| Celestial / Guardian | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Infuse your shield with light, healing you for 0.41 each time you take damage at the expense of up to 2 positive energy.
If you do not have any positive energy, the effect will not trigger.
Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing 10% light damage.
The healing done will increase with your Spellpower. Shield of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 25
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Hits the target with your weapon doing 100% damage, and with a shield strike doing 100% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts 6.30 light damage on all targets except yourself within radius 0 of the target, and light up all tiles in that radius.
The light damage will increase with your Spellpower. Brandish
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Retribution negates half of all damage you take while it is active. Once Retribution has negated 17.65 damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of 0 and deactivating the talent.
The amount absorbed will increase with your Spellpower.
Retribution
| 0/5 |
| 0/5 |
| Cunning / TechPaladin | 1.00 |
| 0/1 |
| 0/1 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
Effective talent level: 0.0
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 7.0 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 0 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: 34
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 1.5 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower. Path of the Sun
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 0%.
Each time you crit with a physical attack or a spell you have -27% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn. Sun's Vengeance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -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 0%, your spell cooldowns are reduced by -5%, 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 |
| Celestial / Combat | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 7.0 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 4.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower. Weapon of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: 4
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 90% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 24% weapon damage.
The second strike chance (which increases with distance) is -1.1% at range 2 and -1.1% at the maximum range of 4.
The range will increase with your Strength. Wave of Power
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing -620% of your lost HP as additional Fire damage (up to 10, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take -6% of all damage they deal for 4 turns. Weapon of Wrath
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for -2. Second Life
| 0/5 |
| Celestial / Sunlight | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 3.34 damage to the target and leaving a spot on the ground for 4 turns that does 1.62 light damage to anyone within it.
The damage dealt will increase with your Spellpower. Searing Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -15
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Invokes the Sun to cause a flare within radius 0, blinding your foes for 0 turns and lighting up your immediate area (radius 0).
At level 3 it will also do 1.49 light damage within radius 0.
The damage done will increase with your Spellpower. Sun Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Call forth the Sun to summon a fiery beam, burning all targets in a line for 4.86 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Conjures a furious burst of Sunlight, dealing 3.85 light damage to all around you in a radius of 3.
The damage done will increase with your Spellpower. Sunburst
| 0/5 |
| Celestial / Radiance | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 0, even in dark places.
Your vision adapts to this glow, giving you -50% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The light of your Radiance allows you to see that which would normally be unseen.
All enemies in your Radiance aura have their invisibility and stealth power reduced by 17.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 6 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 0.5 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has -5% chances to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing 1 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 5 light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns. Judgement
| 0/5 |
| Technique / Shield defense | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Enter a protective battle stance, increasing Defense by -1 and Armour by 5 at the cost of -20% physical damage. The Defense and Armor increase is based on your Dexterity.
It also grants -3% resistance to stunning and knockback. Shield Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away 0 grids.
In addition, all creatures knocked back will also be dazed for 4 turns.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You brace yourself for the final stand, increasing Defense by 5, maximum and current life by 13, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -13 life; however below 0 life you can not see how much you have left.
The increase in Defense is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 0/5 |