Undead / Skeleton | 9.80 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Creates a shield of bones, absorbing 250 damage. Lasts for 10 turns.
The total damage the shield can absorb increases with your Dexterity. Bone Armour
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 53
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Re-position some of your bones, healing yourself for -2.
At level 5, you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once) Re-assemble
| 0/5 |
Race / Halfling | 9.80 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 59
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Call upon the luck and cunning of the Little Folk to increase your physical, mental, and spell critical strike chance by 48% and your saves by 48 for 5 turns.
The bonus will increase with your Cunning. Luck of the Little Folk
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your incredible luck kicks in at just the right moment to save your skin.
Whenever you take 15% or more of your life from a single attack, you gain Evasion (50%) and 128 additional defense (based on your luck and other defensive stats) for the next 0 turns. Duck and Dodge
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Halflings have always been a very organised and methodical race; the more foes they face, the more organised they are.
If two or more foes are in sight your Physical Power, Physical Save, Spellpower, Spell Save, Mental Save, and Mindpower are increased by 0.0 per foe (up to 5 foes). Militant Mind
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 63
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 0 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.
This talent takes no time to use. Indomitable
| 0/5 |
Undead / Ghoul | 9.80 |
Effective talent level: 0.0
Use mode: Passive
Description: Improves your ghoulish body, increasing Strength and Constitution by 0.
Your body also becomes incredibly resilient to damage, you can never take a blow that deals more than 100% of your maximum life. Ghoul
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 1 turns, and deals 14 blight damage or heals 21 life.
Creatures standing in the retch also have -2% chance to remove a physical effect each turn.
Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Retch
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Gnaw your target for 0% damage. If your attack hits, the target may be infected with Ghoul Rot for 0 turns.
Each turn, Ghoul Rot inflicts 3.23 blight damage. At talent level 2, Ghoul Rot also reduces Strength by 1; at level 3 it reduces Dexterity by 1, and at level 4 it reduces Constitution by 1.
At talent level 5 targets suffering from Ghoul Rot rise as friendly ghouls when slain.
The blight damage and stat damage scales with your Constitution. Gnaw
| 0/5 |
Technique / Combat training | 9.80 |
| 1/5 |
Effective talent level: 29.4
Use mode: Passive
Description: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.
Armour Training
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 9.80 |
Effective talent level: 19.6
Use mode: Activated
Mana cost: 28
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbues your body with arcane forces, reconstructing it to a default state, healing for 655 life.
The life healed will increase with your Spellpower. Arcane Reconstruction
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by 22%.
At level 5, it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower. Shielding
| 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 protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect), you automatically get a damage shield of 25% of the heal value for 3 turns.
The shield value will increase with your Spellpower. Arcane Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Release arcane energies into any magical shield currently protecting you, further charging it by 43% of its max absorb value.
It will affect at most 3 shield effects.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, and Disruption Shield.
The charging will increase with your Spellpower. Aegis
| 0/5 |
Wild-gift / Harmony | 9.80 |
Effective talent level: 19.6
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 17 turns, all poisons and diseases will heal you instead of damaging you.
When activated, it also heals you for 59 life for each disease or poison you have.
The healing per disease/poison will increase with your Willpower. Waters of Life
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements, you gain a special effect for 6 turns. This can only happen every 6 turns.
Fire: +6% global speed
Cold: +3 Armour
Lightning: +0 to all stats
Acid: +5.00 life regen
Nature: +5% to all resists Elemental Harmony
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: Commune with nature, removing the infusion saturation effect and reducing the cooldown of 0 infusions by 1 turns. One with Nature
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 24
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: A wave of natural energies flow around you in a radius of 1; all creatures hit will suffer from the Healing Nexus status for 3 turns.
While under the effect, all healing done to the creature will instead heal you for 40% of the heal value (and no healing at all goes to the target).
Each heal leeched will also restore 5 equilibrium. Healing Nexus
| 0/5 |
Race / Yeek | 9.80 |
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 53
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Shatters the mind of your victim, giving you full control over its actions for 12 turns.
When the effect ends, you pull out your mind and the victim's body collapses, dead.
This effect does not work on rares, bosses, or undeads.
The duration will increase with your Willpower. Dominant Will
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mind becomes more attuned to the Way, and is shielded from outside effects.
Increase confusion and silence immunities by -14%, and your Mental Save by +0. Unity
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 52
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
Summons up to 3 yeek mindslayers to your side for 6 turns. Wayist
| 0/5 |
Race / Dwarf | 9.80 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 61
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Call upon the legendary resilience of the Dwarven race to increase your Armor (+21), Spell (+25) and Physical (+25) saves for 8 turns.
The bonus will increase with your Constitution. Resilience of the Dwarves
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Dwarf skin is a complex structure, it can automatically react to physical blows to harden itself.
When you are hit in melee, you have a 15% chance to increase your Armour total by 0 for 5 turns. Stoneskin
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 96 gold, up to +0. (currently +0) Power is Money
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 59
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While the origins of the dwarves remain clouded in mysteries to the other races, it is obvious they share strong ties to the stone.
You can target any wall and immediately enter it and appear on the other side of the obstacle.
Works up to 4 grids away (increases with Constitution and talent level). Stone Walking
| 0/5 |
Celestial / Light | 9.80 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -10.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: An invigorating ray of Sunlight shines upon you, healing your body for 27 life.
The amount healed will increase with your Spellpower. Healing Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -21.2
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 3.91 per turn and increasing healing effects on everyone within by 2%. The effect lasts for 1 turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected zone.
The amount healed will increase with the Magic stat Bathe in Light
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -21.2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Places you under the protection of Light itself. For 0 turns, the light heals 3 life and removes a single negative effect from you.
The amount healed will increase with your Spellpower. Providence
| 0/5 |
Race / Shalore | 9.80 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 52
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: As the only immortal race of Eyal, Shaloren have learnt, over the long years, to use their innate inner magic to protect themselves.
11% chance to become invisible (power 22) for 5 turns, when hit by a blow doing at least 10% of their total life. Secrets of the Eternals
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Fixed Cooldown: 54
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: The world grows old as you stand through the ages. To you, time is different.
Reduces the time remaining on detrimental effects by 2, most cooling down talents by 1, and increases the time remaining on beneficial effects by 1 (up to 2 times the current duration). Timeless
| 0/5 |
Race / Higher | 9.80 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.
Their nature grants them better senses than other humans.
Increase blindness immunity by -3%, maximum sight range by 1, and increases existing infravision, and heightened senses range by 1. Overseer of Nations
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 34
Description: Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.
Increase spell save by +0 and arcane resistance by 0%.
Also when you cast a spell dealing damage, you gain a 15% bonus to the damage type for 5 turns. (This effect has a cooldown.) Born into Magic
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 54
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activate some of your inner magic, using it to power your abilities. For the next -1 turns, all active talents will be used without resource cost.
Your resources must still be high enough to initially power the talent, and failure rates (etc.) still apply.
Highborn's Bloom
| 0/5 |
Race / Thalore | 9.80 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 59
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Call upon the power of the Eternals, increasing all damage by 18% and reducing all damage taken by 18% for 5 turns.
The bonus will increase with your Willpower. Wrath of the Woods
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are part of the wood; it shields you from corruption.
Increase disease immunity by -78%, blight resistance by 0.0%, and all resistances by 0.0%. Guardian of the Wood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 51
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Nature is with you; you can always feel the call of the woods.
Summons two elite Treants to your side for 8 turns.
The treants have a global resistance equal to your blight resistance, and can stun, knockback and taunt your foes.
Their power increases with your Willpower. Nature's Pride
| 0/5 |
Race / Orc | 9.80 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 54
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Summons your lust for blood and destruction, increasing all damage you deal by 26% for 5 turns.
The bonus will increase with your Willpower. Orcish Fury
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Call upon the will of all of the Orc Prides to survive this battle.
You heal for 188 life, and remove up to 1 detrimental effects.
The healing will increase with your Constitution. Pride of the Orcs
| 0/5 |
Cunning / Survival | 9.80 |
Effective talent level: 19.6
Use mode: Passive
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 16 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail allows you to detect traps around you (210 detection 'power').
At level 3, you learn to disarm known traps (210 disarm 'power').
The trap detection and disarming ability improves with your Cunning. Heightened Senses
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 0 defense for 13 turns.
Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Evasion
| 0/5 |
Spell / Conveyance | 9.80 |
Effective talent level: 19.6
Use mode: Activated
Mana cost: 11.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 17 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 0). If the target area is not in line of sight, there is a chance the spell will fizzle.
The range will increase with your Spellpower. Phase Door
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleports you randomly within a large range (144), with a minimum range of 15.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 21).
The range will increase with your Spellpower. Teleport
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 8
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
Any time the caster should take damage, there is a 40% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (74) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
The max damage the shield can absorb will increase with your Spellpower. Displacement Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 200
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to 450% of the number of tiles you blinked through.
The range will improve with your Spellpower. Probability Travel
| 0/5 |
Celestial / Chants | 9.80 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, granting you 3 Physical Save and Spell Save and increasing your maximum life by 0.3% (Currently: 1).
In addition, this talent surrounds you with a shield of light, dealing 1.2 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The saves and light damage will increase with your Spellpower and the life with talent level. Chant of Fortitude
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, reducing the damage enemies 3 or more spaces away deal by 5%.
In addition, this talent surrounds you with a shield of light, dealing 1.2 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The damage reduction will increase with talent level and light damage will increase with your Spellpower. Chant of Fortress
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, granting you 1% resistance to all damage.
In addition, this talent surrounds you with a shield of light, dealing 1.2 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The effects will increase with your Spellpower. Chant of Resistance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 5
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, empowering your light and fire elemental attacks so that they do 3% additional damage.
In addition, this talent surrounds you with a shield of light, dealing 1.2 light damage to anything that hits you in melee.
Your lite radius is also increased by 2.
You may only have one Chant active at once and this Chant costs less power to sustain.
The effects will increase with your Spellpower. Chant of Light
| 0/5 |
Psionic / Finer energy manipulations | 9.80 |
Effective talent level: 9.8
Use mode: Activated
Psi cost: 16.8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Realign and readjust your body with the power of your mind, curing up to 3 detrimental physical effects and healing you for 311 life.
The life healed increases with your Mindpower. Realign
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Manipulate forces on the molecular level to realign, rebalance, and hone a weapon, set of body armor, or a shield. (Mindstars resist being adjusted because they are already in an ideal natural state.)
The accuracy and damage of any weapon will act as if 0 higher.
Your total armour will increase by 0 and your fatigue rating by 0 for each body armour and shield worn.
The effects increase with your Mindpower. Reshape Weapon/Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Matter is energy, as any good Mindslayer knows. Unfortunately, the various bonds and particles involved are just too numerous and complex to make the conversion feasible in most cases. The ordered, crystalline structure of a gem, however, make it possible to transform a small percentage of its matter into usable energy.
This talent consumes one gem and grants 2 energy per turn for between 5 and 13 turns, depending on the quality of the gem used.
This process also creates a resonance field that provides the (imbued) effects of the gem to you while this effect lasts. Matter is Energy
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: By carefully synchronizing your mind to the resonant frequencies of your psionic focus, you strengthen its effects.
For conventional weapons, this increases the percentage of your willpower and cunning that is used in place of strength and dexterity for all weapon attacks, from 60% to 60%.
For mindstars, this increases the chance to pull enemies to you by +0%.
For gems, this increases the bonus stats by 0. Resonant Focus
| 0/5 |