the moment. The same talent or effect can't be affected multiple times in the same round.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Drink Deep
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your defensive power flows in a constant stream. While this talent is sustained, you don't die until your life falls below -6, and your Eldritch Body's damage reduction counts incoming damage as 1 higher when calculating its damage mitigation.
In addition, you now have access to a pool of points called flow. Your flow naturally settles at a total of 1 - each turn it moves one closer to that total. You also have a 2% chance of gaining one flow each time you spend a Drink. When you take damage, you automatically spend up to one flow per 1 damage received to negate that much damage. When you suffer a detrimental effect, you automatically spend up to 0.4 flow per turn of duration to reduce the duration by that much (effects with especially high durations are reduced more per point of flow). When you move, it is at the cost of flow rather than time if enemies are in sight.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Go With The Flow
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your power flows like the tides. Every 18 turns, as long as this talent is sustained, you will alternate between high and low tide. When high tide triggers, as long as Go With The Flow is sustained, your maximum flow will be increased by 1, and your flow will be set to maximum if currently lower. While on high tide, your flow won't degrade if higher than its base, and in any turn that you either spend at least 1 flow or that your flow is below its base, you will recover an extra point of flow. Low tide causes the same effects for your drinks and Drink Deep talent.
In addition, at raw talent level 5, the first time you take damage from an opponent of higher rank than you, you reciprocate with an eroding water effect for 0 damage (while the damage itself is largely negligible, this carries all the normal benefits of placing an erosion effect).
The bonus flow or drinks scales with Cunning. The sustain cost of this talent increases with Cunning and talent levels. As With The Tides
| 0/5 |
Technique / Fading flourish | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 6
Range: melee/personal
Cooldown: 12
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 26.04 damage plus an additional 50% for each stack of Concentration active (currently 26.04.) 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.
This ability can trigger automatically when off cooldown against an attack that would kill you, going on cooldown for 36 turns.
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: 8
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 36% 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 1.2 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 -1% poison and disease resistance, can only die when you reach -39 life, and -3% 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: 20
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 2.1 attacks on a random target for half damage. -85% 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 |
Technique / Whirling cyclone | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Focus cost: 6
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You attack with a rising strike, dealing 131% weapon damage and kicking up a radius 2 cloud of dust. Every turn you spend within the cloud makes you more difficult to see, increasing your defense by 10.2 and reducing the duration of new detrimental effects by 6.4%, stacking up to a maximum of 2 times (18 effective defense max). The dust cloud will linger for 5 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
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 24
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 effective), and your focus on controlling your weapon improves your resistance to stunning and disarming effects by 4%.
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: 20
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You move like the wind, evading all attacks until your next turn. For 8 turns you have a 10% chance to avoid any damage, and whenever you deflect or evade an attack, your speed will increase by 2.1% for 3 turns. Successive boosts in the same global turn will have a reduced effect.
Abilities beside this that grant a chance to ignore all damage, such as Leaves Tide, do not trigger this effect.
The speed bonus scales with your Dexterity, and the chance to avoid damage increases with your Defense. Accelerating Gale
| 0/5 |
Technique / Cascading strikes | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 4
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 32% of the damage done by both hits over 5 turns. The wound will reduce the victim's accuracy by 9.
The accuracy reduction improves with your Dexterity. Eelbite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 12
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 3.0% 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 52% damage with every melee attack. However, your attacks take longer to perform, resulting in a 20% melee speed penalty.
You also gain -10% knockback and pinning resistance and the damage of your offhand strikes is increased to 52%.
The damage multiplier improves with your Dexterity.
Swallowtail Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Focus cost: 16
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 1.3%. 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 |