Celestial / Star fury | 1.00 |
| 3/5 |
Effective talent level: 4.0
Use mode: Activated
Negative energy cost: -30
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Invokes a blast of shadows that deals 116.76 darkness damage, and leaves a radius 3 field that does 40.77 darkness damage per turn for 5 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 4/5 |
Effective talent level: 4.0
Use mode: Activated
Positive energy cost: -10
Negative energy cost: -20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A surge of twilight pulses from you, doing 92.64 light and 92.64 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 4/5 |
Effective talent level: 4.0
Use mode: Activated
Negative energy cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A star falls on a radius 2 area, doing 184.44 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 4/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
Effective talent level: 5.0
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 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 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 100% chance to target your golem instead. Golem Portal
| 5/5 |
Celestial / Sun | 1.00 |
Effective talent level: 32.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Calls forth a beam of light from the Sun, doing 657.2 Light damage to the target.
At level 3 the beam will be so intense it will also blind the target and everyone in a radius 2 around it for 9 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 32/5 |
Effective talent level: 4.0
Use mode: Activated
Positive energy cost: -20
Range: 8
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 68.7 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
| 4/5 |
Effective talent level: 32.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 45%.
Each time you crit with a physical attack or a spell you have 95% 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
| 32/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -15
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 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 3%, your spell cooldowns are reduced by 8%, and you cannot take more than 99% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 0/5 |
Wild-gift / Summoning (utility) | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Turtle for 7 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 17 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: 1.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Spider for 8 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 33 Dexterity, 12 Strength, 18 Willpower and 12 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
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power and a nature gift
Description: You focus yourself on nature, allowing you to summon creatures much faster (150% of a normal summon time) and with no chance to fail from high equilibrium for 1 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1. Frantic Summoning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to take direct control of any of your summons.
The summons will appear on the interface; a simple click on them will let you switch control.
You can also press control+tab to switch.
When taking control, your summon has its lifetime increased by 5 turns, and it takes 0% less damage.
The damage reduction is based on your Cunning. Summon Control
| 0/5 |
Wild-gift / Fire drake aspect | 1.00 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 6.
The sound wave is so strong, your foes also take 225.04 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 4/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 5 up to 4 tiles away and damaging them for 35.
The damage will increase with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 1/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Spit a cloud of flames, doing 57.96 fire damage in a radius of 2 each turn for 6 turns.
The damage will increase with your Willpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 4/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 342.15 fire damage over 3 turns.
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
| 4/5 |
Spell / Poison alchemy | 1.00 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive poison that lowers healing.
In addition all nature damage you do is increased by 12%. Poison Infusion
| 2/5 |
Effective talent level: 4.0
Use mode: Passive
Description: While Poison Infusion is active, your bombs coat your golem in poison for 11 turns when they hit it.
While coated, any attack made by your golem has a 63% chance to trigger a beam of poison towards the target, that does 195.5 nature damage over 6 turns. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Poison Coat
| 4/5 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Hurl a flask of knockout gas, which explodes on impact releasing the gas in a radius of 3.
Any creatures affected by the gas will be put to sleep (34 power) for 7 turns.
Alchemist protection reduction works as a chance to avoid hitting yourself with this.
Sleep power scales with your Spellpower. Chloroform Bomb
| 2/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Carefully administered potions and magic allow you to transform your body into a much stronger form.
This increases your physical power and physical saves by 38, your maximum life by 331, your life regeneration by 6.
Each hit you make also has a 49% chance of firing a beam of poison at the target, doing 142.8 nature damage over 6 turns. Mutation
| 2/5 |
Spell / Meta | 1.00 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Removes up to 10 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 39/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You learn to finely craft and tune your offensive spells.
You try to carve a hole in spells that affect an area to avoid damaging yourself or friends. The chance of success is 100%.
In addition, you hone your damaging spells to spellshock their targets. This talent gives a bonus of 98 to Spellpower solely for the purposes of overcoming the target's Spell Save. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 39/5 |
Wild-gift / Cold drake aspect | 1.00 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You call upon the mighty claw of a cold drake, doing 211% weapon damage as cold damage.
At level 4, the attack becomes pure ice, giving a chance to freeze the target.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 6/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain equilibrium cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Your skin forms icy scales, damaging anyone that hits you for 26.44 cold damage and increasing your Armour by 21.
Each point in cold drake talents also increases your cold resistance by 1%.
The damage and Armor will scale with your Willpower. Icy Skin
| 4/5 |
| 2/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 260.24 cold damage, 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
| 4/5 |
Cunning / Stealth | 1.00 |
Effective talent level: 13.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: Enters stealth mode (power 83, 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 3. Stealth
| 13/5 |
Effective talent level: 5.0
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 +71.43% 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
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: instant
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 2.70 times your stealth power (currently 225) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent. Hide in Plain Sight
| 5/5 |
Effective talent level: 5.0
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 1.89 times your stealth power (currently 158) to the stealth detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you.
Your base chance of success is 100% if you are not directly observed, and good or bad luck may also affect it. Unseen Actions
| 5/5 |
Spell / Frost alchemy | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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 5%. Frost Infusion
| 1/5 |
Effective talent level: 2.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 8 turns when they hit it.
This ice provides your golem with 18 additional armour, melee attacks against it deal 53.3 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
| 2/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 6, doing 328.9 Cold damage and freezing creatures to the ground for 12 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by -1% and your physical resistance by 5%.
All direct critical hits (physical, mental, spells) against you have a 3% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Attack the target for 100% 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.
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: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You slam your foot onto the ground, shaking the area around you in a radius of 0.
Creatures caught by the quake will be damaged for 55 and knocked back up to 4 tiles away.
The terrain will also be moved around within the quake's radius.
The damage will increase with your Strength.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 0/5 |
| 4/5 |
Effective talent level: 3.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe sand in a frontal cone of radius 7. Any target caught in the area will take 217.77 physical damage, and be blinded for 5 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
| 3/5 |
Spell / Temporal | 1.00 |
| 39/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
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 (665) 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 (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 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 6/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Removes the target from the flow of time for 34 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
| 39/5 |
| 5/5 |
Spell / Air | 1.20 |
| 33/5 |
Effective talent level: 39.6
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Invokes a forking beam of lightning doing 299.94 to 899.82 damage and forking to another target.
It can hit up to 13 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
| 33/5 |
Effective talent level: 39.6
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 354 and increasing defense against projectiles by 92.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 131% movement speed and removes 99 fatigue. Feather Wind
| 33/5 |
Effective talent level: 39.6
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 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 39 of your foes for 1 to 275.40 damage in a radius of 1.
This powerful spell will drain 49.50 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 33/5 |
Spell / Arcane elements | 1.00 |
| 32/5 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 22
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A wave of aetherial cold emanates from you with a radius of 3, knocking back anything caught inside, causing 86.22 cold and 79.83 arcane damage.
Affected creatures will also be wet for 4 turns.
The damage will increase with your Spellpower. Aetherial Wave
| 2/5 |
Effective talent level: 32.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Protect yourself with magical armour, granting a 4% reduction to critical hits chances against you.
Also increases your physical and magical saves by 13.
These bonusses will increase with your Spellpower, and physical and arcane damage bonusses. Mage Armour
| 32/5 |
Effective talent level: 32.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Become like the Wind, increasing your movement and spell casting speed by 3% and increasing your defence by 4.
Defence bonus scales with your Spellpower, and lightning and arcane damage bonusses. Mage Wind
| 32/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Surround yourself with an aura of light, increasing your light radius by 1, and reducing self-inflicted arcane damage by 2%.
Each turn there is a 1% chance of blinding adjactent enemies for 4 turns.
Values scale with your fire and arcane damage bonusses. Bright Aura
| 2/5 |
Effective talent level: 32.0
Use mode: Sustained
Sustain mana cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Tap into mysterious deep arcane reserves to increase your maximum mana capacity by 11 and your life regeneration by 0.8 per turn.
Values scale with your Spellpower, and cold and arcane damage bonusses. Arcane Depths
| 32/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Glare balefully at your enemies. All creatures in a cone of radius of 0 will be struck with 16.85 arcane and 18.19 physical damage, and are petrified for 1 turns.
The damage will increase with your Spellpower. Medusa Gaze
| 0/5 |
Effective talent level: 32.0
Use mode: Activated
Mana cost: -50
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Rupture reality to draw mana directly from the aether, triggering a dangerous cascade of magical energies.
Each turn for 8 turns, a random explosion will occur within a radius of 4 around you.
Each explosion does 297.57 arcane and 321.37 lightning damage in radius 2.
The damage will increase with your Spellpower. Arc Rift
| 32/5 |
Celestial / Twilight | 1.00 |
Effective talent level: 3.0
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 122 negative energy.
Learning this talent will change the default level of positive and negative energies to 30% 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
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 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: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 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 7 turns.
The duration will improve with your Cunning. Mind Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: 5
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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 12 turns.
The duplicate has 0% of the target's life, 0% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 0/5 |
Spell / Earth | 1.00 |
Effective talent level: 7.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 30 bonus to Armour.
At raw talent level 5, this will also increase your armour hardiness by 30.
These bonusses will increase with your Spellpower. Stone Skin
| 7/5 |
Effective talent level: 46.0
Use mode: Activated
Mana cost: 15
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 10.
The beam also affect any creatures in its path, dealing 1176.72 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 46/5 |
Effective talent level: 46.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Conjures a mudslide, dealing 969.94 physical damage in a radius of 22. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 46/5 |
Effective talent level: 46.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Entomb yourself in a wall of stone for 25 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 971.85 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 46/5 |
Spell / Energy alchemy | 1.00 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 21%. Lightning Infusion
| 4/5 |
| 2/5 |
| 4/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 100
Range: 3
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +13%.
Each turn, a foe within range 3 will be struck by lightning and be dealt 78.9 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 274 life (20% of your maximum life) since your last turn, you will gain 106% of a turn.
The effects increase with your Spellpower. Living Lightning
| 4/5 |
Wild-gift / Summoning (distance) | 1.00 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Ritch Flamespitter for 10 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 91 Willpower, 80 Cunning and 12 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
| 4/5 |
Effective talent level: 3.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a 3-headed Hydra for 9 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 62 Willpower, 18 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
| 3/5 |
Effective talent level: 2.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Rimebark for 8 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 55 Willpower, 47 Cunning and 12 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
| 2/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Fire Drake for 5 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 33 Strength, 36 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
| 1/5 |
Spell / Enchanted combat | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Charge raw arcane power into your weapon and then attack an adjacent enemy, doing 117% weapon damage converted to arcane.
If this hits, the target will be throw back.
This attack uses your spellpower in place of accuracy and applies all on weapon hit bonusses and effects at +17% strength.
Damage multiplier increases with Spellpower. Arcane Smite
| 0/5 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Focus magic into your weapons and attack your target with full force doing 226% weapon damage.
This attack gains 29% physical resistance penetration and applied effects will use your spellpower.
Each weapon style works slightly differently:
Two handed weapon users will Sunder Armour.
Dual weapon users will attack with both weapons and stuns if the mainhand hits.
Unarmed attacks will attack twice for 163% weapon damage each, gaining a combo point for each hit.
Shield users will attack with their weapon and their shield. If the shield attack hits, the target will be knocked back.
Bow users will pin their target to the ground.
Sling users will blind their target.
Damage and duration scale with talent level. Enchanted Assault
| 2/5 |
Effective talent level: 4.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Focus magic into your weapon's gem or rune, then attack an enemy for 189% weapon damage.
The gem/rune will then flare creating a burst of damage doing 162% of your weapon damage converted to the gem/runes element.
Different elements produce different shapes.
Physical, Fire, Nature and Light explode in a radius of 2.
Cold, Acid, Blight and Temporal produce a range 4 cone.
Lightning, Arcane, Darkness and Mind hit up to 6 targets in a radius 6 chain.
Damage burst increases with Spellpower. Rune Strike
| 4/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Focus your magic into improving your martial skill.
Increasing your accuracy by 51, physical power by 41 and weapon critical chance by 20.
These effects scale with your Spellpower. Battlesurge
| 4/5 |
Spell / Disenchantment | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You can undo item enchantments.
At raw talent level 1, you can undo any of your enchantments, but this will destroy any gems or runes used.
At raw talent level 2, you recover a gem/rune from an enchanted item, but this destroys the item.
At raw talent level 3, you can temporarily disrupt an enemy's items, reducing their damage by 4% for 2 turns.
At raw talent level 4, you can strip all affixes from an item. (doesn't work)
At raw talent level 5, you can remove any of your enchantments and recover any gems/runes used, at the same time.
(You cannot claim for any damages to your items, body or sanity due to misfires of this spell.) Disenchant Item
| 0/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Spell / Inanimation | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 5
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Magically animate your weapon and have it fly at a nearby enemy, attacking them for 259% weapon damage.
This attack uses Spellpower in place of Accuracy and if it hits, will knock the target off balance for 4 turns.
Weapon damage multiplier scales with Spellpower. Flying Weapon
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Magically animate a weapon and command it to protect you. This enchantment will cause it to attack all nearby enemies for 1 turns. When the spell ends, the weapon will drop to the ground. Attack Speed: 0% Animate Weapon
| 0/5 |
Effective talent level: 4.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Summon a storm of swirling blades to slice your foes, inflicting 114.33 physical damage and bleeding to anyone who approaches, for 10 turns.
The damage and duration will increase with your Spellpower. Bladestorm
| 4/5 |
| 0/5 |
Spell / Fire alchemy | 1.00 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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 28%. Flame Infusion
| 6/5 |
Effective talent level: 3.0
Use mode: Activated
Mana cost: 52
Range: 6
Cooldown: 34
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 10 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 4 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 3/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A furious fire storm rages around the caster, doing 161.65 fire damage in a radius of 3 each turn for 13 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 40
Travel Speed: 240% of base
Usage Speed: 1 turn
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 51%, burning any creatures attacking you for 27.74 fire damage, and projecting 5 random slow-moving fire bolts per turns at targets in sight, doing 81.13 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.50 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 5/5 |
Spell / Enchanted trinkets | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Cast a light armour enhancing enchantment on an item of your choice.
This increases the defense of the item by +10, the spell save by +5 and reduces the physical stat requirements by 5.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Enchant Garments
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Imbue a piece of jewelry with a gem (up to tier 5), granting it additional powers.
You can only imbue items once, and it is permanent. Enchant Jewelry
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Carve extra runes onto a staff to increase its spellpower by 22.
You can also enscribe it with a rune from your inventory, using it as an extra inscription slot.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original effect.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Runestaff
| 5/5 |
Spell / Enchanted armours | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Cast a heavy armour enhancing enchantment on an item of your choice.
This makes the armour easier to use, reducing the physical stat requirements by 2 and the fatigue by 1.
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.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Enchant Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You become better at using your enchanted armour to deflect blows and protect your vital areas.
Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses when wearing heavy mail or massive plate armour.)
All effects of this talent only apply to armour that has been enchanted and do not stack with another armour training talent. Enchanted Armour Training
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Adds special wards to your heavy armour enchantments, which do different things depending on the item type they are used on.
Body Armour: Reduces all damage by 1.
Head: Grants 2% stun resistance.
Gauntlets: Grants 2% disarm resistance.
Boots: Grants 2% knockback resistance.
Shield: +2 projectile defense. Enchanted Bindings
| 0/5 |
Spell / Enchanted weapons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Socket a gem into an enchanted weapon, adding extra damage based on the colour and tier of the gem.
The weapon also gets a secondary effect which is specific to each gem type.
You can only work with gems of the same teir or less than your raw talent level in this talent. Enchanted Pommel Gem
| 0/5 |
Wild-gift / Summoning (advanced) | 1.00 |
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
- Ritch Flamespitter: Reduce fire resistance of all foes in a radius
- Hydra: Generates a cloud of lingering poison
- Rimebark: Reduce cold resistance of all foes in a radius
- Fire Drake: Appears with 1 fire drake hatchling(s)
- War Hound: Reduce physical resistance of all foes in a radius
- Jelly: Reduce nature resistance of all foes in a radius
- Minotaur: Reduces movement speed of all foes in a radius
- Stone Golem: Dazes all foes in a radius
- Turtle: Heals all friendly targets in a radius
- Spider: The spider is so hideous that foes around it are repelled
Radius for effects is 1, and the duration of each lasting effect is 1 turns.
The effects improve with your Willpower. Grand Arrival
| 0/5 |
Effective talent level: 3.0
Use mode: Passive
Description: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
75% chance to reduce them by 2. Nature's Cycle
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power and a nature gift
Description: For -1 turn(s), you have 100% chance that your summons appear as a wild version.
Each turn the chance disminishes.
Wild creatures have one more talent/power than the base versions:
- Ritch Flamespitter: sends a blast of flames around it, knocking foes away
- Hydra: Can disengage from melee range
- Rimebark: Becomes more resistant to magic damage
- Fire Drake: Can emit a powerful roar to silence its foes
- War Hound: Can rage, inreasing its critical chance and armour penetration
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium
- Minotaur: Can rush toward its target
- Stone Golem: Melee blows can deal a small area of effect damage
- Turtle: Can force all foes in a radius into melee range
- Spider: Can project an insidious poison at its foes, reducing their healing
This talent requires Master Summoner to be active to be used. Wild Summon
| 0/5 |
Corruption / Shadowflame | 1.00 |
Effective talent level: 60.0
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 23 turns.
Also increases your defense and armour by 87 and 65, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 60/5 |
Effective talent level: 3.0
Use mode: Activated
Vim cost: 15
Range: 6
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: 1 turn
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 120.48 fire damage and 105.69 darkness damage in a radius of 4.
The damage will increase with your Spellpower. Darkfire
| 3/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 30% fire resistance, 36% darkness resistance, and your global speed is increased by 12%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower. Flame of Urh'Rok
| 4/5 |
Effective talent level: 60.0
Use mode: Sustained
Sustain vim cost: 90
Drain vim: -5
Range: 5
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 640.51 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape.
Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0.
The damage will increase with your Spellpower. Fearscape
| 60/5 |
Spell / Elemental fusion | 1.00 |
Effective talent level: 32.0
Use mode: Activated
Mana cost: 20
Range: 10
Cooldown: 6
Travel Speed: 200% of base
Usage Speed: 1 turn
Is: a spell
Description: Conjure a molten boulder and roll it in the direction you choose, and enemies that don't get out of the way will take 516.14 fire damage, 488.98 physical damage and be knocked back.
Burning Wake will leave a trail of flames behind the boulder.
The damage will increase with your Spellpower. Molten Boulder
| 32/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: 1 turn
Is: a spell
Description: Create an eruption of steam in a radius 1 at the target location, doing 19.25 fire damage and 18.24 cold damage.
The steam will also linger for 4 turns doing another 4 damage per turn in a radius of 0.
Creatures hit will be Wet for 3 turns.
The damage will increase with your Spellpower. Scalding Geyser
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Conjures up mana into a powerful beam of plasma, doing 11.99 lightning damage and 12.65 fire damage.
The beam also explodes in a radius of 0 at the target doing the same damage again.
Tempest will add a daze chance to this spell.
Burning Wave will leave a trail of flames on the ground.
The damage will increase with your Spellpower. Plasma Bolt
| 0/5 |
Effective talent level: 32.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Conjures an avalanche of snow, dealing 488.98 physical damage and 488.98 cold damage in a radius of 14. Any creatures caught inside will be be frozen to the ground for 4 turns.
The damage will increase with your Spellpower. Avalanche
| 32/5 |
Effective talent level: 4.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Thunder emanates from you in a circular wave with radius 4, doing 161.19 lightning damage, 161.19 physical damage and possibly stunning anyone affected (25% chance).
The damage will increase with your Spellpower. Thunderclap
| 4/5 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Invokes a forking beam of liquid lightning doing 130.96 cold damage, 130.96 lightning damage and forking to another target.
It can hit up to 5 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
Creatures hit will be Wet for 5 turns.
The damage will increase with your Spellpower. Liquid Lightning
| 2/5 |
Spell / Chaotic hedgemagic | 1.00 |
| 0/5 |
Effective talent level: 4.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location.
You will go out of phase (62) for 3 turns.
Requires your Spellpower to beat the target's Spell Save. Scatter
| 4/5 |
| 2/5 |
| 2/5 |
Spell / Ordered hedgemagic | 1.00 |
Effective talent level: 4.0
Use mode: Passive
Description: Learn how to cast lesser runes. You will learn new runes as follows:
Level 1: Lesser Magic Missile
Level 2: Lesser Lightning
Level 3: Lesser Heat Beam
Level 4: Lesser Acid Wave
Level 5: Lesser Biting Gale
These lesser runes work like runes for the purposes of Runic Saturation, Quicken Inscriptions, Inscription Mastery, but do not take up an inscription slot.
They still take a turn to cast and cost mana. Lesser Runes
| 4/5 |
| 2/5 |
| 4/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Cover yourself in bright arcane fire. The flames will not hurt you, but will hurt anyone who hits you in melee for 52 fire and 45 arcane damage.
The brightness of the flames also increases your light radius by 1 and increases you defense against ranged attackes by 15.
Also increases you fire and arcane resistances by 22%.
These effects scale with your Spellpower. Arcane Fire Shield
| 2/5 |
Cursed / One with shadows | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: You are linked to your shadows for 0 turns, diverting 7% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Your shadows guard you with their lifes.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -25 life. However, when below 0 you cannot see how much life you have left.
Effect increases with Mindpower. Shadow Decoy
| 0/5 |
Technique / Superiority | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: instant
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 35% and provides 20% chances to shrug off critical damage for 20 turns. Juggernaut
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to 5 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 6/5 |
| 4/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 60% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 5/5 |
Spell / Morph | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Weakens your target, decreasing its defense, damage and saves by 3 for 10 turns.
The weakening will improve with your spellpower. Enfeeble
| 0/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Focus your magic inwards, enhancing your physical form by +4 str, dex, con and 20% healing factor. Vitalise
| 4/5 |
| 4/5 |
Effective talent level: 32.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: All nearby enemies within radius 33 are violently desconstructed, disarming them and doing 908.82 arcane damage.
Does +50% damage verses stoned targets.
The damage will increase with your Spellpower. Crumble
| 32/5 |
Technique / Combat veteran | 1.00 |
| 39/5 |
| 39/5 |
| 7/5 |
| 7/5 |
Wild-gift / Eyal's fury | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
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 10.0 Nature and 10.8 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, 2.0% Arcane resistance, and -1.4% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 0.4 Equilibrium each turn for 0 turns.
The effects increase with your Mindpower. Nature's Defiance
| 0/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 20
Range: 8
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You call upon the earth to create a blinding, corrosive cloud in an area of radius 4 for 6 turns.
Each turn, this cloud deals 21.8 Acid damage to each foe while (20% chance) burning away one beneficial magical effect.
The damage increases with your Mindpower. Acidfire
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
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 5.5 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 |
Spell / Arcane | 1.00 |
Effective talent level: 39.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 98 and arcane resistance by 99%. Arcane Power
| 39/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Conjures up mana into a powerful bolt doing 327.92 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 7/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 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 190.11 arcane damage to all foes in line.
If no foes are found, the target will take 150% 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
| 39/5 |
Effective talent level: 39.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.50 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 1202 total damage.
While the arcane storm rages, you also get 220% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 39/5 |
Wild-gift / Storm drake aspect | 1.00 |
Effective talent level: 3.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power and a nature gift
Description: You transform into pure lightning, moving 623% faster for 2 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.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 3/5 |
| 3/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 14
Range: 8
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 64.32 lightning damage.
When it reaches its target, it explodes in a radius of 1 for 118.47 lightning damage and 118.47 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 4 turns.
The tornado will last for 8 turns, or until it reaches its target.
Damage will increase with your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 1. Any target caught in the area will take 13.65 to 40.94 lightning damage, and can be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 0/5 |
Cunning / Trapping | 1.00 |
| 6/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 15
Range: 11
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Project a noisy lure for 9 turns that attracts all creatures in a radius 8 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
| 5/5 |
Effective talent level: 32.0
Use mode: Activated
Stamina cost: 10
Range: 10
Cooldown: 15
Travel Speed: 1000% of base
Usage Speed: 1 turn
Description: Throws a vial of sticky smoke that explodes in radius 8 on your foes, reducing their vision range by 17 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
| 32/5 |
| 6/5 |
Spell / Explosive admixtures | 1.00 |
| 6/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Grants 100% 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 15%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 32
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 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 98.91 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect. At twice the normal power.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 5/5 |
Spell / Distort | 1.00 |
Effective talent level: 32.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Surround yourself in a temporal whirlpool with radius 24, doing 753.85 temporal damage and stunning affected creatures.
The damage will increase with your Spellpower. Time Warp
| 32/5 |
| 32/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Adds 219.06 temporal damage to Phase Door, Teleport, Congeal Time, Time Prison and Space Warp (when used on hostile targets). Time Lash
| 4/5 |
| 32/5 |
Spell / Elementalism | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: One doesn't survive channelling the elements long, if one doesn't learn to protect themselves.
Increases fire, cold, lightning and physical resistance by 15 and their resistance cap by 5. Endure Elements
| 5/5 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Surround yourself in shield of elemental power for 10 turns. Any physical, fire, cold or lightning damage you take is reduced by 77.
The max damage the shield can absorb will increase with your Spellpower. Elemental Shield
| 2/5 |
| 32/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 70
Range: 5
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Binds an elemental into your control, giving you full control over its actions for 10 turns.
When the effect ends the elemental will be banished.
Instakill immunity will block Bind Elemental.
The duration and chance to bind will increase with your Willpower.
Each point in Bind Elemental will also increase your elemental damage penetration by 4%. Bind Elemental
| 5/5 |
Spell / Void | 1.00 |
| 32/5 |
| 0/5 |
| 2/5 |
| 32/5 |
Wild-gift / Higher draconic abilities | 1.00 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 192% weapon damage in one of blinding sand, disarming acid, freezing ice, stunning lightning or burning flames, with equal odds.
Additionally, you will cause a burst that deals 138.90 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Each point in Prismatic Slash increase your Physical, Spell and Mind Saves by 1. Prismatic Slash
| 4/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe insidious poison in a frontal cone of radius 5. Any target caught in the area will take 34.02 nature damage each turn for 6 turns.
The poison also reduces the healing of enemies poisoned by 18% 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 2%. Venomous Breath
| 1/5 |
| 4/5 |
Effective talent level: 4.0
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 8%, and your resistance penetration in those elements by 16%.
Each point in Chromatic Fury also increases your resistances to physical, fire, cold, lightning and acid by 0.5%. Chromatic Fury
| 4/5 |
Spell / High magic | 1.20 |
| 27/5 |
Effective talent level: 6.0
Use mode: Passive
Description: The Arcanist focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases mana regen by +0.6, arcane resistance by 29 and arcane resistance cap by 12. Mind Over Mana
| 5/5 |
| 27/5 |
Effective talent level: 32.4
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: 1 turn
Is: a spell
Description: Unleash power similar to the original Spellblaze, but at a much smaller scale.
The primary explosion will release 27 extra uncontrolled explosions.
Each explosion will do 617.58 arcane damage and 704.04 fire damage.
The damage will increase with your Spellpower.
Spellcraft will not protect you from this spell. Spellblaze
| 27/5 |
Wild-gift / Venom drake aspect | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 91.78 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.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 1/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Exhale a mist of lingering acid, dealing 40.20 acid damage that can critical in a radius of 4 each turn for 7 turns.
Enemies in this mist will be corroded for 3 turns, lowering their Accuracy, their Armour and their Defense by 9.
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
| 4/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 55% 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
| 4/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 254.82 acid damage.
Enemies caught in the acid have a 25% 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.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 4/5 |
Cunning / Shadow magic | 1.00 |
| 6/5 |
| 5/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 0.53 mana per turn, and your physical and spell attack speed increases by 4.8%. Shadow Feed
| 2/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 30
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Step through the shadows to your target, dazing it for 5 turns and hitting it with all your weapons for 250% 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
| 5/5 |
Cunning / TechPaladin | 1.20 |
| 1/1 |
| 4/1 |
| 20/5 |
| 20/5 |
Wild-gift / Summoning (melee) | 1.00 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a War Hound for 10 turns to attack your foes. War hounds are good basic melee attackers.
It will get 99 Strength, 99 Dexterity and 17 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
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Jelly for 7 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 13 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: 1.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Minotaur for 5 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 46 Strength, 14 Constitution and 29 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
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Stone Golem for 8 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 35 Strength, 14 Constitution and 35 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
| 1/5 |
Spell / Ice | 1.00 |
| 39/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Blast a wave of cold all around you with a radius of 18, doing 1004.68 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move.
For each affected creature that is also wet the cooldown of Shatter decreases by 2.
The damage will increase with your Spellpower. Frozen Ground
| 39/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Shatter all frozen or stoned targets in your line of sight, doing 1154.36 cold damage.
Depending on the target's rank, there will also be an additional effect:
* Critters will be instantly killed
* +50% critical chance against Normal rank
* +25% critical chance against Elites or Bosses
All affected foes will get the wet effect.
At most, it will affect 41 foes.
The damage will increase with your Spellpower. Shatter
| 39/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 10% and ignoring 50% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 100%. Uttercold
| 5/5 |
Spell / Acid alchemy | 1.00 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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 12%. Acid Infusion
| 2/5 |
Effective talent level: 3.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 10 turns when they hit it.
While coated, any melee hit agaist your golem has a 57% chance to trigger a radius 4 cone of acid towards the attacker that does 112.0 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 6.8 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: 2.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Acid errupts all around your target, dealing 280.9 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
| 2/5 |
Cursed / Shadows | 1.00 |
Effective talent level: 3.0
Use mode: Sustained
Hate cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power
Description: While this ability is active, you will continually call up to 1 level 32 shadows to aid you in battle. Each shadow costs 6 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 3), Blindside their opponents (level 3), and Phase Door from place to place. Call Shadows
| 3/5 |
Effective talent level: 2.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 21% extra Accuracy and 31% 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 2, 10% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (6 turn cooldown). Shadow Warriors
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 0 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 0, 0% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 0, 0% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 0
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 0 turns. Hostile targets will be attacked, with a -20% chance the shadows will blindside the target.
This talent has no cost. Focus Shadows
| 0/5 |
Spell / Storm | 1.00 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 14, doing 199.98 to 599.93 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 39/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Conjures up a bolt of lightning, doing 236.68 to 710.05 lightning damage and dazing the target for 3 turns.
If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
The damage will increase with your Spellpower. Shock
| 39/5 |
Effective talent level: 39.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 225% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 3.
Each turn, the afflicted creature and all creatures around it will take 162.48 to 487.45 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 39/5 |
Effective talent level: 39.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 78% and ignoring 89% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 351% chance to daze, and your Thunderstorm spell gains a 176% chance to daze. Tempest
| 39/5 |
Cunning / Lethality | 1.00 |
Effective talent level: 10.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 12.56% greater chance to be critical hits, and your critical hits do 42.0% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 10/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: You hit your target, doing 140% damage. If your attack hits, you gain 24 armour penetration for 10 turns.
The APR will increase with your Cunning. Deadly Strikes
| 5/5 |
Effective talent level: 2.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: instant
Description: For 6 turns, you put all your will into your blows, adding 57 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 2/5 |
| 4/5 |
Spell / Illusion | 1.00 |
Effective talent level: 3.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Disrupt the target's mind, doing 290.86 mental damage and brainlocking them for 5 turns.
This attack uses Spellpower instead of Mindpower for the save against the damage.
The damage will increase with your Spellpower. Mind Spike
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Wrap the target's mind in a delusion, making them think you are their friend for 2 turns.
If you damage the target it will be free from the delusion. Charm
| 0/5 |
Effective talent level: 32.0
Use mode: Activated
Mana cost: 60
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Cast a chaotic ray of light that bounces and hits up to 35 enemies, up to 6 grids apart.
They will be hurt for 749.11 light damage and be confused (112 power) for 32 turns.
The damage and confusion strength will increase with your Spellpower. Prismatic Chaos
| 32/5 |
Effective talent level: 32.0
Use mode: Sustained
Sustain mana cost: 23
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: The caster is surrounded by a modified phantasmal shield. If hit by a projectile weapon or a spell, the shield will deal 350 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Mirror
| 32/5 |
Cunning / Dirty fighting | 1.00 |
Effective talent level: 8.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 83% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 9 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
| 8/5 |
| 6/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
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 6 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
| 6/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target, doing 199% damage. If your attack connects, the target is crippled for 8 turns, losing 51% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 6/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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: 1 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 7.44 light damage or 7.44 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: 4.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: This powerful spell grants you 30 bonus invisibility, but converts 2 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 105.86 damage to everything in a radius of 4.
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
| 4/5 |
Technique / Magical combat | 1.00 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Allows you to use a melee weapon to focus your spells, granting a 67% chance per melee attack to deliver a Flame, Lightning or Earthen Missiles spell as a free action on the target.
When using a shield the chance is reduced by one fourth.
When dual wielding or using a shield the chance is halved for each weapon.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not cooling down.
The chance increases with your Cunning. Arcane Combat
| 6/5 |
| 32/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing Physical Power by 70.
Each time your crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 195.09.
The bonus scales with your Spellpower.
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.
Arcane Destruction
| 5/5 |
Spell / Phantasm | 1.20 |
Effective talent level: 39.6
Use mode: Activated
Mana cost: 5
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 23 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 594.03 light damage. Illuminate
| 33/5 |
| 33/5 |
Effective talent level: 2.4
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 102 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 2/5 |
Effective talent level: 39.6
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 156 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
| 33/5 |
Corruption / Reaving combat | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Vim cost: 8
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 69%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 110% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 0 Spellpower per turn, 0 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 0 turns, and the bonus decreases by inf% of its current value each turn you don't deal damage. Bloodlust
| 0/5 |
| 0/5 |
Effective talent level: 4.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 32.65 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 36.
At level 3, it will also reduce Armour by 41 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 4/5 |
Cunning / Called Shots | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Strike your opponent in the knee (or other critical point in an ambulatory appendage) for 190% weapon damage, knocking them down (2 turn pin) and slowing their movement by 48% for 4 turns afterwards.
This shot will bypass other enemies between you and your target.
The slow effect becomes more powerful with your Cunning. Kneecapper
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 35
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Employ a specialized sniping shot at a target.
This shot is focused on precision at long range and deals base 30% ranged damage with a bonus that increases with distance.
The ranged bonus is -50% (penalty) at point blank range, while at your maximum range of 1 it is -50%.
This shot will bypass other enemies between you and your target. Kill Shot
| 0/5 |
| 0/5 |
| 32/5 |
Spell / Aether | 1.00 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 487.03 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
| 39/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area.
Each explosion does 216.85 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 5/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 13 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
| 39/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 4% and ignoring 29% arcane resistance of your targets.
At level 5 it allows Aegis, Force and Restoration spells to be used while in Aether Avatar form. Pure Aether
| 2/5 |
Spell / Fire | 1.20 |
Effective talent level: 8.4
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: 1 turn
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 519.41 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 7/5 |
Effective talent level: 8.4
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Conjures up a cone of flame with radius 9. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 443.85 fire damage over 8 turns.
The damage will increase with your Spellpower. Flameshock
| 7/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: 1 turn
Is: a spell
Description: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 426.98 fire damage in a radius of 6.
The damage will increase with your Spellpower. Fireflash
| 5/5 |
Effective talent level: 39.6
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Raging flames burn foes and allies alike, doing 290.70 fire damage in a radius of 5 each turn for 23 turns.
The damage will increase with your Spellpower. Inferno
| 33/5 |
Spell / Power | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 42
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Fold your magic inwards, into a small feedback loop, increasing your spellpower by 20 for your next spell. Yonk
| 2/5 |
| 32/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Overloads one of your active shields, causing it to explode outwards damaging all nearby hostile creatures in a radius 0.
Damage amount and type will depend on which shield is overloaded and how powerful the shield is.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield, Elemental Shield. Shield Overload
| 0/5 |
Spell / Advanced-golemancy | 1.00 |
| 1/5 |
Effective talent level: 5.0
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: 5
Gem changing is done in the golem's inventory. Gem Golem
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 88.83 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 55% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 5.00.
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
| 5/5 |
Spell / Water | 1.00 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Glacial fumes rise from the ground, doing 167.23 cold damage in a radius of 3 each turn for 19 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
| 39/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Condenses ambient water on a target, freezing it for 19 turns and damaging it for 1798.66.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 39/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 56.77 cold damage and 56.77 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 8 turns.
All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 5/5 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 43 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 39, gain 100% resistance to cuts and stuns, gain 50% cold resistance, and all cold damage heals you for 150% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 39/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 46% chance to get a free, automatic attack against the attacker for 90% damage, up to 1.9 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
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Defense by 31 for 7 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 19% and reducing their saving throws by 19.
The effects will scale with your Cunning. Set Up
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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 35%.
Exploit Weakness
| 5/5 |
Spell / Wildfire | 1.00 |
Effective talent level: 39.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A wave of fire emanates from you with a radius of 18, knocking back anything caught inside and setting them ablaze, doing 672.04 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 39/5 |
Effective talent level: 39.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Your Flame, Flameshock, Fireflash, Blastwave, Fire Storm and Smoke Bomb (when spreading flames) spells leave a burning wake on the ground, burning all within for 195.18 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 39/5 |
Effective talent level: 39.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 390% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 39/5 |
Effective talent level: 39.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 78%, ignoring 89% fire resistance of your targets and reducing self-inflicted fire damage by 100%. Wildfire
| 39/5 |
Wild-gift / Summoning (augmentation) | 1.00 |
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Destroys one of your summons, making it detonate in radius of 0.
- Ritch Flamespitter: Explodes into a fireball
- Hydra: Explodes into a ball of lightning, acid or poison
- Rimebark: Explodes into an iceball
- Fire Drake: Generates a cloud of fire
- War Hound: Explodes into a ball of physical damage
- Jelly: Explodes into a ball of slowing slime
- Minotaur: Explodes into a sharp ball, cutting all creatures
- Stone Golem: Knocks back all creatures
- Turtle: Grants a small shell shield to all friendly creatures
- Spider: Pins all foes around
In addition, a random summon will come off cooldown.
Hostile effects will not hit you or your other summons.
The effects improve with your Willpower. Detonate
| 0/5 |
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 0 turns. Phase Summon
| 0/5 |
Spell / Stone | 1.00 |
Effective talent level: 41.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: 1 turn
Is: a spell
Description: Conjures 3 missile shaped rocks that you target individually at any target or targets in range. Each missile deals 363.70 physical damage, and an additional 60.62 bleeding damage every turn for 5 turns.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Earthen Missiles
| 41/5 |
Effective talent level: 1.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.
Your stone form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 17%.
* Grants 45% Fire Resistance, 28% Lightning Resistance, 11% Acid Resistance, and 10% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 1/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Causes a violent earthquake that deals 127.08 physical damage in a radius of 4 each turn for 8 turns, and has a 25% chance of stunning any creature it affects.
The damage will increase with your Spellpower. Earthquake
| 5/5 |
Effective talent level: 41.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 82% and ignoring 89% physical resistance of your targets.
Also any time you hit an enemy with a single physical damage hit over 100, you have a 205% chance of disarming them for 6 turns. Crystalline Focus
| 41/5 |
Cursed / Force of will | 1.00 |
Effective talent level: 3.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 134 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 11% (currently: 103%)
Damage increases with your Mindpower. Willful Strike
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
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 12 damage. The barrier charges at a rate of 1/35th of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 103%)
The maximum damage deflected increases with your Mindpower. Deflection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 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 17 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: 103%)
Damage increases with your Mindpower. Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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 8 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: 103%)
Damage increases with your Mindpower. Unseen Force
| 0/5 |