Spell / Golemancy | 1.50 |
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Improves your golem's armour training, damage resistance, and healing efficiency.
Increases all damage resistance by 15%; increases Armour value by 14, Armour hardiness by 63%, reduces chance to be critically hit by 18% when wearing heavy mail or massive plate armour, and increases healing factor by 60%.
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: Spell (87% of a 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 |
Celestial / Sun | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 236.6 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 4 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Positive energy cost: -20
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 65.2 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
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 14%.
Each time you crit with a physical attack or a spell you have 82% 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
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -15
Range: 10
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a 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 2%, your spell cooldowns are reduced by 4%, 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 |
Steamtech / Butchery | 1.50 |
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Channel hot steam around your saws, burning foes you strike in melee for 11.03 fire damage over 3 turns (which can stack)!
Hot, steamy maiming! Overheat Saws
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Continuously swing your steamsaws around you, dealing 30% weapon damage to adjacent foes each time you attack.
Your chaotic motions make it difficult for anything to hit you, granting 7% chance to completely negate all damage.
Damage avoidance chance increases with Steampower.
Make the metal talk! Tempest of Metal
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: You temporarily overcharge the saw motors, increasing the effective talent level of all saw talents by 20% for 1 turns.
The pain shall never stop! Overcharge Saws
| 0/5 |
Chronomancy / Temporal Guardian | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: Increases Physical Power by 75, and increases weapon damage by 61% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 10 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain -20% critical chance and critical strike power while you take -20% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 0/5 |
Psionic / Solipsism | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 60% of all damage you receive into Psi damage and 60% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 30.9% (20.0% from character level with the remainder further reduced by 13.6% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 50%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: You now substitute 85% of your Mental Save for 85% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 50%). Balance
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: For every percent that your Psi pool exceeds 56%, you gain 1% global speed (up to a maximum of +44%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 50%). Clarity
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Each time you take damage, you roll 74% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 50%). Dismissal
| 5/5 |
Psionic / Thought-Forms | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 35, its two secondary stats by 17, and it will have Magic, Cunning, and Willpower equal to your own.
At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
Thought forms can only be maintained up to a range of 10, and will rematerialize next to you if this range is exceeded.
Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower. Thought-Forms
| 5/5 |
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 35%, but leaving your body a defenseless shell.
At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
The secondary bonuses apply whether or not this talent is currently active.
The life, damage, and speed bonus will improve with your Mindpower. Over Mind
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: You now gain 10% mind speed while Thought-Form: Bowman is active, 21 Mindpower while Thought-Form: Warrior is active, and 6% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 5/5 |
Psionic / Discharge | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain feedback cost: 0
Range: 7
Cooldown: 12
Travel Speed: 1000% of base
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Unleash your subconscious on the world around you. While active, you fire up to 6 bolts each turn (one per hostile target) that deal 74.83 mind damage. Each bolt consumes 5 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per 14 excess Feedback per target), but no more then 6 extra bolts per turn.
This effect is a psionic channel, and will break if you move.
The damage will scale with your Mindpower. Mind Storm
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Activate to invert your Feedback decay for 1 turns. This effect can be a critical hit, increasing the duration even further.
You must have some Feedback in order to start the loop.
The maximum Feedback gain will scale with your Mindpower. Feedback Loop
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your subconscious now retaliates when you take damage. If the attacker is within range (7), you'll inflict mind damage equal to the Feedback gained from the attack or 4.20, whichever is lower.
This effect can only happen once per creature per turn.
The damage will scale with your Mindpower. Backlash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Feedback cost: 25
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Focus your mind on a single target, diverting all offensive Discharge talent effects to it for 0 turns. While this effect is active, all Discharge talents gain 3% critical power.
If the target is killed, the effect will end early.
The damage bonus will scale with your Mindpower. Focused Wrath
| 0/5 |
Chronomancy / Temporal Combat | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 65.18 temporal damage to your strikes.
Additionally you have a 33% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: For the next 9 turns, you recover 48.9 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower. Invigorate
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Cooldown: 8
Description: You now have a 33% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 65.18 temporal damage to enemies in a radius of 2. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 29.33 physical and 32.59 temporal damage to enemies in a radius of 2. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 58.67 physical damage to enemies in a radius of 2. Affected targets will be slowed (30%) for 2 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Weapon Manifold
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 100% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 1 turns.
Breach chance scales with your Spellpower. Breach
| 0/5 |
Psionic / Focus | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Psi cost: 10
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 167 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 6 squares at the molecular level, setting them ablaze. This does 385.4 fire damage over six turns. Pyrokinesis
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Psi cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Mentally focus electricity into a ball of plasma and hurl it at the target.
The plasma will explode on impact, dealing 244.1 Lightning damage within radius 3.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 10 turns.
Also increases your defense and armour by 26 and 20, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Vim cost: 15
Range: 6
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 121.22 fire damage and 121.22 darkness damage in a radius of 7.
The damage will increase with your Spellpower. Darkfire
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 30% fire resistance, 35% darkness resistance, and your global speed is increased by 21%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower. Flame of Urh'Rok
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 5
Drains vim: 5
Range: 5
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 10.89 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape. Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0; the amount drained increases by one each turn.
The damage will increase with your Spellpower. Fearscape
| 0/5 |
Wild-gift / Slime | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 266.4 nature damage and slowing it down by 30% for 3 turns.
The slime can bounce from foe to foe, hitting up to a total of 6 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 35.6% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 3, infecting the foes inside with a random poison doing 423.0 Nature damage over 10 turns.
This attack can crit and deals 29% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 36.4 disarming acid damage.
The damage increases with your Mindpower. Acidic Skin
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 2 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
Spell / Undead drake | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You revel in death, devouring the souls of your victims. Whenever you inflict damage to a target, you deal an additional 18.84 darkness damage.
Additionally, you gain 2 souls whenever you score a kill.
The damage will scale with the highest of your spell or mind power and can only occur up to 15 times per turn. Raze
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 1
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Release a cloud of deadly miasma over a targeted area, dealing 2.99 darkness damage to all units inside it with a 20% chance of inflicting a disease that will do blight damage and weaken either Constitution, Strength or Dexterity for 2 turns.
The damage will scale with the highest of your spell or mind power. Infectious Miasma
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You breathe a wave of deathly miasma in a cone of radius 1. Any target caught in the area will take 26.84 darkness damage over 4 turns and receive either a bane of confusion or a bane of blindness for 4 turns.
The damage will increase with your Magic, and the critical chance is based on your Spell crit rate. Necrotic Breath
| 0/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 55% chance to get a free, automatic melee attack against the attacker for 99% damage, up to 1.9 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (62% of a turn)
Description: Increases Defense by 34 for 8 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 20% and reducing their saving throws by 20.
The effects will scale with your Cunning. Set Up
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (62% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of 45%.
Exploit Weakness
| 5/5 |
Psionic / Absorption | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 65% of any physical/acid/nature/temporal attack, up to a maximum of 81 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 56.3 points of damage absorbed, up to a maximum 3.3 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 65% of any fire/cold/light/arcane attack, up to a maximum of 81 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 56.3 points of damage absorbed, up to a maximum 3.3 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 65% of any lightning/blight/darkness/mind attack, up to a maximum of 81 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 56.3 points of damage absorbed, up to a maximum 3.3 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by 70%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%. Forcefield
| 5/5 |
Wild-gift / Cold drake aspect | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 258% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 14% and your Armour by 17.
You also deal 31.39 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 3 length for 0 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 0.74 damage for each ice wall within radius 0 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 1. Any target caught in the area will take 35.90 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 0/5 |
Cursed / One with shadows | 1.50 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: You are linked to your shadows for 0 turns, diverting 7% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Your shadows guard you with their lives.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -26 life.
Effect increases with Mindpower. Shadow Decoy
| 0/5 |
Technique / Bloodthirst | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 21% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 14%.
The daze chance increase with your Physical Power. Mortal Terror
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by 14%, your life regeneration by 6.34 per turn, and your stamina regeneration by 1.27 per turn for 11 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 31.71 and 6.34 each turn, respectively. Bloodbath
| 5/5 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: You enter a battle frenzy for 1 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain -2% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 0/5 |
Wild-gift / Corrosive blades | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Channel acid through your psiblades, extending their reach to create a beam doing 244.1 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 5/5 |
Effective talent level: 4.5
Use mode: Passive
Description: You gain 23% Acid resistance.
When you deal Nature damage to a creature, you gain a 6.2% bonus to Acid damage for 4 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 14.0%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: You focus on a target zone of radius 2 to make up to 2 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 3 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 18.5 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 4.2 life regeneration per turn. Acidic Soil
| 0/5 |
Cursed / Endless hunt | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +14 Accuracy, +13% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +20 Accuracy, +25% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +25 Accuracy, +38% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength. Stalk
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 5 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 5% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 2 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower. Beckon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Harass your stalked victim with two quick attacks for 35% (at 0 Hate) to 67% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for 3 turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by 15% for 2 turns.
Damage reduction increases with the Willpower stat. Harass Prey
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Let hate fuel your movements. While active, you gain 6% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 2 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 0/5 |
Wild-gift / Ooze | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 350, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.72.
You may have up to 3 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 11 turns, are very resilient (36% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 1.0 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning. Mitosis
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 9 turns.
This process releases a burst of antimagic, dealing 160.1 Manaburn damage in radius 3.
This talent allows you to restore 1.0 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 3 will be created with 268 life (77% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 205% weapon damage (as Acid). Call of the Ooze
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 68% lower Critical multiplier (but always do at least normal damage).
In addition you gain 78% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 5/5 |
Corruption / Heart of Fire | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Cooldown: 5
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 136% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 223% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 6 turns with a power of 304, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 6 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 4.28 health and 2.52 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 73 fire damage on spreading. Devouring Flames
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Restore yourself to full health, but take damage equal to the damage healed over 1 turns. This damage is split evenly among you and all burning enemies in radius 0. Damage you take is irresistable. Damage to enemies is fire damage. Blazing Rebirth
| 0/5 |
Corruption / Wrath | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 24
Vim cost: 24
Range: 3
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 212% weapon damage to all targets.
Starting from talent level 5, all targets hit will have their armour and saves reduced by 25.
This attack can not miss. Obliterating Smash
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 24
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Launch yourself toward a target. If the target is reached you get a free attack doing 50% weapon damage.
If the attack hits you release a massive burst of fire in radius 0, knocking away all enemies except your target and dealing 16 damage.
You must charge from at least 2 tiles away. Detonating Charge
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 10
Description: Your blade drinks in death. Whenever you score a kill with this talent off cooldown, your next 1 melee attacks within 6 turns will always critically strike, and you gain 9% critical multiplier for the duration.
Additionally, you gain an extra 0 vim per kill. Voracious Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 38
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your body overflows with the power of the Fearscape, turning you into a powerful demon for 1 turns. This increases your stamina regen and physical power by 8, and your disarm and stun immunity by 20%.
The physical power, stamina regen, and status resistances increase with your spellpower.
Your other talents also gain a variety of bonuses:
-Draining Assault: Reduces cooldown by 1.
-Reckless Strike: Gain 10% resistance penetration for all elements for 4 turns.
-Obliterating Smash: Increases range by 1.
-Abduction: If it hits, get an additional 1 attacks at 35% weapon damage.
-Incinerating Blows: Increases chance of bonus damage to 35%.
-Fearfeast: Gain 0.4 vim per stack.
-Maw of Urh'rok: Increases cone width by 10 degrees. Destroyer
| 0/5 |
Corruption / Torture | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Cooldown: 6
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 40.18 fire damage, spread over 3 turns.
Additionally, every time you attack, there is a 25% chance of releasing a burst of powerful fire that will deal 158.87 fire damage to all enemies in radius 3 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 5, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 25 bonus spellpower.
The damage will increase with your Spellpower. Incinerating Blows
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 25
Vim cost: 14
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hits the target doing 113% weapon damage. If the attack hits, you pull the target in and strike them again, dealing another 143% weapon damage. Abduction
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 123% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 55%.
When Fiery Torment ends the victim will take 85 fire damage. This damage will increase by 28% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape. Fiery Torment
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (65%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 4 turn(s).
This can only trigger on any particular target once every 6 turns. Eternal Suffering
| 5/5 |
Cursed / Punishments | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 228 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 8%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Hate cost: 12
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 213 mind damage and feed you 7 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 40% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 22 damage, and slowly increase to 111 on the last turn (332 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Every time you inflict mental damage, there is a 21% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mental damage by 39%. Madness
| 5/5 |
Corruption / Spellblaze | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain vim cost: 8
Drains vim: 4
Range: 4
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You unleash the fury of the Spellblaze, constantly draining your vim.
While this spell is active at most two meteors will fall near your per turn, dealing 97.05 physical and 107.83 fire damage in radius 2.
This spell disabled automatically on rest or run.
The effects increase with spellpower. Rain of Fire
| 5/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: When you block an attack the shock ripples through your attacker, spreading the force of the Spellblaze in its mind for 5 turns.
While affected the creature will suffer -5% chances to fail using talents and 0 reduced physical, mental and spell saves. Shattered Mind
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You chant the destruction of Mal'Rok, the demon's homeworld.
Each time you kill a creature you send out a magical ripple in radius 0 that applies a bane of blindness or confusion for 0 turns.
Baned creatures also suffer 2.99 darkness damage per turn.
Damage increases with your spellpower. Tale of Destruction
| 0/5 |
Corruption / Blood | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You extract corrupted blood from your own body, hitting everything in a frontal cone of radius 9 for 195.87 blight damage.
Each creature hit has a 78% chance of being infected by a random disease, doing 228.13 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower. Blood Spray
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 304.05 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower. Blood Grasp
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Make the blood of all creatures around you in radius 8 boil, doing 208.16 blight damage and slowing them by 20%.
The damage will increase with your Spellpower. Blood Boil
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain vim cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 13%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 29%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 5/5 |
Spell / Earth | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 15
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 6.
The beam also affect any creatures in its path, dealing 302.93 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 22 bonus to Armour.
Each time you are hit in melee, you have a 93% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower. Stone Skin
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 17.76 physical damage in a radius of 0. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 3 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 18.42 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Psionic / Augmented striking | 1.50 |
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 234% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 165.8 Cold damage and also freeze them for 8 turns.
If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
The cold burst damage will scale with your Mindpower. Thermal Strike
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 234% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 165.84 lightning damage and halving their stun/daze/freeze/pin resistance for 8 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 248.76.
If the target frozen the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
The discharge damage will scale with your Mindpower. Charged Strike
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 11 and allowing you to siphon excess energy from each weapon hit you land, gaining 3.8 psi per hit. Psi Tap
| 5/5 |
Psionic / Voracity | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: You draw kinetic energy from your surroundings to replenish your Psi.
This will slow all targets within radius 5 by 19% (max 25%) for four turns, draining 15.6 (max 46.8) stamina from each.
You replenish 12 (max 36) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Kinetic Leech
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: You draw thermal energy from your surroundings to replenish your Psi.
This will freeze all targets within radius 5 for 3 (max 5) turns, and deal 53.0 (max 158.9) Cold damage.
You replenish 12 (max 36) Psi from the first target, with each additional target restoring 20% less than the one before it.
The damage and the strength of these effects increases as your Psi depletes and with your Mindpower. Thermal Leech
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 53.0 (max 158.9) Lightning damage to all targets around you within radius 5, and has a 44% (max 67%) chance to daze them for 3 turns.
You replenish 12 (max 36) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Charge Leech
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on your blows; for 8 turns, each strike you land on your target in melee range has a 58% chance to trigger another, similar strike.
This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn.
The chance increases with your Dexterity. Greater Weapon Focus
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: After killing a foe, you have a 100% chance to gain a 1000% movement speed bonus for 1 game turn.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly. Step Up
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: Lashes at the target, doing 100% weapon damage.
If the attack hits, the target will bleed for 200% weapon damage over 7 turns, and all healing will be reduced by 0%. Bleeding Edge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 9% of your missing health.
(So if you have lost 70% of your life, you gain 6% all resistance.)
In addition, your all damage resistance cap increases -3.0% closer to 100%.
This consumes stamina rapidly the longer it is sustained (-1 stamina increasing by -0.3/turn).
The effects are refreshed at the start of each turn. True Grit
| 0/5 |
Cursed / Strife | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 47% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 21% (at 0 Hate) to 70% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 4 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 6% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 0/5 |
Corruption / Brutality | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hits the target twice, doing 146% weapon damage each hit. You gain life equal to 26% of the damage dealt, and you gain 28 vim for each attack that hits. Draining Assault
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 15
Vim cost: 30
Range: 7
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Send out a claw of fire, striking in a line doing 28.49 damage leading to a target. The target is caught in the claw's grasp, taking 156% weapon damage as fire damage and becoming unable to move for 5 turns, while also taking 28.49 damage per turn.
Starting from talent level 4, it will also silence.
The beam damage and damage over time will increase with your Spellpower. Fiery Grasp
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 44
Vim cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hits the target doing 345% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. Reckless Strike
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain vim cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You revel in the heat of battle. Whenever an enemy damages you within melee range, you have a 50% chance to counter with an attack for 83% weapon damage.
You get once chance to deal this damage to a particular target each turn. Share the Pain
| 5/5 |
Celestial / Radiance | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 9, even in dark places.
Your vision adapts to this glow, giving you 82% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 5/5 |
Effective talent level: 7.5
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 111.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 37 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain positive energy cost: 10
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 32.4 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has 24% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: 9
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (87% of a 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 3 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 12 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 |
Celestial / Crusader | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Positive energy cost: -7
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You strike your foe with your two handed weapon, dealing 257% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 28% and their damage reduced by 22% for 5 turns. Absorption Strike
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Positive energy cost: 20
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for 60% of the damage done. Mark of Light
| 5/5 |
Effective talent level: 1.5
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: While wielding a two handed weapon, your critical strike chance is increased by 4%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 7%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 58.26 light damage over 5 turns and reducing opponents armour by 10.
The damage increases with your Spellpower. Righteous Strength
| 1/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Channel slime through your psiblades, extending their reach to create a beam doing 292.9 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 5/5 |
Effective talent level: 4.5
Use mode: Passive
Description: You gain 23% Nature resistance.
When you deal Acid damage to a creature, you gain a 6.2% bonus to Nature damage for 4 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 14.0%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 4% chance that 1 talent(s) are placed on a -6 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 0% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 0/5 |
Spell / Grave | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 30
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 311.55 cold damage in a radius of 6.
The damage will increase with your Spellpower.
Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps. Chill of the Tomb
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 100% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 351.83 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 40
Range: 5
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 11 spots in a radius of 3 around the targeted location. The flames deal 90.05 cold damage, and have a chance of freezing.
Damage improves with your Spellpower. Cold Flames
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 53% chance to heal for 26% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 5/5 |
Psionic / Psi-fighting | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Gather your will, and brutally smash the target with your mainhand weapon and then your telekinetically wielded weapon, doing 163% weapon damage.
If your mainhand weapon hits, you will also stun the target for 7 turns.
This attack uses 60% of your Willpower and Cunning instead of Strength and Dexterity to determine weapon damage and accuracy, for both attacks.
Any active Aura damage bonusses will extend to the weapons used for this attack. Telekinetic Smash
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While active, you give your flesh and blood body a boost in the form of precisely applied mental forces. Increases Strength and Dexterity by 38% of your Willpower and Cunning, respectively.
Strength increased by 18
Dexterity increased by 25 Augmentation
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Assume a defensive mental state.
For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for 75% weapon damage.
At raw talent level 3 you will also disarm the attacker for 3 turns.
At raw talent level 5 you will be able to reflexively block up to one attack per turn with a 22% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |
Psionic / Projection | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 26.0 Physical damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 26.0 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 260 physical damage and sending them flying.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Kinetic Aura
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 28.9 Fire damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 28.9 Fire damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of thermal energy is released as a conical blast (radius 6) of superheated air. Anybody caught in it will suffer up to 289 fire damage over several turns.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Thermal Aura
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 28.9 Lightning damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 28.9 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 6 nearby targets, doing up to 288.5 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 0 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 1 enemies per turn, also increases the radius by 1.
A mindstar will attempt to pull in all enemies within its normal range.
A gem will fire an energy bolt at a random enemy in range 6, each turn for 11.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
Steamtech / Dread | 1.50 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power and a mind power
Description: Fire a powerful shot at a foe doing 150% weapon damage.
If the creature, or any creatures in radius 3, was affected by a fear or nightmare effect it violently wakes up, shaking it off only to find itself disoriented, unable to discern friends from foes for 0 turns. Lucid Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Steam cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power and a mind power
Description: Fire a psionic-enhanced shot at a foe doing 50% mind weapon damage and infecting it with a psy worm for 8 turns.
Each turn the worm will do 2.98 mind damage and restore 1 psi to you, double if stunned or feared.
Also each turn the worm has 25% chances to spread to a nearby foe in radius 3.
When a creature infected by Psy Worm dies it spreads to all enemies in a radius of 3. Psy Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 50
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power and a mind power
Description: Entering the mind of your foe you manipulate it to make it loose hope of defeating you, reducing all its damage by 40% for 0 turns. No Hope
| 0/5 |
Chronomancy / Matter | 1.50 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Fires a beam that turns matter into dust, inflicting 111.46 temporal damage and 100.31 physical (warp) damage.
Alternatively you may target yourself, creating a field of radius 3 around you that will inflict the damage over three turns.
The damage will scale with your Spellpower. Dust to Dust
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 24
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Weave matter into your flesh, becoming incredibly resilient to damage. While active you gain 3 armour, -3% resistance to stunning, and -3% resistance to cuts.
The bonus to armour will scale with your Magic. Matter Weaving
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 15
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Create a tightly bound matter wall of up to a length of 3 that lasts 4 turns.
If any part of this wall is dug out it will explode, causing targets in a radius of 0 to bleed for 14.61 physical damage over six turns. Materialize Barrier
| 0/5 |
| 0/5 |
Technique / Duelist | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: Your offhand weapon damage penalty is reduced to 15%.
Up to 2.7 times a turn, you have a 73% chance to parry up to 0 damage (based on your offhand weapon damage) from a melee or ranged attack. The number of parries increases with your Cunning. (A fractional parry has a reduced chance to succeed.)
A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes. It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar. Dual Weapon Mastery
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: The flow of battle invigorates you, allowing you to press your advantage as the fight progresses.
Up to once each per turn, while dual wielding, you may:
Riposte -- If a melee or archery attack misses you or you parry it, you instantly restore 5.3 stamina and gain 12% of a turn.
Recover -- On performing a critical strike with your offhand weapon, you instantly restore 5.3 stamina. Tempo
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: Make a cunning feint that tricks your target into swapping places with you. While moving, you take the opportunity to trip them, pinning and dazing them for 2 turns.
Switching places distracts your foes and allows you to improve your defenses: For 1 turns, Dual Weapon Mastery yields one extra parry each turn and you are -18% less likely to miss your parry opportunities.
The chance to pin and to daze increases with your Accuracy Feint
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: Exploiting a gap in your target's defenses, you make a lethal strike with your offhand weapon for 180% damage that causes them to drop their weapon, disarming them for -1 turns.
Tempo will reduce the cooldown of this talent by 1 turn each time it is triggered defensively.
The chance to disarm increases with your Accuracy. Lunge
| 0/5 |
Chronomancy / Stasis | 1.50 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
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 (91) is absorbed, or the time runs out (5 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.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Inflicts 17.92 temporal damage, and attempts to stun all targets in a radius 0 ball for 1 turns.
The damage will scale with your Spellpower. Stop
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.50 |
| 5/5 |
Effective talent level: 7.5
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: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 13.87 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 14% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 0/5 |
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 |
Spell / Shades | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them 80% evasion for 5 turns.
The evasion chance will increase with your Spellpower. Shadow Tunnel
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Reaches through the shadows into quieter places, summoning 8 harmless creatures.
Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul. Curse of the Meek
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 70
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Through the shadows, you forge a temporary copy of yourself, existing for 2 turns.
The copy possesses your exact talents and stats, has 27% life and deals 46% damage. Forgery of Haze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 0.0%, and ignoring 1% of the darkness resistance of your targets.
In addition, all darkness damage you take heals you for -12% of the damage. Frostdusk
| 0/5 |
Chronomancy / Speed Control | 1.50 |
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 19% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Sends out a blast wave of gravity in a radius 7 cone, dealing 202.89 base physical (gravity) damage and knocking back targets caught in the area.
Targets knocked into walls or other targets take 25% additional damage and deal 25% damage to targets they're knocked into.
Closer targets will be knocked back further and the damage will scale with your Spellpower. Repulsion Blast
| 5/5 |
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain paradox cost: 24
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Create a gravity field around you that converts 48% all damage you deal into physical damage, slows incoming projectiles by 58%, and protects you from all gravity damage and effects.
Additionally, damage dealt by Repulsion Blast has a 83% chance to reduce the target's knockback resistance by half for two turns. Gravity Locus
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Increases local gravity in a radius of 4 for 1 turns, dealing 4.03 physical (gravity) damage as well as decreasing the global speed of all affected targets by -3%.
The damage done will scale with your Spellpower. Gravity Well
| 0/5 |
Celestial / Combat | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 65.2 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 33.
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
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 225% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 162% weapon damage.
The second strike chance (which increases with distance) is 40.9% at range 2 and 77.8% at the maximum range of 10.
The range will increase with your Strength. Wave of Power
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing 87% of your lost HP as additional Fire damage (up to 425, Current: -127).
Targets struck are also afflicted with a Martyrdom effect that causes them to take 30% of all damage they deal for 4 turns. Weapon of Wrath
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a 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 329. Second Life
| 5/5 |
Chronomancy / Temporal Hounds | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every 14 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in 14 turns.
Your hounds inherit your increased damage percent, have 30% physical resistance and 100% temporal resistance, and are immune to teleportation effects.
Hounds will get, 83 Strength, 83 Dexterity, 83 Constitution, 83 Magic, 83 Willpower, and 83 Cunning, based on your Magic stat. Temporal Hounds
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 2
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Command your Temporal Hounds to teleport to the targeted location. If you target an enemy your hounds will set that enemy as their target.
When you learn this talent, your hounds gain 3 defense and 3% resist all after any teleport.
At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
The teleportation bonuses scale with your Spellpower. Command Hounds: Blink
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your hounds can now survive for up to 1 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 4 life per turn and increase their global speed by 0% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain -3% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 16.23 temporal damage and reducing the three highest stats of all targets in a radius 2 cone.
Affected targets will have their stats reduced by 4 for 3 turns. You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
When you learn this talent, your hounds gain -3% temporal damage affinity. Command Hounds: Breathe
| 0/5 |
Spell / Stone | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Conjures 3 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 96.43 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
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
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 39%.
* Grants 78% Fire Resistance, 48% Lightning Resistance, 18% Acid Resistance, and 75% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Causes a violent earthquake that deals 5.54 physical damage in a radius of 0 each turn for 0 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower. Earthquake
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 0.0% and ignoring 1% physical resistance of your targets.
Also raises your physical and magical saves by 0. Crystalline Focus
| 0/5 |
Spell / Air | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 127.83 to 383.48 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 86.85 to 260.56 damage and forking to another target.
It can hit up to 9 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
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 110 and increasing defense against projectiles by 28.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 35% movement speed and removes 18 fatigue. Feather Wind
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a 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 0 of your foes for 1 to 6.15 damage in a radius of 1.
This powerful spell will drain 0.00 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 0/5 |
Wild-gift / Higher draconic abilities | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 218% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 191.78 of that damage to enemies in radius 4, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 13%. Prismatic Slash
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 10. Any target caught in the area will take 96.45 nature damage each turn for 6 turns.
The poison also gives enemies a 25% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 5/5 |
Effective talent level: 1.5
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 2, and your breath attack cooldowns are reduced by 2.
You gain 23% knockback resistance, and your blindness and stun resistances are increased by 10%. Wyrmic Guile
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 0.0% and all damage you deal with them is increased by 0.0% with 0.3% resistance penetration. Chromatic Fury
| 0/5 |
Spell / Temporal | 1.50 |
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
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 (587) is absorbed, or the time runs out (12 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 55%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 14 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
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: In an overpowering display of marksmanship, you fire your steamgun(s) twice in rapid succession.
Each shot (targeted separately) deals 20% damage and stuns its target for 0 turns.
The stun chance increases with your Steampower. Double Shots
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You fire a special, electrically charged shot with your steamgun(s) at a spot within range.
When each shot reaches its target, it bursts into electrified shrapnel within radius 2, which shocks each target hit and deals 60% weapon damage as lightning.
Shocked targets lose up to 1 non-magical effects (for the first shot that hits).
This talent does not use ammo. Static Shot
| 0/5 |
Corruption / Scourge | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 178% damage with each hit. For each hit, the target will bleed for 37.92 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 39.49 blight damage (which also heals you for 15.80 each hit).
The damage will increase with your Spellpower. Ruin
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 80% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 10.00 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 60% darkness weapon damage. If the attack hits you attack with your second weapon, doing 60% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 0/5 |
Corruption / Demonic pact | 1.50 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your knowledge of demonic forces grows, allowing you to bind more seeds to you and to summon demons.
You channel your arcane corruption through a demon seed to temporarily summon the corresponding demon for 0 turns.
Summoned demons can regen their life and resummoning them keeps the life they had when they were last used.
If the demon dies it will not be available for summoning anymore.
As you learn to bind more easily you can also use more seeds:
At level 2 it lets you bind a seed to your first ring.
At level 3 it lets you bind a seed to your shield.
At level 4 it lets you bind a seed to your second ring.
At level 5 it lets you bind a seed to your main body armour.
Bind Demon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 5 grids with 10 precision.
In the spot you left you will summon a random demon from your seeds for 0 turns.
If the target area is not in line of sight, there is a chance the spell will fizzle.
This spell requires an unsummoned, alive, demon seed to work.
The range will increase with your Spellpower. Twisted Portal
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You drain the life of your foes to replinish yours and those of your demon seeds.
Each time you kill a creature a random worn demon seed with less than 100% life will be healed for 0% life.
If the creature is an elite or more you also have 100% chance to resurrect a dead demon seed.
At level 5 you also start to leech energies to heal yourself, all damage you do heals you for 0%. Suffuse Life
| 0/5 |
Cursed / Gloom | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 19% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: +28). Gloom
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 19% chance to be crippled by fear for 3 turns, reducing damage they inflict by -31%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: +28). Weakness
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 9.5% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +28). Dismay
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Is: a spell
Description: Attack with your bow or dual-weapons for 161% damage. If you shoot an arrow you'll teleport near the target location. If you use your dual-weapons you'll teleport up to your bow's range away.
Additionally you now go Out of Phase for five turns after any teleport, gaining 14 defense and 8% resist all.
The Out of Phase bonuses will scale with your Magic stat. Thread Walk
| 5/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you hit with a melee or arrow attack, there is a 12% chance that a warden will appear from another timeline to attack a random enemy.
The summoned warden will attempt a melee attack if you made an arrow attack, or an arrow attack if you made a melee attack.
These wardens are out of phase with your reality and deal 58% less damage, and their arrows will pass through friendly targets.
A warden can only be summoned this way once per turn and they return to their own timeline after attacking. Warden's Call
| 0/5 |
Spell / Meta | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Removes up to 6 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: 7.5
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a 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. The chance of success is 100%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 84 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Blight | 1.50 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 9.78 blight damage and removes up to 1 magical or physical effect(s) from any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower. Corrupted Negation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 0% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 5 acid damage in a 4 radius ball. This damage will increase by 3% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower. Corrosive Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 28
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 2 turns. Each creature hit by the storm takes 2.52 blight damage and is poisoned for 10.08 blight damage over 4 turns. The blight poison is especially virulent, and has a -112% chance to ignore poison immunity.
At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 0%.
At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 0%.
At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 0% chance of failure.
Each possible effect is equally likely.
The poison damage dealt is capable of a critical strike.
The damage will increase with your Spellpower. Poison Storm
| 0/5 |
Spell / Aether | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 158.87 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: 7.5
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 5 random arcane explosions in the target area.
Each explosion does 192.04 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: 0.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 47
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 3 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 0.0% and ignoring 1% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 0/5 |
Spell / Ice | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 400% of base
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 212.85 ice damage, hitting all adjacent targets on impact.
This spell will never hit the caster.
If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%.
The damage will increase with your Spellpower. Ice Shards
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 7, doing 293.16 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: 0.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Shatter all frozen targets in your line of sight, doing 25.51 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 2 foes.
The damage will increase with your Spellpower. Shatter
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 0.0% and ignoring 1% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 0%. Uttercold
| 0/5 |
Spell / Arcane | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 247.80 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 28 and arcane resistance by 35%. Arcane Power
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a 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 62.01 arcane damage to all foes in line.
If no foes are found, the target will take 50% 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: 7.5
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.93 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 786 total damage.
While the arcane storm rages, you also get 104% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
Cursed / Shadows | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 4 level 19 shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 5), Blindside their opponents (level 5), and Phase Door from place to place.
Shadows ignore 100% of the damage dealt to them by their master. Call Shadows
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 51% extra Accuracy and 78% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 5, 19% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (3 turn cooldown). Shadow Warriors
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 21 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 5, 19% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 5, 19% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 0 turns. Hostile targets will be attacked, with a -20% chance the shadows will blindside the target.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 0/5 |
Spell / Storm | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 6, doing 61.81 to 185.42 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 5.50 to 16.49 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 30% 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 4.07 to 12.22 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 0% and ignoring 1% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 0% chance to daze, and your Thunderstorm spell gains a 0% chance to daze. Tempest
| 0/5 |
Cunning / Poisons | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a 53% chance to poison the target for 35 nature damage per turn for 8 turns. Every application of the poison stacks, up to a maximum of 140 nature damage per turn.
The damage scales with your Cunning. Apply Poison
| 5/5 |
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
Level 1: Numbing Poison
Level 2: Insidious Poison
Level 3: Crippling Poison
Level 4: Leeching Poison
Level 5: Volatile Poison
New poison enhancements can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 150%. (The effect varies for each poison.)
Adjusting your weapon coating takes no time and does not break stealth.
You may only have two poison enhancements active at once; applying a third will cause one of the existing ones to be cancelled at random. Vile Poisons
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: You strike your target with your melee or ranged weapon, doing 120% weapon damage as nature and inflicting additional effects based on your active vile poisons:
Numbing Poison - Reduces global speed by -3% for 5 turns.
Insidious Poison - Applies a standard poison that deals 36.87 nature damage over 5 turns.
Crippling Poison - Places 1 talents on cooldown for 1 turns.
Leeching Poison - Heals you for 31.
Volatile Poison - Deals a further 22.12 nature damage to foes in a radius 1 ball.
Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
Venomous Strike
| 0/5 |
Chronomancy / Blade Threading | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Is: a spell
Description: Attack with your melee weapons for 208% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 8 turns.
Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots. Additionally you may use the Attack talent in a similar manner. Warp Blade
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 12
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 113% damage. Then teleport next to a second random enemy, attacking for 113% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 37.92 fire damage per melee attack and increasing all fire damage dealt by 13%.
Each hit will also regenerate 2.50 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 59% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 18 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 13%.
Each hit will also regenerate 2.50 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 8.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
Celestial / Eclipse | 1.50 |
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 54% for 10 turns, and reduces the cooldown of all Celestial skills by 6.
The resistance penetration will increase with your Cunning. Totality
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 0 targets within radius 6, doing 5.35 light damage or 5.35 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: This powerful spell grants you 5 bonus invisibility, but converts 6 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 7.61 damage to everything in a radius of 0.
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
| 0/5 |
Technique / Magical combat | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 71% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Earthen Missiles, Flame, Lightning, Pulverizing Auger
Currently selected spell: Lightning Arcane Combat
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.95 of your Magic (current bonus: 53).
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 197.65.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 5/5 |
Spell / Phantasm | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (87% of a 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 196.78 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 126 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: The caster fades from sight, granting 4 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
| 0/5 |
Corruption / Reaving combat | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 74%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 123% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 7 Spellpower per turn, 42 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 7 turns, and the bonus decreases by 14.3% of its current value each turn you don't deal damage. Bloodlust
| 5/5 |
| 5/5 |
Effective talent level: 7.5
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 28.12 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 34.
At level 3, it will also reduce Armour by 39 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
Corruption / Rot | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your body has become a mass of living corruption, increasing your blight and acid resistance by 27% and blight affinity by 22%.
On taking damage greater than 15% of your maximum health, the damage will be reduced by 26% and a carrion worm mass will burst forth onto a nearby tile, attacking your foes for 5 turns.
You can never have more than 5 worms active from any source at a time.
When a carrion worm dies it will explode into a radius 2 pool of blight for 5 turns, dealing 69.34 blight damage each turn and healing you for 69. Infestation
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Vim cost: 8
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You disperse into a mass of carrion worms, reforming near the target location (0 teleport accuracy).
If used on a worm mass, you merge with it, moving to it's location, healing you for 24% of your maximum health, restoring 41 vim, and destroying the mass. Worm Walk
| 5/5 |
Effective talent level: 1.5
Use mode: Passive
Cooldown: 6
Description: You have a 15% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 2 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 7% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower. Pestilent Blight
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 6
Cooldown: 8
Travel Speed: 600% of base
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 2.04 acid and 2.04 blight damage.
If not cleared after five turns it will inflict 11.60 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower. Worm Rot
| 0/5 |
Technique / Two-handed weapons | 1.50 |
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: You enter an aggressive battle stance, increasing Accuracy by 41 and Physical Power by 48, at the cost of -10 Defense and -10 Armour.
While berserking, you are nearly unstoppable, granting you 60% stun and pinning resistance.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker
| 5/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (78% of a turn)
Description: Tries to perform a killing blow, doing 80% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life ( Death Blow
| 0/5 |
Wild-gift / Eyal's fury | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You focus the inexorable pull of nature against a single creature, eroding it and allowing it to be reclaimed by the cycle of life.
This deals 162.2 Nature and 135.2 Acid damage to the target, and is particularly devastating against undead and constructs, dealing 25% more damage to them.
The damage increases with your Mindpower. Reclaim
| 5/5 |
Effective talent level: 4.5
Use mode: Passive
Description: Your devotion to nature has made your body more attuned to the natural world and resistant to unnatural energies.
You gain 27 Spell save, 21.7% Arcane resistance, and 18.7% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 3.9 Equilibrium each turn for 6 turns.
The effects increase with your Mindpower. Nature's Defiance
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 8
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You call upon the earth to create a blinding, corrosive cloud in an area of radius 4 for 2 turns.
Each turn, this cloud deals 3.9 acid damage to each foe with a 25% chance to blind and a (13% chance) of burning away one beneficial magical effect.
The damage increases with your Mindpower. Acidfire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You draw deeply from your connection with nature to create a radius 3 storm of natural forces around you for 0 turns.
This storm moves with you and deals 6.8 Nature damage each turn to all foes it hits.
In addtion, it will drain up to 2 Mana, 1 Vim, 0 Positive, and 0 Negative energy from each enemy within it's area every turn, while you restore Equilibrium equal to 10% of the amount drained.
The damage and drain increase with your Mindpower. Eyal's Wrath
| 0/5 |
Wild-gift / Earthen power | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: The first time you take damage each turn, you regenerate 19% of the damage dealt as mana (up to a maximum of 11.63) and 23% as equilibrium (up to 10.01).
Increases Physical Power by 75, increases damage done with shields by 61%, and allows you to dual-wield shields.
Also, all of your melee attacks will perform a shield bash in addition to their normal effects. Stoneshield
| 5/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Sharp shards of stone grow from your shields.
When you are hit in melee, you will get a free attack against the attacker with the shards doing 40% shield damage (as Nature).
This effect can only happen once per turn. Shards
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Creates a shield of impenetrable stone around you for 7 turns, absorbing up to 85 damage.
Your equilibrium will increase by twice the damage absorbed.
When the effect ends, all equilibrium above minimum will be converted to mana in a storm of arcane energy.
The storm inflicts Arcane damage equal to the converted equilibrium (maximum 0) against everyone around you in a radius 0.
Also while resting you will passively regenerate 0.00 mana each turn.
The shield strength will increase with Willpower Eldritch Stone
| 0/5 |
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 1.60 mana per turn, and your physical and spell attack speed increases by 15.5%. Shadow Feed
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Step through the shadows to your target, dazing it for 2 turns and hitting it with all your weapons for 120% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target. Shadowstep
| 0/5 |
Corruption / Doom shield | 1.50 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain vim cost: 5
Drains vim: 3
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You infuse your shield with the energies of Urh'Rok, bringing about a magical shield that heals you for the first points of all damage you receive (based on your shield's block value) over 3 turns. This effect stacks.
Amount is 5 + -43% of your shield block value (currently 0).
At level 3 if a damage dealt is at least twice as high you have -37% chance to also remove a physical detrimental effect. This effect can only happen once per turn.
This spell disabled automatically on rest or run.
Activating the shield takes no time but de-activating it does.
The damage increases with spellpower. Osmosis Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 18
Sustain vim cost: 18
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Taking example from Mal'Rok, the demon's homeworld you harden yourself.
Increases total armour by -30% + 10 and spellpower by 11% of your Strength. Hardened Core
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Vim cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: You spin around madly with your shield, bashing all those around you for 120% shield damage as darkness, confusing your foes for -1 turns.
At level 4 you also automatically block at the end. Demonic Madness
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: When Dread End creates pools of darkness you can focus your raging thoughts on them to make them erupt into volcanos.
Up to 0 pools in radius 7 will erupt, producing a volcano for 5 turns.
Each turn the volcano will send out fiery boulders that deal 3.08 fire and 2.77 physical damage.
The effects will improve with your Spellpower. Erupting Darkness
| 0/5 |
Spell / Wildfire | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: A wave of fire emanates from you with a radius of 7, knocking back anything caught inside and setting them ablaze, doing 196.78 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your Flame, Flameshock, Fireflash and Blastwave spells leave a burning wake on the ground, burning all within for 53.96 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 5/5 |
Effective talent level: 1.5
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 10% 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
| 1/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 0.0%, ignoring 1% fire resistance of your targets and reducing self-inflicted fire damage by 0%. Wildfire
| 0/5 |
Psionic / Gestalt | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: You let your mind tap into your steam generators for energy, increasing your Mindpower in proportion to your steam level: 21 when at full steam and 0 when at 0 steam.
Using a psionic talent will feedback into your generators, increasing your Steam power by 18 for your next steamtech talent.
Using a steamtech talent will feedback into psionic focus, increasing your psi level by 38.
The effects increase with your Willpower. Gestalt
| 5/5 |
| 5/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Steam cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Temporarily expand your mind to force your Gestalt upon your foes in a radius of 5. Up to -1 foe(s) will be affected.
The Gestalt will drain each affected foe's powers (physical power, mind power, spell power and steam power) by 2 for 5 turns.
Your own powers will be increased in return by the drained amount (reduced for each additional foe).
In addition for 5 turns you can sense creatures beyond your sight, even through walls in radius 68.
The effects improve with your Mindpower. Forced Gestalt
| 0/5 |
Cunning / Lethality | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 10.1% greater chance to be critical hits, and your critical hits do 26.3% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for 80% damage.
For 2 turns thereafter, your attacks against that target gain 4 (effective) accuracy for each probing strike that missed, plus 4.7 (effective) bonus weapon damage and 3% additional weapon resistance penetration for each probing strike that hit.
Learning this technique allows you to permanently gain 1 armour penetration with all melee and archery attacks.
The bonuses to accuracy and damage increase with Cunning. Expose Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Drains stamina: 6
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Become a whirling storm of blades, increasing attack speed by 1% and causing melee attacks to strike an additional adjacent target other than your primary target for 100% weapon damage.
This talent is exhausting to use, draining 6 stamina each turn. Blade Flurry
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 13 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 146%)
Damage increases with your Mindpower. Willful Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50% of incoming damage with the force of your will, up to 22 damage. The barrier charges at a rate of 1/-115 of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 146%)
The maximum damage deflected increases with your Mindpower. Deflection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 1 in all directions. The blast causes 15 damage and 2 knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 146%)
Damage increases with your Mindpower. Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (88% of a turn)
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 2 turns you strike 1 (0% chance for 2) nearby target(s) within range 5 doing 7 damage and 2 knockback. The number of extra strikes increases at higher talent levels.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 146%)
Damage increases with your Mindpower. Unseen Force
| 0/5 |