| Wild-gift / Botany | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Equilibrium cost: 4
Range: 5
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Toss a Shineleaf seed up to 5 tiles away, and will it to instantly sprout. The plant is immune to fear and confusion, has no need to breathe, cannot move, and will last 4 turns or until defeated.
Your Shineleaf will emit a wave of light energy in a radius of 4 each turn, dealing 10 Light damage to foes and healing allies for 6. The light will illuminate the area and reduce the stealth and invisibility power of all foes within by 10 for 2 turns.
This talent is an innate nature gift and uses mind speed. Damage, chance to illuminate foes, and illumination power all improve with Mindpower.
Your Shineleaf has base 10 in all primary stats, 100% Armor Hardiness, 100% resistance to Light damage, and -50% Darkness resistance. It will inherit your increased damage, damage penetration, mindpower, mind speed, mentral crit rate, and critical power. Inherited stats are updated constantly. Nature and Light damage from yourself is negated, instead healing the plant for 25% of the amount.
Shineleaf Stat Bonuses (scaling with character level):
Life: 22
Constitution: 2
Dexterity: 2
Defense: 2
Armor: 2
Shineleaf
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 5
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Toss a Ragevine seed up to 5 tiles away, and will it to instantly sprout. The plant is immune to fear and confusion, has no need to breathe, cannot move, and will last 2 turns or until defeated.
Your Ragevine will lash one foe within range 1 each turn, pulling them in, pinning them (2 turns), taunting them, and dealing 3 Nature damage. The Ragevine will prioritize targets that are not already adjacent or pinned when possible.
This talent is an innate nature gift and uses mind speed. Damage and chance to pin improve with Mindpower. Pulling checks knockback resistance. Taunting forces the enemy to target the Ragevine, with no chance to save or resist.
Your Ragevine has base 10 in all primary stats, 100% Armor Hardiness, 100% resistance to Nature damage, and -50% Blight resistance. It will inherit your increased damage, damage penetration, mindpower, mind speed, mentral crit rate, and critical power. Inherited stats are updated constantly. Nature and Light damage from yourself is negated, instead healing the plant for 25% of the amount.
Ragevine Stat Bonuses (scaling with character level):
Life: 22
Constitution: 2
Dexterity: 2
Defense: 2
Armor: 2
Ragevine
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: Sing a ballad of the wilds, heartening yourself and your plant allies for 2 turns.
While you sing your Shineleaf's light energy will atttempt to blind foes for 1 turn, your Ragevine's lash will apply a strangle-hold rather than a pin, silencing and pinning the target and dealing Nature damage equal its Vine Lash each turn for 2 turns, and your plants will gain 25% mind speed, 2.4 life regeneration, and cannot take more than 30% of their max life from a single hit. When your song begings you reset the cooldown of Transplant and while singing Transplant will grow a new plant of the targeted type on an empty tile within 3 tiles of your starting location, if possible, which will last for 1 turns or until defeated.
Begining your song is instant. You cannot sing while silenced.
Verdant Song
| 0/5 |
| Bristlebarb / Mutation | 1.30 |
Effective talent level: 0.0
Use mode: Passive
Description: Your thorns grow bigger, leaving big gashes when they hit enemies.
Every time you deal thorn damage you have a 0% chance to wound the target for 4 turns, dealing 0% of the initial damage as physical damage and reducing their heal mod by 3%.
The chance to apply the wound increases with your physical power. Bloody Brier
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your thorns start dripping poison, infecting your enemies.
Every time you deal thorn damage you have a 0% chance to poison the target for 4 turns, dealing 0% of the initial damage as nature damage.
At talent level 2, you gain a chance to inflict a numbing poison, also reducing enemy damage by 1%.
At talent level 3, you gain a chance to inflict a spydric poison, also pinning the target in place.
At talent level 4, you gain a chance to inflict a crippling poison, also giving enemies 0% chance to fail using talents.
At talent level 5, you will always inflict one of numbing, spydric, or crippling.
All poison have the same chance to happen. The chance to apply the poison increases with your physical power. Poisonous Barbs
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your thorns ooze with malevolence, weakening everyone they touch.
Every time you deal thorn damage you have a 3% chance to disease the target for 4 turns, reducing their strength by 1.
At talent level 2, you also lower their dexterity.
At talent level 3, you also lower their constitution.
At talent level 4, you also lower their magic.
At talent level 5, you also lower their willpower.
At talent level 6, you also lower their cunning.
The chance to apply the disease increases with your physical power and the reduction with your constitution. Blighted Bristle
| 0/5 |
| 0/5 |
| Wild-gift / Treekin | 1.30 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: Increases unarmed Physical Power by 30 and increases unarmed attack damage by 0%. Additionally, hand gear will use Willpower in place of Dexterity as a damage modifier.
You will a thick coating of bark to grow over your off-hand fist, turning it into an effective weapon. This requires an empty off-hand, and a main-hand weapon for counter-balance. While your Bark Fist is active, melee attacks will trigger an automatic unarmed attack for 20% Nature damage, up to once per target per turn. Additionally, the rythm of combat centers you, reducing Equilibrium by 0.9 when you use your basic 'Attack' talent (or 'bump-attack').
The damage of the unarmed attack scales with your Strength. Bark Fist
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power and a nature gift
Description: Attack all adjacent enemies with your main-hand weapon for 20% damage, and then release a blast of razor-sharp leaves from your Bark Fist. The leaves will slash outward in a radius of 0 , dealing 5 Nature damage to all foes in the area and causing them to bleed for 5 damage over 6 turns. The leaves energize all plant allies in the area, increasing their global speed by 25% for 0 turns.
Nature damage and bleed damage improve with Mindpower. The damage can be a mental critical. Speed bonus will improve with your Strength. Leaf Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: The forests rage silently against those who fell their kin with axe and saw. You can channel their rage to empower your Bark Fist.Once every four turns you will gain the Rhytidome Rage effect, lasting until your next melee attack. The attack will consume the effect and cause your Bark Fist to deal 0.62 times the damage (15%) and stun the target for -1 turns.
The stun will be applied with the higher of your Mindpower or Physical Power and checks Physical Save. Rhytidome Rage
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power and a nature gift
Description: Fill yourself with the strength of the trees and unleash your botanical might. Attack with your main-hand for 80% Nature damage.
If the attack hits, you will follow up with an unarmed attack for 30% damage and another main-hand attack for 30% damage, each as a guaranteed critical hit, and the remaining time on all plant allies within 0 tiles will be increased by 1 and they will instanly use their innate talents as a free action.
Summon duration extension improves with your Strength. Botanical Strike
| 0/5 |
| Wild-gift / Nature's Ward | 1.30 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Call a surge of nourishing energy, causing any summoned plant allies and yourself to regenerate 10.0 life per turn for 5 turns (50 life total).
If you have a regeneration effect already, its remaining power will be added to your new regeneration effect (but not that of your plant allies).
Regeneration improves with Willpower. Flourish
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: You protect the wilderness and Nature protects you in turn.
You gain 0% Nature, Light and Physical resistance penetration and 1% chance to shrug off critical hits, reducing the damage to normal.
Chance to shrug off critical hits improves with Mindpower.
Nature's Protector
| 0/5 |
| Wild-gift / Symbiosis | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Equilibrium cost: 4
Range: 8
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Fire spores at a target up to 8 tiles away, dealing 29 Nature damage and causing them to become Spore Sown for 2 turns. This effect stacks if they take Light damage (or are hit again by Spore Shot), once per turn. When it stacks, the duration increases by 1, and it emits spores in a radius equal to the stacks. Foes hit by these spores take 7 Nature damage and allies are healed for 5. If the effect reaches 6 stacks, the target loses 1 sustains or timed buffs, prioritizing sustains when possible, and the effect ends.
Damage, healing, and chance to apply the status all improve with Mindpower.
Spore Shot
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 8
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Empower bioluminescent fungi living on your skin to create a beam of Light dealing 5 damage. Foes hit will become Dazzled for 0 turns, reducing all saves by 2 and critical power by 1%. This cannot be saved against. Passively, the fungi increase your light radius by 0.
The damage increases with your Mindpower and the power of the Dazzled effect improves with Willpower. Bioluminescence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: Light energy invigorates you, and you wield it against those who would assault the grove. All Light damage you deal will heal you for 1.12% of the damage dealt and reduce your Equilibrium by 0.0. Equilibrium reduction can occur at most three times per turn.
Each time you use a Nature Gift that is not instant, you will gain one stack of Photosynthesis for 2 turns, at most once per turn. If the effect reaches 4 stacks, it will be consumed and you will release a burst of Light energy dealing 5 Light damage in a radius of 0 centered on a random enemy within 10 tiles. This will only occur if there is a viable target; otherwise the effect remains stacked. Photosynthesis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Launch a barrage of sharp thorns in a radius 6 cone.
The thorns will deal 4 Nature damage and cause all foes hit to suffer from Deep Wounds for 1 turns, bleeding them for 1 damage each turn and reducing healing factor by 12%.
The Nature damage, bleed damage, and chance to apply the effect will all increase with your Mindpower. Thorn Barrage
| 0/5 |
| Bristlebarb / One with the thorn | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Description: Your hands are fusing with vines, you gain two thorn weapons but lose your glove slot. Those weapons can't be disarmed.
As long as you don't have any weapons equipped you automatically attack your targets with your thorn weapons.
This increases Physical Power by 30, and weapon damage by 34% for your thorn attacks.
Your thorny fists currently have these stats:
Base power: 10.3 - 10.3
Uses stat: 75% Con
Damage type: Thorn
Mastery: Thorn Fists
Armour Penetration: +2
Crit. chance: +4.0%
Attack speed: 125%
Base power: 10.3 - 10.3
Uses stat: 75% Con
Damage type: Thorn
Mastery: Thorn Fists
Armour Penetration: +2
Crit. chance: +4.0%
Attack speed: 125%
Thorn Fists
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your head is too fragile, the thorns have started to make redundancies to ensure your and their survival. You lose your head slot but gain blind immunity.
Additionally, you gain the following stats permanently :
Armor : 0
Max HP : 0
Heal Mod : 3%
Light and Darkness resistance : 0%
Confusion immunity : 0% Crown of Thorns
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your feet are dividing into multiple vines, and you are slithering more than you walk. You lose your boot slot but gain pin immunity.
Every time you move, enemies in radius 0 of your destination take 2 thorn damage.
Additionally, you gain the following stats permanently :
Constitution : 0
Armor : 0
Nature, Blight, and Acid resistance : 0%
Stun immunity : 0% Thorn Walker
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your whole body is hard as wood and covered in spikes. You lose your body armor slot.
Once per enemy per turn, when you are dealt damage, you deal damage equal to your thorn damage when hit in return.
Additionally, you gain the following stats permanently :
Armor/Hardiness : 15 / 50%
Max HP : 60
Crit Shrug : 2%
Lightning/Fire/Cold/Physical resists : 0%
Max thorns : 0
Thorn damage when hit : 0 Body of Thorn
| 0/5 |
| Wild-gift / Mud Slinger | 1.30 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: Increases physical power by 30 and weapon damage by 0% when using slings. Also, increases your reload rate by 0.
While your off-hand is empty, you will infuse mud with natural energy and apply it to all of your shots, causing all sling attacks to deal 10 Slime damage on hit, up to once per target per turn.
Slime damage is Nature damage which applies a 15% global slow.
Additionally, the rythm of combat centers you, reducing Equilibrium by 0.9 when you use your basic 'Shoot' talent.
On-hit damage improves with Willpower. Slow power improves with Dexterity. The slow effect cannot be resisted.
Mud Slinger
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a mind power and a nature gift
Description: Infuse your ammo with natural energy and fire a shot dealing 80% Nature weapon damage.
When the shot hits, mud will splash outward in a radius of 0 dealing 6 Slime damage to all foes in the area.
Splash damage will improve with Mindpower and can be a mental critical.
Slime damage is Nature damage which applies a 30% global slow. The slow effect cannot be resisted.
Mire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: Imbue muck with natural energies and smear it on your shots. For 1 turns, your Mud Slinger on-hit Slime damage and Mire splash Slime damage are converted into random Moss damage. Moss is Nature damage with the following possible effects:
Grasping: Slows movement speed by 36% and has a 25% chance to pin the target for 4 turns.
Nourishing: Heals yourself for 62% of the damage dealt.
Slippery: Talents have a 19% failure chance for 2 turns.
Hallucinogenic: 26% chance to confuse the target for 2 turns (power: 20%)
If you know the corresponding Moss talent, the power of the Moss effect will improve with it.
Muck
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a mind power and a nature gift
Description: Fire three shots in quick succession. Each shot deals 40% damage and may be targeted individually. Canceling targeting any time after firing the first shot will complete the action with no further shots fired.
Passively, your shots have a 20% chance to trigger a random Moss talent that is not on cooldown, centered on the target. If all Moss talents are already on cooldown, this instead reduces the remaining cooldown of one Moss talent by one turn. Triggering a Moss talent will increase Equilibrium and put other Moss talents on cooldown as usual, but cannot fail due to Equilibrium.
Chance to trigger Moss improves with Dexterity.
Mud Spray
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bristlebarb / Scorn | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Cooldown: 6
Description: Your hatred of others led you to cover yourself in thorns. Your thorns are your shield and weapon against the world.
Your thorn pool will default to 50% on rest. During combat, you regenerate 2 thorns per turn for each rare (or above) enemy in sight.
Higher thorns will grant bonus thorn damage and lower thorns will boost your armor but lower your movement speed. Below 10% thorns you'll become pinned, preventing even teleportation.
Everytime you should lose more than 15% of your max HP you'll lose that same % of thorns instead, reduced by 11%. If this is more than your current thorns, your thorns are set to 0 and you still block the hit.
Warning, this talent has a cooldown. Scorn and Thorn
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Your devise new ways to tend to your thorn bush. Your thorn regeneration is boosted by -83% and decay is slowed by -487%.
In addition, you can activate this talent to gain 0 thorns (0% of your max thorns). Controlled Growth
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: When you spot a projectile you instictively send a vine, destroying it mid-air. If the attacker is in sight, you also hit them for 7 thorn damage.
Warning, this can only happen every 16 turns and cost 15 thorns. Whipping Instincts
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While sustained, enemies in range 0 of you have their movement slowed by 30% and take 22 thorn damage each turn.
The slow use your physical power to apply. Thorny Presence
| 0/5 |
| Bristlebarb / Flow of the thorn | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Thorn cost: 10
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Nothing can stand in your path. You swap place with an enemy in melee, dealing 7 thorn damage.
This talent doesn't have a cooldown but you cannot swap more than once every 20 turns with the same enemy. Painwalker
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Thorn cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You send out a vine, ready to latch onto the first thing in its path.
If it hits an enemy, they are pulled toward you, dealing 5 thorn damage. If it hits a wall, you are pulled toward it. Thorn Grasp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Thorn cost: 100
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Expand all your remaining thorns to summon an impassable, growing wall of thorns.
Every turn for 0 turns, all walls will try to grow on all surrounding tiles. If they try to grow on a tile containing an enemy, the enemy is stunned for 2 turns and takes 5 thorn damage instead.
The range depends on your remaining thorns. Hedge Wall
| 0/5 |