Spell / Phantasm | 1.10 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.6
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Creates a globe of pure light within a radius of 2 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 6.38 light damage. Illuminate
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Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 4 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
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Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: The caster fades from sight, granting 1 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
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Spell / Cantrips | 1.10 |
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Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: 5
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell and a summon power
Description: Projects an Illusion for 4 turns to distract your foes. This illusion will periodically force any foes to attack them. It can also explode, dealing 24.00 sound damage in a radius of 1, and will always do so if it suffers from fatal damage. The explosion damage will increase with your level and talent level.
It will get 12 Constitution, 17 Dexterity and 18 Cunning.
This illusion will inherit increased damage% and increased damage penetration% from you. With Blighted Summoning it will get a bonus to Magic equal to yours and Curse of Impotence at talent level 1. Projected Image
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Effective talent level: 0.0
Use mode: Activated
Mana cost: 67.2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: You start vanishing from sight, moving 200% faster and gaining 10% chance to evade melee attacks for 1 game turns.
When this effect ends you'll become invisible (power 1) for 2 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 50%.
Any actions other than moving will end the movement speed boost and activate the invisibility prematurely.
Note: since you will be moving very fast, game turns will pass very slowly.
The invisibility power will increase with your Spellpower. Vanish
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Effective talent level: 0.0
Use mode: Activated
Mana cost: 50.4
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Inflicts 3.37 light and 3.37 sound damage, soundshocks and attempts to confuse (15% power) all creatures in a radius 1 ball for 2 turns.
The damage will scale with your Spellpower. Flashbang
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Performer / Tuneslinger | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Melody cost: 5.3
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
Fling a shot in the air with your sling, leap and hit it with your harp. This shot hits for 120% sound weapon damage and dazes the target with sound for 1 turns.
The sound daze chance increases with your Accuracy.
(Silent talent)
Spin wildly then fire a shot at your target, doing 100% weapon damage. If the attack hits the target is dazed for 0 turns.
The daze chance increases with your Accuracy.
Currently: Normal. Smash Serve
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Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain melody cost: 30
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
You infuse each one of your shots with a part of your melody. Each shot has its armour penetration increased by 0 and deals 1.13 bonus sound damage but drains 2 melody.
If one of these shots hits a target within 0 range you have 27% chance to resonate with it, gaining 1 free weapon swaps for 2 turns. This effect can only trigger once every 21 turns.
This sustain will not be disabled if you don't have an harp or a sling equipped but it won't grant any benefit. Also, any silence effect or being at 0 melody will cancel this sustain if the silent version is not available.
The damage will increase with your Mindpower.
(Silent talent)
You focus your prowess into every single shot. Each shot has its armour penetration increased by 0 and deals 0.42 bonus physical damage but drains 4 stamina.
This sustain will not be disabled if you don't have a sling equipped but it won't grant any benefit.
The damage will increase with your Physical Power.
Currently: Normal. Staccato
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Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Melody cost: 26.5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
Throw an extremely bouncy shot aimed at a target's head for 30% weapon damage and 0 turn stun while planning ahead to decide how to take advantage of its properties. If the shot hits it bounces back and you deflect it with your harp, charging it with melody and sending it flying towards a spot you aimed at for 40% sound weapon damage, soundshocking or increasing the duration of soundshock effects on whoever is hit by 2. From talent level 3 as you deflect it the shot will split once, granting you another shot to aim beforehand for 30% sound weapon damage and soundshocking as before. At talent level 5 the shot will split twice instead, granting you an additional shot at 20% sound weapon damage and soundshock.
The stun and soundshock chances increase with your Accuracy.
(Silent talent)
Fire 2 shots aimed at any target's weakpoints. Each shot hits for 30% weapon damage. The first shot is aimed at a target's head and stuns it for 1 turns, the second one will hit a target's main hand for a 1 turn disarm. At talent level 5 you gain a third shot, aimed at a target's feet, for a 1 turn pin.
The effects' chances increase with your Accuracy.
Currently: Normal. String Shots
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Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Stamina cost: 21.2
Melody cost: 31.8
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
Channel some magic into two shots, then brush them against your harp's strings and fire them. Each shot deals 70% sound weapon damage and is magically aimed at the target's ears, perforating them as to cause ear damage or lengthen any existing ear damage by 2 turns. If the target fails a spell save every shot that hits explodes inside the target's ears, dealing 1.38 sound damage and deafening or increasing any deafening effect by 2 turns.
From talent level 3 you gain a bonus of 0 to Spellpower for the purpose of overcoming the target's spell save.
The ear damage chance increases with your Accuracy, the explosion chance increases with your Spellpower and your explosion damage and deafening chance increase with your Mindpower.
(Silent talent)
Fire 2 shots at any number of targets, both shots deal 60% weapon damage. The first shot knocks its target back 3 tiles while the second one slows its target by 15% for 3 turns.
The knockback and slow chances increase with your Accuracy.
Currently: Normal. Explosive Chord
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Performer / Bardic combat | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 10.6
Melody cost: 5.3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
Pluck your harp's strings with your weapon, charging it with sound, then attack the target for 151% sound weapon damage. If the attack hits the target is dazed with sound for 3 turns.
The sound daze chance increases with your Accuracy.
(Silent talent)
Bash the target's head with the pommel of your weapon, doing 125% weapon damage. If the attack hits the target is stunned for 2 turns.
The stun chance increases with your Accuracy.
Currently: Normal. Focused Strike
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Melody cost: 21.2
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
Strum all the strings of your harp with your weapon, starting a frontal arc attack that hits your targets for 80% sound weapon damage and soundshocks them for 2 turns while you leap 3 tiles away. If your main target is still alive and you have a sling equipped in your inactive weapon set you instantly switch weapons and fire a Smash Serve if available, else you fire an Eye Shot. If none of these are an option you fire Abrupt Intro instead. You ignore any skill cooldown while doing this. The strain from all these actions, however, means that this bonus attack is made with a 55% penalty to damage.
The soundshock chance increases with your Accuracy.
(Silent talent)
You swing your weapon around, trying to hit the hands of any target in a frontal arc for 65% weapon damage. If you're successful they'll be disarmed for 1 turns while you leap 3 tiles away. If your main target is still alive, you have a sling equipped in your inactive weapon set you instantly switch weapons and fire a Smash Serve if available, else you fire an Eye Shot. You ignore any skill cooldown while doing this. The strain from all these actions, however, means that this bonus attack is made with a 55% penalty to damage.
The disarm chance increases with your Accuracy.
Currently: Normal. Bust Out
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Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Melody cost: 15.9
Range: 4
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
Nimbly dash through enemies to reach a tile within 4 range while scratching your harp with your weapon to make extremely loud and obnoxious noises. All enemies in your way are hit for 40% sound weapon damage, 2.85 sound damage and risk Ear Damage for 1 turns.
The ear damage chance and the sound damage increase with your Mindpower.
(Silent talent)
Nimbly dash through enemies to reach a tile within 4 range, while doing so you try to stab 0 enemies in your path for 40% weapon damage. Any enemy that's hit will suffer from 7.32 bleed damage each turn for 1 turns.
The bleed damage increases with your rapier damage and Dexterity.
Currently: Normal. Roll In
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Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Stamina cost: 21.2
Melody cost: 0
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description:
(Normal talent)
You infuse your weapon's tip with magic, granting you 0 bonus armour penetration for 1 turns, then you proceed to hit your target two times for 50% normal weapon damage. From talent level 3 you slam your harp into your rapier just before attacking, charging it with sound and causing 1.93 sound damage in a 0 radius with a chance to deafen all hostiles hit for 3 turns (this effect costs melody). At talent level 4 you also gain an additional attack from this skill.
The deafen chance and the area sound damage increase with your Mindpower.
(Silent talent)
You furiously stab at your target once for 50% weapon damage, then you follow up with a pommel strike to the belly for 40% weapon damage. If this attack hits the target is dazed for 1 turns. At talent level 4 you gain an additional attack from this skill.
The daze chance increases with your Accuracy.
Currently: Normal. Stinging Stabs
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Technique / Archery - slings | 1.10 |
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Performer / Tunecrafting | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Melody cost: 6.36
Range: 10
Cooldown: 4
Travel Speed: 1500% of base
Usage Speed: 1 turn
Is: a mind power
Description: Fires a bolt of pure sound at the target, dealing 35.95 sound damage and soundshocking it for 3 turns.
At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them.
At talent level 5 all of your Soundshock effects will be more effective.
The damage will scale with your Mindpower.
(Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) Abrupt Intro
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Effective talent level: 0.0
Use mode: Activated
Melody cost: 15.9
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Implants an earworm into the target's mind, dealing 2.48 sound damage each turn for 2 turns and causing Ear Damage for 3 turns. If the target is affected by both Soundshock and Ear Damage at any point the earworm will explode in a 1 radius for the remaining overtime damage increased by 25% as deafening sound.
If Gone Acoustic is active the caster will also gain a 0% bonus to mind damage for 5 turns.
The damage will scale with your Mindpower.
(Ear Damage lowers the target's sound resistance and its ability to shrug off critical hits, it checks against bleed resistance.)
(Deafen lowers all of the target's speeds while granting it a small amount of sound resistance, checks against stun resistance and bypasses any resistance check if the target is affected by both Soundshock and Ear Damage.) Earworm
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Effective talent level: 0.0
Use mode: Activated
Melody cost: 21.2
Range: 10
Cooldown: 8
Travel Speed: 800% of base
Usage Speed: 1 turn
Is: a mind power
Description: Fires a bolt of charged sound at the target, dealing 9.52 sound damage and dazing it with sound for 3 turns.
This bolt can bounce from foe to foe, hitting up to a total of 1 target(s).
Additional targets must be within 6 tiles of each other and the bolt loses 70% damage per bounce.
If Gone Electric is active the caster will also gain a 0% bonus to lightning damage for 5 turns.
The damage will scale with your Mindpower.
(Sound Daze checks against stun resistance and bypasses any resistance check if the target is affected by both Soundshock and Ear Damage.) Chain Melody
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Effective talent level: 0.0
Use mode: Activated
Melody cost: 42.4
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Play a requiem for your target, dealing 4.63 sound damage for every Soundshock, Ear Damage, Sound Daze and Deafen effect affecting it. If the requiem kills the target you will regain 10% of your maximum melody plus another 10% per effect over 5 turns, if it survives it will be affected by Loss of Hearing for 5 turns.
If Gone Vocal is active the caster will also gain a 0% bonus to darkness damage for 5 turns.
The damage will scale with your Mindpower.
(Loss of Hearing lowers all of the target's speeds while granting it a substantial amount of sound resistance and retroactive immunity to all negative performer effects.) Requiem
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Cunning / Dirty fighting | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 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
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Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 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
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Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target, doing 100% damage. If your attack connects, the target is crippled for 0 turns, losing 22% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
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