Technique / Archery - bows | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 16.5
Range: 9
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (60% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 155% damage. Piercing Arrow
| 5/5 |
Effective talent level: 3.6
Use mode: Activated
Range: 9
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (60% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 179% damage
This talent does not use any stamina. Dual Arrows
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 11
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 15.79 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 16.5
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 6.92 darkness damage, and leaves a radius 3 field that does 2.40 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: -11
Negative energy cost: -22
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 11.00 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: 22
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 12.36 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 | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Improves your golem's armour training and damage resistance.
Increases all damage resistance by 15%; increases Armour value by 14, Armour hardiness by 63%, and reduces chance to be critically hit by 23% when wearing heavy mail or massive plate armour; and increases healing factor by 50%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 5/5 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 48
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 |
Celestial / Sun | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -17.6
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 17.1 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: -22
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 4.6 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: -16.5
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 2%, your spell cooldowns are reduced by 2%, 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 |
Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases Physical Power by 60, and increases weapon damage by 55% 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
| 5/5 |
| 5/5 |
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
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 10 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-gift / Moss | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.8
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: 33
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 / Warcries | 1.20 |
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 22
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Release a powerful shout, doing 162.15 physical damage in a radius 4 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
| 1/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.5
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: 44
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 |
Wild-gift / Summoning (utility) | 1.20 |
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 nature gift, a mind power 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 nature gift, a mind power 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 nature gift and a mind power
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 |
Chronomancy / Temporal Combat | 1.20 |
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: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: For the next 2 turns, you recover 3.2 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 2 turns.
Fold Warp: Deals 3.61 physical and 3.50 temporal damage to enemies in a radius of 1. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 7.21 physical damage to enemies in a radius of 1. Affected targets will be slowed (30%) for 2 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: 12
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-gift / Fire drake aspect | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 0 up to 3 tiles away and damaging them for 110% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 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 nature gift and a mind power
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 32.61 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 nature gift and a mind power
Description: Spit a cloud of flames, doing 4.00 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 nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 1. Any target caught in the area will take 53.21 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 |
Wild-gift / Slime | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 18.9 nature damage and slowing it down by 30% for 3 turns.
The slime 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 slime loses 53.3% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 0, infecting the foes inside with a random poison doing 30.0 Nature damage over 10 turns.
This attack can crit and deals 3% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 3.2 Acid damage.
The damage increases with your Mindpower. Acidic Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
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 |
Spell / Meta | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 48
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. The chance of success is 0%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 5 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
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 7.7 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: 16.5
Range: 11
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 11.
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 27, 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 -6. Second Life
| 0/5 |
Wild-gift / Cold drake aspect | 1.20 |
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 nature gift and a mind power
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 nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 0% and your Armour by 2.
You also deal 11.89 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 nature gift and a mind power
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 0.88 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 nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 1. Any target caught in the area will take 41.90 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 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 17% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Berserker's strength | 1.20 |
| 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: 13.2
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 | 1.20 |
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 7, 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: 22
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.
This resets the cooldown of your Stealth talent, and, if successful, all creatures currently following you will lose track of your position.
You estimate your current chance to hide as 100.0%. 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.
You estimate your current chance to maintain stealth as 100.0%. Unseen Actions
| 0/5 |
Cursed / Rampage | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 16.5
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 10 damage each turn during your rampage. If you shrug off more than 39 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: 3.3
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 6 and 12 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 / Frost alchemy | 1.20 |
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 2 additional armour, melee attacks against it deal 4.3 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: 36
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 16.8 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 3%.
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 |
Technique / Two-handed weapons | 1.20 |
| 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: 16.5
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 |
Wild-gift / Sand drake aspect | 1.20 |
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 nature gift and a mind power
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 nature gift and a mind power
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 nature gift and a mind power
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 12 of target armor and 6% 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 nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 1. Any target caught in the area will take 41.58 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 / Temporal | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
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 (87) 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: 120
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 |
Spell / Air | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 48
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 5.60 to 16.81 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 7 and increasing defense against projectiles by 2.
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 5.30 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 |
Chronomancy / Temporal Hounds | 1.20 |
Effective talent level: 1.2
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: 37
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every 37 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in 37 turns.
Your hounds inherit your increased damage percent, have 9% physical resistance and 36% temporal resistance, and are immune to teleportation effects.
Hounds will get, 69 Strength, 69 Dexterity, 69 Constitution, 69 Magic, 69 Willpower, and 69 Cunning, based on your Magic stat. Temporal Hounds
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
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 2 defense and 2% 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 3 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: 10
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 14.10 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 3 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 |
Chronomancy / Bow Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: 9
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (60% of a turn)
Is: a spell
Description: Fire an arrow for 106% 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
| 5/5 |
| 5/5 |
Effective talent level: 3.6
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (60% of a turn)
Is: a spell
Description: Over the next 4 turns you'll fire up to 4 arrows at this target from this location, each dealing 118% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (60% 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: 17.6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (60% 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 |
Cursed / Fears | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.8
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 4% 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 3%.
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 3% of the time. The Distressed effect reduces all saves by 2.
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 4 mind damage. The Tormented effect causes 4 apparitions to manifest and attack the target, inflicting 4 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 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 2.2 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: 13.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (60% of a turn)
Description: Increases Defense by 9 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 7% and reducing their saving throws by 7.
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 (60% 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 |
Celestial / Sunlight | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -17.6
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 11.32 damage to the target and leaving a spot on the ground for 4 turns that does 5.01 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: -16.5
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 5.43 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: -22
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 13.33 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -22
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 11.63 light damage to all around you in a radius of 3.
The damage done will increase with your Spellpower. Sunburst
| 0/5 |
Spell / Earth | 1.20 |
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 1 bonus to Armour.
The bonus to Armour will increase with your Spellpower. Stone Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 18
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 23.17 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 48
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 17.32 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: 60
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 3 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 18.32 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Technique / Bloodthirst | 1.20 |
Effective talent level: 1.2
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 43% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 3%.
The daze chance increase with your Physical Power. Mortal Terror
| 1/5 |
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: 132
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 / Archery - slings | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.5
Range: 9
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (60% 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 |
| 0/5 |
| 0/5 |
Cursed / Darkness | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.8
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 3.64 darkness damage each turn to anything in its area, 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: 8.8
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 18 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
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 5 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 |
Wild-gift / Summoning (distance) | 1.20 |
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 nature gift, a mind power 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 nature gift, a mind power 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 nature gift, a mind power 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 nature gift, a mind power 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 |
Celestial / Radiance | 1.20 |
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 21.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 7 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 2.2 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: 22
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 2 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 10 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 |
Cursed / Predator | 1.20 |
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 |
Spell / Fire alchemy | 1.20 |
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: 98.4
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: 84
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 7.58 fire damage in a radius of 3 each turn for 9 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 3%, burning any creatures attacking you for 1.48 fire damage, and projecting 0 random slow-moving fire bolts per turn at targets in sight, doing 4.61 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 |
Celestial / Crusader | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -7.7
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: 22
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 8.62 light damage over 5 turns and reducing opponents armour by 0.
The damage increases with your Spellpower. Righteous Strength
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13.2
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: 22
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 10.05 to 50.27 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 / Gloom | 1.20 |
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 |
Cursed / Strife | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.4
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 3 Armour, 4 Defense and your attacks will gain 13% 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: 4.4
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 5 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 7% 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 |
Cursed / Endless hunt | 1.20 |
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: +2 Accuracy, +8% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +3 Accuracy, +16% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +4 Accuracy, +24% 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: 2.2
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 3 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: 5.5
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 26% 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 12% 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 4 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 0/5 |
Technique / Grappling | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger then yourself for 0 turns. A grappled opponent will be unable to move, take 5 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: 16.5
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 melee 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 48 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 |
Cursed / Slaughter | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You slash wildly at your target for 126% (at 0 Hate) to 186% (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 20% 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: 2.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Assault nearby foes with 4 fast attacks for 26% (at 0 Hate) to 52% (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 16 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: 5.5
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 20% (if one-handed) or 31% (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 |
Celestial / Eclipse | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 11
Negative energy cost: 11
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 5.07 light damage or 4.61 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 7.13 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 |
Celestial / Twilight | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 16.5
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: 16.5
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 9 turns.
The duration will improve with your Cunning. Mind Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 11
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 15 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 / Arcane | 1.20 |
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 7%. Arcane Power
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 12
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 16.31 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: Activated
Mana cost: 42
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 4.08 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 2.87 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 368 total damage.
While the arcane storm rages, you also get 53% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
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 (486) is absorbed, or the time runs out (11 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 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 15.57 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 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.20 |
| 1/5 |
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: 24
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 13.13 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 / Eyal's fury | 1.20 |
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 nature gift, an antimagic ability and a mind power
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 11.7 Nature and 11.7 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 3 Spell save, 2.5% Arcane resistance, and -1.4% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 0.5 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 nature gift, an antimagic ability and a mind power
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 4.6 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 nature gift, an antimagic ability and a mind power
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 6.6 Nature damage each turn to all foes it hits.
In addtion, it will drain up to 2 Mana, 1 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 |
Wild-gift / Corrosive blades | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Channel acid through your psiblades, extending their reach to create a beam doing 21.1 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You gain 3% Acid resistance.
When you deal Nature damage to a creature, you gain a 0.3% bonus to Acid damage for 2 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 0.7%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You focus on a target zone of radius 2 to make up to 2 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 3 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 21.1 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 4.9 life regeneration per turn. Acidic Soil
| 0/5 |
Cunning / Trapping | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (60% 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: 11
Range: 10
Cooldown: 15
Travel Speed: 1000% of base
Usage Speed: Combat (60% 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 |
Spell / Explosive admixtures | 1.20 |
| 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: 38.4
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 1.03 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 0/5 |
Wild-gift / Oozing blades | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Channel slime through your psiblades, extending their reach to create a beam doing 21.1 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You gain 3% Nature resistance.
When you deal Acid damage to a creature, you gain a 0.3% bonus to Nature damage for 2 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 0.7%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 11% chance that 1 talent(s) are placed on a -6 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 0% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 0/5 |
Wild-gift / Ooze | 1.20 |
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 nature gift and a mind power
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 66, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 0.88.
You may have up to 1 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 2 turns, are very resilient (9% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
The chance to split increases with your Cunning. Mitosis
| 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 nature gift and a mind power
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 0 turns.
This process releases a burst of antimagic, dealing 14.0 Manaburn damage in radius 3.
This talent allows you to restore 0.3 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 1 will be created with 22 life (32% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 70% weapon damage (as Acid). Call of the Ooze
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 0% lower Critical multiplier (but always do at least normal damage).
In addition you gain -37% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 0/5 |
Wild-gift / Mucus | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 3 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 3 turns.
At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
Your mucus will poison all foes crossing it, dealing 3.2 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 0.5 Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration. Mucus
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Calling upon nature, you cause the ground to erupt in an radius 2 acidic explosion, dealing 15.9 acid damage to all creatures and creating mucus in the area.
Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
The damage increases with your Mindpower. Acid Splash
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mucus is brought to near sentience.
Each turn, there is a 11% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 2 turns and will attack any of your foes by spitting slime at them.
You may have up to 5 Mucus Oozes active at any time (based on your Cunning).
Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
The spawn chance increases with your Mindpower. Living Mucus
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You temporarily merge with your mucus, cleansing yourself of 2 physical or magical effects.
You can then reemerge on any tile within sight and range that is also covered by mucus.
This is quick, requiring only 100% of a turn to perform, but you must be in contact with your mucus. Oozewalk
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
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 nature gift and a mind power
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 16.61 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 nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 1. Any target caught in the area will take 9.83 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 |
Cunning / Shadow magic | 1.20 |
| 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: 33
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 |
Wild-gift / Venom drake aspect | 1.20 |
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 nature gift and a mind power
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 18.53 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 nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 4.70 acid damage that can critical in a radius of 0 each turn for 7 turns.
Enemies in this mist will be corroded for 1 turns, lowering their Accuracy, their Armour and their Defense by 1.
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 nature gift and a mind power
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 nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 1. Any target caught in the area will take 43.42 acid damage.
Enemies caught in the acid have a 22% 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 |
Technique / Combat techniques | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 24.2
Range: 2
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
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 0%.
The effects will increase with your Dexterity. Precise Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11
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: 27.5
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 |
Technique / Archery prowess | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 16.5
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (60% of a turn)
Description: You fire a burning shot, doing 127% fire damage to the target and lighting up the area around the target in a radius of 3.
At level 3, it also has a chance to blind for 3 turns. Flare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 16.5
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (60% of a turn)
Description: You fire a crippling shot, doing 155% damage and reducing your target's speed by 40% for 7 turns.
The status power and status hit chance improve with your Accuracy. Crippling Shot
| 5/5 |
Effective talent level: 3.6
Use mode: Activated
Stamina cost: 16.5
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (60% of a turn)
Description: You fire a pinning shot, doing 134% damage and pinning your target to the ground for 4 turns.
The pinning chance increases with your Dexterity. Pinning Shot
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.5
Range: 9
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Archery (60% 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 |
Chronomancy / Spacetime Folding | 1.20 |
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 7.26 physical and 7.05 temporal (warp) damage.
The mines are hidden traps (1 detection and 1 disarm power based on your Magic), last for 2 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: 12
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 4 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 7.26 physical and 7.05 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: 12
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 / Pugilism | 1.20 |
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: 13.2
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: 22
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: 16.5
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 |
Wild-gift / Summoning (melee) | 1.20 |
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 nature gift, a mind power 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 nature gift, a mind power 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 nature gift, a mind power 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 nature gift, a mind power 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 |
Cunning / Dirty fighting | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11
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: 16.5
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: 22
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 27% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 0/5 |
Spell / Acid alchemy | 1.20 |
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 7.6 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: 60
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 3.7 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: 54
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 23.5 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 | 1.20 |
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 mind power
Description: While this ability is active, you will continually call up to 1 level 10 shadows to aid you in battle. Each shadow costs 5 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.
Shadows ignore 0% of the damage dealt to them by their master. 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
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.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 0/5 |
Cursed / Punishments | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.5
Range: 3
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 21 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 85%.
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: 13.2
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 19 mind damage and feed you 0 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: 5.5
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 2 damage, and slowly increase to 10 on the last turn (30 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 |
Technique / Dual techniques | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.5
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: 33
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 59 each turn for 0 turns.
The bleed damage increases with your main hand weapon damage and Dexterity. Sweep
| 0/5 |
| 0/5 |
Technique / Archery training | 1.20 |
| 5/5 |
Effective talent level: 6.0
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 (+60), Accuracy (+60), Armour penetration (+59), and critical chance (+63%), but reducing your firing speed by 28%.
The effects will increase with your Dexterity. Aim
| 5/5 |
Effective talent level: 3.6
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 38% at the cost of your Accuracy (-17), Physical Power (-17), and critical chance (-17%). Rapid Shot
| 3/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8
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: 12
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 | 1.20 |
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 2.42 fire damage per melee attack and increasing all fire damage dealt by 1%.
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: 54
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 4% 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 1 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 1%.
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 |
Wild-gift / Storm drake aspect | 1.20 |
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 nature gift and a mind power
Description: You transform into pure lightning, moving 351% faster for 0 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
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 nature gift and a mind power
Description: Generate an electrical field around you in a radius of 0. Any creature caught inside will lose up to 4.2% of its current life (2.8% if the target is Elite or Rare, 2.1% if the target is a Unique or Boss, and 1.7% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 11.39 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 nature gift and a mind power
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 7.31 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 13.28 lightning damage and 13.68 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 nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 1. Any target caught in the area will take 18.23 to 54.69 lightning damage, and have a 22% 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 |
Technique / Magical combat | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 20% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Flame, Pulverizing Auger, Lightning, Earthen Missiles Arcane Combat
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing Physical Power by 0.
Each time you crit with a melee blow, you will unleash a radius 1 ball of either fire, lightning or arcane damage, doing 39.20.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 0/5 |
Spell / Phantasm | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 6
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 14.43 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 9 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 3 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 |
Technique / Shield defense | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (60% 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: 33
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (60% 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 12 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 (60% of a turn)
Description: You brace yourself for the final stand, increasing Defense by 5, maximum and current life by 43, 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 -43 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 / Aether | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 24
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 10.46 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: 60
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 12.64 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: 72
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 spells to be used while in Aether Avatar form. Pure Aether
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 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 5.48 damage and be dazed for 2 turns, or 8.46 damage and be stunned for 2 turns if the target is grappled. You may attempt up to 2.4 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: 19.8
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 17.59 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 |
Technique / Dual weapons | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 51.
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 17% chance to deflect up to 8 damage (10% of your offhand weapon damage) from approximately 2.3 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 5/5 |
Effective talent level: 3.6
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 21 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 3/5 |
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 / Water | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 14.4
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 3.03 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: 16.8
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 12.10.
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: 30
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 2.81 cold damage and 2.89 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: 30
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 17% resistance to cuts and stuns, gain 9% cold resistance, and all cold damage heals you for 67% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 0/5 |
Spell / Fire | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 14.4
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 21.25 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: 36
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 16.81 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: 48
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 20.76 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: 120
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 5.30 fire damage in a radius of 5 each turn for 2 turns.
The damage will increase with your Spellpower. Inferno
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 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 nature gift and a mind power
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 nature gift and a mind power
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 |
Cunning / Lethality | 1.20 |
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: 16.5
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 4 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: 27.5
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 81 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.5
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 19 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 26 damage. The barrier charges at a rate of 1/-115 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: 13.2
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 20 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: 19.8
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 9 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 |