Chronomancy / Paradox | 1.00 |
Effective talent level: 1.0
Use mode: Passive
Description: You've learned to focus your control over the spacetime continuum, and quell anomalous effects. Increases your Temporal resistance by 10%, extends the duration of the Static History stability effect by 0 turns, and increases your effective willpower for failure, anomaly, and backfire calculations by 15%. Paradox Mastery
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20.0
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Over the next 1 turns, you attempt to remove the target from the timeline. Its resistances will be reduced by 3%, and if you manage to kill it while the spell is in effect, you'll be returned to the point in time you cast this spell and the target will be slain.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The duration will scale with your Paradox and the resistance penalty will scale with your Paradox and Spellpower. Cease to Exist
| 0/5 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 10.0
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You partially remove yourself from the timeline for 10 turns.
This increases your resistance to all damage by 11%, reduces the duration of all detrimental effects on you by 15%, and reduces all damage you deal by 20%.
The resistance bonus, effect reduction, and damage penalty will gradually lose power over the duration of the spell.
The effects scale with your Paradox and Spellpower. Fade From Time
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 25.0
Range: 2
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You summon your future self to fight alongside you for 2 turns. At some point in the future, you'll be pulled into the past to fight alongside your past self after the initial effect ends.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The duration will scale with your Paradox. Paradox Clone
| 0/5 |
Celestial / Star fury | 1.00 |
| 4/5 |
Effective talent level: 0.0
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 6.64 darkness damage, and leaves a radius 3 field that does 2.30 darkness damage per turn for 0 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 0/5 |
Effective talent level: 1.0
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 20.73 light and 20.73 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 1/5 |
Effective talent level: 2.0
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 1 area, doing 86.15 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 2/5 |
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 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 16
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 25% chance to target your golem instead. Golem Portal
| 0/5 |
Spell / Distort | 1.00 |
Effective talent level: 2.0
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 3, doing 139.83 temporal damage and stunning affected creatures.
The damage will increase with your Spellpower. Time Warp
| 2/5 |
| 2/5 |
Effective talent level: 3.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Adds 132.97 temporal damage to Phase Door, Teleport, Congeal Time, Time Prison and Space Warp (when used on hostile targets). Time Lash
| 3/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.00 |
| 6/5 |
Effective talent level: 5.0
Use mode: Activated
Paradox cost: 10.0
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: For the next 6 turns, you recover 5.0 stamina each turn and all other talents on cooldown will refresh twice as fast as usual.
The duration will scale with your Paradox. Invigorate
| 5/5 |
| 1/5 |
Effective talent level: 3.0
Use mode: Activated
Paradox cost: 25.0
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: For the next 4 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns.
The duration will scale with your Paradox. Damage Smearing
| 3/5 |
Spell / Poison alchemy | 1.00 |
Effective talent level: 3.0
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 17%. Poison Infusion
| 3/5 |
Effective talent level: 3.0
Use mode: Passive
Description: While Poison Infusion is active, your bombs coat your golem in poison for 8 turns when they hit it.
While coated, any attack made by your golem has a 46% chance to trigger a beam of poison towards the target, that does 105.3 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
| 3/5 |
Effective talent level: 3.0
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 (23 power) for 8 turns.
Alchemist protection reduction works as a chance to avoid hitting yourself with this.
Sleep power scales with your Spellpower. Chloroform Bomb
| 3/5 |
Effective talent level: 4.0
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 30, your maximum life by 348, your life regeneration by 5.
Each hit you make also has a 51% chance of firing a beam of poison at the target, doing 120.2 nature damage over 6 turns. Mutation
| 4/5 |
Spell / Blight | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 10
Life cost: 10
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Twist the elements in the target, changing some of them to Blight. Causes 149.41 Blight damage.
The damage will scale with Spellpower. Flux
| 2/5 |
| 2/5 |
Effective talent level: 2.0
Use mode: Activated
Mana cost: 25
Life cost: 25
Range: 6
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Invokes a furious storm of elemental chaos at the target point, doing 54.92 half blight, half random element damage, in a radius of 3 each turn for 10 turns.
Each turn the vortex will move at random, and will harm its creator.
The damage and duration will increase with your Spellpower. Chaos Vortex
| 2/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 50
Sustain life cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You have mastered the fifth element, increasing all your blight damage by 4% and ignoring 29% blight resistance of your targets.
Also, 10% of any blight damage you do, will heal you as well. Quintessence
| 2/5 |
Spell / Meta | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 5/5 |
Effective talent level: 3.0
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 60%.
In addition, you hone your damaging spells to spellshock their targets. This talent gives a bonus of 45 to Spellpower solely for the purposes of overcoming the target's Spell Save. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 3/5 |
| 4/5 |
| 4/5 |
Spell / Metal 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 explosive metal shards that cause bleeding.
In addition all physical damage you do is increased by 21%. Metal Infusion
| 4/5 |
Effective talent level: 2.0
Use mode: Passive
Description: While Metal Infusion is active, your bombs cover your golem in a shell of shrapnel for 7 turns when they hit it.
While covered in this shell, any damage done to your golem is reduced by 4 and any melee attacker will take 37.8 physical damage.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Shrapnel Shell
| 2/5 |
| 2/5 |
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: Take refuge inside your golem for 2 turns. When this effect ends, you will be healed for 35.
This will also move any buffs/debuffs from you to your golem.
Healing scales with your Spellpower. Golem Refuge
| 0/5 |
Chronomancy / Age Manipulation | 1.00 |
Effective talent level: 4.0
Use mode: Activated
Paradox cost: 5.0
Range: 10
Cooldown: 4
Travel Speed: 500% of base
Usage Speed: 1 turn
Is: a spell
Description: Projects a bolt of temporal energy that deals 68.31 temporal damage, and reduces all of the target's stats by 7 for 3 turns.
At talent level 4 you may project a second bolt.
The damage dealt will scale with your Paradox and Spellpower. Turn Back the Clock
| 4/5 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 15.0
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Reverts the minds of all creatures in a radius 5 cone to an infantile state, in effect confusing them (20% to act randomly) for 3 turns.
The duration will scale with your Paradox. Temporal Fugue
| 2/5 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 20.0
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You surround yourself with a radius 3 distortion of time, which deals 42.70 stacking temporal damage over 3 turns to all other creatures. The effect lasts 7 turns.
The damage dealt will scale with your Paradox and Spellpower. Ashes to Ashes
| 2/5 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 10.0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You revert your body to a previous state, healing yourself for 127.79 life and removing 1 physical status effects (both good and bad).
The amount of life healed will scale with your Paradox and Spellpower. Body Reversion
| 1/5 |
Spell / Frost alchemy | 1.00 |
Effective talent level: 5.0
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 25%. Frost Infusion
| 5/5 |
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 7 turns when they hit it.
This ice provides your golem with 11 additional armour, melee attacks against it deal 29.8 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 183.5 Cold damage and freezing creatures to the ground for 10 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 5/5 |
Effective talent level: 3.0
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 14% and your physical resistance by 23%.
All direct critical hits (physical, mental, spells) against you have a 14% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 3/5 |
Spell / Temporal | 1.00 |
| 4/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 15
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 (441) is absorbed, or the time runs out (10 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 50%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Removes the target from the flow of time for 12 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
| 6/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
Effective talent level: 7.2
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 72.66 to 217.99 damage and forking to another target.
It can hit up to 8 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
| 6/5 |
Effective talent level: 6.0
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 81 and increasing defense against projectiles by 20.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 29% movement speed and removes 15 fatigue. Feather Wind
| 5/5 |
Effective talent level: 6.0
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 6 of your foes for 1 to 63.15 damage in a radius of 1.
This powerful spell will drain 7.50 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 5/5 |
Spell / Arcane elements | 1.00 |
| 4/5 |
Effective talent level: 4.0
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 5, knocking back anything caught inside, causing 73.25 cold and 70.44 arcane damage.
Affected creatures will also be wet for 4 turns.
The damage will increase with your Spellpower. Aetherial Wave
| 4/5 |
Effective talent level: 1.0
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 1% reduction to critical hits chances against you.
Also increases your physical and magical saves by 1.
These bonusses will increase with your Spellpower, and physical and arcane damage bonusses. Mage Armour
| 1/5 |
Effective talent level: 1.0
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 0% and increasing your defence by 0.
Defence bonus scales with your Spellpower, and lightning and arcane damage bonusses. Mage Wind
| 1/5 |
Effective talent level: 1.0
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 0, and reducing self-inflicted arcane damage by 0%.
Each turn there is a 0% chance of blinding adjactent enemies for 4 turns.
Values scale with your fire and arcane damage bonusses. Bright Aura
| 1/5 |
Effective talent level: 1.0
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 0 and your life regeneration by 0.0 per turn.
Values scale with your Spellpower, and cold and arcane damage bonusses. Arcane Depths
| 1/5 |
Effective talent level: 2.0
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 5 will be struck with 64.95 arcane and 77.29 physical damage, and are petrified for 4 turns.
The damage will increase with your Spellpower. Medusa Gaze
| 2/5 |
Effective talent level: 2.0
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 3 turns, a random explosion will occur within a radius of 4 around you.
Each explosion does 49.00 arcane and 50.96 lightning damage in radius 2.
The damage will increase with your Spellpower. Arc Rift
| 2/5 |
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 17 bonus to Armour.
At raw talent level 5, this will also increase your armour hardiness by 17.
These bonusses will increase with your Spellpower. Stone Skin
| 7/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Range: 7
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 5.
The beam also affect any creatures in its path, dealing 308.86 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 6/5 |
Effective talent level: 6.0
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 228.79 physical damage in a radius of 8. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 6/5 |
Effective talent level: 5.0
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 9 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 223.29 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 5/5 |
Chronomancy / Timeline Threading | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 5.0
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You begin to gather energy from other timelines. Your Spellpower will increase by 16.43 on the first turn and 2.74 more each additional turn.
The effect ends either when you cast a spell, or after five turns.
Eacn turn the effect is active, your Paradox will be reduced by 7.
This spell will not break Spacetime Tuning, nor will it be broken by activating Spacetime Tuning. Gather the Threads
| 2/5 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 5.0
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Creates a wake of temporal energy that deals 69.30 damage in a beam, as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns.
Each target you hit with Rethread will reduce your Paradox by 2.3.
The damage will increase with your Paradox and Spellpower. Rethread
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 50.0
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: You peer into three possible futures, allowing you to explore each for 1 turns. When the effect expires, you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
This spell takes no time to cast. See the Threads
| 0/5 |
Wild-gift / Summoning (distance) | 1.00 |
Effective talent level: 5.0
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 11 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 98 Willpower, 86 Cunning and 16 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
| 5/5 |
Effective talent level: 5.0
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 11 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 82 Willpower, 26 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
| 5/5 |
Effective talent level: 5.0
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 11 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 98 Willpower, 82 Cunning and 16 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
| 5/5 |
Effective talent level: 5.0
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 8 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 98 Strength, 89 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
| 5/5 |
Spell / Inanimation | 1.00 |
Effective talent level: 3.0
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 202% 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
| 3/5 |
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: 5.0
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 80.98 physical damage and bleeding to anyone who approaches, for 8 turns.
The damage and duration will increase with your Spellpower. Bladestorm
| 5/5 |
| 3/5 |
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 8 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 3 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 82.47 fire damage in a radius of 3 each turn for 12 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 29%, burning any creatures attacking you for 15.52 fire damage, and projecting 5 random slow-moving fire bolts per turns at targets in sight, doing 48.51 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 |
Wild-gift / Summoning (advanced) | 1.00 |
| 3/5 |
Effective talent level: 3.0
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 2, and the duration of each lasting effect is 7 turns.
The effects improve with your Willpower. Grand Arrival
| 3/5 |
Effective talent level: 5.0
Use mode: Passive
Description: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
100% chance to reduce them by 3. Nature's Cycle
| 5/5 |
Effective talent level: 3.0
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 3 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
| 3/5 |
Spell / Energy alchemy | 1.00 |
Effective talent level: 5.0
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 25%. Lightning Infusion
| 5/5 |
| 3/5 |
| 3/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain mana cost: 100
Range: 2
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +8%.
Each turn, a foe within range 2 will be struck by lightning and be dealt 32.2 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 130 life (20% of your maximum life) since your last turn, you will gain 73% of a turn.
The effects increase with your Spellpower. Living Lightning
| 2/5 |
Spell / Elemental fusion | 1.00 |
Effective talent level: 3.0
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 87.64 fire damage, 100.28 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
| 3/5 |
Effective talent level: 2.0
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 73.08 fire damage and 73.08 cold damage.
The steam will also linger for 4 turns doing another 15 damage per turn in a radius of 3.
Creatures hit will be Wet for 3 turns.
The damage will increase with your Spellpower. Scalding Geyser
| 2/5 |
Effective talent level: 3.0
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 61.12 lightning damage and 61.12 fire damage.
The beam also explodes in a radius of 3 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
| 3/5 |
Effective talent level: 2.0
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 83.62 physical damage and 73.08 cold damage in a radius of 4. Any creatures caught inside will be be frozen to the ground for 4 turns.
The damage will increase with your Spellpower. Avalanche
| 2/5 |
Effective talent level: 2.0
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 3, doing 73.14 lightning damage, 83.69 physical damage and possibly stunning anyone affected (25% chance).
The damage will increase with your Spellpower. Thunderclap
| 2/5 |
Effective talent level: 1.0
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 54.26 cold damage, 54.26 lightning damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
Creatures hit will be Wet for 5 turns.
The damage will increase with your Spellpower. Liquid Lightning
| 1/5 |
Chronomancy / Matter | 1.00 |
Effective talent level: 4.0
Use mode: Activated
Paradox cost: 5.0
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Fires a beam that turns matter into dust, inflicting 54.83 temporal damage and 65.25 physical damage.
The damage will scale with your Paradox and Spellpower. Dust to Dust
| 4/5 |
Effective talent level: 2.0
Use mode: Sustained
Sustain paradox cost: 100.0
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Fragile spikes of carbon protrude from your flesh, clothing, and armor, increasing your armor rating by 24 and inflicting 53.35 bleed damage over six turns on attackers. Each time you're struck, the armor increase will be reduced by 1. Each turn the spell will regenerate 1 armor up to its starting value.
If the armor increase from the spell ever falls below 1, the sustain will deactivate and the effect will end.
The armor and bleed damage will increase with your Spellpower. Carbon Spikes
| 2/5 |
Effective talent level: 3.0
Use mode: Activated
Paradox cost: 15.0
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Destabilizes the target, inflicting 22.35 temporal damage per turn for 10 turns. If the target dies while destabilized, it will explode, doing 48.06 temporal damage and 57.19 physical damage in a radius of 4.
If the target dies while also under the effects of continuum destabilization, all explosion damage will be done as temporal damage.
The damage will scale with your Paradox and Spellpower. Destabilize
| 3/5 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 20.0
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Attempts to pull the target apart at a molecular level, inflicting 55.49 temporal damage and 66.03 physical damage. If the target ends up with low enough life ( Quantum Spike
| 2/5 |
Spell / Arcane | 1.00 |
Effective talent level: 8.0
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 29 and arcane resistance by 30%. Arcane Power
| 8/5 |
Effective talent level: 8.0
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 214.87 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 8/5 |
Effective talent level: 5.0
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 43.06 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
| 5/5 |
Effective talent level: 5.0
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 1.60 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 1136 total damage.
While the arcane storm rages, you also get 86% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
Spell / Enchanted weapons | 1.00 |
| 5/5 |
| 3/5 |
| 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 |
Spell / High magic | 1.00 |
| 6/5 |
Effective talent level: 5.0
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 +0.5, arcane resistance by 25 and arcane resistance cap by 10. Mind Over Mana
| 5/5 |
| 5/5 |
Effective talent level: 2.0
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 2 extra uncontrolled explosions.
Each explosion will do 110.20 arcane damage and 114.61 fire damage.
The damage will increase with your Spellpower.
Spellcraft will not protect you from this spell. Spellblaze
| 2/5 |
Spell / Fire | 1.20 |
Effective talent level: 7.2
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 277.54 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 6/5 |
Effective talent level: 7.2
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 8. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 217.99 fire damage over 8 turns.
The damage will increase with your Spellpower. Flameshock
| 6/5 |
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 248.98 fire damage in a radius of 6.
The damage will increase with your Spellpower. Fireflash
| 5/5 |
Effective talent level: 6.0
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 63.15 fire damage in a radius of 5 each turn for 10 turns.
The damage will increase with your Spellpower. Inferno
| 5/5 |
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 2% 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 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Enchanted trinkets | 1.20 |
Effective talent level: 6.0
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 +6, the spell save by +3 and reduces the physical stat requirements by 3.
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: 6.0
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: 2.4
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 9.
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
| 2/5 |
Spell / Enchanted armours | 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 heavy armour enhancing enchantment on an item of your choice.
This makes the armour easier to use, reducing the physical stat requirements by 12 and the fatigue by 6.
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
| 5/5 |
Effective talent level: 5.0
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
| 5/5 |
| 5/5 |
Effective talent level: 5.0
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 6.
Head: Grants 12% stun resistance.
Gauntlets: Grants 12% disarm resistance.
Boots: Grants 12% knockback resistance.
Shield: +12 projectile defense. Enchanted Bindings
| 5/5 |
Spell / Explosive admixtures | 1.20 |
| 6/5 |
Effective talent level: 7.2
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 18%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 6/5 |
| 6/5 |
Effective talent level: 6.0
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 90.46 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 / Chaotic hedgemagic | 1.00 |
| 2/5 |
Effective talent level: 2.0
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 4 around you, including yourself. Everyone will be teleported between 4 and 8 tiles from their current location.
You will go out of phase (28) for 2 turns.
Requires your Spellpower to beat the target's Spell Save. Scatter
| 2/5 |
| 4/5 |
| 1/5 |
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 |
| 3/5 |
Effective talent level: 1.0
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 20 fire and 20 arcane damage.
The brightness of the flames also increases your light radius by 1 and increases you defense against ranged attackes by 6.
Also increases you fire and arcane resistances by 10%.
These effects scale with your Spellpower. Arcane Fire Shield
| 1/5 |
Spell / Morph | 1.00 |
Effective talent level: 4.0
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 18 for 10 turns.
The weakening will improve with your spellpower. Enfeeble
| 4/5 |
Effective talent level: 3.0
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 +3 str, dex, con and 15% healing factor. Vitalise
| 3/5 |
| 0/5 |
Effective talent level: 2.0
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 3 are violently desconstructed, disarming them and doing 156.94 arcane damage.
Does +50% damage verses stoned targets.
The damage will increase with your Spellpower. Crumble
| 2/5 |
Wild-gift / Summoning (utility) | 1.00 |
Effective talent level: 5.0
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 11 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 109 Constitution, 20 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
| 5/5 |
Effective talent level: 5.0
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 11 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 98 Dexterity, 20 Strength, 18 Willpower and 16 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
| 5/5 |
Effective talent level: 5.0
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 (25% of a normal summon time) and with no chance to fail from high equilibrium for 5 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
| 5/5 |
Effective talent level: 5.0
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 17 turns, and it takes 26% less damage.
The damage reduction is based on your Cunning. Summon Control
| 5/5 |
Celestial / Circles | 1.00 |
Effective talent level: 3.0
Use mode: Activated
Negative energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle increases your Defense by 15, and deals 14.70 darkness damage per turn to everyone else with in its radius. The circle lasts 6 turns.
The damage will increase with your Spellpower. Circle of Shifting Shadows
| 3/5 |
Effective talent level: 2.0
Use mode: Activated
Positive energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle lights up affected tiles, increases your positive energy by 2 each turn, and deals 5.86 light damage and 6.10 fire damage per turn to everyone else within its radius. The circle lasts 5 turns.
The damage will increase with your Spellpower. Circle of Blazing Light
| 2/5 |
Effective talent level: 2.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. Circle of Sanctity
| 2/5 |
Effective talent level: 2.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 40%, and attempts to push all creatures other then yourself out of its radius, inflicting 7.91 light damage and 7.91 darkness damage per turn as it does so. The circle lasts 5 turns.
The effects will increase with your Spellpower. Circle of Warding
| 2/5 |
Chronomancy / Spacetime Folding | 1.00 |
Effective talent level: 3.0
Use mode: Sustained
Sustain paradox cost: 75.0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 13.14 temporal damage to your strikes (26.27 for ammo) and reducing your Paradox by 1.6 every time you land an attack (3.3 for ammo).
The damage will increase with your Spellpower. Weapon Folding
| 3/5 |
| 4/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain paradox cost: 125.0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Space bends around you, giving you a 27% chance to displace half of any damage you receive onto a random enemy within a radius of 8.
Displace Damage
| 4/5 |
Effective talent level: 5.0
Use mode: Activated
Paradox cost: 10.0
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Violently fold the space between yourself and another point within range. You move to the target location, and leave a temporal wake behind that stuns for 4 turns and inflicts 121.66 temporal damage to everything in the path.
The damage will scale with your Paradox and Spellpower, and the range will increase with the talent level. Temporal Wake
| 5/5 |
Cunning / TechPaladin | 1.00 |
| 1/1 |
| 1/1 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (melee) | 1.00 |
Effective talent level: 7.0
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 12 turns to attack your foes. War hounds are good basic melee attackers.
It will get 139 Strength, 139 Dexterity and 21 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
| 7/5 |
Effective talent level: 3.0
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 10 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 67 Constitution and 16 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
| 3/5 |
Effective talent level: 5.0
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 8 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 123 Strength, 26 Constitution and 95 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
| 5/5 |
Effective talent level: 5.0
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 11 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 108 Strength, 26 Constitution and 104 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
| 5/5 |
Spell / Ice | 1.00 |
| 5/5 |
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: Blast a wave of cold all around you with a radius of 6, doing 206.50 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
| 5/5 |
Effective talent level: 4.0
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 213.88 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 6 foes.
The damage will increase with your Spellpower. Shatter
| 4/5 |
Effective talent level: 3.0
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 6% and ignoring 38% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 60%. Uttercold
| 3/5 |
Spell / Acid alchemy | 1.00 |
Effective talent level: 5.0
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 25%. Acid Infusion
| 5/5 |
Effective talent level: 3.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 8 turns when they hit it.
While coated, any melee hit agaist your golem has a 46% chance to trigger a radius 4 cone of acid towards the attacker that does 62.6 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 3/5 |
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: A radius 3 pool of acid spawns at the target location, doing 26.8 Acid damage each turn for 7 turns.
All creatures caught in the mire will also suffer a 20% slowness effect.
The damage will increase with your Spellpower. Caustic Mire
| 2/5 |
Effective talent level: 4.0
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 233.4 acid damage.
The acid attack is extremely distracting, and may remove up to 2 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
| 4/5 |
Spell / Storm | 1.00 |
Effective talent level: 5.0
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 5, doing 45.34 to 136.02 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 5.0
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 52.93 to 158.78 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
| 5/5 |
Effective talent level: 2.0
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 40% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 2.
Each turn, the afflicted creature and all creatures around it will take 24.86 to 74.57 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 2/5 |
Effective talent level: 4.0
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 8% and ignoring 44% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 36% chance to daze, and your Thunderstorm spell gains a 18% chance to daze. Tempest
| 4/5 |
Spell / Illusion | 1.00 |
Effective talent level: 2.0
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 140.53 mental damage and brainlocking them for 4 turns.
This attack uses Spellpower instead of Mindpower for the save against the damage.
The damage will increase with your Spellpower. Mind Spike
| 2/5 |
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: 2.0
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 5 enemies, up to 6 grids apart.
They will be hurt for 116.26 light damage and be confused (42 power) for 2 turns.
The damage and confusion strength will increase with your Spellpower. Prismatic Chaos
| 2/5 |
Effective talent level: 4.0
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 79 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Mirror
| 4/5 |
Spell / Phantasm | 1.00 |
Effective talent level: 8.0
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 11 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 173.34 light damage. Illuminate
| 8/5 |
| 3/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 79 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 4/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: The caster fades from sight, granting 30 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
| 4/5 |
Chronomancy / Gravity | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 5.0
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Sends out a blast wave of gravity in a 5 radius cone, dealing 65.50 physical damage and knocking back creatures caught in the area. This deals 50% extra damage to pinned targets, in addition to the knockback.
The blast wave may hit targets more then once, depending on the radius and the knockback effect.
The damage will scale with your Paradox and Spellpower. Repulsion Blast
| 2/5 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 10.0
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Creates a gravity spike in a radius of 2 that moves all targets towards the spells center and inflicts 65.50 physical damage. This deals 50% extra damage to pinned targets, in addition to the knockback.
The damage dealt will scale with your Paradox and Spellpower. Gravity Spike
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 15.0
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You surround yourself with a radius 0 distortion of gravity, knocking back and dealing 4.11 physical damage to all creatures inside it. The effect lasts 0 turns. Deals 50% extra damage to pinned targets, in addition to the knockback.
The blast wave may hit targets more then once, depending on the radius and the knockback effect.
The damage will scale with your Paradox and Spellpower. Repulsion Field
| 0/5 |
Effective talent level: 2.0
Use mode: Activated
Paradox cost: 20.0
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Increases local gravity of an area, doing 31.80 physical damage with a chance to pin in a radius of 3 each turn for 5 turns.
The damage done will scale with your Paradox and Spellpower. Gravity Well
| 2/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
Effective talent level: 3.0
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 34% for 7 turns, and reduces the cooldown of all Celestial skills by 4.
The resistance penetration will increase with your Cunning. Totality
| 3/5 |
Effective talent level: 4.0
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 4 targets within radius 6, doing 43.73 light damage or 43.73 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
| 4/5 |
Effective talent level: 3.0
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 26 bonus invisibility, but converts 3 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 53.77 damage to everything in a radius of 3.
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
| 3/5 |
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: 1.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 32.05 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 27% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 0.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots. Runic Golem
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
Effective talent level: 4.0
Use mode: Activated
Paradox cost: 10.0
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Inflicts 80.08 temporal damage, and attempts to stun all creatures in a radius 2 ball for 4 turns.
The stun duration will scale with your Paradox, and the damage will scale with your Paradox and Spellpower. Stop
| 4/5 |
Effective talent level: 4.0
Use mode: Activated
Paradox cost: 15.0
Range: 6
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Creates a time distortion in a radius of 3 that lasts for 9 turns, decreasing global speed by 31% for 3 turns and inflicting 27.11 temporal damage each turn to all targets within the area.
The slow effect and damage dealt will scale with your Paradox and Spellpower. Slow
| 4/5 |
Effective talent level: 4.0
Use mode: Activated
Paradox cost: 20.0
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Increases your global speed by 41% for the next 4 game turns. Each time you move with this effect active, you'll leave behind an image of yourself for two turns that may draw enemy attacks.
The speed increase will scale with your Paradox and Spellpower. Haste
| 4/5 |
Spell / Elementalism | 1.00 |
Effective talent level: 3.0
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 10 and their resistance cap by 3. Endure Elements
| 3/5 |
Effective talent level: 4.0
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 57.
The max damage the shield can absorb will increase with your Spellpower. Elemental Shield
| 4/5 |
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 70
Range: 5
Cooldown: 50
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 9 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
| 0/5 |
Spell / Enhancement | 1.00 |
Effective talent level: 7.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 30.83 fire damage per melee attack and increasing all fire damage dealt by 10%.
Each hit will also regenerate 2.33 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 7/5 |
Effective talent level: 4.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 36% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 4/5 |
Effective talent level: 4.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 11 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 8%.
Each hit will also regenerate 1.33 mana.
The effects will increase with your Spellpower. Shock Hands
| 4/5 |
| 4/5 |
Spell / Aether | 1.00 |
Effective talent level: 5.0
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 110.30 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
| 5/5 |
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 133.33 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: 2.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 6 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
| 2/5 |
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 / 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 11 for your next spell. Yonk
| 2/5 |
| 2/5 |
| 3/5 |
Effective talent level: 2.0
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 2.
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
| 2/5 |
Spell / Water | 1.00 |
Effective talent level: 6.0
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 35.86 cold damage in a radius of 3 each turn for 7 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
| 6/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Condenses ambient water on a target, freezing it for 8 turns and damaging it for 335.65.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 7/5 |
Effective talent level: 3.0
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 4, doing 24.15 cold damage and 27.64 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 5 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
| 3/5 |
Effective talent level: 3.0
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 7 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 3, gain 72% resistance to cuts and stuns, gain 36% cold resistance, and all cold damage heals you for 122% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 3/5 |
Chronomancy / Time Travel | 1.00 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: By slightly reorganizing history, you reduce your Paradox by 162 and temporarily stabilize the timeline; this allows chronomancy to be used without chance of failure for 3 turns (backfires and anomalies may still occur).
The paradox reduction will increase with your Spellpower. Static History
| 6/5 |
Effective talent level: 3.0
Use mode: Activated
Paradox cost: 5.0
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Inflicts 107.57 temporal damage, if the target fails a spell save. If your target survives, it will be removed from time for 4 turns.
The duration will scale with your Paradox. The damage will scale with your Paradox and Spellpower. Time Skip
| 3/5 |
Effective talent level: 3.0
Use mode: Activated
Paradox cost: 10.0
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Creates a temporal echo in a nova around you, in a radius of 4. Affected targets will take 65.17 temporal damage, as well as 15% of the difference between their current life and max life as additional temporal damage.
The percentage and damage scales with your Paradox and Spellpower. Echoes From The Past
| 3/5 |
Effective talent level: 5.0
Use mode: Activated
Paradox cost: 20.0
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Manipulate the flow of time, reducing the cooldown of all your talents on cooldown by 4 turns, and reducing the duration of most status effects currently affecting you (good or bad) by 4 turns.
The effect will scale with your Paradox. Temporal Reprieve
| 5/5 |
Spell / Wildfire | 1.00 |
Effective talent level: 6.0
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 6, knocking back anything caught inside and setting them ablaze, doing 157.25 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 6/5 |
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: 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 25.04 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 2/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 50% 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
| 5/5 |
Effective talent level: 4.0
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 8%, ignoring 44% fire resistance of your targets and reducing self-inflicted fire damage by 56%. Wildfire
| 4/5 |
Wild-gift / Summoning (augmentation) | 1.00 |
| 5/5 |
Effective talent level: 5.0
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 8.
- 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
| 5/5 |
| 3/5 |
Effective talent level: 3.0
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 4 turns. Phase Summon
| 3/5 |
Spell / Stone | 1.00 |
Effective talent level: 6.0
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 96.44 physical damage, and an additional 16.07 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
| 6/5 |
Effective talent level: 2.0
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 25%.
* Grants 34% Fire Resistance, 21% Lightning Resistance, 8% Acid Resistance, and 20% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 2/5 |
Effective talent level: 7.0
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 100.90 physical damage in a radius of 5 each turn for 9 turns, and has a 25% chance of stunning any creature it affects.
The damage will increase with your Spellpower. Earthquake
| 7/5 |
Effective talent level: 4.0
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 8% and ignoring 44% physical resistance of your targets.
Also any time you hit an enemy with a single physical damage hit over 100, you have a 20% chance of disarming them for 6 turns. Crystalline Focus
| 4/5 |
Spell / Void | 1.00 |
| 0/5 |
| 2/5 |
| 2/5 |
| 2/5 |