Cursed / Cursed form | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Voidwalker | 2.20 |
Effective talent level: 2.2
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Description: Step through the void and reappear within a small range of up to 14 grids, appearing randomly but at least 3 from your starting location.
At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance you will appear in a random grid.
The range will increase with your Mindpower. Voidwalk
| 1/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are accustomed to the energies of the void. You gain +5% cold and darkness affinity (healing), reduce the cooldown of Voidwalk by 0, and reduce the cooldown of all teleportation, phase door, and controlled phase door runes by 0. Void Mastery
| 0/5 |
Undead / Hivesire | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You set your inner swarm to supporting your body, increasing all your stats by 2.
At talent level 4, you learn how to renew your body with an insectoid life-cycle, learning or improving the Wild-Gift/Metamorphosis category. Hivesire
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs - and those of your swarm - into the target's body and soul, dealing 100% weapon damage as nature. If it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 5, your body is regrown, appearing as a living hive rather than a creation of necromancy. You no longer need the crude disguise that is the Cloak of Deception, revealing the miracle that is your form to the world.
You feel sure that other natural zealots would accept you, if you reject magic as they have. Consume
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are protected by nature, which has accepted you as part of it, as well as your strange physiology - being partially swarm makes you somewhat weapon-resistant.
Increase nature resistance and penetration by 0%, and physical resistance and penetration by half that.
At talent level 4, your swarm mentality helps to protect you, learning or improving the Wild-Gift/Hivemind category.
Each level in this talent increases resistance caps by 3%. Devouring Swarm
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your swarm can only become more powerful, as you finally become willing to risk parts of it in battle. This provides a multitude of wild powers.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Swarm x2, Floral Kinship x2, Silk, and Insect Guardian.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Knight of the Hive
| 0/5 |
Undead / Awoken | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you learn how to suppress magic to support nature, learning or improving the Wild-Gift/Eyal's Embrace category. Awoken
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target's body and soul, dealing 100% weapon damage as nature, if it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, your body is overgrown, appearing as a creature of nature rather than death. You no longer need the crude disguise that is the Cloak of Deception, revealing the miracle that is your form to the world. Essence Feed
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are protected by nature, which has accepted you as part of it. Vine and thorn protect you, and the weather guides your steps.
Increase acid, physical, lightning, and nature resistance and penetration by 0%.
At talent level 4, you become capable of altering the weather around you, learning or improving the Wild-Gift/Weather category.
Each level in this talent increases resistance caps by 3%. Forest of Thorns
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power only grows with age, and a multitude of wild powers become known to you.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Woodland x2, Jungle x2, Land, and Seasons.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Champion of the Wild
| 0/5 |
Wild-gift / Eyals-embrace | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Is: a nature gift and a spell
Description: Increases your accuracy by 36, and adds 31.33 nature damage when using non metal weapons.
Damage bonus will be halved when weilding Mindstars.
Accuracy bonus will not stack with Combat Accuracy.
Damage bonus will increase with Spellpower.
Non metal in this case usually means not swords/axes/hammers/knifes, though some exceptions may exist. Weapons of the Woods
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a nature gift and a spell
Description: Improves your usage of armours. Increases Armour value by 0, Armour hardiness by 0% when wearing non metal armour (in the body slot).
Also increases your stun resistance by 0%
Non metal in this case usually means not heavy or massive armour, though some exceptions may exist. Armour of the Woods
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: -10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a spell
Description: Focus your magic on suppressing magic and supporting nature.
While active, you gain 0% arcane resistance, 2 spell save and regenerate 0.6 equilibrium per turn.
However this suppression also reduces your spellpower by 20%.
Also, any time you are resting you regenerate 0.1 equilibrium per turn.
Equilibrium regeneration scales with Spellpower. Suppress Magic
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a nature gift and a spell
Description: A protective shield of wood grows around you, that lasts for up to 5 turns and negates 39 damage.
If you have a Season Song sustain active, the shield will have an extra effect:
Song of Spring: The shield will regenerate by 1% of its maximum per Song of Spring level, per turn.
Song of Summer: When the shield ends your equilibrium will be restored by 1% per Song of Summer level.
Song of Autumn: When the shield ends you will be healed for 1% of your maximum life per Song of Autumn level.
Song of Winter: When the shield ends it will explode thorns in a radius of 2 around you doing 43 physical damage to enemies.
The effect scale with your Spellpower and critical castings increase the duration instead of the shield strength. Elfwood Shield
| 0/5 |
Undead / Mummy | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Is: a spell
Description: Improves your mummified body and undying will, increasing Strength and Willpower by 9. Modern embalming techniques mitigate your fire vulnerability, increasing fire resistance by 16% Embalming
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You animate part of your bindings and wrap them around a foe.
The mummy wraps will constrict the target, slowing it by 13% for 5 turns. Entangle
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Your triumph is inevitable; you overcame death and all lesser foes will eventually crumble before you.
Each turn when you damage an opponent, you curse them, reducing their resistance to all damage by 3%, up to a maximum of 1%.
Each turn where you take damage, you resolve yourself to outlast this harm, increasing your resistance to damage by 3% for 3 turns, stacking up to 1% Inevitability
| 0/5 |
| 0/1 |
Technique / Conditioning | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Soulforge | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 42.2
Souls cost: 3
Range: melee/personal
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You draw on the power of your souls to fuel your spells, causing your next spell within 1 turn to have -3% increased Spellpower, -3% reduced cooldown and refund 1% of a turn. Soulburn
| 0/5 |
Cursed / Cursed aura | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Hatred | 2.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Faerie / Vivacity | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Cooldown: 8
Description: The joyous caress of the Faesong suffuses you, and hardship shimmers seamlessly into good fortune. Whenever you would suffer a blow dealing more than 10% of your remaining life, there is a 30% chance that you will miraculously avoid the damage and instead heal for 383 life. This talent has a cooldown after triggering.
Healing improves with Constitution. Levity
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 6
Description: You feel the chaotic vibrance of the faeries pulsing within your soul. Each time you use a talent, there is a 30% chance that you are seized by a wave of ecstatic vigour, increasing your Accuracy and all powers by 10 for 3 turns. This talent has a cooldown after triggering.
Effects improve with talent level. Fey Mood
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 3
Description: You are untroubled by mundane trivialties. Whenever you would suffer a detrimental effect, there is a 30% chance that you will partially ignore it, reducing its duration by up to 0 turns. This talent has a cooldown after triggering. Blocking cross-tier effects will not trigger this cooldown.
Cooldown decreases with talent level. Blithe Heart
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your stride echoes the grace of the faeries. Your movement speed is increased by 0%, and each time you move, there is a 30% chance of all your talent cooldowns decreasing by 1.
Movement speed bonus improves with talent level. Faerie Steps
| 0/5 |
Undead / Shadow | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Absorbs surrounding shadows, increasing your magical power.
Increases Magic and Cunning by 4.
Increases maximum negative energy by 10.
At talent level 5, enough shadows are absorbed to increase your body size.
Your body is formed of shadow. Having more positive energy than negative energy may invert your nature for a time. Absorb Shadows
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your shadowlike nature allows to see better in places without light, and helps to hide between shadows.
Your body is also resistant to physical and magical attacks.
Increases infravision range by 0 and stealth power by 0.
Increases physical and magical saves by +0. Shadow Aspect
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You cover all your weapons and attacks with the shadows around you.
For the next 0 turns, 0% of your damage will be converted darkness damage.
This effect also increases darkness damage penetration by 0% and darkness damage by 0%.
If you are emanating light, this talent will affect light damage instead. Cover in Shadows
| 0/5 |
Race / Bloodruned | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The Bloodruned are no strangers to suffering.
By activating this talent, you increase your healing factor by 25% for the next five rounds and instantly heal for 380.
Stone Wardens with the Stone Fortress talent also gain 17% damage resistance for five rounds.
Bloodruned draw power from their own body, fueling magic with their own life force. They gain only 0.6 spellpower per point of Magic, but gain 0.9 spellpower per point of Constitution.
They also qualify for most Magic based talents with Constitution. Scarlet Flow
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Hurting a Bloodruned is easy. Killing them is all but impossible.
Each time you receive a direct heal (not a life regeneration effect), you automatically gain -0.3 life regen for 5 turns. This stacks up to three times.
In addition, each point in this talent increases the life you gain from points of Constitution by 0.5.
This gain is retroactive. As Long As It Flows
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases flat damage resistance based on the amount of gold you possess.
+1 flat damage resistance every 129 gold, up to +0. (currently +0. Recalculates on rest.) Auric Runes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (85% of a turn)
Description: Lashes out with fire and blood, doing 100% weapon damage as fire, and causing a burst of 26.68 blight damage in a radius of 1 around the target.
You heal for 50% of the damage dealt with each half of the attack.
The darkness damage scales with spellpower. Runebrand
| 0/5 |
Race / Duergar | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Duergar are masters of the mind; warriors from the shadows with an affinity for mental creation.
Activating this talent connects your darkest thoughts to your attacks.
For the next five turns, the first damage that you do each turn deals an additional 89.0 mind damage to the target.
This damage scales with the better of your mindpower and your spellpower.
Stone Wardens with the Stone Fortress talent also have a 31% chance to blind their foes for 2 turns. Shadowforge
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Masters of the night, Duergar can cause massive destruction when they can catch another by surprise.
When you score a critical hit, you have a 50% chance to increase your critical damage multiplier by 0% for 5 turns. Night of Blades
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Speed based on the amount of gold you possess.
+1% Speed every 129 gold, up to +0%. (currently +0%. Recalculates on rest.) Miser's Frenzy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Weave darkness (power 0) in a radius of 1, blocking all light but the most powerful and allowing you to sense foes within 2 for the next 5 turns. Deepsight
| 0/5 |
Undead / Vampire | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you learn how to sustain yourself with necromantic power, learning the Spell/Necrosis category, or increasing its mastery. Vampire
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as darkness, if it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you have drained enough vitality to appear mortal once more. No longer a twisted lich, you resemble merely a noble with a distaste for the sun - the Cloak of Deception is no longer necessary. Why hide your unnatural beauty? Mockery of Life
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You know better than any the power of entropy and death. Cold and shadows are your weapons, and they will not harm you.
Increase cold and darkness resistance and penetration by 0%.
At talent level 4, you become capable of wielding powerful necromantic cold magic, gaining the Spell/Grave category, or improving it if you know it.
Each level in this talent increases resistance caps by 3%. Cold of the Grave
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power only grows with age, and a multitude of necromantic magics become known to you.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Master of Flesh x2, Nightfall x2, Animus, and Eradication.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Master of Death
| 0/5 |
Undead / Manawraith | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4, you shield and heal yourself with arcane prowess, improving or learning the Spell/Aegis category. Manawraith
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You bite into the target twice, dealing 55% weapon damage as manaburn, draining arcane resources and then 55% weapon damage again as arcane.
Each hit heals you for life equal to the target's level, and the first also gives you that much mana.
If an attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, your arcane mastery further repairs your body, restoring it to the state of a youthful, living mortal. This is a waste of valuable energy, as it has no real effect, but it does make it easier to get a date. Mana Drain
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are all but made of arcane power, and wield them better than anyone else.
Increase arcane and blight resistance and penetration by 0%.
At talent level 4, you can wield arcane power in its most direct form, learning or improving the Spell/Arcane category.
Each level in this talent increases resistance caps by 3%. Arcane Symphony
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have unparallelled potency with your arcane powers. None can hope to challenge you.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Conveyance x2, Divination x2, Meta, and Aether.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Magical Mastery
| 0/5 |
Race / Whitehooves | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Plaguetouched | 2.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 60% weapon damage as blight with a 20% chance to infect them with a debilitating sickness.
If it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you have drained enough vitality to appear mortal once more. While many will distrust the corruption that orbits you, this obviates the Cloak of Deception, making you as welcome in civilization as any other defiler. Infectious Fang
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your diseases kill with ruthless effiency.
Increase acid and blight resistance and penetration by 0%.
At talent level 4, you gain access to vicious plague spells, through access or improvement of the Corruption/Plague category.
Each level in this talent increases resistance caps by 3%. Plaguebearer
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your corruption spills from your body into your soul, letting you reach ever greater levels of deadliness.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Sanguisuge x2, Torment x2, Sickness (if using the Celestial Oddities addon) or Scourge, and Rot.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Plague Herald
| 0/5 |
Undead / Dragonborn | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Renewed by draconic power, you focus upon it, increasing all your stats by 2.
At talent level 4, you learn how to channel natural energies through your body, learning or improving the Wild-Gift/Hunter category if it exists, and the Fungus category otherwise. Dragonborn
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You devour your foe with the fury and ease of a raging dragon, dealing 100% weapon damage as physical. If it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 5, your body is fully recovered, appearing as a champion of nature. You no longer need the crude disguise that is the Cloak of Deception.
You feel sure that other natural zealots would accept you, if you reject magic as they have. Dragon's Maw
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The legacy of your draconic studies grants you an affinity for a vast array of powers.
Increase resistance and penetration with draconic elements by 0%.
(You may wonder; "What is a Draconic Element?" Think upon this for a while, and when you realise that dragons are the root of elemental power itself, you will be enlightened.)
At talent level 4, your draconic prowess increases. You may select a single Wyrmic talent category, learning it if you dont know it, and increasing its mastery if you do.
Each level in this talent increases resistance caps by 3%. Prismatic Legacy
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your draconic prowess only grows from here, unlocking a multitude of options..
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain Higher Draconic Prowess at raw talent level five. At each other level, and at level 5 if your total talent level is at least 6, you will be able to select one Wyrmic category.
This will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Many Paths of the Dragon
| 0/5 |
Undead / Lich | 2.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Whenever you deal damage to a creature other than yourself, you absorb some of the released energy, regaining 1.5 life, 0.7 mana, 0.4 stamina, psi, and vim, and 0.2 hate, steam, positive, and negative energy.
The amount of life and resources absorbed will increase with the highest of your Physical Power, Mindpower, Spellpower, or Steampower. Absorb Essence
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Herbalism | 2.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 20
Description: You learn how to create small Draughts that give useful combat effects.
However, they are slightly toxic and have detrimental side effects (and a bad after taste).
Quickness Draught: Increases your Movement Speed by 8% and your Evasion chance by 4%. But leaves you weakened when it wears off.
Focus Draught: Increases your Critical Chances by 2% and your Critical Power by 4%. But leaves you slowed when it wears off.
Toughness Draught: Increases your Armour by 4 and your Armour Hardiness by 2%. But leaves you confused when it wears off.
Each Draught lasts for 3 turns and the side effects last for 3 turns.
Using a Draught will put the other Draughts on cooldown as well.
Draught strengths scale with your Cunning and Talent level.
Durations scale with Talent level. Battle Draughts
| 0/5 |
| 0/5 |
| 0/5 |
Undead / High Wight | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Though you arise naturally, you are not part of the natural order of things.
Supernatural toughness is your birthright, increasing your Constitution by 10.
Upon mastering the use of your undead body, you gain insight into the application of mental forces to strengthen your form.
This insight is more impressive if wight racial affinity is already greater than 1 when it is gained. High Wight
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your connection to Eyal results in you gaining some affinity for its elements.
Increase cold, darkness, mind, and arcane resist and affinity by 0%.
Upon mastering your elemental body, you gain the ability to transcend distance with the power of your mind. Elemental Body
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 56.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Emit a wave of psionic energy that clears one detrimental effect and silences enemies in a radius of 0.
The silence chance will increase with Mindpower. At level 5, you are immune to silence and gain additional mastery
over your body. Quietus
| 0/5 |
| 0/5 |
Wild-gift / Hunter | 2.20 |
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Tap into your emergency reserves of energy, restoring 3 stamina, air and equilibrium. Natural Reserves
| 0/5 |
| 0/5 |
Undead / Unseeled | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You begin to unlock the full potential of your frozen body, increasing all your stats by 2.
At talent level 4, you begin to unlock the shifting tides of the faewild, learning or improving the Faerie/Mistbound category. Unseeled
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You bite into the target with icy fangs, dealing 100% weapon damage as cold damage.
If you hit, you heal for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you are a channel for the power of the faewild, and you use it to shape yourself into an elegant form.
This is mostly for your benefit - others already saw you as a fae entity rather than a corpse.
You also learn the Faerie/Caprice category, granting you a measure of control over the tides of fae power that you wield. Frozen Fangs
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are less in control of the shifting lights of fae magic that emanate from you, and more simply their conduit; a thing of icy winters and false dawns.
Increase cold and light resistance and penetration by 0%.
At talent level 4, you have learned to throw out bolts of this icy light, injuring your foes by learning or improving the Faerie/Gloaming category.
Each level in this talent increases resistance caps by 3%. Moonlight Equinox
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You embody the chilling light of a faerie winter, consuming all in your way.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Silverlight x2, Goldenlight, Autunmn Moon, Queen's Whim, and at fifth level, a delayed personal gift from the queen. Don't disappoint her.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Herald of the Royal Winter
| 0/5 |
Race / Gibbous Werewolf | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 37
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You tap into the primal energies of the land, invigorating yourself with life energy.
For the next 8 turns, you regenerate 144 health per turn, and your healing mod is increased by 37%.
Any friendly creatures within radius 5 of you at the time of casting also receive these effects, including any summons.
The regen will increase with the greater of your Willpower or Constitution.
WIld Rejuvenation
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 15
Description: Your lycanthropic nature, coupled with your natural gifts, allows you to heal faster than most.
Your life regen is increased by 0.0, and your healing mod is increased by 0%. Bestial Vitality
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You possess a verdant pelt, lush with miscroscopic flora that grows with the natural energies you radiate.
This plantlife grants you 0% nature affinity, as well as an equivalent amount of blight and nature resistance.
Additionally, whenever you are struck by a detrimental effect, its duration will be reduced by 0%, as the plantlife actively seeks to repel the foreign effect from your body.
Verdant Pelt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 53
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are always flanked by loyal members of your wolfpack, and with a howl, you can summon them to aid you.
You summon 3 wolves around you for 8 turns. They have a global resistance equal to your nature resistance, and are able to rush, stun, and taunt enemies.
Your Willpower (104) will be added to their non-magic stats and their talent levels will increase with this talent level.
Your increased damage, damage penetration, and many other stats will be inherited. Call the Pack
| 0/5 |
Golem / Effigy | 2.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 765
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You form a shield out of your mana. It lasts for up to 5 turns, costs half of your mana and negates an amount of damage equal to 160% of the mana spent.
The multiplication factor will increase with talent level, and the mana value with mana increases. The shield value can crit.
Mana spent due to fatigue will not contribute to the shield value.
With your current mana, the shield value will be 435. Mana Barrier
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56.2
Range: melee/personal
Cooldown: 49
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rapidly reassemble your form with arcane magic, repairing your body of -10 damage, scaling with talent level and maximum life. Repairing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 42.2
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (85% of a turn)
Description: You cover your weapon in pure magic, striking out without finesse at a foe within a range of two. You strike once for 40% weapon damage as arcane, and also deal 26.52 arcane damage from the roiling energies around the weapon. This talent scales with the higher of mindpower or spellpower. Arcane Force
| 0/5 |
Race / Yeti | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 2.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Lunar | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Call upon the light of the moon to quicken your movement and strike down your foes. You gain a 45 defence bonus, and deal a bonus 56.18 silver damage the first time you deal damage in a turn.
The effects last for 8 turns. Silver damage is physical, but deals 120% damage as light, ignoring light resistance, against demons, horrors, undead and titans.
The bonuses will increase with your Strength, Magic, or Cunning (whichever is higher). Moonlit Dance
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: In the name of the moon, you will punish the darkness.
You glow brightly when times are their darkest, increasing your lite radius by 1.
You also deal 0% bonus damage to tainted creatures - demons, horrors, undead, and titans. Light in the Dark
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are always spurred to action, ever onwards. You have no time to wait.
Your resource regeneration rates are increased.
-Mana regen is increased by 0.30.
-Life and stamina regen is increased by 0.19.
-Equilibrium decays towards zero at a 0.18 faster rate.
-Positive and negative energy regen is increased by 0.07.
-Psi regen is increased by 0.06.
-Your willpower for the purposes of paradox anomalies is increased by 2.98.
-You gain an additional 0.60 vim on killing a foe.
-You gain 0.21 hate the first time in a turn you are dealt damage.
-You regain 0.30 steam per turn, and your steam generators will provide 1.49 more steam when activated for a burst.
-Your Mutated Hand will provide 0.90 extra insanity on each tentacle attack, your Glimpse of True Horror will have a 4.48% chance to increase its duration by one, your Pustulent Growth can have 0 extra stacks, and your Tentacled Wings will generate 0.90 insanity for each target hit.
-Your Jinxed Touch and Atrophy talents will have a 4.48% chance to apply an extra stack, your Nihil talent will have a 4.48% chance to increase its duration by one when applied, your Reality Fracture talent will have a separate 1.49% chance to trigger, you can store 0 extra Chaos Orbs, and Void Stars will take -0.49% of the normal time to regenerate.
Addon resources that benefit include pepperpack Melody, stoic Focus, faetouched Caprice, void scholar Void Energy, and Hands, as well as Insanity for addon classes. Others can be coded on request. Midnight Blessing
| 0/5 |
| 0/5 |
Undead / Banshee | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Let out a maddening shriek, which attempts (Highest Power vs. Mental) to confuse (50% confuse power) the target creature for 5 turns.
The confusion improves with your willpower.
Passively improves your undead body and vengeful spirit, increasing Dexterity and Willpower by 9. Deathly Wail
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: The journey into death and back has hardened you against many mortal frailties, providing 10% resistance to cold, darkness, and blight damage, and increasing your maximum resistance to those elements by 0%.
Graveborn
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Your presence cuts into the spirit of your enemies, sapping their life force.
Each time you damage an opponent (once per turn per target) or affect them with your Deathly Wail, you curse them for 5 turns, reducing their healing factor by 10%.
This stacks up to 5 times. Doomsayer
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 37
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Disperse yourself into a ghostly, insubstantial form for 3 turns. While in this ghostly form, you can walk through walls and do not need to breathe.
During your first three steps, you will move 205% faster. The speed boost will improve with your Dexterity.
If you are inside a wall when the effect ends, you will move to the nearest open space. Ghostly
| 0/5 |
Steamtech / Physics | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Wormborn | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You begin to recover the horrifying power your new form can produce, increasing all your stats by 2.
At talent level 4, you begin to defile your body, learning or improving the Demented/Horrific Body category. Wormborn
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You bite into the target, dealing 100% weapon damage as darkness damage.
If you hit, you heal for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you have grown powerful on the blood and fear of your foes. Using the mutability of your body and your control of the weak-willed, you can appear as a handsome mortal once more.
Given you were already relying on that control to not be arrested as a cultist of horror, this does little but make you look better in the mirror. Hidden Nightmare
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: They speak of you in whispers; a shadow that cackles as it kills; tearing foes apart with inhuman limbs.
Few can match your prowess with corruptive powers.
Increase darkness and blight resist and penetration by 0%.
At talent level 4, you have learned to wield insanity as a weapon, causing chaotic effects on the world around you by learning or improving the Demented/Beyond Sanity category.
Each level in this talent increases resistance caps by 3%. Demented Shadow
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: As powerful as you ever were before, you plunge yourself into the might of your new body, warping your body into a horrifying monstrosity.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Tentacles x2, Path of Horror x2, Disfigured Face, and Friend of the Worm.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Abomination
| 0/5 |
Cunning / Lethality | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Returned | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Resurrected from the dead, you are frail of body, but your willpower allows you to survive horrific punishment.
You can activate this talent to reknit your body with cursed energies, allowing you to not die until -193 life for 5 turns.
The negative hp threshold increase with your HP. You will return to 1hp if below it when the effect ends. Reknit
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 2
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: A field of dismay and despair surrounds you, affecting all those who approach within radius 2. Each turn, those caught in this area must make a mental save against the higher of your Mindpower or your Spellpower, or have an -5% chance to lose defence, resists, or be silenced for 2 turns.
This ability is innate, and carries no cost to activate or deactivate.
Defense loss scales with talent level, resistance loss scales with the higher of mindpower or spellpower. Dismal Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The Returned are chosen by nature and imbued with vicious power. It is these hateful energies they wield, whether they do so for redemption or revenge.
You increase blight, darkness and mind resistance and penetration by 0%. Hateful Power
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Release your aimless fury in a radius of 1, dealing 24.15 blight damage to all those in range, including yourself.
The effect will increase with your Mindpower or Spellpower, whichever is higher. Directionless Vengeance
| 0/5 |
Wild-gift / Endurance | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Is: a mind power and a nature gift
Description: You are accustomed to the elements. Increases your physical, fire, cold, and lightning resistances by 17% and increases your resistance caps for those elements by 8%. Resistance
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: Even as the ground shakes and the wind fells trees, you keep your footing. Increases your stun, confusion, blindness, and pinning immunities by 0%. Stability
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: Even as the world burns around you, you remain focused. Increases your physical, mental, and spell saves by 0. Fortitude
| 0/5 |
| 0/5 |
Undead / Sunwalker | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you learn how to chant the glory of the sun, learning or improving the Celestial/Chants category. Sunwalker
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as light, if it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you overcome the ugly, wasted nature of your undeath, looking as radiant as the sun once more, increasing your tinder matches by 100%, but having no actual in-game effect. Beyond the Pale
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your existence is a gift, and the light of your soul penetrates all darkness.
Increase light and fire resistance and penetration by 0%.
At talent level 4, you become capable of wielding combative light magic, learning or improving the Celestial/Combat category.
Each level in this talent increases resistance caps by 3%. Light of the Returned
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power only grows with age, and a multitude of celestial magics become known to you.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Sun x2, Circles x2, Radiance, and the (typically mutually exclusive) Guardian and Crusader categories.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Master of Light
| 0/5 |
Race / Legacied | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You focus your unyielding will; your knowledge that Halflings - Halflings like you, specifically - are the natural rulers of Eyal.
Each turn, nearby foes will be physically pressed into the ground; crushed by their own foolish refusal to kneel.
The effect lasts five turns, and deals 81.27 damage to creatures within a radius of 5 each turn, at the start of your turn. Will of the Nargol
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 15
Description: When nearing death, you focus your will, refusing to fall when your triumph should be so close. Whenever you would receive damage (from any source) greater than 41% of your maximum life, you first:
-Briefly (for one turn) gain the ability to survive until 74 negative life, based on mindpower.
-When that effect ends, you heal for 25 life, based on mindpower. If your health is still below your minimum, you then die.
-For five turns, you regenerate 64 health per turn, based on the better of willpower and constitution. This is a regeneration effect; if you already have one with greater total healing, you will heal 128 once instead. If this would provide greater total healing, you heal for one turn of the other effect's healing, and it is overwritten.
This effect has a cooldown. Desperate Vigor
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Those greatest wronged by the Nargol may be the Yeeks; their slaves that eventually came together, their united psionic power providing them with quickened action.
The Nargol too drew on psionic unity to quicken thought and action - theirs was gained by drawing on the gestalt minds of anything nearby, crushing resistance with their tyranny - the more quivering foes and submissive servants nearby, the better.
If two or more foes are in sight, your Global Speed is increased by about 1.00 per foe (up to a maximum of 7.0 for 5 foes). Tyrannical Legacy
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Grasp one of your spare weapons, placing it in an adjacent tile. It will fight autonomously, being fairly resistant to damage.
The sentry's attack speed will improve with talent level, and is currently 6%. Staves will prefer to Channel Staff (with the same speed bonus) instead of attacking physically.
Melee weapons can rush into melee from a short range, scaling with character level.
Weapon Mastery and Channel Staff also scale with character level. One-handed weapons will have a higher Mastery level. Sentries inherit your damage and penetration bonuses.
The sustain will end if the sentry dies. The sentry will die if the sustain is deactivated.
Initially, you can only grasp weaker weapons. At talent level 3, you get the ability to control powerful mundane objects (greater egos). At talent level 5, you can command artifacts. Grasp Victory
| 0/5 |
Race / Krog | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Notion Rain | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Is: a mind power
Description: You search your subconscious for any undisturbed space left, forming an image of drizzling rain inside your mind. This imaginary rain increases your life regeneration by 2.9% of your max psi (currently: 6) and healing modifier by 14%. Using the rain as cover, you're able to reduce critical multiplier against you by 23% (but always do at least normal damage). Cerebral Drizzle
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power
Description: Your mind is detached from your body, existing somewhere in a cloud cuckoo land. This increases your Willpower and Cunning by 0. Your body isn't exactly real, you can't take a hit that deals more than 99% of your maximum life. Mind in the Cloud
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power
Description: Your reality depends on your perspective, as such you focus on guarding your thought. You form an image of metal fortress inside your mind to reduce all damage you take by a flat 4 based on your Willpower. This also grant 0 Mental save. Mental is Metal
| 0/5 |
| 0/5 |
Undead / Forest Wight | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Though born of the forest, you are not part of the natural order of things.
Power is your birthright, increasing your Constitution and Magic by 6.
Upon mastering your birthright, you also gain the power to shroud yourself in sunlight.
This insight is more impressive if Forest Wight racial affinity is already greater than 1 when it is gained. Forest Wight
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your connection to Eyal results in you gaining some affinity for its elements.
Increase fire, nature, light, and arcane resist and affinity by 0%.
Upon mastering your power over nature, you gain the ability to control purifying flames. Spirit of Nature
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 56.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Emit a wave of psionic energy that clears one detrimental effect and silences enemies in a radius of 0, and refunds mana for each active rune cooldown.
The silence chance will increase with Mindpower. At level 5, you are immune to silence. Silence of the Glade
| 0/5 |
| 0/5 |
Race / Vor'tep | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your great constitution allows you to reduce the detriment of status ailments used against you.
For 5 turns, each magical, physical, or mental detrimental effect applied to you by an enemy will have the duration preemptively reduced by 10 turns or 50% (rounded up), whichever is greater.
If this reduces the duration to 0 or less the effect is completely negated.
The power of the effect improves with Constitution. Trollkin Fortitude
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Through force of will you can concentrate the aether in your being into your blood stream, causing your pulse to race at unnatural speeds.
Sustaining this talent will cause talents to cooldown by one turn at the begining of each turn. This will occur regardless of stuns or other effects that would normally reduce or prevent cooldowns. This will not effect talents with a fixed cooldown.
CAUTION:
The aether will burn you from within, causing you to take 4.5% of your maximum life as irresistible damage on the first turn, increasing each subsequent turn. Each turn the damage dealt will be 15% greater than the turn before.
If your health is below 20% of your total life (maximum life + die_at rating, if any) at the start of a turn, the sustain will automatically deactivate.
The damage of the effect is reduced by Willpower. Blood Rush
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 52
Description: Your connection to nature is innate and a connection to magic has been forced upon your kind. Your fortitude and will allow you to use these connections to internalize a rune or infusion of your choice.
Use your 'Choose Internal Inscription' talent to choose a rune or infusion to internalize, removing the item from your inventory.
Once choosen, the inscription will trigger instantly when you are at less than 15% of your maximum life. This effect has a cooldown (52).
The inscription will inherit the power and any stat scaling the inscription may have had, but the cooldown is based solely on this talent and the inscription may not be activated in any other way.
An internalized inscription does not count toward your limit for the type or maximum numbers of inscriptions. The chosen inscription may be overwritten, but not removed in any other way. Internal Inscription
| 0/5 |
Undead / Bloodborn | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you learn how to channel life energy through blood, gaining or improving the Corruption/Blood Magic category. Bloodborn
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as blight, if it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you grow rosy and strong on the blood of the living. You no longer need hide your nature with the Cloak of Deception - enough stolen blood flows in your veins that nobody can tell what you are. Feast in Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You know better than any the power of blood, fire, and suffering. You wield them better than anyone else.
Increase blight resistance and penetration by 0%, and acid and fire resistance and penetration by 0%.
At talent level 4, you become capable of using a staff in melee in conjunction with your blood magic - gaining or improving the Corruption/Blood Spear category.
Each level in this talent increases resistance caps by 3%. Blood and Fire
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power only grows with age, and your control over blood and venom only grows.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Blood x2, Trauma x2, Pyre, and Plague.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Knight of Blood
| 0/5 |
Undead / Moroii | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you learn how to take better advantage of your inwards-focused nature, learning or improving the Psionic/Solipsism category. Moroii
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as mind, if it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you have drained enough vitality to appear mortal once more. You no longer need to use your mental powers to disguise yourself, and need not rely on the Cloak of Deception, either. Feast of Dreams
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You strike like a thief in the night, taking thought and vitality. Your mind is a finely honed weapon.
Increase mind and darkness resistance and penetration by 0%.
At talent level 4, you become capable of making direct mental assaults - you learn or improve the Psionic/Psychic Assault category.
Each level in this talent increases resistance caps by 3%. Phantasmal Nightmare
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power only grows with age, and a multitude of cruel psionic techniques become known to you.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Slumber x2, Feedback x2, Nightmare, and Discharge.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Nightmare Architect
| 0/5 |
Faerie / Caprice | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: The Fae's influence touches your life in mysterious ways. You gain +18 Luck as long as you have at least 50 Caprice. You may activate this talent in combat to immediately reverse your flow of Caprice, causing it to rise if it was falling or drain if it was rising.
The Luck bonus scales with talent level. Twist of Fate
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Embrace the Faesong's influence to better control its power. While active, your maximum Caprice is increased by 14. You will always begin combat with at least 7 Caprice.
The effect improves with your Willpower. Graceful Cadence
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Caprice cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Surrender yourself to the faeries' will, increasing the rate at which your Caprice rises or falls by 100%, preventing its flow from reversing, and gaining +0% to all damage for 5 turns.
The damage boost scales with talent level. Refrain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Caprice cost: 40
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Clear your mind of the Faesong's pulse through tremendous force of will, emptying your Caprice pool to its initial value (including the bonus from Graceful Cadence and similar effects) and causing it to begin rising anew; in return, each Faerie talent you know (without a fixed cooldown) has a 17% chance of having its cooldown reset. At least one talent will always be refreshed.
Reset chance improves with talent level. Encore
| 0/5 |
Race / Bulkling | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 39
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You draw deep on a well of fury, transforming into a mighty beast. You receive -4 Willpower and Cunning, but a 8 bonus to Strength and Constitution.
You receive other benefits from other talents in this tree.
All effects last for 7 rounds. Transform!
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You perform a precise, telekinetically-enhanced leap, landing up to -2 squares away.
If you are Transformed, then you attack all targets adjacent to the target square for 110% weapon damage.
Your Transform talent now grants you 7% movement speed. Psionic Leap
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are empowered by rage. Your attack speeds are increased by a base value of 0%, which scales proportionally with your missing health to a maximum bonus of 0% at 0 life.
Your Transform talent now grants you a 0% global speed boost.
The current scaling bonus is 0%. Fury of the Way
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You strike out with all your power, releasing a psionic shout that shatters the mental defences of your foes. This deals 18.45 mind damage in a radius of 2, and reduces their mental save by 2.
If you are Transformed, you attack in a cone with a radius of 0 for 121% weapon damage, stunning those hit for 0 turns.
Your Transform talent now grants you a physical power boost of 56, based on cunning and willpower. Shatter
| 0/5 |
Spell / Wild magic | 2.20 |
Effective talent level: 4.4
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Augment yourself with wild magic, increasing your Accuracy and all powers by 44, but also increasing your Fatigue by 23%. Wild Power
| 2/5 |
Effective talent level: 4.4
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Augment yourself with wild magic, increasing your Defense and all saves by 44, but also increasing your Fatigue by 23%. Wild Defense
| 2/5 |
Effective talent level: 4.4
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Augment yourself with wild magic, increasing your critical chance by 22% and all damage by 11.0%, but also increasing your Fatigue by 23%. Wild Devastation
| 2/5 |
Effective talent level: 4.4
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Augment yourself with wild magic, increasing your Strength, Dexterity, Constitution, Magic, Willpower, and Cunning by 9, but also increasing your Fatigue by 23%. Wild Constitution
| 2/5 |
Wild-gift / Rain | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Is: a mind power and a nature gift
Description: The clouds following you produce a gentle rain. The rain surrounds you with a refreshing mist, increasing your life regeneration by 4.51 and your healing modifier by 19%.
The mist also provides energy, regenerating 0.20 mana and reducing your equilibrium by 0.20 per turn. Mist
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power and a nature gift
Description: The rain washes your skin, protecting you from infection. Increases your acid, blight, and nature resistances by 0%, and increases your cut, disease and poison immunities by 1%. Shower
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 82
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: Call a torrential downpour of rain on yourself, instantly removing 1 burning effect. A film of water insulates you for the next 6 turns, completely negating up to 1 instance of fire damage. Torrent
| 0/5 |
| 0/5 |
Race / Ogre | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Inoculation | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Immunise yourself against magical forces.
You gain 76 flat reduction and 17% resistance for arcane, fire, lightning, cold damage.
Damage reduction improves with your Constitution. Magic Inoculation
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Immunise yourself against natural forces.
You gain 10 flat reduction and 4% resistance for nature, mind, blight, acid damage.
Damage reduction improves with your Constitution. Nature Inoculation
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Immunise yourself against celestial forces.
You gain 10 flat reduction and 4% resistance for darkness, light, temporal, physical damage.
Damage reduction improves with your Constitution. Star Inoculation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Unlock your body natural recovery, gaining 44 life regeneration and increasing maximum life by 109 for 10 turns.
Effect scales with your constitution and maximum life. Rejuvenation
| 0/5 |
Undead / Zilquish | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Improves your slimy body, increasing Willpower and Constitution by 14.
Your squishy body is also hard to destroy, granting you an additional 15.5% maximum life (Currently: 191).
Learning this talent also cultivates your bond with nature, allowing you to use wild-gifts, infusions, and to benefit from Nature's Touch. (Wild-Gift/Call of the Wild). To reassert your bond, equip any item. Zilquish
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your body is made mostly of slime, and you force it to create a constructive symbiosis with a mindstar, spreading sharpened fragments of natural crystal throughout your form.
Anyone who strikes you in melee is subject to a counterattack for 3% of the equipped mindstar's damage as nature. This can only occur once a turn per attacker.
You additionally count as equipping the mindstar.
The mindstar can be at most tier 0.
Such a connection to nature makes it harder to dismiss you as nothing but an undead abomination. Starslime Body
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While your squishy slime and brittle bones are easily damaged, the fusion of necromancy and nature at your core bounces back with incredible speed.
Whenever you take damage, you regenerate 0% of the damage taken over the next five turns.
This regeneration is added to your life regen, and does not affect traditional regeneration effects. Oozing Regeneration
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 46
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take full advantage of your stretchy form, reaching out to a foe within 0 and slapping them with a sticky slime protrusion.
You then move them to a position within 0 of their original tile. The sticky impact also deals 60% weapon damage as nature, using your internalised mindstar.
Talent cooldown decreases significantly with talent level. Both initial and secondary range increase with talent level. Sticky Slap
| 0/5 |
Undead / Wight | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: For the next 5 turns, whenever you damage an enemy, you will unleash a radius 1 burst of 111 elemental damage (once per enemy per turn).
The damage improves with the stronger of your magic or willpower.
Death and destruction, we must admit, are part of nature... Fury of the Wild
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Each round, enemies within range 5 may (Highest power vs. Mental) despair of surviving, reducing their saves, defense, and armor by -41. If they successfully resist, they are immune to your draining presence for 26 turns.
The depth of their despair improves with the stronger of your magic or willpower.
Learning this talent gives you enough control over your ghostly form to pass as a human.
Merely being close to these figments of death causes one's life force to sputter and fade...
Draining Presence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You have a 0% chance to reduce any incoming damage to 0.
Learning this talent regrows a fragment of your connection to nature, allowing you to use a single Infusion.
Blows that should have been telling seem to slip right through them... Ephemeral
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 37
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Shift fully into the spirit world for 3 turns, allowing you to walk through walls and to sense all enemies within range 6.
If you are inside a wall when the effect ends, you will move to the nearest open space.
...faded and incorporeal at their edges, while strange lights dance where their eyes should remain.... Haunting
| 0/5 |
Undead / Skeleton | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Chronophage | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you directly manipulate energy to defend yourself, improving or acquiring the Chronomancy/Energy category. Chronophage
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as temporal.
If it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you rewind the clock, looking as beautiful and handsome as you did when you were alive. This does nothing but play to your vanity. Aeon Feed
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You understand how to attack a target's timeline.
Increase physical and temporal resistance and penetration by 0%.
At talent level 4, you remember how to use temporal energies to enhance your fighting style, granting or improving the Temporal Combat category.
Each level in this talent increases resistance caps by 3%. Snipping the Threads
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mastery of time is returning to you, allowing you to perform ever greater feats.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Fate-Weaving x2, Spacetime-Weaving x2, Speed Control, and Timeline Threading.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Temporal Mastery
| 0/5 |
Race / Hoardling | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You breathe golden energy in a frontal cone of radius 8. Any target caught in the area will turn partially to gold, taking 427.95 physical damage.
The damage will increase with your Strength, Magic, or Cunning, and the critical chance is based on Magical or Mental crit rate.
All kills grant you an additional 0.5 gold. Killing a foe with this talent transforms them into a golden statue, granting 2.20 gold.
Stone Wardens with the Stone Fortress talent also slow their enemies by 27% for two turns. Auric Breath
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Like dragons, a dwarf's ire is hard to raise and harder to quell.
When you deal damage, you have a 15% chance to increase your damage dealt by 3% for 5 turns. With Metal, Armed
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Power based on the amount of gold you possess.
+1 Power every 94 gold, up to +0. (currently +0. Recalculates on rest.) Through Gold, Empowered
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are festooned with metal and gemstones. This mimicry of scales improves your armor by 3, and deals 4.48 physical damage to anyone striking you in melee.
In addition, you may draw on the full power of your racial link with dragons, taking on the form of a mighty dragon for 5 turns.
While in this form, your size category increases once, your life regen by 1, your armor hardiness by 4%, and the cooldown of your Auric Breath talent is reduced by 0.
The passives will scale with Strength, Magic, or Cunning. By Treasure, Scaled
| 0/5 |
Undead / Lightspawn | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Absorbs surrounding light, increasing your magical power.
Increases Magic and Cunning by 4.
Increases maximum positive energy by 10.
At talent level 5, enough light is absorbed to increase your body size.
Your body is formed of light. Having more negative energy than positive energy may invert your nature for a time. Absorb Light
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Gather light and infuse it with magic to form a shield, protecting you from 41 damage for up to ten turns.
The shield value will increase with your Spellpower. Glimmer Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You cover all your weapons and attacks with the light around you.
For the next 0 turns, 0% of your damage will be converted into light damage.
This effect also increases light damage penetration by 0% and light damage by 0%.
If your heart is full of shadow, this talent will affect darkness damage instead. Cover in Light
| 0/5 |
Undead / Rainbow drinker | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you draw vitality from the boundless power of the fae, learning the Faerie/Vivacity category. Rainbow Drinker
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as light.
If it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 5, your stolen light allows you to once more assume a form ripe with fae, ethereal beauty, eliminating the need for the Cloak of Deception.
You also learn the Faerie/Caprice category, granting you a measure of control over the tides of fae power that you wield. Glimmerfang
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The deadly rainbow of the wyld dances at your whim, delighting your audience and killing those in your way with equal delight.
Increase light resistance and penetration by 0%, and cold resistance and penetration by 0%.
At talent level 4, you wield the unpredictable fae mists as a weapon, improving or learning the Faerie/Mistcraft category.
Each level in this talent increases resistance caps by 3%. Merciless Whimsy
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are a rising star, drawing the attention of fae powers that seem to have blessed you. This brings power, glory, and terrifying risks.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Pixilation x2, Mischief x2, Queen's Whim, and at fifth level, a personal gift from the queen. Don't disappoint her.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Favored of the Court
| 0/5 |
Psionic / False Form | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Psi cost: 70.3
Range: melee/personal
Fixed Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Use your psionic reserve to protect your frail body, converting 48 psi (25% of your current psi) into a psionic shield that can absorb up to 186 damage. The shield last for 6 turns and removes up to 2 detrimental effects when formed. If at least 80 psi is converted, you gain Step Up effect for 2 turns (1000% movement speed until you perform a non-movement action). Beware of crossing your solipsism threshold! Psionic Form
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power
Description: Your body is just an idea, projected by your mind to interact with the physical realm. You gain 16 maximum psi and your powerful mind is able to anchor your existence until you reach -33 life. Effect will increase with your Cunning. Hypothetical Form
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a mind power
Description: You improve your body's auxiliary function, gaining 7% increased contribution of primary stats on inscriptions. Should you choose to invest in Constitution or Strength, you gain 0 Willpower and 0 Cunning to compensate. Synaptic Form
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You twist your physical body into an incomprehensible form, turning your flesh into a living energy filter that absorb 3% of all damage taken as healing. Eldritch Form
| 0/5 |
Undead / Unliving weapon | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Awoken in a new and disturbing form, it takes you some time to understand the powers you now wield, attuning yourself to the pure power your unliving flesh and burning metal can bear.
Each talent level increases all your stats by 2.
At talent level 4, you begin to experiment with the mechanised abilities you now possess, learning or improving the Steamtech/Magnetism category (A Shield-focused category). Unliving Weapon
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You electrify the target with a mechanised bite dealing 100% weapon damage as lightning damage and recharging your systems with their vitality.
If you hit, this heals you for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you are a physical and mental powerhouse, giving you several benefits. You gain access to (or improve) your Steamtech/Blacksmith and Steamtech/Engineering categories.
Furthermore, while your mechanical components may draw attention, your biological components are no longer half-rotted, but perfectly sustained, drawing awe and adoration rather than fear and hatred. Needless to say, you no longer need hide with a Cloak of Deception. Vampiric Recharge
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: PRIMARY WEAPON SYSTEMS OPERATIONAL.
All forms of weaponry come naturally to you, but most easily the devastating equipment built into your very body.
Increase acid, fire, and lightning resist and penetration by 0%.
At talent level 4, you have finally reactivated one of your powerful weapon systems. This manifests as learning or improving the Steamtech/Demolition category (a Steamgun category).
Each level in this talent increases resistance caps by 3%. TERMINATOR
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: ...it's time.
Your body was reforged as a weapon, and you embrace that, letting the steam that supports your half-life power countless weapons of devastating power. Who can survive your onslaught?
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Heavy Weapons x2, Gadgets x2, Chemical Warfare, and Artillery.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Weapons Platform
| 0/5 |
Wild-gift / Natural cycles | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Is: a nature gift and a spell
Description: You have learned to sing about the beauty of the seasons. These songs provide different benefits.
Song of Spring: Increases your healing factor, lightning damage by 52%, and plant life regeneration by 1 per turn per talent level.
Song of Summer: Increases your fire and light damage by 52%, and your plants will bloom before death, reducing your equilibrium by 1% per talent level.
Song of Autumn: Increases your nature and acid damage by 52%, and your plants will fruit before death, restoring your life by 1% of your maximum per talent level.
Song of Winter: Increases your physical, darkness and cold damage by 52%.
You may only have one Song active at a time. Seasons
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a nature gift and a spell
Description: Waves of day and night affect all creatures in radius 1 of you.
Friendly creatures are refreshed, lowering the cooldowns of their talents by 0.
Hostile creatures fall asleep for 1 turns.
The sleep power scales with your Spellpower. Day and Night
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a spell
Description: Turn yourself into an Avatar of Seasons for 10 turns.
While in Avatar form, you will do 5.11 extra damage when hitting, 5.11 damage when hit and your resistances will be increased by 5%.
Damage and Resistance types are based on your active Season Song. You must have a Season Song active to use this.
Song of Spring: Damage when hit is lightning, damage when hitting is lightning, resists are lightning. Also increases your life regen.
Song of Summer: Damage when hit is light, damage when hitting is fire, resists are light and fire.
Song of Autumn: Damage when hit is nature, damage when hitting is acid, resists are nature and acid.
Song of Winter: Damage when hit is darkness, damage when hitting is cold, resists are darkness and cold.
The damage and resistance will increase with your Spellpower. Avatar of Seasons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 24
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a nature gift and a spell
Description: Waves of growth and decay affect all creatures in radius 1 of you.
Friendly creatures are energised, curing up to 0 detrimental effects and regenerating 34 life over 5 turns.
Hostile creatures weakened, removing up to 0 beneficial effects and doing 37 temporal damage over 5 turns.
The damage and regeneration scales with your Spellpower. Growth and Decay
| 0/5 |
Undead / Hellforged | 2.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as fire.
If it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, your hellish vitality allows you to once more assume a mortal form of corrupted, spellbinding beauty. This does nothing but please your vanity. Soulfire
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are a maestro of shadow and flame, as skilled at unleashing them as you are resisting them.
Increase fire and darkness resist and penetration by 0%.
At talent level 4, you blend their use into your fighting style, improving or learning the Corruption/Doom Covenant category.
Each level in this talent increases resistance caps by 3%. Hell Hath No Fury
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power is such that some demons fear you more than death itself.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Spellblaze x2, Fearfire x2, Infernal Combat, and Demonic Pact.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Exiled From Hell
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Crescent Werewolf | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 37
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You focus your mind, and skim the surface thoughts of those around you, predicting their movements, even before they make them, and allowing you to aim for their vitals with enhanced precision.
While active, you deal 31% increased damage, and have 18% increased critical hit chance.
These values will increase with the higher of your Willpower or Cunning. Sharp Focus
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mind is always enshrouded from others, as though they were peering through a moonlit fog.
You gain 2% resistance to mind damage, 3% confusion immunity, and 0 mental save.
At talent level 3 or higher, you expand your senses in order to detect others near you, passively gaining telepathy of all creatures out to a range of 0.
Shrouded Mind
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have a faded pelt, ephemeral to the touch.
You are partially separated from reality by your own force of will, gaining 6% all resistance.
Whenever you take damage, you are slowly brought back to reality, losing 5% of the bonus resistance (0.3%) per stack, until the resistances reaches 0 at 20 stacks.
After 7 turns without taking damage, you fade from reality once again, regaining all of the lost resistances. Faded Pelt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You unleash a fearsome howl, calling down an army of wolves upon your foes - or so they think.
All foes in radius 0 are harried by mental illusions of wolves. This distraction causes them to deal 0% less damage, suffer a 0% chance to fail talent usage, and receive 6 mind damage per turn as the wolves tear through their psyche.
These effects last for 6 turns, and cannot be saved against.
The damage will increase with your Mindpower. Psionic Howl
| 0/5 |
Undead / Ghoul | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cruelty | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Cruelly slash deep wounds into your opponent, making sure to bleed them out before they die. All attacks now have a 90% chance of inflicting an additional 89% of your attack's damage in Bleeding damage, divided over five turns. Deep Wounds
| 5/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Due to your Malice, you take full advantage of your enemy's pain.
If your enemy is bleeding and attempts to attack you, their critical hit rate is reduced by 0%, as their wounds make them more predictable.
If you attack a bleeding enemy, there is a 4% chance that, for 3 turns, they are disabled as you take advantage of openings (reducing their movement speed by 9% and Accuracy by 7) or anguished as you strike their painful wounds (reducing their Willpower by 7 and their Cunning by 7).
The statistical reductions will increase with your Cunning.
Malice
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your dreadful presence strikes disbelief into the hearts of even the most hardened of soldiers. Now, even your most simplest of movements puts your foes on edge, rendering their offense less effective.
Your Defense increases by 0%, and enemies have a -1% chance of targetting a random square within 1 squares of you.
The bonus to Defense will increase with Cunning. Dread Presence
| 0/5 |
Race / Feling | 2.20 |
Effective talent level: 4.4
Use mode: Sustained
Range: melee/personal
Cooldown: 39
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You shrink down into a feline form, granting you speed and agility (+8 Dexterity and Cunning) and activating Stealth if you know it, but reducing your physique (-4 Strength and Constitution).
Before talent level 4, this talent will function as an instant talent with duration 23, rather than a sustain. Stealth will deactivate when it ends, but not go on cooldown.
Learning this talent directly and passively increases the stealth granted by Cunning/Stealth by 7.
(The character image replacement can be disabled in the game-options section without the need for a restart.) Skin Like Silk
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Whenever you cause a severe wound (a critical melee hit, or any hit dealing at least 51% of their max health), you 'twist your claws', causing the enemy to bleed for 5% bonus damage over five turns.
This can occur no more than once per turn per enemy. Claws That Catch
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 12
Description: You are incredibly mobile.
Every 12 turns, you gain a stack of Land on your Feet, up to a maximum of 0, based on level.
Whenever you move through any means other than normal movement, if you can currently provide input, you use up a stack to leap 3 spaces from your landing point.
If you can't, you instead use up a stack to gain a stack of Bounce Back, allowing you to move once without taking any time.
Leap distance scales with talent level. Obviously, these leaps will not trigger this talent. Land On Your Feet
| 0/5 |
Race / Sher'tul | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: The Sher'Tul were masters of teleportation, creators of the infamous farportals. The same skill may be applied to personal transportation.
Create a nearportal, teleporting yourself to a specific location up to 10 spaces away. At level 5 the portal's energies overflow, dealing 77 arcane damage to creatures within radius 2 of the portal.
Range and damage scales with your Willpower, Magic, and Cunning. Precursor Portalcraft
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: The Sher'Tul were made to excel for eternity, surpassing all other races.
Increase power and saves by 0. This bonus increases with all atributes.
Regenerate life (+0.0 life/turn) , stamina (+0.0 stamina/turn) , mana (+0.0 mana/turn) and psi (+0.0 psi/turn) faster.
Life and stamina regen scale with Constitution. Mana and psi regen based on willpower. Eternal Excellence
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 58
Is: a spell
Description: Though Amakthel is dead, a portion of his power lives on in his children.
When you drop below 50% life, draw on your heritage to increase life by 6%, boost global speed by 3%, and gain immunity to detrimental effects for 1 turns.
The bonus will increase with your Willpower, Magic, and Cunning. Children of Amakthel
| 0/5 |
Steamtech / Chemistry | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Forsaken | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 your curse emanates out from you, applying harmful effects to your foes with the power of the Cursed/Gloom category, which you learn or improve. Forsaken
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 100% weapon damage as mind, if it hits you are healed for life equal to the target's level. While this damage is comparatively low, your hateful existence makes this attack almost uninterruptible.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you have drained enough vitality to appear mortal once more. You can finally drop that cursed Cloak of Deception, for nobody can tell you from another mortal - albeit one cursed with hatred. Devour Hope
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You strike in a frenzy, lashing out at your foes.
Increase mind and darkness resistance and mind, darkness, and physical penetration by 0%.
At talent level 4, your fury becomes a powerful asset, teaching you or improving your Cursed/Rampage category.
Each level in this talent increases resistance caps by 3%. Accursed Might
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your hate transcends your form, spilling out as shadows, twisting your form, letting you strike with your mind.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Shadows, Dark Sustenance, Cursed Form x2, Fears, and Strife.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Terror In The Night
| 0/5 |
Race / Colossus | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a spell
Description: Send powerful reverberations along the ground, creating a tremor in 8 radius around you that can stun, slow, or confuse enemies above it for 6 turns. This will check their respective resistances but cannot be saved against. Titanquake
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a nature gift and a spell
Description: Your mineral skin is extremely hard but brittle, quickly losing its effectiveness as you become injured; you gain up to 7% all resistances proportional to your life percentage remaining. Your resistances cap is increased by 0%. Skin of Menhir
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 56
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a spell
Description: As a giant, you have mastery over inscriptions. You remove any infusion and/or rune saturation effect. If you have regeneration effect or damage shield active, you extend their duration by 5 turns. Giant Augments
| 0/5 |
Race / Fallen | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Magic permeates everything you do. Though it takes its toll on your body, you intuitively use it to bolster your mundane actions. Whenever you deal damage, you have a 46% chance of dealing extra arcane damage equal to 40% of the original hit.
The first talent point invested will reduce your healing modifier by 20% and all your saves by 10. Intuitive Magic
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The intense energy which the Fallen possess interrupts the natural processes of their bodies, making healing a difficult effort at best. However, when healing does manage to occur, the process opens up even more energy for the Fallen to use, as their newly strengthed body can better handle the strain.
Whenever you recover health, you regain resources equal to a percentage of recovered health (before healmod):
- Stamina: +0%
- Mana: +0%
- Vim: +0%
- Positive: +0%
- Equilibrium: 0%
- Hate: +0%
- Psi: +0%
The first talent point invested will reduce your healing modifier by 20% and all your saves by 10. Arcane Energy
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The strong energies which the Fallen possess warp reality to their favor. Increases critical chance by 0%, critical strike power by 0%, and overal Luck by 0.
The first talent point invested will reduce your healing modifier by 20% and all your saves by 10. Arcane Luck
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The most sickly of the Fallen have truely overwhelming power. You posses such great magical power that it's effects have begun to leak out, affecting those around you.
Whenever Intuitive Magic triggers, you have a 0% chance to apply one of 3 status effects, with a +0 bonus to spellpower. The effects will last for 8 turns and will stack with themselves up to 2 times. You can apply at most one status effect per target per game turn.
Effects:
Sickness of the Fallen: -10% healing factor and -10 all saves.
Weight of the Fallen: -10% global speed and +35% fatigue.
Oppression of the Fallen: 10% talent failure chance.
The first talent point invested will reduce your healing modifier by 20% and all your saves by 10. Curse of the Fallen
| 0/5 |
Undead / Deathsire | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4 you learn how to empower yourself with dead souls, learning or improving the Spell/Reaping category. Deathsire
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target's body and soul, dealing 100% weapon damage as cold, if it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 5, you have drained enough vitality to appear mortal once more, removing the need for the Cloak of Deception. More relevant to your martial mindset, you can now wield souls to improve your spells, learning or improving the Spell/Soulforge category. Spirit Feed
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You know better than any the power of entropy and death. Cold and shadows are your weapons, and they will not harm you.
Increase cold and darkness resistance and penetration by 0%.
At talent level 4, you become capable of wielding powerful necromantic melee magic, learning or improving the Spell/Necrotic Might category. (A Shield-using category.)
Each level in this talent increases resistance caps by 3%. Champion of Death
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power only grows with age, and a multitude of necromantic combat techniques become known to you.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Soul x2, Desecration x2, Undeath, and Squire.
Each level will grant a known category at mastery 1.0if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Herald of Death
| 0/5 |
Spell / Reaping | 2.20 |
Effective talent level: 4.4
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your captured souls empower you, increasing your physical power and spell power by 6.6, all saves by 4.4, and your mana regeneration by 0.44.
For each soul you have, the power bonus is increased by 3.30, the saves by 2.20, and the mana regeneration by 0.22, to a maximum of 5 souls.
Current bonuses: 23.10 power, 15.40 saves, 1.54 mana regeneration. Spirit Feed
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 12
Is: a spell
Description: Each time you kill a target you form part of their soul into a protective shield for 2 turns, absorbing 27 damage. Kills while this talent is on cooldown reduce the cooldown by 1 turn.
The damage absorbed increases with your spellpower. Reaper's Shroud
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You steal part of the targetâs soul for 2 turns. While under this effect, you are able to use one of their abilities at talent level 0, chosen at random.
This cannot steal sustained abilities, prodigies, inscriptions or those with equipment requirements. Dark Simulacrum
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: On taking fatal damage, if you have any souls active you consume them all to become a wraith for 0 turns, granting you immunity to all damage and negative effects.
When this effect ends, if you have any souls you consume them all to resurrect, restoring you to life with 0% maximum life per soul. If you have no souls you die. Shadow of Death
| 0/5 |
Race / Newmoon Werewolf | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You temporarily enter a heightened state of awareness, able to react and move more swiftly.
Your global speed increases by 49%.
The bonus will increase with the higher of your Dexterity or Cunning. Hunter's Agility
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your predatory instincts are far sharper than most.
You gain 0% increased crit chance, 0% increased crit damage, and 0 increased infravision radius. Killer Instincts
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You possess a shadow pelt, dark as a moonless night. Even in full daylight, your fur seems to absorb light, making you more difficult to notice or target.
You gain 0% darkness affinity, as well as an equivalent amount of light and darkness resistance.
You also gain 0% chance to ignore critical hits, 0 increased defense, and 0 increased stealth power. Shadow Pelt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Stepping through the shadows, you instantly appear in another space within line of sight, to a maximum range of 0, heedless of any obstacles or creatures in the way.
This ability is instant and has no cooldown, but afflicts you with 6 rounds of Shadow Fatigue for every 1 space traveled.
For every 6 rounds of Shadow Fatigue, the range of this ability is reduced by 1.
Through the Shadows
| 0/5 |
Liminal / Guile | 2.20 |
Effective talent level: 4.4
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Increase your skill by drawing on the Moons' guile, providing the following benefits:
- +85 stealth and invisibility detection
- +14% spell critical chance
- +21% damage shield potency
- +3 damage shield duration
- +15% casting speed
- +34% stun, blindness, and confusion immunity
The stealth and invisibility detection will increase with your Spellpower. Guile
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Blacksmith | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mage warden | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: Rigorous training in a secret Angolwen technique allows you to channel arcane energy through your body in harmony with your own life energy. This improves your recovery, granting you:
+4.03 life regeneration,
+2.69 mana regeneration,
+1.34 stamina regeneration, and
+0.67 equilibrium regeneraion.
It is not only your recovery which is supernaturally swift: switching between already equipped weapon sets (default hotkey q) no longer takes a turn. Arcane Conditioning
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 84
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Harness the arcane residue in your body to invert the detrimental effect of runic saturation and use the resultant energy to refresh your inscriptions. Remove the runic saturation effect and reduce the cooldown of 1 inscription by 0 turn.
Both runes and infusions may be affected, but not taints. Arcane Desaturation
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you score a critical hit with a melee or ranged weapon, you have a 0% chance to disrupt one beneficial magical or mental effect or one sustained talent. This disruption may succeed up to once per turn.
Your disruption power is the highest of your accuracy, spell power or physical power, and your target may resist with a spell save. Arcane Disruption
| 0/5 |
Race / Yaech | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: 4
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Shatter the mind of your victim, causing them to struggle with a mind at war with itself for the next 14 turns, based on willpower.
They will have a 23% chance each turn to attack themselves, doing minor damage and wasting their turn.
Targets with ranks at or above rare will be affected for only 7 turns.
The chance scales with talent level only. The duration scales with the greater of Will and Magic.
The initial application does not check saves, but the effect checks mind/spellpower vs mind save each turn to reduce the attack chance.
Cruel Schism
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: A malevolent stain upon the Way, even foes with no psionic potential sense your coming, twisting their thoughts with fear and panic.
While you creep through the shadows of the Way like this, you sense enemies in a radius of 4 - but they have a 5% chance to sense your nightmarish presence in return, becoming aware of you.
Creatures that are aware of you, whether due to this chance or through normal means, have a 25% chance each turn to be afflicted with a Fear that lasts for five turns.
Beware! Your nightmarish presence, once revealed, is not easily hidden, and will continue to affect your foes for three turns after you deactivate the sustain.
Radius improves with talent level. Fear effects increase with the higher of your spellpower and mindpower, and will be most synergistic when combined with the Fears tree and other mental debuffs.
Possible fears are:
Paranoid: Gives the target an 4% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
Despair: Reduces mind resist, mindsave, armour and defence by 4.
Terrified: Deals 1.09 mind and 1.19 darkness damage per turn and increases cooldowns by 6%.
Haunted: Causes the target to suffer 2.85 mind and 3.11 darkness damage for each detrimental mental effect every turn.
Tormented: Causes the target to spawn terrifying apparitions - creating a soft-enforced average of 60 each turn - which deal it 6.91 mind damage before vanishing.
Additionally, when you learn this talent, you are asked if you prefer melee range or keeping your foes away. Your decision cannot be changed, but note that two Yaech talents give you this option. You can choose the same option twice if you have a preference, or choose each option once to add them both to the possible fears. If you prefer melee, you can apply:
Panicked: Gives the target a 5% chance each turn to try and flee from you.
If you prefer ranged, you can apply Beckoned instead:
Beckoned: Gives the target a 4% chance each turn to try and approach you. If they're not adjacent to you, they suffer a 3 point penalty to mindpower and spellpower. Damage will not break this effect.
Nightmare of the Way
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The Yaech were born of suffering, and are inured to it, while knowing better than any how best to inflict it, feeding on the fear and pain of their enemies.
Increase blight, cold, darkness and mind resistance and penetration by 1%.
Additionally, whenever you kill a creature, you have a 3% chance to gain half of a turn. The chance scales with the greater of Will and Magic.
Reducing powerful foes to certain HP thresholds has a similar effect - the fear of powerful foes is the sweetest taste.
3% chance to gain a turn when you reduce a target's health:
- rare: from above to below 50%
- unique: from above to below 67% or 33%
- boss: from above to below 75%, 50%, or 25%
- elite boss: from above to below 80%, 60%, 40%, or 20%. Vengeful Shadow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Inflict a variety of horrific nightmares on foes within a radius of 3, lasting for 3 turns.
These effects increase with the higher of your spellpower and mindpower, and will be most synergistic when combined with the Fears tree and other mental debuffs.
Each creature will suffer 1 fears, with a 16% chance for another.
Possible fears are:
Paranoid: Gives the target an 4% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
Despair: Reduces mind resist, mindsave, armour and defence by 4.
Terrified: Deals 1.09 mind and 1.19 darkness damage per turn and increases cooldowns by 6%.
Haunted: Causes the target to suffer 2.85 mind and 3.11 darkness damage for each detrimental mental effect every turn.
Tormented: Causes the target to spawn terrifying apparitions - creating a soft-enforced average of 0.60 each turn - which deal it 6.91 mind damage before vanishing.
Additionally, when you learn this talent, you are asked if you prefer melee range or keeping your foes away. Your decision cannot be changed, but note that two Yaech talents give you this option. You can choose the same option twice if you have a preference, or choose each option once to add them both to the possible fears. If you prefer melee, you can apply:
Panicked: Gives the target a 5% chance each turn to try and flee from you.
If you prefer ranged, you can apply Beckoned instead:
Beckoned: Gives the target a 4% chance each turn to try and approach you. If they're not adjacent to you, they suffer a 3 point penalty to mindpower and spellpower. Damage will not break this effect.
Mortify
| 0/5 |
Corruption / Blood spear | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Increases Physical Power by 110 and increases weapon damage by 74% when using staves. Mastery talents overlap (do not stack) with other mastery talents: if more than one mastery talent applies to a weapon, you only gain the benefit of the best one.
While sustained, you imbue your staff with a sharp blade created from your own life-force, granting your staff an additional +20% Constitution modifier to weapon damage, and each strike restores +4.75 Vim (plus +3.31 Vim per disease on the target). Blood Spear
| 5/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 4
Is: a spell
Description: When you strike a foe with your Blood Spear, your corrupted essence feeds you their vitality, and you feed deeper if the target is suffering from any diseases.
Your melee attacks inflict +4.04 vile damage (acid, blight, darkness or fire), and heal you for 0.00 life (+ 0.00 per disease).
If you strike a diseased enemy, you will attempt to inflict a Blood Curse which reduces the target's Healing Factor by 50% and improves your own by the same amount. This effect lasts for 1 turns (or until the target dies), and has a cooldown. Blood Spite
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Each time you strike a foe with Blood Spear active, the corrupted, rotting blood of your blade has a -4% chance to inflict one of the following status conditions on your enemy, dealing 0.00 damage each turn for 1 turns (0.00 damage total):
At level 1, you can inflict a disease (Decrepitude, Rotting, or Weakness); Bleeding; or Deadly poison.
At level 3, you may inflict Insidious poison.
At level 4, you may inflict a Deep Wound.
At level 5, you may inflict Crippling poison.
At level 6, you may Maim your opponent. Blood Spoil
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: When you strike a foe with Blood Spear active there is a -9% chance that your blade forces your opponent's blood to spurt out towards another enemy within range 1, dealing 24.08 infectious blight damage to both targets. This effect can succeed once per turn, and it can crit.
This counts as a Cut effect, and cut immunity can prevent the Blood Spurt from triggering.
The damage will increase with your Spellpower. Blood Spurt
| 0/5 |
Race / Parasite | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Fetch | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Fixed Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Abruptly shatter and reform your facsimilious body, immediately modifying the remaining cooldowns of each of your talents by the lowest of 3 random rolls from 0% to 300%, rounding down. Each cooldown is rolled separately, and you cannot control the result.
Cooldown decreases with talent level. Fractured Facade
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Your hands do not grasp things completely solidly, and you find your touch molding unnaturally to your actions. Each time you deal damage, there is a 0% chance it will be wholly converted to whichever element you possess the greatest combined damage bonus and resistance penetration for, and have its power multiplied by 100%; however, there is a 20% chance the damage will instead be halved. Damage that is natively of your dominant element will not be affected by this.
Conversion chance and damage multiplier improve with talent level. Hollow Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Your hollow form crumbles away when struck. Each time you suffer damage greater than 20% of your total remaining life, there is a 50% chance a piece of yourself will shatter away into withered leaves and dirt, reducing the damage by 0% but also reducing your maximum life by 12 based on your character level. You will reform after 10 turns if not shattered again, restoring your lost maximum life. If your maximum life is reduced below zero by this effect, you will die.
Damage reduction improves with talent level. Shattered Shape
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Fixed Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your fabricated identity fills itself of others' dregs, desperate to be made whole. You may pry into the soul and knowledge of a targeted creature and seize upon a random activatable talent that it knows, permanently copying it for your own use at raw talent level 0. This is added to any skill in the talent you may already naturally possess, if any.
You may only mimic talents that a person can reasonably perform (ie. is learnable by a playable class or race through levelling up) and are unlearnable.
You may only remember one mimicked talent at a time; if you mimic a second talent, you may choose whether to keep the new talent or the old talent.
Mimicry is exhausting; after mimicking a talent, or choosing to keep an existing talent, you may not attempt to mimic another until you have killed 2 enemies ranked Rare or higher, or 1 enemy ranked Boss or higher.
You can mimic a talent's basic form, but not the broader knowledge and equipment it may require; as such, there is no guarantee you will be able to use a mimicked talent effectively, or at all. Mimic
| 0/5 |
Liminal / Glory | 2.20 |
Effective talent level: 4.4
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Increase your power by drawing on the Sun's glory, providing the following benefits:
- +63 physical save
- +63 mental save
- +63 spell save
- +4 light radius
- +352 max life (230% of your Constitution)
- +25 armor
- +39% armor hardiness
- +27 Spellpower
- +19% resistance to physical, fire, lightning, acid, and cold damage
The effects will increase with your Spellpower. Glory
| 2/5 |
Effective talent level: 4.4
Use mode: Passive
Is: a spell
Description: Glory now increases your physical save by 63, your armor by 25, and your armor hardiness by 39%.
The save and armor bonuses will increase with your Spellpower. Fortress
| 2/5 |
| 2/5 |
Effective talent level: 4.4
Use mode: Passive
Is: a spell
Description: Glory now increases your spell save by 63 and your resistance to physical, fire, lightning, acid, and cold damage by 19%.
The save bonus will increase with your Spellpower. Resistance
| 2/5 |
Race / Reborn | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Resurrected from the dead, your body is more plant than animal.
You can activate this talent to gain 38 flat damage reduction for five turns.
The armor will increase with your Mindpower. Reborn
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 2
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: A field of verdant life surrounds you, affecting all those within radius 2.
Each turn, those caught in this area must save against your Mindpower, or have an -5% chance to be pinned for 2 turns.
Friendly creatures - including you - instead gain 0 life regen.
This ability is innate, and carries no cost to activate or deactivate. Aura of Growth
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The Returned are chosen by nature and imbued with mighty power. It is natural energies they wield - although they are at their best when they use their foes' strengths against them.
You increase acid, arcane, and nature resistance and penetration by 0%. Power of Eyal
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Release Eyal's fury in a radius of 1, draining 18 mana, 9 vim, 5 positive and negative energies from all those in range, including yourself.
The forcible energy drain deals arcane damage equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher.
The effect will increase with your Mindpower. Eyal's Judgement
| 0/5 |
Cunning / Desert Combo | 2.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The arid desert is your home, providing you affinity with the sand.
You gain 0 stealth power, 0.1 life regen, and 0.0 stamina regen per combo point. Soothing Sand
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 15
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Surround yourself with thin layers of protective sand. If you would take damage greater than 50% of your current life while you have a combo point, the sand instantly negate the damage and block up to 22 incoming damage per combo point (Max 111) across 5 turns. This removes your combo points and deactivates this talent. Sand Veil
| 0/5 |
Spell / Stone alchemy | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 2.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ancient | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your new form, increasing all your stats by 2.
At talent level 4, you start to regain the honed prowess you had in your prime, learning or improving the Technique/Unarmed-Training category. Ancient
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You bite into the target, dealing 100% weapon damage as physical damage.
If you hit, you heal for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you have drained enough vitality to appear mortal once more. As well as improving your chances of getting bought an ale in Last Hope, this obviates the need for the Cloak of Deception. Bloody Knuckles
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your body is perfectly muscled - and your perfect form is formed out of ancient stone. When metal hits you, it breaks.
Increase physical resistance and penetration by 0%.
At talent level 4, your fighting style becomes increasingly fast and brutal as you learn or improve the Technique/Pugilism category.
Each level in this talent increases resistance caps by 3%. Fossilized Form
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You spent too many centuries in the soil to be untouched. As you grow, you turn your martial skill to more supernatural endeavors.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Earth x2, Magical Combat x2, Unarmed Discipline, and Stone.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Brother of Stone
| 0/5 |
Undead / Eclipsed | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Description: You hone the vast potential of your liminal form, increasing all your stats by 2.
At talent level 4 you learn how to repair your damaged body with light, learning or improving the Celestial/Light category. Eclipsed
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Sink your fangs into the target, dealing 55% weapon damage as light, if it hits you are healed for life equal to the target's level.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life.
At talent level 4, you overcome the ugly, wasted nature of your undeath, looking as radiant as the sun once more, increasing your tinder matches by 100%, but having no actual in-game effect. Dawnfang
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You exist between the shadow and the light, and lesser examples thereof cannot phase you.
Increase light and darkness resistance and penetration by 0%.
At talent level 4, you develop control over powerful celestial magic, learning or improving the Celestial/Sunlight category.
Each level in this talent increases resistance caps by 3%. Twilight's Shine
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: As you grow into your true power, you cease to dabble in the light and the dark, and begin to fuse them together.
Benefits are gained at each level, with even greater power for those that show dedication (by increasing Mastery with a category point. Do so before spending the fifth talent point!)
You will gain: Star-Fury, Eclipse x2, Hymns, Chants, and Glyphs.
Each level will grant a known category at mastery 1.0 if you don't have it, unlock it with a mastery boost if you do, or significantly increase its mastery if you have it unlocked. Chosen of the Sun and Moon
| 0/5 |
Corruption / Blood magic | 2.20 |
Effective talent level: 4.4
Use mode: Passive
Is: a spell
Description: You have learned to harness cruel blood-magic. You gain a small Vim pool, and you may always cast Vim spells using your own Life when your Vim pool is insufficient.
You gain a +9% chance to cast a critical spell.
Your blight-twisted blood toughens you, granting you +9 Constitution.
When you first take this talent, the amount of Life you gain from Constitution increases by +0.5. This bonus is retroactive. Blood Mage
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You have a talent for causing things pain. When you strike a foe in melee who is already suffering from a disease, a cut, or a poison effect, you may increase its suffering: you have a 0% chance to inflict slow, stun, blindness or silence on your target for 0 turns. You inflict this effect with your Accuracy or your Spellpower, whichever is greater.
Also, when you score a critical melee attack, you regain 0.00 Vim.
When you first take this talent, the amount of Life you gain from Constitution increases by +0.5. This bonus is retroactive. Twist the Knife
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Scar tissue is tougher than skin, and your experiments with Blight have given your body a tougher exterior.
Your scar tissue grants you +0 armor and +3% armor hardiness, and +-7% immunity to cuts and diseases.
When you first take this talent, the amount of Life you gain from Constitution increases by +0.5. This bonus is retroactive. Armor of Scars
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 67
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Your practice stealing the vitality of others has improved your own vital regeneration, granting you a passive +1% bonus to your healing factor.
You can activate this talent to compel your stolen vitality, your Vim pool, to forcefully regenerate your body. You immediately expend all of your stored Vim to gain regeneration equal to 10.51 plus 20% of your Vim pool for 2 turns (current Vim pool 28 would grant 16.11 healing per turn, 32.22 healing total).
Base regeneration will increase with your Spellpower. You must have at least 10 stored Vim to use this talent.
When you first take this talent, the amount of Life you gain from Constitution increases by +0.5. This bonus is retroactive. Horrid Vitality
| 0/5 |
Race / Fullmoon Werewolf | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 37
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You channel the fury of the full moon, going into a frenzied rage and increasing all damage by 30% while reducing all damage taken by 30% for 6 turns.
The effect will increase with your Strength. Furious Rage
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You possess a wild pelt, with fur that is thick and heavy. It is capable of repelling blades, resisting fire, and shrugging off damage from all manner of sources.
Increases resistance to all damage by 3%, and resistance caps by half of that.
Your size also increases by 1 at raw talent levels 2 and 5.
Current size increase: 0 Wild Pelt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 53
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: With a powerful leap, you launch yourself into the air, before slamming down in a chosen location.
You are able to vault any creatures or obstacles in the way, and the impact where you land is so great that you deal 28 physical damage to all creatures adjacent to where you land.
The damage will increase with your Physical Power, as well as increasing or decreasing with size above or below medium.
At Huge size or larger, the damage radius on impact also increases by 1. Monstrous Leap
| 0/5 |
Race / Halfmoon Werewolf | 2.20 |
Effective talent level: 4.4
Use mode: Activated
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Spell (87% of a turn)
Is: a spell
Description: Harnessing the light of the moons, you weave a shield of lunar magic around yourself, absorbing up to 450 damage, and lasting for 13 rounds.
For the same duration, you partially absorb incoming damage, increasing all of your affinities by 26%.
The total damage the shield can absorb, and the affinity boost, will increase with your Magic. Lunar Light
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Harnessing the darkness of the moons, you are able to shroud yourself and evade harm.
When you take damage great than 10% of your maximum life, you cloak yourself in shadows. For 5 turns afterward, whenever you take damage, there is a 0% chance to avoid it. Lunar Shadow
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You have a shimmering pelt, your fur glistening like a starry night sky.
Whenever you take damage, you naturally adapt to it, increasing your resistance to that damage type by 1% for 8 turns.
You can adapt to up to 3 damage types simultaneously. Shimmering Pelt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 67
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You immerse yourself in the flow of magic, harnessing the power of the cosmos to rain celestial fury upon your enemies.
For 8 turns, all of your damage and damage penetration is increased by 0%. Celestial Power
| 0/5 |