| Spell / Storm Channeling | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You surround yourself with supernatural winds, granting you resistance to the forces of the storm and freedom of movement. While sustained, you increase your Lightning Resistance by 3%, your Stun and Pin Resistance by 2%, and your Lightning Resistance Cap by 0%. You also slow incoming projectiles by 2%. Resistances and projectile slowdown scale with Dexterity. The defensive style of a Storm Knight favors avoiding, rather than resisting, direct physical attacks, so you also take a -0% penalty on your Physical resistance and caps.
The sustain cost of this talent increases with Dexterity and talent levels. Embrace the Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You move and fight like the wind. While this talent is sustained, you gain 1% crit chance (physical and spell), 1% crit mult, and 4% movement speed. These bonuses scale with Dexterity.
The sustain cost of this talent increases with Dexterity and talent levels. Storm Skirmisher
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You avoid attacks with lightning speed, gaining a 1 bonus to Defense. At raw talent level 3, you are so fast you can potentially dodge attacks from even the most skilled of enemies, receiving a constant 1% evasion chance. At raw talent level 5, you are so fast you can sometimes dodge even undodgeable attacks, receiving a constant 0% chance to negate all damage from any given attack. Effects scale with Dexterity.
The sustain cost of this talent increases with Dexterity and talent levels. Lightning Dodge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You are a whirlwind of death, moving among your foes and striking them down in a blur of violent motion. While this talent is sustained, every time you move, you make an attack against an adjacent opponent. When doing so, you divide your damage by 128% of your movement speed (current damage: 78%). The higher your Dexterity, the smaller a percentage of movement speed you will divide your damage by. If you are currently benefitting from an effect that allows you to move without spending turns, it counts as having a movement speed of 1,000%.
The sustain cost of this talent increases with Dexterity and talent levels. Whirlwind Dervish
| 0/5 |
| Technique / Flensing style | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You hit your target, doing 40% damage. If your attack connects, the target is crippled for 1 turns, losing 23% melee, spellcasting and mind speed.
The chance to cripple improves with your Accuracy, and the speed penalty improves with your Spellpower. Scholar of Brutality
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 4
Description: Your cruel combat style promotes offense over defense. Every 4 turns, you will make a quick, cruel cut with your offhand weapon against a nearby enemy. This attack causes 70% weapon damage as bleeding over 5 turns.
This attack takes no time, and preferentially targets enemies who are not yet bleeding, and who are not dazed. First Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Stab where it hurts, attacking your target twice with each weapon for 40% damage. For each hit you score, you will put one of your victim's talents on cooldown for 0 turns. Rain of Agony
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Compound your victim's suffering, attacking with both weapons for 120% damage. For each hit you score, you extend each of your victim's existing detrimental conditions by 0 turns. No Escape
| 0/5 |
| Celestial / Calm | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: 6
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A glittering rainbow stuns those in a radius 0 area, also healing you of 16 damage.
The healing and radius will increase with your Spellpower. Rainbow
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The darkest winters come from the longest summers. You are accustomed to light and life.
You receive a 2% bonus to your healing factor.
This talent also grants you a significantly larger negative energy pool while active, increasing it by 0.
At raw talent level 5 the negative energy bonus is doubled to 0. Long Summers
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of cold light emanates from you with a radius of 0, striking your foes dumb and doing 4.38 cold and 4.38 light damage.
The damage will increase with your Spellpower. Savor the Silence
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: -20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with the power of the dawn, increasing all your light and cold damage by 0%, and ignoring 3% of the light and cold resistance of your targets.
In addition, shield effects you create are enhanced by 6%, as with Aegis Shielding. Aura of the Dawn
| 0/5 |
| Corruption / Pyre | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 4
Range: 7
Cooldown: 4
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of balefire that deals sticks to the target, dealing 1.57 fire and 1.57 blight damage each turn for 4 turns (total 6.29 fire and 6.29 blight damage) and healing you for half the total damage. If the target dies before the effect expires, you receive half the remaining damage as healing immediately.
The damage will increase with your Spellpower. Balefire Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call forth a beam of boiling vitriol, inflicting 11.27 acid damage in a line. Surviving enemies will also be set on fire (1.82 fire damage per turn for 0 turns, 0.00 damage total).
The damage done will increase with your Spellpower. The base damage and the fire damage can each crit separately. Searing Beam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hurl a bolt of burning hunger that moves toward the target and explodes into a flash of darkness and fire, doing 4.99 darkness and 4.99 fire-burn damage to enemies in radius 0.
Enemies caught in the blast must make a physical save or be slowed by 20%, and make a mental save or be numbed (reducing their damage by 20%). Each effect lasts for 4 turns.
The damage and apply chance will increase with your Spellpower. Voidburn
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 40
Range: 3
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Reach through the tortured flesh of your foes.
Choose a target within range 3 who is on fire or suffering from a disease (or both). If the target is on fire, you evoke an explosion of flames in radius 1 which causes 13.1 fire damage over 10 turns. If the target is diseased, you evoke a spray of corrupted blood in radius 1 which inflicts 13.1 blight damage and may cause diseases (0% chance of being infected by a random disease, doing 2.28 blight damage each turn for 6 turns (13.68 total) and weakening the victim's Constitution, Strength or Dexterity by 1).
In the aftermath of the explosion(s), you teleport to the target's location, or to a nearby tile if the target is still alive.
The damage will increase with your Spellpower. The fire, blight and disease damage can all crit separately. Pyre Gate
| 0/5 |
| Cunning / Called Shots | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Moonlight | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 5
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You conjure alternate flares of moonlight and darkness, and the contrast blinds foes within radius 1 for 1 turns while lighting up your immediate area (radius 2).
At level 3 it will also do 7.43 darkness damage within radius 1.
The damage done will increase with your Spellpower. Twilight Fades
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Negative energy cost: 3
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke the crescent moon to cleave all foes in front of you, doing 121% weapon damage as light and darkness in a cone of 2. Moonsilver Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures an aura of light that harms adjacent foes for 8.93 light damage, while shielding you for a base value of 17 that is increased by your light damage bonuses.
The values will increase with your Spellpower. Pale Cascade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: 2
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: An explosion of dark light pulses from you, doing 10.00 light and 10.00 darkness damage to all others within radius 2, while causing them to run in fear for 3 turns.
The damage dealt and fear power will increase with your Spellpower, but the fear is resisted as a mental effect. Dark Nova
| 0/5 |
| Cursed / Slaughter | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of pure mana energy, dealing 10 arcane damage to all targets in a line. Damage improves with your Spellpower. At talent level 3, the raw energy overloads enemy magic - targets also lose 0% of their arcane resources.
Mana Flare talents can be used while in Aether Avatar form.
This spell can be triggered by Eldritch Combat. Mana Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of pure mana energy, dealing 11 damage in a radius 3 cone. Damage improves with your Spellpower. At talent level 3, the wave wipes away forces in its path, removing any temporary map effects it touches (other than your own) and purging 0 beneficial temporary effects on its targets. Magical effects overload destructively when purged in this manner, increasing the damage to that target by 0% each.
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of pure mana energy, dealing 12 damage to all in a radius of 2. Damage improves with your Spellpower. At talent level 3, the burst of raw magic is enough to shut down latent forces, putting 0 talents of each target on cooldown for 0 turns. Latent spell energy is violently disrupted, increasing the damage done to that target by 0% per spell shut down.).
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of pure mana energy, dealing 14 damage to all in a radius of 1. Damage improves with your Spellpower. At talent level 3, this tremendous blast of magic disjoins active powers, ending up to 0 sustains each target has active. Magical sustains are destructively disjoined, increasing the damage done to that target by 0% per spell disjoined.
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Blast
| 0/5 |
| Spell / Blight | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Life cost: 10
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Twist the elements in the target, changing some of them to Blight. Causes 13.62 Blight damage.
The damage will scale with Spellpower. Flux
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Life cost: 25
Range: 6
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a furious storm of elemental chaos at the target point, doing 4.69 half blight, half random element damage, in a radius of 3 each turn for 6 turns.
Each turn the vortex will move at random, and will harm its creator.
The damage and duration will increase with your Spellpower. Chaos Vortex
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Sustain life cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have mastered the fifth element, increasing all your blight damage by 0% and ignoring 3% blight resistance of your targets.
Also, 0% of any blight damage you do, will heal you as well. Quintessence
| 0/5 |
| Spell / Metal alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive metal shards that cause bleeding.
In addition all physical damage you do is increased by 0%. Metal Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Metal Infusion is active, your bombs cover your golem in a shell of shrapnel for 2 turns when they hit it.
While covered in this shell, any damage done to your golem is reduced by 0 and any melee attacker will take 0.0 physical damage.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Shrapnel Shell
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Take refuge inside your golem for 3 turns. When this effect ends, you will be healed for 30.
This will also move any buffs/debuffs from you to your golem.
Healing scales with your Spellpower. Golem Refuge
| 0/5 |
| Wild-gift / Woodland | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Poison Ivys for 5 turns to poison your foes to death. Ivys are really weak in melee and die easily, but their attackers won't be feeling too good afterwards.
It will get 30 Dexterity, 30 Cunning and 24 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Poisonous Spore. Poison Ivy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Sleeping Poppies for 5 turns to put your foes to sleep. Poppies are really weak in melee and die easily, but their perfume will put their attackers to sleep.
It will get 30 Willpower, 30 Cunning and 24 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Restless Night. Sleeping Poppies
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grow and animate a Hailing Oak for 5 turns. The Oak is tough and will sling acorns at your enemies.
It will get 30 Willpower, 30 Dexterity and 24 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Eye Shot. Hailing Oak
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Ascendance | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your blood burns with solar fire and glorious power. Increases Fire and Light Resistance by 4% and Blind and Fear Resistance by 2%, scaling with Strength. Also increases Fire and Light Resistance Cap by 0%. However, intense cold can suppress your inner fires - you take a -0% penalty on your cold resistance and cold resistance cap.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Heart
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The iconic power of the phoenix is its ability to rise anew from the ashes. Phoenix knights emulate this power with potent regenerative abilities. While sustained, this talent raises your life regeneration by 0.65 and your healing modifier by 2%. These values increase with Strength.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Fiery wings sprout from your back. While not solid enough to allow for flight, you can use them to strike at your foes. Any time you make a melee attack, you have a 1% chance of making an unarmed strike against a different adjacent target dealing 27% damage as solar fire damage. When you are hit in melee, you have an equal chance of making such a return attack against your attacker. Success chance scales with Strength. Wing attacks cannot trigger Eldritch Combat.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Wings
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The glory of the phoenix sleeps in your soul, causing regeneration to occur fast enough to instantly close minor injuries as they are inflicted; whenever you take damage, you instantly heal 1 life, up to a maximum equal to the damage dealt. Note that your Healing Modifier will apply to the damage healed, but the maximum healing is counting your Healing Modifier (in other words, you can't actually regain health through this ability, but you can potentially completely offset an attack's damage). The strength of your regenerative abilities also lets you keep fighting through otherwise mortal injuries; you don't die until your life falls at least 11 below 0. Values scale with Strength.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Soul
| 0/5 |
| Corruption / Brutality | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Inanimation | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Magically animate your melee weapon and have it fly at a nearby enemy, attacking them for 106% weapon damage.
This attack uses Spellpower in place of Accuracy and if it hits, will knock the target off balance for 4 turns.
Weapon damage multiplier scales with Spellpower.
(Will trigger when hit in melee effects on target.) Flying Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Magically animate a weapon and command it to protect you. This enchantment will cause it to attack all nearby enemies for 3 turns. When the spell ends, the weapon will drop to the ground. Attack Speed: 16% Animate Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summon a storm of swirling blades to slice your foes, inflicting 4.13 physical damage and bleeding to anyone who approaches, for 4 turns.
The damage and duration will increase with your Spellpower. Bladestorm
| 0/5 |
| 0/5 |
| Celestial / Crusader | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blink drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Teleport to target creature and make a melee attack for 110% weapon damage as temporal damage over 4 turns.
Levels in Blink Claw additionally grant you an Out of Phase bonus on teleport of 4, passively.
Each point in blink drake talents also increases your temporal resistance by 1%. Blink Claw
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Phase out of normal time, reducing all damage you take by 1 and increasing your global speed by 1%.
The damage reduction and speed will scale with Mindpower.
Each point in blink drake talents also increases your temporal resistance by 1%. Phased Wyrm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Drain time from the surrounding area, slowing all enemies within a radius of 6 by 11% for 6 turns.
This will also shorten the duration of detrimental effects on you by 0 turns.
The slow scales with mindpower and the effect reduction can mind crit.
Each point in blink drake talents also increases your temporal resistance by 1%. Time Sink
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: You breathe temporal energy in a frontal cone of radius 2. Any target caught in the area will take 19.34 temporal damage.
The breath will also regress each target, causing them to have their stats lowered by 6 for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in blink drake talents also increases your temporal resistance by 1%. Temporal Breath
| 0/5 |
| Steamtech / Dread | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / High magic | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The Arcanist focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases mana regen by +0.0, arcane resistance by 0 and arcane resistance cap by 0. Mind Over Mana
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Unleash power similar to the original Spellblaze, but on a much smaller scale.
The primary explosion will release 0 extra uncontrolled explosions.
Each explosion will do 11.17 arcane damage and 11.17 fire damage.
The damage will increase with your Spellpower.
Spellcraft will not protect you from this spell. Spellblaze
| 0/5 |
| Spell / Shades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Sins | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate gain: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fantasize your target's painful demise, and impose your cruel vision onto reality.
This attack pulls a target 1 towards you and the grim end you envision, inflicting 4.71 temporal damage which may slow the target for 8 turns. The duration will increase with your Mindpower.
Imposing your sin on reality replenishes your Hate.
This attack can never crit. Sloth
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: If you can't have it, nobody can.
You unleash a surge of mental pain which will disrupt up to 0 beneficial effects (mental or magical) or sustains active on the target, and inflicts 3.11 mind damage per effect or sustain disrupted. Envy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You violently reject the obstructions the world keeps throwing in your way.
Remove 1 detrimental physical condition(s) from yourself. If you removed at least one condition, you enter a frenzy for 2 turns which increases your global speed by 5%, your physical crit by 1%, and allows you to fight on until your life reaches --10% max (currently --73.60). Note that you will die if your Frenzy runs out while your life is below 0. Your rage replenishes you:
* Gain 0 Stamina.
* Gain 0 Mana.
This talent takes no time to use. Wrath
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Trauma | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 1
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Hurl yourself 1 spaces to an enemy, then attack for 40% weapon damage. Hit or miss, you will generate an explosion of acid in radius 0 around yourself which corrodes enemies for 3.75 acid damage, and reduces enemy accuracy, armor and defense by -2 for 0 turns.
The damage and penalties will increase with your Spellpower. Searing Ire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Lash out, making two attacks for 49% weapon damage as random vile damage (acid, blight, darkness or fire). If you hit with either attack, the target will be scorched for 0 turns, reducing its blight resistance and disease immunity by -18%.
The resistance reduction will increase with your Spellpower. Vile Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Strike your opponent for 89% weapon damage. If you hit and the target survives, twist your opponent's physical vitality, forcing your physical detrimental effects onto it, and stealing its physical beneficial effects. Up to -1 effect will be stolen or imposed. Twist Vigor
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 40
Range: 1
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Attack your target from afar, striking through the bonds of vitality that bind all life together. Your attack may inflict more damage depending on the number of diseases on the target:
- 0 diseases: 50%
- 1 disease : 110%
- 2 diseases: 170%
- 3 diseases: 230%
- ... etc.
If the target dies, its remains will explode in a burst of infectious blight for 22.34 damage in radius 0. Each creature hit has a 0% chance of being infected by a random disease, doing 1.42 blight damage each turn for 6 turns (8.52 total) and weakening either Constitution, Strength or Dexterity. If the target does not die, then each disease and poison afflicting it will have its duration extended by 0.
The explosion and disease damage will increase with your Spellpower. Reaping Strike
| 0/5 |
| Corruption / Scourge | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Light | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You charge a target with solar light. This instantly heals the target 24 health. Healing can crit. If this healing would bring the target's health above its maximum, any remaining healing is converted to Regeneration over five turns (if you are not already regenerating).
At raw talent level 3, this spell no longer takes time to cast.
The healing will increase with your Spellpower.
This spell can be triggered by Eldritch Combat. Light of Healing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You give a piercing cry of challenge, driving your foes to battle. All enemies in a range of 10 will start focusing their attacks on you, as your shriek challenges them to engage you directly. Additionally, up to 0 enemies will move instantly into melee range with you and thereafter have their movement speed reduced by 3% for 0 turns (chance to slow increases with Spell Power). This power is not a teleportation effect, and thus cannot draw in immobile enemies.
At raw talent level 3, your shriek will be accompanied by your aura flaring up to illuminate affected squares.
At raw talent level 5, the aura flare will illuminate all opponents in the area, reducing their stealth and invisibility ratings by 4 for 1 turns.
This talent can be triggered through Eldritch Combat; when it is targets will be beckoned (50% chance to move towards you each turn) rather than moved instantly, but will not be slowed. Shriek of Challenge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke cleansing flames over the target, removing 0 negative effects. This can crit.
At raw talent level 3, this spell no longer takes time to cast.
This spell can be triggered by Eldritch Combat. Fires of Cleansing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 50
Mana cost: 100
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash all your power in a single blast of sunlight. At the minimum, this deals 30 burning solar fire damage and destroys projectiles in a radius of 2, and is so intense that it destroys all removable terrain and ends all map effects in a radius of 1. However, for each Phoenix Fire talent that is not currently on cooldown, you put the talent on cooldown and increase the damage by 2% per raw level of that talent, the radius by 0.4 per level, and the destruction radius by 0.2 per level.
The damage is then further increased by 0.03% per 1% of your missing life.
This spell can be triggered by Eldritch Combat. When it is, the Phoenix Fire talents have their cooldowns halved, but the damage increase for them is halved. Phoenix Burn
| 0/5 |
| Chronomancy / Threaded Combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 2.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a random Giant Ant for 5 turns to attack your foes. Giant Ants cannot stay summoned for long, but they can deal elemental damage.
It will get 20 Strength, 10 Constitution/Willpower and 20 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats will increase with your Mindpower.
(Blighted Summoning talent is Corrosive Worm.) Giant Ant
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Power | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 42
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fold your magic inwards, into a small feedback loop, increasing your spellpower by 0 for your next spell. Yonk
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Overloads one of your active shields, causing it to explode outwards damaging all nearby hostile creatures in a radius 0.
Damage amount and type will depend on which shield is overloaded and how powerful the shield is.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield, Elemental Shield. Shield Overload
| 0/5 |
| Technique / Dual weapons | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Energies | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Volcanism | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 20
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Summons a small raging volcano for 4 turns. Every turn, it will fire 0 molten boulders toward your foes, dealing 2.17 fire and 2.39 physical damage.
The damage will scale with your Spellpower. Eruption
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Digs up to 0 grids into walls, trees or other impassable terrain.
This also breaks up open ground, potentially stunning anyone standing there. Fissure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: The ground is shattered by a lava explosion, doing 9.83 physical (and bleeding) damage in a radius of 2.
The area will also be covered with burning rock for 5 turns, which will burn for 9 fire damage and ignite any that stand on it.
The damage will increase with your Spellpower. Lava Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Surround yourself with a cloak of noxious gasses from deep within the earth. This decreases you sight range by 5, your lite radius by 1 and does 3.12 acid damage to nearby enemies, possibly blinding them.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, Noxious Gasses will cease.
The damage will increase with your Spellpower. Noxious Gasses
| 0/5 |
| Celestial / Star fury | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic menace | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 12
Range: 7
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You lash out your psionic fury at a distant creature, doing 6.80 mind damage.
The whip can cleave to one nearby foe.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades. Mind Whip
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You project ethereal fingers inside the target's brain.
Over 1 turns it will take 17.73 total mind damage and have its mental save reduced by 0.
This powerful effect uses 130% of your Mindpower to try to overcome your target's initial mental save.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades. Psychic Wipe
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 35
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You let your mental forces go unchecked for an instant. All foes in a radius 1 are knocked 3 grids away from you.
Creatures that fail a mental save are also dazed for 1 turns and take 8.12 mind damage.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades. Ghastly Wail
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 50
Range: 7
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You point your ghastly finger at a foe affected by Ghastly Wail and send a psionic impulse to tell it to simply die.
The target will take 0% of the life it already lost as mind damage.
On targets of rank boss or higher the damage is limited to 59.
If the target dies from the Finger and is of a type you can already absorb it is directly absorbed into your bodies reserve.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades. Finger of Death
| 0/5 |
| Celestial / Firmament | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Assault a target within 7 with the full magnitude of the night sky, dealing 10.53 darkness damage and pinning them for two turns.
The damage will increase with your Spellpower. Stargaze
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of darkness, revealing the power of the night to those struck. They suffer 12.68 darkness damage, and are slowed by 40% for three turns.
The damage will increase with your Spellpower. Perspective
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: 2
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflict the most vicious of punishments on a target within 2 - utter isolation.
They are pinned, blinded and silenced for 0 turns. Null And Void
| 0/5 |
| Psionic / Solipsism | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Lunar Predator | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your celestial talents have led you to this; the ability to adopt a powerful, lupine form.
While in this form, you deal bonus damage on each attack, reduced by 25% when using a shield and by 50% when dual wielding.
This damage is always at least 0.96 darkness and 1.02 temporal, but will be 25% of the melee attack's damage total if that would be greater.
Your speed and insight also grants you a 2 bonus to your defence. However, this drains your energy very quickly - you lose 5 negative energy each round this is sustained, and it deactivates if this loss would take you below zero.
The effects will increase with your Spellpower. The drain is reduced by talent level.
This talent is disabled automatically on rest or run. Claws of Night
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your body is made of stars and fate, and it is powered more by your mind than your body.
When you activate Claws of Night, it adds 1 Dexterity (Based on your Cunning) and 1 Constitution (Based on your Magic) to your abilities. Moontide Blessings
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You wrap the night around you, vanishing from sight.
For two rounds, you are stealthed; completely regardless of detections or what actions you take. At talent level 5, the duration becomes three rounds. Moon's Vigil
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learnt the weaknesses of the unnatural; the creatures that all of Eyal despises. You can slay them more easily than others.
You take 0% less damage from these creatures and deal them 0% more damage.
These creatures include undead, horrors, demons and titans. Blessed Silver
| 0/5 |
| Corruption / Fearfire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Lightning cutter | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 6
Mana cost: 10
Range: melee/personal
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You strike as lightning, your assault sparking from one foe to another.
This deals 110% weapon damage as lightning to one target, and then forks to hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. Blade Arc
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Mana cost: 20
Range: melee/personal
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with the essence of lightning.
This increases your general speed by 1% and causes you to deal 4.28 lightning damage to anyone who strikes you in melee.
Both effects last for 5 turns, and the effects scale with spellpower. Body of Lightning
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Lift your sword high, releasing a thundrous slash that deals 140% weapon damage as physical damage to adjacent foes, shocking them and trying to knock them back 0 spaces. Thunderclap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 25
Range: 3
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You gather lightning on your palm and your blade, and then rush toward a target within 3 with incredible speed.
If the spot is reached and occupied, you will score a guaranteed critical hit, with a base damage of 100% weapon damage as lightning.
If the target is shocked, they instead take 150% damage, and are dazed for three turns.
You must attack from at least 2 tiles away. One Thousand Birds
| 0/5 |
| Chronomancy / Temporal Combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Deviltry | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 4
Vim cost: 4
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a spell
Description: Wreath your arrow in Shadowflame, doing 60% fire and darkness damage to the target and inflicting lingering burns. While suffereing from these burns the target is vulerable to disease and blight, lowering its resistance to both by -18% for 1 turns.
The vulnerability will increase with your Spellpower. Shadowflame Scorch
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Vim cost: 2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a spell
Description: You fire an arrow tipped with corrosive acid which burns through your foes, piercing multiple targets if possible with nigh infinite armor penetration, doing 40% acid damage to non-demons (but harmless to demons). Any targets damaged by the acid are corroded for 1 turns, reducing their attack, damage and defense by 1.
The corrosion effects will increase with your Spellpower. Piercing Corrosion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8
Vim cost: 15
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a spell
Description: Wreath your arrow in balefire, doing 40% fire and blight damage to the target. Your cursed flames linger, buring the target for 2.85 balefire damage each turn for 3 turns (up to 8.55 total), and healing you for half the damage inflicted.
The burn damage (and thus the healing) will increase with your Spellpower. Balefire Siphon
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Sustain vim cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You meditate on demonic cruelty. Your insight allows you to occasionally summons a minor demon (quasit) for 0 turns which acts as a guard and spotter, adding its sight range to your own: every turn you lack a spotter in your party, there is a 1% chance you will summon one. If the spotter dies, another will be summoned evetually. The spotter's statistics will improve with the talent level and your Magic. If you gain the Blighted Summoning prodigy, your spotter learns the talent Epidemic.
Your insight into demonic cruelty grants you +-1% critical damage.
At level 3, your insight grants telepathy for minor demons.
At level 5, your insight grants telepathy for major demons. Demonseer
| 0/5 |
| Technique / Unarmed discipline | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / One With the Sea | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.5
Sustain mana cost: 1.1
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are infused with the life-giving power of water. Increases Cold and Nature Resistance by 4%, Poison, and Disease Resistance by 2%. Also increases Cold and Nature Resistance Cap by 0%. At raw talent level 3, you gain water breathing. Resistances scale with Cunning. However, your sensitivity to the flow of life leaves you somewhat more susceptible to life-draining attacks, reducing Blight Resistance and Cap by 0%.
The sustain cost of this talent increases with Cunning and talent levels. Element of Life
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.5
Sustain mana cost: 1.1
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You draw deeply from your strength of spirit. While this talent is sustained, your maximum life increases by 9.
In addition, you now have access to a pool of points called drinks, which begins at 0. Your drinks naturally settle at a total of 1 - each turn they move one closer to that total. You also have a 1% chance of gaining one drink each time you deal Eroding Water damage. Each turn, you can spend up to 1 drinks. Each drink spent will either heal you for 1 life, lower the cooldown of a random talent by 1, or lower the duration of a random detrimental effect by 1, depending on your greatest need at the moment. The same talent or effect can't be affected multiple times in the same round.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Drink Deep
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.5
Sustain mana cost: 1.1
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your defensive power flows in a constant stream. While this talent is sustained, you don't die until your life falls below -9.
In addition, you now have access to a pool of points called flow. Your flow naturally settles at a total of 1 - each turn it moves one closer to that total. You also have a 1% chance of gaining one flow each time you deal Eroding Water damage. When you take damage, you automatically spend up to one flow per 1 damage received to negate that much damage. When you suffer a detrimental effect, you automatically spend up to 0.4 flow per turn of duration to reduce the duration by that much. When you move, it is at the cost of flow rather than time if enemies are in sight. You lose 1 flow if any turn that you do not otherwise spend flow.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Go With The Flow
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.5
Sustain mana cost: 1.1
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your power flows like the tides. Every 18 turns, as long as this talent is sustained, you will alternate between high and low tide. When high tide triggers, as long as Go With The Flow is sustained, your flow will be set to 1 if currently lower. While on high tide, your flow won't degrade if higher than its base, and in any turn that you either spend at least 1 flow or that your flow is below its base, you will recover an extra point of flow. Low tide causes the same effects for your drinks and Drink Deep talent.
The value the flow or drinks set to when the tide changes scales with Cunning. The sustain cost of this talent increases with Cunning and talent levels. As With The Tides
| 0/5 |
| Chronomancy / Written in the Stars | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Fate conspires in little ways to lead you to victory.
Whenever you score a critical hit of any kind, you gain one Spin. (See Chronomancy/Fate Weaving: Spin Fate)
Your Spin Fate stacks grant you 0 negative energy regen each.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
For each talent in this category you have at raw talent level four or above, you may gain one more Spin Fate stack than normal. (Maximum 3.) The Stars Align
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 8
Description: You now have a -15% chance to Fold Fate, Entropy or Moonlight into your attacks.
Fold Destiny: Deals 7.49 temporal damage to enemies in a radius of 1. Affected targets may lose 30% darkness and temporal resistance for 1 turns.
Fold Entropy: Deals 3.50 darkness and 3.75 temporal damage to enemies in a radius of 1. Affected targets may have their accuracy and damage reduced by 30% for 1 turns.
Fold Moonlight: Deals 7.00 darkness damage to enemies in a radius of 1. Affected targets may be confused or blinded for 1 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Final Chapter
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your destiny has always lain beyond the heavens. Each stack of Spin Fate you gain also grants you a 1% bonus to temporal damage, penetration, and resistance.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect. Assuming the Mantle
| 0/5 |
| Spell / Meta | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Shark aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack the target for 100% physical weapon damage, if it hits you are healed for life equal to the target's level.
If the target cannot move, this attack does 150% physical weapon damage instead.
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, and restoring equilibrium equal to the target's level. Maul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: The scent of blood drives you wild, curing a detriment effect and increasing your hate by 0 for each bleeding creature in range (5).
The range is equal to the larger of 5 and your bleeding sense range. Bloodscent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Charge through your opponents, attacking anyone in the way for 100% weapon damage. Opponents of your size or less may be knocked away from your path.
You can attack a maximum of 2 times, and can hit targets along your path more than once.
At raw talent level 5, you get +1 effective size for this talent.
Does +50% damage against stunned targets.
This talent will not reduce the duration of Rampage. Ram
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an shark.
This allows you to breath in water and sense bleeding creatures in a range of 1, but lowers your defence by 10.
It also lowers the cooldowns of the Maul, Bloodscent and Ram talents by 0. Shark Shape
| 0/5 |
| Technique / Sniper | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Ritch aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Carve a hole into an adjacent wall.
Alternatively, carve a hole into an adjacent enemy for 100% weapon damage. If you hit, their armour is reduced by 0 for 2 turns. Carve
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 10
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit fire at your target stunning them and doing 17.91 fire damage over 4 turns.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Fire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 100% weapon damage as blight with a 20% chance of infecting the target with a random disease doing 100% weapon damage as blight over 5 turns.
If the target is unable to move, the disease chance is 100% instead. Diseased Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a ritch.
This increases your fire resistance by 3% and your armour by 3, but lowers your stealth by 10.
It also lowers the cooldowns of the Carve, Spit Fire and Diseased Bite talents by 0. Ritch Shape
| 0/5 |
| Cursed / Darkness | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Morph | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Weakens your target, decreasing its defense, damage and saves by 1 for 10 turns.
The weakening will improve with your spellpower. Enfeeble
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus your magic inwards, enhancing your physical form by +0 str, dex, con and 0% healing factor. Vitalise
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: All nearby enemies within radius 1 are violently desconstructed, disarming them and doing 15.20 arcane damage.
Does +50% damage verses stoned targets.
The damage will increase with your Spellpower. Crumble
| 0/5 |
| Technique / Archery prowess | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thermal mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 2.00 |
- Automated Cloak Tessellation
| 0/5 |
| 0/5 |
- Embedded Restoration Systems
| 0/5 |
| 0/5 |
| Celestial / Wintertide | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Leap as a bolt of moonlight to your target, hitting it with all your weapons for 110% weapon damage as cold and darkness.
If the target is wet, they lose wet but Lunar Rush does not go on cooldown.
You need to be able to see the target. Lunar Rush
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Negative energy cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike the foe with arctic cold, dealing 150% weapon damage as cold.
If the attack hits, the target is frozen in ice, preventing them from acting but protecting them from damage.
You pierce through 0% of this protection. Glacial Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike the foe with tidal force, dealing 150% weapon damage as cold and darkness. If the attack hits, the target is soaked and knocked back. The chance improves with your Spell Power. Tsunami
| 0/5 |
| Psionic / Augmented striking | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sea drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Thick fog rises from the ground in a radius 3 cloud for 0 turns.
Anyone caught in the cloud will be blinded for 4 turns.
Levels in Fog Cloud additionally raise your maximum life by 0, passively.
Each point in sea drake talents also increases your global speed by 1% when in water. Fog Cloud
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You have an affinity for water. Each turn you are submerged in water you regain 0 life and 0.0 equilibrium.
Things that will trigger this include: Fog Cloud, Flood, Tidalwave and water zones.
Your Fog Cloud and Flood effects won't harm you while this is active.
Each point in sea drake talents also increases your global speed by 1% when in water. Water Dweller
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: A flood of deep water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, drowning all creatures caught inside.
Each turn a creature is inside the flood zone, they lose 12 air. If they do not have that much air remaining, they lose 12% of their current life instead.
The flood lasts for 4 turns.
This flood counts as water for seas drake bonuses.
The damage and duration will increase with your Willpower.
Each point in sea drake talents also increases your global speed by 1% when in water. Flood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe water in a frontal cone of radius 2. Any target caught in the area will take 8.17 cold and 8.98 physical damage, and are knocked back.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sea drake talents also increases your global speed by 1% when in water. Water Breath
| 0/5 |
| Corruption / Blood drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Attack target creature with your weapon for 100% weapon damage as physical. If you hit and the target can bleed their blood will gush out and form a pool of radius 1 for 4 turns.
Enemies standing in the pool will take 3 blight damage per turn. You are healed by 3 life each turn instead.
The pool damage scales with Mindpower.
Levels in Blood Gush additionally grant you a weapon damage lifesteal bonus of -1%, passively.
Each point in blood drake talents also increases your blight resistance by 1%. Blood Gush
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Grow thick bony plates over your body. If you are hit by more than 110% of your maximum life in one hit, the damage is reduced to that amount and you explode bone shards around you in a radius of 2 doing 23 physical damage and inflicting bleeding for another 12 physical damage over 5 turns.
The damage scales with Mindpower.
Each point in blood drake talents also increases your blight resistance by 1%. Bone Scales
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: You breathe corrupted blood in a frontal cone of radius 2. Any target caught in the area will take 3.50 blight damage.
The breath will also inflict a random disease on each target, which reduces a stat by 6 and does 2 blight damage each turn for 10 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in blood drake talents also increases your blight resistance by 1%. Sanguine Breath
| 0/5 |
| Psionic / Deep horror | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your mere presence is a blight in your foes minds. Using this link you are able to reach out and steal a talent from a target.
For 0 turns you will be able to use a random active (not passive, not sustained) talent from your target, and they will loose it.
You may not steal a talent which you already know.
The stolen talent will not use any resources to activate.
At level 5 you are able to choose which talent to steal.
The talent stolen will be limited to at most level 1. Mind Steal
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 16
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: For a brief moment your whole body becomes etheral and you dash into a nearby creature and all those in straight line behind it (in range 1).
You reappear on the other side, with 0 more psi and having dealt 10.21 mind damage to your targets.
Spectral Dash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Your physical form is but a mere extension of your mind, you can bend it at will for 1 turns.
While under the effect you gain 0% all resistances and have 2% chance to ignore all critical hits.
On activation you also remove up to 0 physical or mental effects.
Writhing Psionic Mass
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 50
Range: 2
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your psionic powers have no limits. You are now able to assault a target and clone its body without killing it.
The form is only temporary, lasting 1 turns and subject to the same restrictions as your normal powers.
While using a stolen form your health is bound to your target. (Your life% will always be identical to your target's life%)
Ominous Form
| 0/5 |
| Psionic / Nightmare | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic blows | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 19
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Using both your mind and your arms you propel your two handed weapon to deal a huge strike doing 120% weapon mind damage.
If the blow connects and the target fails a mental save there is 30% chance that the blow was so powerful it ripped a psychic imprint off the target.
It will appear nearby and serve you for 0 turns.
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch. Psychic Crush
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You create a psionic shield from your weapon that prevents you from ever taking blows that deal more than 100% of your maximum life and gives you -3% evasion.
In addition, each time you take a melee hit the attacker automatically takes revenge strike that deals 20% weapon damage as mind damage. (This effect can only happen once per turn)
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch. Force Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 19
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You concentrate your powerful psionic powers on your weapon and briefly unleash your fury.
All foes in radius 1 will take a melee attack dealing 100% weapon damage as mind damage.
Any psionic clones in the radius will have its remaining time extended by 2 turns.
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch. Unleashed Mind
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You shatter your weapon in the ground, projecting a psionic shockwave in a cone of radius 1.
Any foes in the area will take 80% weapon damage as mind damage.
Any psionic clones hit will instantly shatter, exploding for 8.76 physical damage in radius 1.
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch. Seismic Mind
| 0/5 |
| Celestial / Reflection | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summon-commands | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Command one of your summoned creatures to attack a target creature.
- Ritch Flamespitter: Spits stunning fire.
- Quillfire Porcupine: Fires a beam of bleeding damage.
- Hydra: Breathes lightning, acid or nature at random.
- Fire Drake: Breathes stunning fire.
- War Hound: Rushes the target.
- Minotaur: Attacks all adjacent creatures.
- Giant Ant: Spits disarming acid.
- Stone Golem: Causes an earthquake.
- Turtle: Stuns a target enemy.
- Spider: Spits insidious poison.
- Jelly: Spits slowing slime.
- Rimebark: Breathes freezing cold. Command: Attack
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Destroys one of your summons, making it detonate in radius of 1.
- Ritch Flamespitter: Explodes into a fireball.
- Quillfire Porcupine: Explodes into a physical damage and pinning ball.
- Hydra: Explodes into a ball of lightning, acid or poison.
- Fire Drake: Generates a cloud of fire.
- War Hound: Explodes into a ball of physical damage.
- Minotaur: Explodes into a sharp ball, cutting all creatures.
- Giant Ant: Explodes into a cloud of bugs which do physical damage and talent failure.
- Stone Golem: Knocks back all creatures.
- Turtle: Grants a small shell shield to all friendly creatures.
- Spider: Pins all foes around.
- Jelly: Explodes into a ball of slowing slime.
- Rimebark: Explodes into an iceball.
In addition, a random summon will come off cooldown.
Hostile effects will not hit you or your other summons.
The effects improve with your Willpower. Detonate
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to take direct control of any of your summons.
The summons will appear on the interface; a simple click on them will let you switch control.
You can also press control+tab to switch.
When taking control, your summon has its lifetime increased by 5 turns, it takes 0% less damage and all its stats are increased by 0.
The damage reduction is based on your Cunning. Summon Control
| 0/5 |
| Steamtech / Bullets mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunbeams | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of blinding light, dealing 7.71 light damage in a line, as well as illuminating and possibly blinding your targets.
The damage done will increase with your Spellpower. Blind the Sinful
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a mighty beam of light, dealing 7.71 light damage in a line, and knocking you 0 tiles away from the target.
The damage done will increase with your Spellpower. Light of Orion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You lash out twice, unleashing two beams of light, each for 3.86 light damage in a line.
At talent level 5, you launch three beams. Each beam triggers your Second Sun talent.
The damage done will increase with your Spellpower. Danmaku
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power burns itself into the world, igniting a second time moments later.
Whenever you cast a beam spell, it ignites again one turn later for 22% of the damage as blight.
You can hold up to four beams at once. Second Sun
| 0/5 |
| Cursed / Finality | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Fire a vicious whirl of tainted thought in all directions out to a radius of 0.
All creatures are struck for 3 mind damage and knocked away, as well as potentially infected with disease.
Damage scales with Mindower. Leave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 3
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Unleashes cold fury upon the target, dealing them 5 mind damage and pinning them to the floor for 6 turns.
The duration will increase with your Willpower, and the effects with mindpower.
Range increases with talent level.
Stay
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Brutally command a target to come to you, leaving them hazy and distracted as they recover their senses.
Works on enemies up to 0 squares away, and dazes the target for 3 turns. Come
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You overwhelm the target's will with your own, forcing their body to cease functioning. This deals a base of 11 damage,
increasing against weak foes and based on how close the foe is to death. The base damage increases with Mindpower.
Killing a foe with this talent removes its cooldown. Die
| 0/5 |
| Cunning / Woodcraft | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your experience with fighting as a team makes you more deadly with friends.
You can safely shoot past your friends and recieve +1 extra defense and +1 nature damage on weapon hits, for each of your summoned creatures you can see.
These bonuses scale with Cunning. Hunter's Friend
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your time in the wilderness attunes you with Nature.
This gives you the ability to regenerate 0.0 equilibrium per turn when resting, increases your nature damage by 0% and increases your effective willpower for equilibrium checks by -10% of your Cunning (current bonus: -4). Natural Attunement
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Hide yourself in a improvised sniper den; pinning yourself to the spot, increasing your defense by 1, your stealth power by 1 and granting +1 level in Unseen Actions.
Activating this talent will not break Stealth. These bonuses scale with Cunning. Sniper Den
| 0/5 |
| Wild-gift / Summon-techniques | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 0 turns. Phase Summon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You focus yourself on nature, allowing you to summon creatures much faster (136% of a normal summon time) and with no chance to fail from high equilibrium for 1 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1. Frantic Summoning
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Energise all your summoned creatures with a burst of natural energy. This heals them for 14 life, 2 stamina, reduces their equilibrium by 2 and increases their duration by 1 turns.
The life healed can mind crit and the life/resources restoration scales with your mindpower. Revitalise
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: This powerful technique allows you to be a vessel for containing the essence of a summoned creature. To use this, target yourself with a summoning wild-gift.
While no creature is summoned from doing this, the summoner will recieve a powerful buff and one of the creature's talents, as the creature's essence temporarily infuses them.
The buff will last for 2 turns and can only be activated once per 20 turns.
- Ritch Flamespitter: Increased defense, fire damage and resist. Grants Flamespit.
- Quillfire Porcupine: Increase armour and does physical retalitation damage. Grants Quillfire.
- Hydra: Increased lightning, acid and nature resistance, and increased life regeneration. Grants Acid Breath.
- Fire Drake: Increases strength, willpower and size. Grants Fire Breath.
- War Hound: Increases ability to detect hidden creatures. Grants Rush.
- Minotaur: Increases strength and constitution. Grants Stun.
- Giant Ant: Increases armour, armour hardiness, acid damage and resistance. Grants Acidic Spray.
- Stone Golem: Increases life, size, physical damage and resistance. Grants Quake.
- Turtle: Increases all damage resistance but reduces movement speed. Grants Taunt.
- Spider: Increases resistance to pins and poisons. Grants Spider Web.
- Jelly: Increases chance to ignore critical hits, increased nature damage and resistance. Grants Mucus.
- Rimebark: Increases armour, armour hardiness, size, cold damage and resistance. Grants Winter's Fury.
The strength of these effects scales with Mindpower. Summon Essence
| 0/5 |
| Spell / Terramancy | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You raise a gemstone shield around the target, granting it a damage shield with a value of 16 for 3 turns. Shielding can crit.
For each raw talent level you gain a new type of gemstone shield. Each time you cast a shield, the gemstone applied will be randomly determined from among your known shields. Each shield has its own individual chance to be triggered by Eldritch Combat, rather than this talent itself triggering directly (though they all set this talent on cooldown, so they can't be up simultaneously), but they cannot be activated manually until raw talent level 3. Each shield has a primary effect while the shield lasts and a secondary effect that triggers if the shield is broken by damage.
At raw talent level one, you gain access to the crystal shield, which improves its value by 2%, and when it breaks it discharges outward violently, potentially stunning all adjacent enemies for 1 turns. You also gain access to the sapphire shield, which rejuvenates 1% of its value each turn, and when it breaks reduces your Gemstone Shield cooldown by 1.
At raw talent level two, you gain access to the ruby shield, which backlashes for 2 fire damage every time it loses value, and explodes when it breaks to deal 9 fire damage in a radius of 1. You also gain access to the amethyst shield, which provides 2% evasion and 2 defense while it lasts, and when it breaks, it attempts to teleport the attacker who broke it between 1 and 1 tiles away.
At raw talent level three, this spell no longer takes time to cast, and you can activate individual gemstone shields manually. The individual shields do still take a turn to use though.
At raw talent level four, you gain access to the emerald shield, which reduces any damage the shield blocks by 1, and grants 2% resist all for one turn when it breaks. You also gain access to the pearl shield, which outright ignores instances of damage below 3, and fully negates the attack that breaks it.
At raw talent level five, you gain access to the opal shield, which converts 2% of damage absorbed into healing, and on breaking boosts your current and maximum life by 17 for 1 turns. You also gain access to the diamond shield, which reflects 2% of the damage it absorbs, and when broken, reciprocates any damage that gets through onto the attacker.
The shielding will increase with your Spellpower.
This spell can be triggered by Eldritch Combat. Gemstone Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Only great forces can erode the waiting earth. Activating this talent takes no time and has no cost, but doing so depletes a full turn of energy, regardless of your current speeds. You stand strong against your foes, awaiting your opportunity. For one turn, you get 13% resist all and new effect reduction, and your resist all cap increases by 5%.
At raw talent level 2, you also recover 0 life, 0 stamina, and 0 mana.
At raw talent level 3, all of your beneficial effects have their durations increased by 1.
At raw talent level 4, all of your detrimental effects have their durations lowered by 1.
At raw talent level 5, all talents cool down by an additional turn.
You may only activate this talent when enemies are in sight, unless you are blind (in which case it's assumed enemies are around even if you can't see them).
This talent can be triggered by Eldritch Combat. When it is, it does not drain a turn of energy.
Once you learn this talent, any time you pass a turn while enemies are in sight, you will activate this talent (you'll only spend the turn once). Tectonic Patience
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You tap into the impassive powers of the mountain to protect yourself from negative effects. Over the next 0 turns, you can outright ignore up to 1 physical effects. At raw talent level 3, you can also ignore magical effects. At raw talent level 5, you can also ignore mental effects. Effects blocked can crit. This spell can be triggered by Eldritch Combat. Impassive Mountain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You entomb the targets in the earth for 1 turns, removing them from play and leaving an undiggable stone wall in their place. This spell is resisted by Defense rather than Spell Resist (since the target has to dodge out of the way of the earth rising up to entomb it), and the cross-tier effect leaves the target off-balance rather than spellshocked. You may affect up to 0 total ranks worth of targets (so critters cost one, normals cost two, elites cost three, etc).
The duration of the entombment will not count down in any turn you use Tectonic Patience.
This talent can be triggered by Eldritch Combat, in which case targets will be chosen at random from among enemies in range. Entomb
| 0/5 |
| Psionic / Psionic fog | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Debility | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You draw your arrow across the bleeding scars of your arm as you pull back on your bow. Your corrupted blood coats each arrow head, adding 1.32 blight damage to your arrows, which has a 25% chance to inflict a random disease. Your diseases inflict 1.42 blight damage per turn for 6 turns (8.52 total), and reduce a random physical stat by 1. The disease effects will scale with your spellpwoer, and the disease damage can crit.
Your blood also serves as a conduit for vitality, and when you hit with an archery attack, it returns you 2 Vim, plus 0.00 Vim per disease afflicting the target. Corrupted Archery
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You siphon vital energy from all creatures in a cone 3, slowing them by 30% and replenishing your own reserves: you heal 14 for each creature in the cone.
The healing will increase with your Spellpower. Foul Feast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your spell befouls the area, slowing creatures in radius 2, and corrosive vapours dealing 2.71 acid damage linger in the area for 2 rounds. Corrosive Mire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a spell
Description: Whisper the rote of wretchedness as you draw back your arrow, transforming your shot into blinding acid. Hit or miss, your arrow will summon 0 wretchling(s) around the target. Your wretchlings will return to their native hell after 3 turns.
Your wretchlings' stats will improve with the talent level and your Magic. If you learn the Blighted Summons prodigy, your wretchlings gain the talent Virulent Diseases. Wretched Gambit
| 0/5 |
| Spell / Illusion | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Disrupt the target's mind, doing 11.76 mental damage and brainlocking them for 2 turns.
The target may make a mind save against your spellpower to half the damage.
The damage will increase with your Spellpower. Mind Spike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Wrap the target's mind in a delusion, making them think you are their friend for 2 turns.
If you damage the target it will be free from the delusion. Charm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a chaotic ray of light that bounces and hits up to 3 enemies, up to 6 grids apart.
They will be hurt for 9.73 light damage and be confused (31 power) for 0 turns.
The damage and confusion strength will increase with your Spellpower. Prismatic Chaos
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 23
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster is surrounded by a modified phantasmal shield. If hit by a projectile weapon or a spell, the shield will deal 5 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Mirror
| 0/5 |
| Chronomancy / Blade Threading | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Land | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Makes the ground around you restless, sometimes causing nearby enemies to become off-balance for 1 turn.
Chance to hit is -10%. Tremors
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 6
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Starts a nearby boulder rolling in the direction you choose, and enemies that don't get out of the way will take 16.72 physical damage and be knocked back.
The damage will increase with your Spellpower. Rolling Boulder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Causes the surroundings to collapse in on the target area, doing 16.72 physical damage in a radius of 2.
Creatures caught in the collapse have a chance of being stunned.
The damage will increase with your Spellpower. Cave In
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Increases the strength of the Tremors around you, nearby enemies that loose their footing will be stunned for up to 0 turns.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, both Earthshaker and Tremors will cease.
Uses your Tremors chance to hit.
Stun strength will increase with your Spellpower. Earthshaker
| 0/5 |
| Technique / Magical combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Elementalism | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: One doesn't survive channelling the elements long, if one doesn't learn to protect themselves.
Increases fire, cold, lightning and physical resistance by 0 and their resistance cap by 0. Endure Elements
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself in shield of elemental power for 10 turns. Any physical, fire, cold or lightning damage you take is reduced by 3.
The max damage the shield can absorb will increase with your Spellpower. Elemental Shield
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 70
Range: 5
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Binds an elemental into your control, giving you full control over its actions for 6 turns.
When the effect ends the elemental will be banished.
Instakill immunity will block Bind Elemental.
The duration and chance to bind will increase with your Willpower.
Each point in Bind Elemental will also increase your elemental damage penetration by 4%. Bind Elemental
| 0/5 |
| Spell / Thunderstrike | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 4
Mana cost: 8
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You channel the fury of a blizzard, attacking your target twice for 49% weapon damage as darkness and cold.
This talent applies to ranged and melee weapons alike.
At level 3, the darkness damage may blind the target. At level 5, the cold damage may freeze the target. Wintery Wrath
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8
Mana cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The air above you rushes downward at your command, and a strong cone (0) of magical wind first attempts to push creatures away 2 tiles, then freezes any creatures remaining in the area. The wind inflicts 5.86 physical and 1.77 cold damage. Pinned or immobile targets suffer +50% physical damage.
At level 3 the cold can immobilize the targets for 4 turns.
The damage will increase with your Spellpower. Downburst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 24
Mana cost: 18
Range: 8
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You can briefly turn yourself into a blinding flash of incandescent lightning. You move to the target location, and inflict 4.34 blinding light and 4.78 lightning daze damage to every enemy in radius 0 of your starting location.
By dazzling your foes, this spell resets the cooldown of your Stealth talent.
The damage will scale with your Spellpower. Flash Jump
| 0/5 |
| Spell / Aether | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Chaotic hedgemagic | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Randomly teleports all targets within a radius of 2 around you, including yourself. Everyone will be teleported between 2 and 4 tiles from their current location.
You will go out of phase (3) for 1 turns.
Requires your Spellpower to beat the target's Spell Save. Scatter
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Depths | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You assault the enemy with a rain of fast, overpowering blows. You strike four times for cold and darkness damage. Every blow does 10% damage.
Points in this talent also passively increase your attack and casting speed, currently by 0%. Pressure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 8
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Icy vapours from the darkest depths of the sea rise up, doing 0.81 cold and 0.81 darkness damage damage in a radius of 3 each turn for 0 turns, with a chance of blinding foes.
The damage will increase with your Spellpower. Deepwater
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: A heavy wetness hangs in the air around you. Nearby foes must save against your spellpower, or begin to drown based on talent level. This occurs to all foes within 1.
Drowning foes lose loses 0.00 air and take 1.20 cold damage per turn Drown
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with the power of the ocean, increasing all your cold and darkness damage by 0%, ignoring 3% of the cold and darkness resistance of your targets
In addition, your familiarity enhances your defences, increasing your cold and darkness resistance by 0%. Darkest Depths
| 0/5 |
| Celestial / Sun | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Psiclaws | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Channel your rage through your wielded mindstars, generating psionic claws sprouting from your fists.
Adds 1.44 physical damage per mindstar hit and increases your physical critical chance by +0%.
Physical damage scales with your Mindpower.
Also increases Physical Power by 0 and increases weapon damage by 0% when using mindstars.
Cannot be used at the same time as Psiblades. Psiclaws
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Slash out with your psiclaws, hitting your target twice with each weapon for 40% damage and inflicting bleeding for half the damage done. Shred
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your claws are as sharp as your mind, and your mind is sharper than a razor.
While Psiclaws is active, you gain 2% physical, mind and nature penentration. Razor Claws
| 0/5 |
| Wild-curse / Eagle aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Take a swipe at the target's eyes, attempting to blind them for 2 turns and doing 100% weapon damage.
If the target is stunned, this does 150% weapon damage instead. Eye Swipe
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Fly away in a panic, landing up to 0 tiles away.
This also increases your defence by 2 for 2 turns.
Defence bonus scales with your Strength. Flight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Swoop past many targets, getting a free attack against each of them at 100% weapon damage.
If you used this talent from stealth, your attack will also cause bleeding. Swoop
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an eagle.
This increases your accuracy by 3 and your physical crit chance by 0% but lowers your physical save by 10.
It also lowers the cooldowns of the Eye Swipe, Flight and Swoop talents by 0. Eagle Shape
| 0/5 |
| Steamtech / Elusiveness | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 2.00 |
- Transcendent Electrokinesis
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms firey embers, damaging anyone that gets close to you for 1.09 fire damage.
This also increases you light radius by 1 and adds a trail for flames behind you at raw talent level 5.
Every level in Ember Scales additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%.
The damage will scale with your Willpower. Ember Scales
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Poison alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive poison that lowers healing.
In addition all nature damage you do is increased by 0%. Poison Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Poison Infusion is active, your bombs coat your golem in poison for 2 turns when they hit it.
While coated, any attack made by your golem has a 20% chance to trigger a beam of poison towards the target, that does 0.0 nature damage over 6 turns. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Poison Coat
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hurl a flask of knockout gas, which explodes on impact releasing the gas in a radius of 3.
Any creatures affected by the gas will be put to sleep (1 power) for 3 turns.
Alchemist Protection reduction works as a chance to avoid hitting yourself with this.
Sleep power scales with your Spellpower. Chloroform Bomb
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Carefully administered potions and magic allow you to transform your body into a much stronger form.
This increases your physical power and physical saves by 2, your maximum life by 30, your life regeneration by 0 per turn.
Each hit (spell or weapon) you make also has a 20% chance of firing a beam of poison at the target, doing 8.0 nature damage over 6 turns. Mutation
| 0/5 |
| Corruption / Sanguisuge | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Serenity | 2.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 25
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: In peace there is knowledge, in knowledge their is power. Serenity is the place from which birth and death come.
Lethal Performance lasts for 0 rounds, and can only be used while using the Aura of the Twilight. It will end if that stance is left.
While the effect lasts, you do not suffer the damage penalty from that stance. Lethal Performance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 119
Description: You can escape from the most deadly situation by never having been there in the first place.
When you would take damage that would reduce you below zero health, you do not take that damage; heal 1% of your maximum health, and teleport randomly in an area of 129, moving at least 20 squares.
This effect has a cooldown. Avoidance Kata
| 0/5 |
| Corruption / Infernal combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced martial enchantments | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Socket a gem into an enchanted weapon, adding extra damage based on the colour and tier of the gem.
The weapon also gets a secondary effect which is specific to each gem type and +5% damage mod from magic per gem tier.
You can only work with gems of the same teir or less than your raw talent level in this talent. Enchanted Pommel Gem
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Adds special wards to your heavy armour enchantments, which add 0 physical save and an extra bonus depending on the item type they are used on.
Body Armour: Reduces all damage by 0.
Head: Grants 0% stun resistance.
Gauntlets: Grants 0% disarm resistance.
Boots: Grants 0% knockback resistance.
Shield: +0 projectile defense. Enchanted Bindings
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus magic into your weapon's gem or rune, then attack an enemy for 100% weapon damage.
The gem/rune will then flare creating a burst of damage doing 9% of your weapon damage converted to the gem/runes element.
Different elements produce different shapes.
Physical, Fire, Nature and Light explode in a radius of 2.
Cold, Acid, Blight and Temporal produce a range 4 cone.
Lightning, Arcane, Darkness and Mind hit up to 6 targets in a radius 6 chain.
Damage burst increases with Spellpower. Rune Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus your magic into improving your martial skill.
Increasing your accuracy by 2, physical power by 1 and weapon critical chance by 1.
These effects scale with your Spellpower. Battlesurge
| 0/5 |
| Spell / Hand of storms | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You stand in the eye of the storm, slaying nearby foes with lightning and steel.
All creatures in radius one take 70% weapon damage. Then, a crackling web of lightning deals 40% weapon damage as lightning to all foes in radius 0.
Wet foes will be fried more effectively, taking 60% lightning weapon damage and losing the wet status. All foes affected are shocked for three turns. Storm's Eye Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 30
Range: 3
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Conjure a wave of water, riding it up to 3 squares to crash into a foe at high speed. If the target is reached, you attack, dealing 100% weapon damage.
The wave will also crash into enemies around where you end up, doing 4.40 physical and 4.00 cold damage.
You must start from at least 2 tiles away.
Damage scales with Spellpower. Affected foes are made Wet, and shocked foes may be dazed. Streaming Edge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You conjure a powerful storm that follows you for 2 rounds. While it lasts, it increases your life regen by 1, while increasing your cold, physical, and lightning resistance by 1%, and reducing the same resists of enemies within 0 by the same amount.
Finally, Wet enemies within range take 3.45 cold damage per turn, and Shocked enemies take 3.79 lightning damage per turn.
Resistance gain and loss, life regen and damage all scale with spellpower. Monsoon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You unleash the Silver Tower's final technique, a tremendous sweeping strike accompanied by a kiai that magnifies the blow out to a tremendous range.
You deal 114% weapon damage, half as cold and half as lightning, in a cone of 3.
Shocked foes will be dazed, wet foes will be knocked back, then foes will be shocked and wet. Divine Wind
| 0/5 |
| Wild-gift / Ooze | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bladedancer | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 23
Description: When you would take a heavy blow (one dealing at least 67% of your health), you dance out of the way.
Your evasion increases your resistances by 7% for two turns. This effect has a cooldown.
The resistance gain increases with spellpower. Twirling Aria
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Teleport from foe to foe, slashing them to ribbons.
You strike one enemy for 90% weapon damage, and then teleport to 0 targets within 2 range, striking each one for 90% weapon damage.
The initial target can be chosen as a teleport target, but each target can be teleported to no more than once. Blade Waltz
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 40
Mana cost: 40
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You move with such speed, you seem to be in three places at once.
Effectively, you summon two clones, existing for up to 2 turns each.
The copies possess your exact talents and stats, have 18% life and deal 23% damage. Dance of the Crescent Moon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 55
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You rise spires of bone from the ground, shaping them to slash, pierce, and hold your foes in place.
This deals 5.33 physical damage in a radius of 0 each turn for 0 turns, and causes another 2.66 damage as bleeding over five turns.
They also have a 8% chance to be pinned for two turns.
The damage will increase with your Spellpower. Dance of the Steel Seedlings
| 0/5 |
| Spell / Soft steel | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Your attack aims not for the body, but strikes instead at the systems of chakra, mana, and energy that support it.
You deal only 88% weapon damage as physical damage, but attempt to put the target to sleep for 3 turns, rendering it unable to act.
Every 4 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Spellpower. Dreamblade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Your pinpoint assault allows you to rapidly strike the weak points of your target. You strike three times for physical damage. Every blow does 34% damage.
Every two talent levels, you strike an additional time. (3 blows total, for 102% weapon damage.) Pinpoint Assault
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 20
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Your attack damages the mana networks in the brain, leaving your foes dazed and confused as if watching the battle from a distance.
This deals 121% weapon damage as physical damage in a cone of 1 and dazes those struck for three turns. Distant Cleave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Your attack is powerful, yes, but it isn't their body they should worry about. You cut the networks that carry energy of all kinds.
As well as dealing 120% weapon damage as physical damage, the target loses a proportionate amount of resources. Tenketsu Division
| 0/5 |
| Spell / Torrential sword | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Mana cost: 10
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You cover your blade with a torrent of icy water, crashing forth as a wave that deals 87% weapon damage, half as cold and half as physical, in a cone of 0.
The water also tries to knock the targets back two spaces, and will make them Wet. Cascade Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 20
Range: melee/personal
Cooldown: 77
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You take a deep swallow of some newly enchanted water, renewing your body.
This causes you to gain 6.2 health, mana, and stamina per turn for 1 turns, for a total gain of 6.2.
The regen rates scale with spellpower and level, the duration only with level. Breath of Life
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You invoke a healing rain within radius 1, applying the wet effect for three turns.
You also heal for 37 health, based on spellpower. Casting this spell is instant. Cleansing Downpour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You strike the enemy with a furious strike, imbued with hail and blizzards. You deal 120% weapon damage as cold, and remove one negative status effect upon you.
If the target is wet, that status is removed, the target is frozen in an iceblock, and you cleanse an additional effect. Glacial Upwelling
| 0/5 |
| Wild-curse / Fungus aspect | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 3
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 3 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Releases poisonous spores in an area of radius 0 around you, infecting the foes inside with a random poison doing 21.0 Nature damage over 10 turns.
This attack can crit and deals 1% additional critical damage.
The damage and critical bonus increase with your Mindpower. Spore Cloud
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a fungus.
This increases your blight resistance by 3% and your spell save by 3, but lowers your physical power by 10.
It also lowers the cooldowns of the Goo Spit, Slime Roots and Spore Cloud talents by 0. Fungus Shape
| 0/5 |
| Celestial / Irradiate | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Positive energy cost: 12
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a wave of vicious light in a radius of 1, dealing foes 6.19 light damage.
Targets affected with Luminescence are afflicted with a volatile sickness, removing Luminescence.
Each turn for four turns, this will fire a line to another nearby foe, dealing 1.30 blight damage to all foes in a line.
If no foes are found, the target will take 50% more blight damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of light and blight.
The damage done will increase with your Spellpower. Irradiate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Positive energy cost: 8
Range: 10
Cooldown: 13
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of bright light, dealing 13.94 light damage, and tainting the ground it passes over.
Corrupted vapor will linger for four turns, dealing 3.49 blight damage per turn to anyone standing in it.
The damage will increase with your Spellpower. Radiant Worship
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Positive energy cost: 15
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a devastating pulse of tainted light in a radius 3 ball within 6.
Creatures within suffer 3.70 light and 3.70 blight damage. Multiple targets cause a more powerful reaction, increasing the damage by 20% per target after the first.
The damage will increase with your Spellpower. Nuclear Fusion
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 20
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Purge weakness from your body and those around you, increasing all your blight damage by 0% and ignoring 3% blight resistance of your targets.
Your life regen is also increased by 1, based on Constitution. Purge Weakness
| 0/5 |
| Corruption / Sickly Radiance | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You look like a paragon of light, but inside, you are rotten.
Whenever you deal -10% of a target's health with light damage, you inflict them with a disease doing 9.23 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 1. The three diseases can stack.
You will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
This will only happen once per turn; and after it effects a target, they will not be affected by this talent again for -12 turns.
The effect will increase with your Spellpower. Sickening Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of tainted light, dealing 8.52 light damage in a line.
Each creature hit has a 0% chance of being infected by a random disease, doing 3.41 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage of both the beam and the disease will increase with your Spellpower. Awful Radiance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Inner sickness leads to outer weakness.
Whenever you inflict a disease upon your foe, you also inflict Sunburn and Luminescence on them, reducing their light resistance by 0% and stealth power by 0.
The effect will increase with your Constitution. Terrible Glory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You sicken the target with a radioactive wasting, causing them to radiate 7.28 blight and 7.28 light damage over 6 turns. (1.21 blight, 1.21 light per turn)
You can target yourself, ignoring your disease resistance, and will never take damage from this effect.
The damage will increase with your Spellpower. Dying Star
| 0/5 |
| Celestial / Volatility | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Whenever you cast a non-instant spell, you gain a stack of Solar Flares, up to 2 stacks. Each such stack provides 3% spell critical chance.
You can activate this talent to make your powers unstable. If you do, each non-instant spell instead provides either 1 stack, 2 stacks, 3 stacks, or reduces your stacks by 1 or 2.
If your stacks would go below zero, the feedback deals you 11 damage, half as Blight and half as Light.
The damage is 17, 2% of your maximum life based on talent level, but is reduced to 68% of its value based on your Constitution to 11 damage. Solar Flares
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Range: 8
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up light into a beam of unpredictable taint, dealing from 3.51 light and 3.51 blight to 7.99 light and 7.99 blight damage.
The damage will increase with your Spellpower, and the variance will decrease as your Constitution rises. (No variance at Con 100) Sudden Purge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: An aura of pulsing energy weakens strikes against you... most of the time.
Whenever you would take damage, the damage is either reduced by 0% or increased by 0%.
The second value begins as half of the first, but is reduced by your Constitution. Pulsing Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Casting critical hits against your foes grants a 3 bonus to your spellpower, up to four stacks.
On reaching five or more stacks, you explode, dealing 3.46 light and 3.46 blight damage to all foes within 4.
The damage scales with spellpower, and the range with Constitution. You get the benefit of spellpower from excess stacks for the explosion. Chain Reaction
| 0/5 |
| Wild-gift / Boreal | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Freeze the ground around you in a radius of 1, doing 9.73 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move. The ground will be covered in ice for 4 turns.
The damage will increase with your Spellpower. Glaciate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Call upon the mysterious green fire from the north to light the sky. Your lite radius increases by 1.
Nearby enemies will take 3.12 darkness/nature damage and have one magical buff or talent dispelled, per turn.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, Aurora will cease.
The damage will increase with your Spellpower. Aurora
| 0/5 |
| Celestial / Summertide | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of frost, chilling the target for 13.94 cold damage over 3 turns.
The damage will increase with your Spellpower. Chill
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 18
Mana cost: 20
Range: 3
Cooldown: 44
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rushes toward your target with sudden speed. If the target is reached, you get a free attack doing 120%% weapon damage as cold and fire.
If you begin in melee range, it is instead 150% damage. Steam Jet
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Negative energy cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Like the moon, you reflect heat and light. You are shielded for up to 5 turns for 19. While you are shielded, you reflect 0% damage you take as fire.
The total damage the barrier can absorb will increase with your Spellpower. Mirror Sheen
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You strike out with a magically magnified range, striking all foes in front of you for 121% weapon damage as fire and cold in a cone of 5. Red Tsunami
| 0/5 |
| Celestial / Twilight's Aura | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: An aura of timeless shadow surrounds you, harming those that attack you in melee for 1.52 darkness and 1.63 temporal damage. The effect lasts for 2 turns.
This talent also allows you to wield the Aura of the Twilight stance, which grants a huge damage penalty and a huge regen bonus. While you use the Aura of the Twilight, this talent also provides -7% all resist.
Effect power scales with spellpower. Eternal Twilight
| 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)
Is: a spell
Description: Everything ends, good and bad. You try not to dwell on the bad, and it slides from you like water from a duck.
When activated, this ability reduces the duration of all active detrimental effects by 15% of your appropriate save value plus your talent level.
Physical effect durations reduced by 3 turns
Magical effect durations reduced by 6 turns
Mental effect durations reduced by 6 turns All Good Things
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are aware of everything that goes on around you, allowing you to see that which hides, and use your foes' mistakes against them.
You increase existing infravision, and heightened senses range by 1.
In addition, you attempt to knockback any foe that misses you in melee, knocking them two spaces away. Still Winds
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are strongest in the first moments of the dawn and the dusk.
When you leave the Aura of the Twilight, you gain a damage shield with a value of 19, lasting for 5 turns.
If you enter the Aura of the Dawn in this way, you also receive a 2% all-damage bonus. If you enter the Aura of the Dusk in this way, you also receive a 1 defense bonus.
The shield and defense bonus scale with spellpower. Twilight Fades
| 0/5 |
| Psionic / Body snatcher | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Blizzard | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 25
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a cone of freezing winds with radius 1. Any targets caught in the area will be slowed by 40%, and will also suffer 5.47 cold and 6.02 physical damage.
The damage will increase with your Spellpower. Wet targets take 30% bonus damage. Arctic Gale
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A furious blizzard rages around the caster, driving shards of ice in a radius of 3 each turn for 6 turns. Foes in this area suffer 1.71 cold damage and 1.88 physical damage each turn.
Foes are also knocked two spaces in a random direction.
The damage and duration will increase with your Spellpower. Driving Blizzard
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: 7
Cooldown: 12
Travel Speed: 800% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You conjure up a mass of ice and stone and drop it on the foe, doing 11.45 physical and 3.47 cold damage in a radius of 0. It then leaves the area ice cold, dealing 2.77 cold damage each turn for four turns.
This area functions like Glacial Vapour, and deals increased damage to and has a chance to freeze wet targets.
The damage will increase with your Spellpower. Avalanche
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your frost chills the heart and bruises the body. You increase all your physical and cold damage by 0%, and ignore 3% of the physical and cold resistance of your targets.
In addition, whenever you deal -10% of a target's health with cold or physical damage, you reduce their speed or damage by 20%, respectively, for one turn. Chill to the Bone
| 0/5 |
| Spell / Healing Waters | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down cleansing waters on the target, removing 0 detrimental physical effects, and blocking another 0 others over the next 5 turns. This effect can crit. At raw talent level 3, you can also affect mental effects. At raw talent level 5, you can also affect magical effects. At raw talent level 3, this talent takes no time to use.
If the target has no detrimental conditions, you gain 0 flow. If the target is already blocking status, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Cleansing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down pure waters on the target, healing it 16 life, and regenerating another 3 per turn for the next five turns. A crit will boost the heal value and the regeneration duration. At raw talent level 3, this talent takes no time to use.
If the target is at maximum life, you gain 0 flow. If the target is already regenerating, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Pure Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You move instantly up to 5 squares, flowing around anyone in your way. Your flowing movement gives you momentum; for the next 1 turns, you can move up to 0 times per turn (both scaling with movement speed) without spending time, though each free movement also lowers the duration by 1. Free moves are discounted based on your movement speed and the number of them can crit.
If this talent is triggered by Eldritch Combat, then rather than instantly moving you gain 0 flow. If you are already moving freely, you gain that many drinks.
This talent can be triggered by Eldritch Combat. Flowing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 5
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down invigorating waters on the target, instantly cooling down 0 talents of level 1 or lower, and causing such talents to cool down twice as fast for the next 5 turns.
If none of the target's talents are on cooldown, you gain 0 flow. If the target is already cooling talents down rapidly, you gain that many drinks.
This spell can be triggered by Eldritch Combat, but as it has a fixed cooldown, its cooldown won't be reduced. Rising Waters
| 0/5 |
| Celestial / Drought | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 7
Description: You strike only at the right moment. Until then you wait. Waiting a turn while you can see a foe grants you 8 negative energy.
Learning this talent teaches you the Thirst talent, a single target spell that costs 90% of your negative energy, and deals 20.89 fire damage to the target over three turns, with a range of 2.
This damage increases with spellpower, and both it and the negative energy gain increase with Patience talent level. Patience
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 30
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a cone of heat with radius 1. Any targets caught in the area will have their global speed reduced by 15% for three turns, and will suffer 10.95 fire damage instantly.
The damage will increase with your Spellpower. Exhaustion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 20
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of flame, dealing 20.50 fire damage to all.
The damage will increase with your Spellpower.
Additionally, waiting a turn now grants you a stack of Good Things Come, which grants you 1% damage and resist for two turns, and stacks up to 0 times. To Those Who Wait
| 0/5 |
| Celestial / Gale | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 7
Description: Your movement builds up momentum. Moving while you can see a foe grants you 2 negative energy.
Learning this talent teaches you the Laughing Gust talent, a cone of physical damage that costs 90% of your negative energy, and deals 14.98 physical damage to targets in a range of 1.
This damage increases with spellpower, and both it and the negative energy gain increase with Dynamo talent level. Dynamo
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 20
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You can briefly turn yourself into a beam of scything wind. You move to the target location and inflict 11.51 physical damage to everything in your path, also causing them to bleed for another 5.75 damage over the next five turns.
The damage will scale with your Spellpower. Death-Dealing Journey
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 30
Range: 8
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create a deadly hurricane for 2 turns. Each turn, the hurricane will pull in targets within a radius of 1, and inflict 3.38 physical damage.
The damage will scale with your Spellpower. Hurricane's Opened Eye
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You are surrounded by a cruel wind. If there is a foe nearby, it will strike creatures within 2 for 3.08 physical damage at the beginning of your turn.
It also grants 0% global speed.
The damage will increase with your Spellpower. Scarlet Wind
| 0/5 |
| Chronomancy / Temporal Hounds | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Heavens | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Positive energy cost: 5
Negative energy cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your moonlight is fuelled by the sun, and your attacks blend both lights to strike your foes. You deal 0.61 fire and 0.61 light damage on hit. This damage is reduced by a quarter if you wear a shield, or half if you dual wield.
In addition, when you have more positive than negative energy, your attacks generate 1 negative energy at the cost of the same amount of positive energy.
Learning this talent enhances some of your darkness/cold talents to also benefit light/fire. Sun and Moon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 20
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call forth the Sun to summon a beam of light, dealing 7.71 light damage to all foes in a line.
The damage done will increase with your Spellpower. Twin Dawn
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a wave of summer heat in a radius of 1, dealing them 13.94 fire damage. Wet targets take 30% bonus damage but are no longer wet.
The damage done will increase with your Spellpower. Evaporate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release all your positive energy at once, dealing nan light damage to all foes within a radius of 1.
The damage done will increase with your Spellpower, and is greater when greater amounts are spent on it. The positive energy cost is equal to your positive energy. Nova
| 0/5 |
| Celestial / Rainfall | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cause it to rain furiously in a radius 2 ball within 6, dealing 8.22 cold damage and having a 25% chance to cause wet.
The damage will increase with your Spellpower. Downpour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invokes the clouds to rain within radius 1, drenching your foes for 1 turns to reduce resistances to celestial energies by 10%.
This also applies the Wet status effect. Casting this spell is instant. Drench
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a cascade of water, dealing 10.95 cold damage in a radius of 2. Any creatures caught inside will be knocked back and have a 50% chance to be made wet.
The damage will increase with your Spellpower. Floodgate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 30
Range: 7
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up an immense torrent of rain, doing 8.93 cold damage in a radius of 0 and having a 25% chance to cause wet.
The damage will increase with your Spellpower.
This spell generates 15 negative energy. Open The Heavens
| 0/5 |
| Celestial / Blaze | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 20
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call forth the Sun to summon a fiery beam, burning all targets in a line for 8.52 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a furious burst of Sunlight, dealing 6.12 light damage to all around you in a radius of 3.
Creatures hit by the furious light will also ignite and take 6.12 fire damage over 4 turns.
The damage done will increase with your Spellpower. Sunburst
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your light burns the spirit, causing it to set the foe alight and deal 15% of the light damage as fire over four turns.
You also passively receive 0% fire penetration. Astral Inferno
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 16
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls forth a column of fire from the Sun, doing 13.0 fire damage to the target.
Fire dealing 3.2 damage will also be placed in a radius 2 around it for 3 turns.
The damage dealt will increase with your Spellpower.
Divine Fire will use up the Sun's Vengeance buff as if it were Sun Ray. Divine Fire
| 0/5 |
| Chronomancy / Endings | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 9
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You make a vicious attack that echoes through the world, dealing 64% weapon damage as Darkness in a cone of 1.
Your attack also tears the fabric of space, and you teleport randomly in the cone's area. Echoing Cull
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: The only strike that matters is the last.
Attack the target for 129% weapon damage as darkness. If the target is below 25% of their maximum health, you instead deal 154% weapon damage.
If the attack brings them below 25% health (or if it didn't, but an empowered attack would have), the difference is dealt to them directly. Omega Hand
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You warp 1 tiles to the target location, reappearing with a warped strike that hits all adjacent foes for 14% weapon damage as darkness. An Aeon Ends
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 25
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Every story has an ending.
You lash out with phenomenal speed and power, dealing 90% weapon damage as darkness in a radius of two.
Against targets afflicted with End's Beginning (caused by dealing high damage while knowing a Beginnings talent), you instead deal 135% weapon damage and consume that debuff.
You also afflict the enemy with Beginning's End for three rounds. This interacts with a Beginnings talent.
It also comes with an additional debuff that reduces their global speed by 1%.
This talent cannot be used when not in the Aura of the Dusk stance. Comes The Dusk
| 0/5 |
| Chronomancy / Beginnings | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You fill the target's mind with a glimpse of infinite history. The overwhelming perspective dismays them, reducing their damage and accuracy by 4% for 0 turns. Gaze of History
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: The first strike is the most important.
Attack the target for 129% weapon damage as temporal. If the target is above 75% of their maximum health, you instead deal 154% weapon damage. Alpha Claw
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Your strike transcends time and space, simultaneously striking all foes in an area of 1, centred up to 1 tiles away.
Foes in the area take 119% temporal weapon damage. In The Beginning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Every story has a beginning.
Whenever you deal at least -10% of a target's health in damage, you inflict them with Ends Beginning for three rounds. This interacts with an Endings talent.
If you strike an enemy afflicted with Beginning's End (caused by an Endings talent) and deal at least -10% damage, you deal 50% more damage as temporal.
You also give yourself a complementary buff, providing 1% global speed for three rounds. The effect scales with your spellpower and paradox.
No effects apply while not in the Aura of the Dawn stance. With Every Dawn
| 0/5 |
| Celestial / Glimmer | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 5
Range: 10
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a beam of icy darkness, doing 10.96 darkness damage and potentially freezing targets.
The damage will increase with your Spellpower. Nightfrost
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You can enhance your magical and physical combat skills by alternating them. Melee attacks grant bonus spellpower, and spells grant physical power. These bonuses last for one round and can only be triggered once per round.
Mental attacks also benefit from these bonuses, but can never trigger them. The spell/physical power bonus is theoretically 6 (but likely far lower after scaling), and increases with your Cunning and talent level.
At talent level five, the bonuses last for two rounds. They will stack with each other, but not themselves. Moonlit Prowess
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: 10
Cooldown: 14
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release an effortless bolt of light. If it strikes a target, it deals 4.58 light damage to them and then 9.15 light damage in a radius of 1. Hitting with this spell refreshes your Lunar Rush cooldown.
The damage will increase with your Spellpower, and the cooldown goes down with talent level. Lunar Grace
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of moonlight pulses from you, doing 10.00 light and 10.00 cold damage to all foes within radius 2.
The damage dealt will increase with your Spellpower. Moonfall
| 0/5 |
| Cunning / Poisons | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Dusk's Aura | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 3
Range: melee/personal
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Dash through 0 tiles, dealing 69% weapon damage as darkness to anyone adjacent or within to your path.
This talent also allows you to wield the Aura of the Dusk stance, which grants bonuses to movement and attack speeds. While you use the Aura of the Dusk, this talent's cooldown is reduced by six. Sweeping Dusk
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: While sustained, you detect foes in a radius of 2, based on Magic and talent level. Hunting Black Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You shine when you see the end approaching. When knocked below 50% of your maximum health, you gain -8% global speed and a -8% all resist bonus for 3 rounds, rising up to that value on the third and subsequent rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy. Evening Glory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: 3
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Dash forwards with vicious speed, with a range of 3. If you reach a target, you perform a vicious melee attack for 89% weapon damage as darkness, and can blind the target for 3 turns.
You must move from at least 2 tiles away. Fall of Night
| 0/5 |
| Technique / Combat veteran | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Dawn's Aura | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 3
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Strike with overwhelming force, dealing 129% temporal weapon.
This talent also allows you to wield the Aura of the Dawn stance, which grants physical and spellpower. While you use the Aura of the Dawn, if Dawn's Fury isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Dawn's Fury
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Strike with such ancient glory that your foe is frozen, struck dumb by your glory. You deal 109% temporal weapon damage, and the target has a 75% chance each to be silenced or pinned for -1 turns. Radiant Awe
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You shine in the opening stages of a battle. When you first sight an enemy, you gain 10% movement speed and a -4% all damage bonus for 3 rounds, decaying in the final three rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy. Morning Glory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Strike out with all your might, dealing 109% temporal weapon damage to a target within 0.
A critical hit with this talent deals 3% bonus critical damage, based on your spellpower. First Light
| 0/5 |
| Technique / Tireless Combatant | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Vengeance | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Unleash a vicious corruption inside the enemy, tainting them for 1 blight damage each turn for 3 turns and reducing their resistance to blight and mind damage by 15%.
The damage increases with Mindpower. At raw talent level 5, the resistance reduction becomes 20%. Veinblight
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: A sensation of dark promise hangs over you, increasing your armor by 0 and allowing you to harm those who hit you in melee for 3 blight damage. The effect lasts for 2 turns.
Effect power scales with Mindpower. Promise
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Strike the target down, dealing 4 blight damage increased by your mindpower and missing health. If the target is slain, their death cry deals 2 mind damage in a radius of 2. Justice
| 0/5 |
| Spell / Magical Fundamentals | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You know the basics of divination, allowing you to sense all creatures, objects, and traps in a radius of 0 for 1 turns. At raw talent level 3, this also gives you a flash of foreknowledge that translates to an additional, immediate turn. At raw talent level 5, the spell provides even more information, mapping the area around you.
This talent can be triggered by Eldritch Combat. Foundations of Divination
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You are skilled in the fundamentals of conveyance magic. You can teleport to a space that you have a clear path to within a range of 5. Your arrival creates a ripple in space in a radius 1, stunning enemies within for 1 turns.
At raw talent level 3, you do not need to have a clear path to teleport.
This spell can be triggered by Eldritch Combat, in which case it only causes the ripple in space. Foundations of Conveyance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have mastered the fundamentals of aegis magic - healing and shielding. You simultaneously heal yourself for 15 life and create a damage shield with a value of 10 that lasts for 2 turns. If the healing would bring you above your maximum life, 0% of any excess gets added to the shield's power. The effect can crit, and becomes instant use at raw talent level 5.
This talent can be triggered by Eldritch Combat. Foundations of Aegis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: While your focus is on pure arcane forces, mana remains the fundamental force behind all magical energy manifestations, and you occasionally experiment with one of the others. Or, you know, a few of them. All at once. BUT YOU'RE REALLY CAREFUL THOUGH!
You hurl a blast of random energy at up to 1 random opponents within range 10. Each blast is individually fairly weak, dealing 6 damage, and you only fire a maximum of one per opponent. However, each blast has a radius of 0, so the combined force can be devastating against a tightly-clustered group. While such a conflagration of random magical energy may seem risky to unleash, your experimental safeguards ensure that you and any friendlies come out unscathed.
Damage scales with Spellpower, and number of targets with Willpower.
This talent can be triggered by Eldritch Combat. Foundations of Evocation
| 0/5 |
| Technique / Assassination | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.9
Sustain mana cost: 1.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You may push the boundaries of magic, but you make sure to do so safely. Your various arcane safeguards provide you with 3% Arcane, Temporal, and Blight resistance, and 0% Arcane, Temporal, and Blight resistance caps. Further, your control of magic enables you to potentially cast spells with will alone, translating into a 2% resistance to silence effects. Resistances scale with Willpower. However, your experimental approach to magic causes some disruption to the natural world, which returns the favor when it gets the chance. Your Nature Resistance and cap is reduced by 0%.
The Aether Permeation talent interacts with your safeguards...differently. If you know that talent, this talent only provides a quarter the normal Arcane resistance. But the other three quarters become Arcane affinity. Experimental Safeguards
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.9
Sustain mana cost: 1.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You use your magic to manipulate probability to your benefit. While this talent is sustained, your Luck increases by 2, and every time you fail to trigger Eldritch Combat, your next attempt's chance increases by 1%, your fallback damage increases by 1%, and you get a 1% bonus to the power of your next trigger. These effects stack with each failure and reset on a successful trigger. Values scale with Willpower. Fiddling With Chance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.9
Sustain mana cost: 1.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You've been practicing with setting up persistent wardings. When you activate this talent, and every 20 turns thereafter, you will receive a damage shield with a power of 11. If you already have a damage shield with a lower power, it will be replaced. If your current shield has a higher power, this talent will not reset its turn count, checking again each round until the current shield's value falls below the pending shield's value and then replacing it. Practicing With Wards
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.9
Sustain mana cost: 1.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You've begun conducting experiments into the flow of time. What could go wrong? Each turn, if you are not currently hasted by this effect, you have a 1% chance to increase a randomly determined form of speed by 1%. At raw talent level 1 you can only increase movement speed (but movement speed is boosted by five times the listed amount). At raw talent level 2 you can potentially also increase attack speed. At level 3 spell speed. At level 4 global speed. At level 5 you can potentially lower your spell cooldowns. The effect lasts anywhere from 1 to 0 turns, also randomly determined. Both the speed and the chance scale with Willpower.
Tip: The color of the particles generated by this effect indicate the type of speed increased. Green is movement, red is attack, blue is spell, multihued is global. and white is cooldowns. Messing With Time
| 0/5 |
| Spell / Riptide | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8
Mana cost: 15
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of eroding water. Each turn for the next 0 turns, each target will receive 1 Nature damage and 1 Cold damage. Repeated eroding water attacks reset the duration if currently lower. A crit increases both damage and duration, and also any special effects applied due to talents. Water attacks leave the targets wet. Against foes of lower rank than you, water attacks deal three times the listed damage, but they deal their full damage instantly rather than stacking over time.
At raw talent level three, you heal 1 life each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a cone of eroding water with a radius of 3. The effect has a duration of 0 and deals 1 Nature and 1 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you drain 0% of most of the target's resources each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Mana cost: 25
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of eroding water with a radius of 2. The effect has a duration of 0 and deals 1 Nature and 1 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you recover 0 mana and 0 stamina each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of eroding water with a radius of 1. The effect has a duration of 0 and deals 1 Nature and 1 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you lower the duration of the detrimental effects on you by a combined total of 0, divided randomly among your current effects, each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Blast
| 0/5 |
| Wild-gift / Venom drake aspect | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your body gains the resilience of the earth. Increases Teleport resistance by 4%, Knockback and Stun Resistance by 2%, and Physical Resistance by 1% and Physical Resistance Cap by 0%. In addition, while both this talent and the Stone Skin talent are sustained, Stone Skin's chance to lower Earth and Stone talent cooldowns also applies to Terrakinesis talents. Resistances scale with Constitution. However, the changes to your physiology do leave you somewhat more susceptible to a wider variety of acids, reducing your Acid resistance and cap by 0%.
The sustain cost of this talent increases with Constitution and talent levels. Earthen Body
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your skin becomes as hard as steel, granting you tremendous resistance to all forms of damage, but especially to mundane weapon attack. You get a bonus to both your armor and your flat damage reduction of 1, scaling with Constitution.
The sustain cost of this talent increases with Constitution and talent levels. Steelskin
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your blood is filled with the verdant energy of earth, empowering any damage shield you create. While this talent is active, your damage shields get a boost to their power of 2%. In addition, each turn, your current damage shield gets a 2 point boost to its current and maximum value, which is improved further by your shield value. Verdant Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain mana cost: 2.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are one with the earth around you. While this talent is sustained, your connection to the earth allows you to sense the presence of all creatures in a radius of 2 around you. At raw talent level 3, you are so attuned to the earth that you automatically map the terrain in a radius of 2. At raw talent level 5, you can burrow freely, and your burrowing might surprise opponents from your dynamic entry. The range of your senses scales with your Constitution. Genius Loci
| 0/5 |
| Psionic / Possession | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: 3
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You cast a psionic web at a target that lasts for 3 turns. Each turn it deals 6.49 mind damage.
If the target dies with the web in place you will capture its body and store it in a hidden psionic reserve.
At any further time you can use the Assume Form talent to temporarily shed your own body and assume your new form, strengths and weaknesses both.
You may only use this power if you have room for a new body in your storage.
You may only steal the body of creatures of the following rank normal or lower.
At level 3 up to rank elite.
At level 5 up to rank unique.
At level 7 up to rank boss.
You may only steal the body of creatures of the following types: humanoid, animal
When you try to possess a creature of a different type you may learn this type permanently, you can do that 1 more times. Possess
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you assume the form of an other body you can still keep 203% of the values (defences, crits, powers, save, ...) of your own body. Self Persistence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you assume the form of another body you gain 580% of the values (defences, crits, powers, save, ...) of the body.
In addition talents gained from bodies are limited to level 1.0. Improved Form
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Distort | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself in a temporal whirlpool with radius 2, doing 15.71 temporal damage and stunning affected creatures.
The damage will increase with your Spellpower. Time Warp
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Adds 12.46 temporal damage to Phase Door, Teleport, Congeal Time, Time Prison and Space Warp (when used on hostile targets). Time Lash
| 0/5 |
| 0/5 |
| Celestial / Circles | 2.00 |
- Circle of Shifting Shadows
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm Invocation | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a bolt of lightning, dealing 12 damage to all foes in a line. Damage improves with your Spellpower.
At raw talent level 3, the bolt will also chain to 4 targets not hit by the original beam.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
Storm Invocation talents are granted a daze chance by the Tempest talent.
This spell can be triggered by Eldritch Combat. Storm Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of electrified tornado winds, dealing 12 lightning damage in a radius 3 cone. Damage improves with your Spellpower.
At raw talent level 3, this spell will blow all projectiles in the area off-course and knock back all foes in the cone 0 tiles. If triggered by Eldritch Combat, rather than a hard blast away from you, you create a more sustained windblast that instead slow by 6% for 0 turns.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Storm Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of lightning around you that deals 14 lightning damage in a radius of 2. Damage improves with your Spellpower.
At raw talent level three, the lightning burst comes with a shockwave of thunder that deals half as much damage (equal parts lightning and physical) and stuns the targets for 0 turns.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Storm Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down a storm in radius 1, dealing 15 Lightning damage. Damage improves with your Spellpower.
At raw talent level 3, the storm persists for 4 turns. Each turn, all enemies within the storm have a 4% chance of being struck by lightning for 0 damage, blinded by the torrential rain for 0 turns, and/or being slowed by 25% the gale force wind (separate chance of each for each target). The Tempest talent gives this lightning damage a daze chance.
At raw talent level 4, they will also have a chance of being stunned by a shockwave of thunder.
At raw talent level 5, they will also have a chance of being confused (power 25%) by the combined elements of the storm.
Each chance is determined independently for each target. Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Further, each round in which you trigger Eldritch Combat while the storm lasts, its duration radius, and power increase (though the amount of increase lowers each time). Storm Blast
| 0/5 |
| Psionic / Psychic Gifts | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Psi cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You are able to teleport yourself up to 5 tiles within line of sight.
At raw talent level 2, you can teleport characters other than yourself.
At raw talent level 3, you may teleport up to 0 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times.
At raw talent level 4, when teleporting yourself, you may target a point that you cannot see and/or that is outside of your range for a teleport location. When doing so, you will be teleported to a random location somewhere within a distance of you equal to the point targeted. You may continue teleporting targets if you have more available, letting you potentially teleport away and then reconfigure the positions of enemies in your new location.
At raw talent level 5, extended teleports will instead put you somewhere relatively nearby (within a range equal to the teleport distance, to a maximum of 30 - your accurate teleport range) to the square you target.
This talent takes no time to use, unless you initiate more than one teleport.
This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 36% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 0% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). Astral Jaunt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Psi cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Projects an astral copy of you to the designated location that lasts for 2 turns.
The copy can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature or object in a 0 range around it. It does not require light to do so but it can not see through walls.
Projecting does not take a turn. Only one astral projection can exist at any given time.
At raw talent level 2, it will map an area equal in size to its sight radius, and you begin to project your own senses into the astral plane, improving See Invisibility and See Stealth by 0 while active.
At raw talent level 3, if targeted at a character, it will follow that character, and it will also detect traps. You will now sense characters, objects, and traps around you (with the same radius).
At raw talent level 4, you now map the terrain around you.
At raw talent level 5, if you target a character of rank elite or lower who you can already see, your projection possesses that target outright, controlling its actions for the duration.
This talent can be triggered by Eldritch Combat. When it is, you channel your astral projection internally, targeting yourself. This helps you concentrate, instantly lowering the cooldown of up to 1 talents by 1 turns. Astral Projection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Psi cost: 15
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You engage in a rapid series of teleports around the battlefield, striking each enemy you reach. You can teleport a maximum number of 0 times, up to a range of 2 from your starting point. You teleport to randomly determined opponents in turn, striking each one for 22% weapon damage before teleporting to the next. If you have fewer enemies than potential teleports, you can attack a given enemy up to 0 times, but you will divide your attacks evenly, attacking everyone once before taking a second attack, for example. At the end of your assault, you instantly teleport to a location chosen at the start within the talent's radius.
This talent can be triggered by Eldritch Combat. When it is, it instead teleports you back to your original position. Astral Blitz
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Psi cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: In a display of tremendous psychic strength, you rearrange your surroundings to suit your needs. Up to 0 times, you may select two unoccupied tiles that are subject to teleportation; these tiles immediately swap locations. Astral Warp
| 0/5 |
| Psionic / Psychic Body | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain psi cost: 0.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Your mind is an impervious fortress, and your telekinesis supplements your physical grip. While sustained, you increase your Mind Resistance by 4%, your Confusion, Sleep, and Disarm Resistance by 2%, and your Mind Resistance Cap by 0%. However, channeling your inner magic through your mind in this way leaves you somewhat vulnerable to overloads of arcane energy, lowering your Arcane resistance and cap by 0%. Resistances scale with Magic.
The sustain cost of this talent increases with Magic and talent levels. Fortress of Will
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain psi cost: 0.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You can control the biological processes of your body with your mind. Each round while this talent is sustained, you have a 0% chance of doing one of the following: healing 11 life, recovering 1 stamina, or removing a single detrimental effect. This costs 4 psi. Which occurs depends on which you are most in need of at the time. These effects scale with Magic.
The sustain cost of this talent increases with Magic and talent levels. Biokinesis
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain psi cost: 0.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You have a constant psychic sense of your surroundings, automatically detecting characters and terrain within a radius of 0 while this talent is sustained. Radius scales with Magic.
The sustain cost of this talent increases with Magic and talent levels. Hypercognition
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 1.1
Sustain psi cost: 0.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Every strike of your weapons carries a shock of telekinetic force or telepathic intrusion. While this talent is sustained, every time you hit an opponent, you will have a 3% chance to increse the cooldown of a currently cooling down talent by 0 turns (if using telekinesis), or to put a currently available talent on cooldown for 0 turns (if using telepathy). This chance includes modifications for wielded weapon (80% dual weapon, 100% weapon and shield, 120% two-handed, 150% one-handed, stacking 75% if using a staff). Chance scales with Magic.
The target may save to resist the cooldown reduction.
The sustain cost of this talent increases with Magic and talent levels. Psychic Combat
| 0/5 |
| Spell / Disenchantment | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You can undo item enchantments.
From raw talent level 1, you can undo any of your enchantments, but this will destroy any gems or runes used.
From raw talent level 2, you recover a gem/rune from an enchanted item, but this destroys the item.
From raw talent level 3, you can temporarily disrupt an enemy's items, reducing their damage by 1% for 2 turns.
From raw talent level 4, you can strip all affixes from an item. (doesn't work)
From raw talent level 5, you can remove any of your enchantments and recover any gems/runes used, at the same time.
(You cannot claim for any damages to your items, body or sanity due to misfires of this spell.) Disenchant Item
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - bows | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ordered hedgemagic | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to cast lesser runes. You will learn new runes as follows:
Level 1: Lesser Magic Missile
Level 2: Lesser Lightning
Level 3: Lesser Heat Beam
Level 4: Lesser Acid Wave
Level 5: Lesser Biting Gale
These lesser runes work like runes for the purposes of Runic Saturation, Quicken Inscriptions, Inscription Mastery, but do not take up an inscription slot.
They still take a turn to cast and cost mana, and they scale with your Spellpower. Lesser Runes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: With perfect control, you teleport to another location up to 0 tiles away. Additional talent points increase the range. Perfect Step
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cover yourself in bright arcane fire. The flames will not hurt you, but will hurt anyone who hits you in melee for 2 fire and 2 arcane damage.
The brightness of the flames also increases your light radius by 1 and increases you defense against ranged attacks by 1.
Also increases you fire and arcane resistances by 1%.
These effects scale with your Spellpower. Arcane Fire Shield
| 0/5 |
| Celestial / Sol | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Fire | 2.00 |
Effective talent level: 10.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of solar fire, dealing 153 damage to all targets in a line. Damage improves with your Spellpower. At talent level 3, targets will also be set on fire, burning for 15 damage per turn for 8 turns and reducing healing by 56%.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
Phoenix Fire talents can be used to lay down Wildfire.
This spell can be triggered by Eldritch Combat. Solar Bolt
| 5/5 |
Effective talent level: 10.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of solar fire, dealing 171 damage in a radius 8 cone. Damage improves with your Spellpower. At talent level 3, the wave flares brilliantly, blinding targets for 8 turns and reducing all resists by 40%.
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Wave
| 5/5 |
Effective talent level: 2.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of solar fire, dealing 89 damage to all in a radius of 3. Damage improves with your Spellpower. At talent level 3, you unleash purging fires that remove 2 timed effects from targets in the area (beneficial effects from foes, detrimental from allies).
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Burst
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of solar fire, dealing 14 damage to all in a radius of 1. Damage improves with your Spellpower. At talent level 3, you combine healing light with your solar flames, damaging foes normally, but healing any allies in the area for 14 life.
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Blast
| 0/5 |
| Spell / Elemental fusion | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: 10
Cooldown: 6
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjure a molten boulder and roll it in the direction you choose, and enemies that don't get out of the way will take 5.88 fire damage, 6.47 physical damage and be knocked back.
Burning Wake will leave a trail of flames behind the boulder.
The damage will increase with your Spellpower. Molten Boulder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create an eruption of steam in a radius 1 at the target location, doing 5.88 fire damage and 5.88 cold damage.
The steam will also linger for 4 turns doing another 1 damage per turn in a radius of 0.
Creatures hit will be Wet for 3 turns.
The damage will increase with your Spellpower. Scalding Geyser
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of plasma, doing 4.91 lightning damage and 4.47 fire damage.
The beam also explodes in a radius of 0 at the target doing the same damage again.
Tempest will add a daze chance to this spell.
Burning Wave will leave a trail of flames on the ground.
The damage will increase with your Spellpower. Plasma Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures an avalanche of snow, dealing 6.47 physical damage and 5.88 cold damage in a radius of 1. Any creatures caught inside will be be frozen to the ground for 4 turns.
The damage will increase with your Spellpower. Avalanche
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Thunder emanates from you in a circular wave with radius 1, doing 7.49 lightning damage, 7.49 physical damage and possibly stunning anyone affected (25% chance).
The damage will increase with your Spellpower. Thunderclap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a forking beam of liquid lightning doing 5.88 cold damage, 6.47 lightning damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
Creatures hit will be Wet for 5 turns.
The damage will increase with your Spellpower. Liquid Lightning
| 0/5 |
| Spell / Arcane enchantments | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a light armour enhancing enchantment on an item of your choice.
This increases the defense of the item by +0, the spell save by +0 and reduces the physical stat requirements by 0.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Enchant Garments
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbue a piece of jewelry with a gem (up to tier 0), granting it additional powers.
You can only imbue items once, and it is permanent. Enchant Jewelry
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Carve extra runes onto a staff to increase its spellpower by 0.
You can also enscribe it with a rune from your inventory, using it as an extra inscription slot.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original effect.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Runestaff
| 0/5 |
| Technique / Dual techniques | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Treant aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Renders the target's weapon useless for 2 turns and covers them in a slippery moss that causes their talents to have a 6% chance of failing (can mind crit).
If you have Tangling Roots active, this will target all enemies in range of your roots instead.
This talent will not break stealth. Woodcutters Bane
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Living roots extend from your feet, each turn the roots will randomly target a creature in a radius of 4.
Affected creatures are pinned to the ground and take 1.17 physical damage for 4 turns.
Targets will be free from the roots if they are at least 8 grids away from you.
While tangling roots are active your movement speed is reduced by 50%.
Each turn a creature entangled by the roots will have a chance to break free.
The damage will increase with your Willpower. Tangling Roots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Relax and focus on harmony with nature, healing you for 41 and restoring 4 equilibrium.
Both effects will increase with your mindpower. Regrowth
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a treant.
This increases your nature resistance and armour hardiness by 3% but lowers your accuracy by 10.
It also lowers the cooldowns of the Woodcutter's Bane, Tangling Roots and Regrowth talents by 0. Treant Shape
| 0/5 |
| Corruption / Doom shield | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane surge | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You gain access to arcane surge spells, to briefly augment yourself with the power of Storm, Flame, Earth or Night.
Points in this talent will affect the damage value of all four Arcane Surge spells (current base damage 2.63) and their duration (currently 3 turns). The damage will also increase with your Spellpower. Surge Caller
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You control the energies of your arcane surge spells to protect you.
Storm: resist lightning, physical, and fire
Flame: resist fire, cold, blight, and nature
Earth: resist physical, lightning, and temporal
Night: resist light, darkness, and mind
Points in this talent will affect the resistance granted by all four Arcane Surge spells (current resistance 10.00). Surge Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your surges aid your movement and combat prowess.
Storm: +50% movement speed
Flame: +8% combat speed
Earth: ignore 8% physical damage resistance
Night: +8 accuracy
Earth's resistance penetration and Night's accuracy bonus will increase with your Spellpower. At level 3, Storm Surge will allow you to ignore some traps. Surge Velocity
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a heavy armour enhancing enchantment on an armour of your choice.
This makes the armour easier to use, reducing the physical stat requirements by 0 and the fatigue by 0.
At level 1, it allows you to wear enchanted heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear enchanted shields.
At level 3, it allows you to wear enchanted massive plate armour.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
This talent also acts an armour mastery talent.
You become better at using your enchanted armour to deflect blows and protect your vital areas.
Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses when wearing heavy mail or massive plate armour.)
All effects of this talent only apply to armour that has been enchanted and do not stack with another armour training talent.
These values scale with your Spellpower. Enchant Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Charge raw arcane power into your weapon and then attack an adjacent enemy, doing 109% weapon damage converted to arcane.
If this hits, the target will be thrown back.
This attack uses your spellpower in place of accuracy and applies all on weapon hit bonusses and effects at +9% strength.
Damage multiplier increases with Spellpower. Arcane Smite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus magic into your weapons and attack your target with full force doing 100% weapon damage.
This attack gains 3% physical resistance penetration and applied effects will use your spellpower.
Each weapon style works slightly differently:
Two handed weapon users will Sunder Armour.
Dual weapon users will attack with both weapons and stuns if the mainhand hits.
Unarmed attacks will attack twice for 100% weapon damage each, gaining a combo point for each hit.
Shield users will attack with their weapon and their shield. If the shield attack hits, the target will be knocked back.
Bow users will pin their target to the ground.
Sling users will blind their target.
Damage and duration scale with talent level. Enchanted Assault
| 0/5 |
| Spell / Animus | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Void | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 24
Range: 10
Cooldown: 8
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of void energy, doing 7.60 darkness and 8.13 temporal damage.
The damage will increase with your Spellpower. Disintegrate
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Existence ends where you begin. All you touch turns to less than dust.
You ignore 3% of your target's darkness and temporal resistances.
Everything in a radius 1 around you takes 1.50 darkness and 1.61 temporal damage every turn.
However it also drains your light radius and life regeneration by 1, and sometimes nearby walls just turn to dust.
Damage will scale with your Spellpower. Void Avatar
| 0/5 |
| Spell / Nightfall | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm Walker | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Summon up a rush of wind to hasten your movements. This allows you to move up to 0 times per turn as a free action for the next 0 turns, but each movement also lowers the duration by one turn. Duration can crit, and both the number of free movements and the duration scale with your movement speed. At raw talent level 3, the summoned winds will also free you of pins and dazes. At raw talent level 5, it will also free you of slows. You may act normally between your free moves.
This talent can be triggered by Eldritch Combat. Wind Stride
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You charge at your target and attack with a blow that resounds with a clap of thunder. If the target is reached, you get a free attack doing normal weapon damage.
If the attack hits, you detonate a blast of thunder with a radius of 0, dealing 6 damage (half lightning, half physical) and stunning enemies within for 1 turns.
You must charge from at least 2 tiles away. This talent can be triggered by Eldritch Combat - when it is, it simply triggers the thunder blast, which deals double normal damage. Thunder Charge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You race about the battlefield, striking all opponents in a radius of 2 for 36% weapon damage, and then ending your movement in a chosen location in a range of 5 from your starting point. The damage multiplier is modified by your attack speed (included in the above percentage).
This talent can be triggered by Eldritch Combat. In this case you end your dance in your starting position. Zephyr Dance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You vanish into the clouds, riding a bolt of lightning to elsewhere, teleporting you randomly within a large range (129), with a minimum range of 15.
The lightning strike at your endpoint will illuminate the area with a radius of 3, dealing 30 damage to all foes within. Enemies who weren't targeting you will be surprised, losing their next turn.
At raw talent level 3, the flash of lightning will also blind affected enemies for 2 turns.
At raw talent level 5, the clap of thunder will also daze affected enemies.
The range will increase with your Spellpower.
This spell can be triggered by Eldritch Combat, triggering only the lightning flash, not the teleport. Lightning Ride
| 0/5 |
| Steamtech / Battlefield management | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bow flexibility | 2.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Adopt an agile stance, allowing you to make a free movement step with each shot of your bow.
Each step costs 54.0 stamina. Shootstep
| 0/5 |
| 0/5 |
| Spell / Golemancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Wild drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 57
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Grab a target with a root and drag them to your side, pinning them there for 1 turns.
If they are in range after being dragged, you make a melee attack against them for 50% weapon damage as nature damage.
Every level in Root Lash passively regenerates 0.2 equilibrium per turn.
Each point in wild drake talents also increases your nature resistance by 1%. Root Lash
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Imbue yourself with antimagic energies, gaining 2 spell save, 2% arcane resistance and piercing 1% of damage shields.
The spell save and arcane resistance will scale with Mindpower.
Each point in wild drake talents also increases your nature resistance by 1%. Nature's Crusader
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe arcane disrupting energy in a frontal cone of radius 2. Any target caught in the area will take 18.07 arcane resource burn damage.
The breath will also dispel one beneficial magical effect or sustained effect from each target.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in wild drake talents also increases your nature resistance by 1%. Antimagic Breath
| 0/5 |
| Wild-gift / Minerals | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Hardens the crystaline structure of your bones, allowing you to hit harder and withstand harder hits.
Increases you physical power, physical save and armour by 0. Strengthen Bones
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 71
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Use the natural energies of a gem to cleanse yourself of up to 0 magical effects.
The power of the gem used will also linger for 2 turns, as though you had it equiped. Crystal Healing
| 0/5 |
| 0/5 |
| Wild-curse / Silent hunter | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Enters stealth mode (with efficiency of 15), making you harder to detect.
The efficiency increases with Cunning.
Stealth cannot work with heavy or massive armours.
While in stealth mode, light radius is reduced to 0.
There must be no foes in sight in a radius of 12 around you to enter stealth. Stealth
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Vanish into thin air... You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 0.00 times your stealth power (currently 100) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent and grants you 0% evasion for 0 turns. Thin Air
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Strike the target from stealth, doing 100% weapon damage and not breaking stealth.
If successful, the target will be stunned for 0 turns. Thick Air
| 0/5 |
| Wild-gift / Symbiant | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Form a symbiotic relationship with a jelly, increasing your maximum life by 13.
There are a range of jellies to choose from, each with their own damage type.
The symbiotic relationship causes 1% of all damage you do to be converted to the jelly's damage type, and increases your resistance to and damage done with that damage type by 0%.
These bonuses scale with your Mindpower. Symbiosis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 9
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your jelly helps you attack an adjacent target for 100% weapon damage.
If this attack hits, there is a burst of slime which does 14 jelly's damage in a radius 0 cone at the target.
Burst damage scales with your Mindpower. Jelly Slap
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Should you take a blow that would reduce your life to less than 1, your symbiote will absorb all the damage, saving your life but it will die and explode for 14 jelly's damage in a radius of 0.
Damage scales with your Mindpower. Mucus Martyr
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 22
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Force life energy into your symbiote making it multiply explosively for a short time.
This causes a wave of slime to erupt in a radius of 0, doing 10 jelly's damage and spawning up to 0 friendly jellies.
Damage and jelly stats scales with your Mindpower. Oozesplosion
| 0/5 |
| Corruption / Bone | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Snake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 100% weapon damage as poison over 5 turns.
If the target is unable to move, this does 150% weapon damage instead. Venomous Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 10
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit poison at your target doing 24.15 poison damage over 5 turns.
A bleeding target is more vulnerable to the poison and takes 36.23 poison damage over 5 turns instead.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Venom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 50% damage and then attempt to grapple a target up to one size category larger then yourself for 3 turns.
A grappled opponent will be unable to move, take 2 damage each turn, be silenced and slowed by 9%. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Squeeze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a snake.
This increases your physical attack speed by 0% and your defence by 3, but lowers your armour by 10.
It also lowers the cooldowns of the Venomous Bite, Spit Venom and Squeeze talents by 0. Snake Shape
| 0/5 |
| Wild-gift / Wind drake aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Fly toward your target with incredible speed. If the target is reached, you get a free attack doing 110% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You then land at random within a radius of 3 near the target.
Levels in Flyby Slash additionally raise your Attack and Mind Speeds by 0%, passively.
Each point in wind drake talents also grants +1 defense and +1% evasion. Flyby Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spin around, slashing at all targets around you for 140% weapon damage.
Each point in wind drake talents also grants +1 defense and +1% evasion. Claw Dance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You have have learned the patience and focus of a wyrm, increasing your sight range by 0 and lowering your minimum equilibrium by 0.
The equilibrium reduction will scale with your Mindpower.
Each point in wind drake talents also grants +1 defense and +1% evasion. Cloud Seer
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, damaging your foes within a radius of 2 for 18.92 physical damage with a 25% chance of stunning them for 2 turns.
The damage will increase with your Strength.
Each point in wind drake talents also grants +1 defense and +1% evasion. Wing Buffet
| 0/5 |
| Celestial / Tornado | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 30
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a vicious bolt of wind and lightning, doing 8.79 physical and 8.79 lightning damage. This spell also knocks all targets hit backwards, and has a 0% chance to daze,
The damage will increase with your Spellpower. Exodus
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The storm is never truly over around you, and a devastating eruption of lightning can come from nowhere.
When you take at least 18% of your health from a single attack, you have a 23% chance to gain 100% of a turn. This can only happen once a turn. Uneasy Skies
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 30
Range: 8
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a storm of lashing winds and vicious lightning, doing 2.77 physical and 2.77 lightning damage to foes within a radius of 1 of you for the next 6 rounds.
The damage will increase with your Spellpower. Slicing Maelstrom
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with jagged winds, increasing all your physical and lightning damage by 0%, and ignoring 3% of the physical and lightning resistance of your targets.
In addition, you strike in a flurry of motion. You receive a 0% bonus to your attack speeds. Splintered Gale
| 0/5 |
| Technique / Warcries | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 2.00 |
| 0/5 |
- Transcendent Thought-Forms
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Jungle | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Tangling Vines for 5 turns to squeeze your foes to death. These vines will grapple nearby enemies.
It will get 30 Dexterity, 30 Strength and 24 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Tentacle Grab. Tangle Vines
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Pitcher Plants for 5 turns to dissolve your foes. Pitcher Plants are really weak in melee and die easily, but their ranged attack will corrode enemies quickly.
It will get 30 Willpower, 30 Cunning and 24 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Acid Strike. Pitcher Plants
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terrakinesis | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a bolt of earth magic, dealing 10 damage to all enemies in a line, half physical, half nature. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, this spell will also dig through terrain. If there weren't any enemies around and in the aftermath there are, your dynamic entry surprises your foes, giving you a bonus turn.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of earth magic, dealing 11 damage in a 3 radius cone. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, the cone coats your foes in thick, hardening mud for 0 turns which lower both the global and movement speeds of enemies within by 0%.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of earth magic, dealing 12 damage to all in a radius of 2. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, the burst leaves behind an area of verdant soil for 0 turns; you and any allies get 1% heal mod and shield mod while within.
The verdant soil causes vines and other plants to grow and begin grasping wildly at your enemies. Each round, each enemy in the area has a 3% chance of being Disarmed, Silenced, Pinned, or Blinded, determined at random, for 1 turns. Chance to successfully apply these effects improves with Spellpower.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of earth magic, dealing 14 damage to all in a radius of 1. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, this rending blast of earth causes a tremendous earthquake that stuns foes within (as long as they are on the ground) for 1 turns.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Blast
| 0/5 |
| Wild-curse / Tiger aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack your target for 100% weapon damage. If you hit, they bleed for half that damage over 5 turns and have their armour reduced by 0 for 2 turns. Rending Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Increases your global speed by 0% and hate regeneration by 0.0 per turn.
Each turn you must pass an Equilibrium fail check, or the fury will end. Rabid Fury
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out in all directions for 200% weapon damage. If you hit a bleeding creature they are crippled for 3 turns by this attack, reducing their physical, mind and spell speeds by 3%. Claw Frenzy
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a tiger.
This increases your physical power by 3 and your stealth power by 3, but lowers your spell save by 10.
It also lowers the cooldowns of the Rending Strike, Rabid Fury and Claw Frenzy talents by 0. Tiger Shape
| 0/5 |
| Chronomancy / Flux | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You imbue your offhand mindstar with wild psionic forces.
While active you gain 0% more of your mindstar's mindpower and mind critical chance.
Each time you make a melee attack you also add a stack of Psionic Disruption to your target.
Each stack lasts for 5 turns and deals 7.57 mind damage over the duration (max 0 stacks).
If you do not have a one handed weapon and a mindstar equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades. Psionic Disruption
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You make a first attack with your mainhand for 120% weapon damage.
If the attack hits the target is distracted and you use that to violently slam your mindstar into it, dealing 350% damage.
The shock is so powerful the target is stunned for -11 turns and all creatures around in radius 0 are dazed for the same time.
The stun and daze duration is dependant on the number of psionic disruption charges on the target, the given number is for 4 charges.
If you do not have a one handed weapon and a mindstar equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades. Shockstar
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Raising your mindstar in the air you channel a bright flash of light through it. Any creatures in radius 0 is blinded for 1 turns.
If any foe in melee range is blinded by the effect you quickly use that to your advantage by striking them with a blow of your main hand weapon doing 100% damage.
If you do not have a one handed weapon and a mindstar equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades. Dazzling Lights
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You concentrate to create a psionic block field all around you for 5 turns.
While the effect holds all damage against you have a -5% chance to be fully ignored.
When damage is cancelled you instinctively make a retaliation mind strike against the source, dealing 9.46 mind damage. (The retaliation may only happen 2 times per turn.)
Psionic Block
| 0/5 |
| Technique / Reflexes | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Windblade | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 3
Mana cost: 4
Range: melee/personal
Cooldown: 0
Travel Speed: 400% of base
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Swing your sword, releasing a wave of wind that deals 80% weapon damage to the first target hit.
The projectile will strike using your statistics at the time of impact and your talent level at the time of use.
The wind takes a little space to build up speed, and it deals half (40%) damage to foes in melee range.
At raw talent level five, the projectile moves at 150% speed. Excalibur
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 15
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Your strike is buoyed with a lifting wind, dealing 75% weapon damage and knocking the foe back 0 tiles.
If the knockback makes it hit a wall, it will smash down the wall and suffer double damage. Defenestrate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You release a powerful wave of cutting air, doing 121% weapon damage in a cone of 1.
Against shocked foes, you will use up that effect and instead deal 182% weapon damage.
Against wet foes, you will use up that effect and freeze the target in an iceblock with health equal to half the damage done. Gale Slash
| 0/5 |
| Cursed / Fears | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Assault | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Weather | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Grants 4 different sustains for altering the weather around you. These have passive effects and determine the effect of Invoke Weather and Focus Weather.
Clear Skies: Increases your sight and light radius, and makes you immune to Hurricane.
Mist Cloak: Increases your defence and stealth power, but decreases your light and sight radius.
Rainfall: Nearby enemies have their cold and stun resistance reduced, but also get increased fire and acid resistance.
Bolts from the Blue: Nearby enemies are randomly struck by lightning.
You may only have one Weather active at a time. Alter Weather
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Invoke your active Weather sustain to strike a single target.
Clear Skies: The target takes 12 light damage and is blinded for 1 turns.
Mist Cloak: Wraps fog around the target, granting 8% evasion and 3 extra defence for 1 turns.
Rainfall: Cleansing water washes over the target, curing up to 0 beneficial/detrimental effects from hostile/friendly targets.
Bolts from the Blue: A lightning bolt strikes the target doing 13 lightning damage and dazing them for 3 turns.
Damage done scales with your Spellpower. Invoke Weather
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have experienced the harshness of nature, and survived.
Increases resistance to fire, cold, lightning, acid, nature and physical damage by 0%.
You also recieve +0 maximum life. Weathered
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 6
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Focus your active Weather sustain into a radius 2 area effect for 1 turns.
Clear Skies: Creates an area of bright sunlight, lighting up tiles and doing 4 light damage each turn.
Mist Cloak: Creates a cloud of fog for 1 turns, which blocks line of sight and blinds creatures for 2 turns.
Rainfall: Creates a puddle of deep mud for 2 turns, which slows creatures by 1% for 7 turns.
Bolts from the Blue: Instead of creating an area effect, this binds enemies in chains of lightning. If they use a talent they will take 4 lightning damage and be dazed for 3 turns.
Damage done scales with your Spellpower. Focus Weather
| 0/5 |
| Chronomancy / Spellbinding | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Blood moon | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 35
Range: 10
Cooldown: 15
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of tainted water, doing 5 darkness damage increased by your missing health (use at half health for average result).
The damage will increase with your Spellpower. Bloodshine
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 38
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you kill a creature, the remainder of the damage done will not be lost. Instead, 26% of it will splash in a radius 2 as darkness and fire.
The splash damage will increase with your Spellpower.
Learning this talent increases your critical damage by 0% Bloodfire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a bloodied moon to set foes within radius 1 alight, dealing them 13.94 fire damage over several turns.
The damage done will increase with your Spellpower. Red Dusk
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Negative energy cost: 15
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A dying star falls on a radius 0 area, doing 4.13 instant darkness damage and 4.13 fire damage over time on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Burning Star
| 0/5 |
| Celestial / Cosmic | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Seas | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 3
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Ride on a wave of water to quickly reach an enemy. If the target is reached, you get a free attack doing 120% weapon damage.
The wave will also crash into enemies around where you end up, doing 8.00 physical/cold damage.
You must start from at least 2 tiles away.
Damage scales with Spellpower. Surf
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: 4
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Summons a waterspout that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 4.56 physical/cold damage and could be knocked back.
When it reaches its target, it explodes in a radius of 1 for 8.71 physical/cold damage. All the water will also drop onto them, knocking them all back.
The waterspout will last for 6 turns, or until it reaches its target.
Damage will increase with your Spellpower. Waterspout
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Increases the strength of the Pure Spring around you, raging waters around you will hit enemies for 3.75 physical/cold damage.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, both Whirlpool and Pure Spring will cease.
The effects will increase with your Spellpower. Whirlpool
| 0/5 |
| Cursed / Strife | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Horror | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your shadow elongates horribly, and you sink into it, only to emerge at the other end in a burst of darkness. You teleport to the target location, and if there is a creature in the target location you will attempt to attack it for 40% weapon damage.
This talent would be enhanced if you knew the Creeping Darkness talent. The teleportation never breaks Stealth, but the attack is treated normally, and may break Stealth. This talent's cooldown could be reduced by learning Void Mastery. Shadow Scuttle
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power
Description: For a split second you thrust your weapons through time itself, striking your target's immediate history, and feeding on its mental energy as you devour memoires of its recent past.
Make two melee attacks as Temporal and Mind damage. If either attack hits, you will attempt to disrupt 0 of the target's active talents, putting them on cooldown for 1 turns. For each talent disrupted, you restore yourself:
* Gain 2 Stamina.
Devour Memory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Tear reality around your victim, forcing the target to experience the horror of the Void.
Inflict 4.63 darkness and 4.96 temporal damage, and if the target survives it will be subject to the Echos of the Void for 3 turns (which inflicts 3.09 mind damage and drains resources each turn).
If the target dies, however, your bolt twists the jagged scraps of its shattered fate into 0 friendly void shards which last for 6 turns. Voidwrack
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Gaze deep into the Abyss, and let the Abyss gaze also into you.
While you sustain this talent, you resonate with darkness, temporal and mind energies, inflicting +-1% damage with these types, penetrating +3% resistance for each, and gaining resistance and affinity +-2%. Once per turn, when you strike in melee a foe who is suffering a poison, slow, fear or blindness effect, you may drink their pain as power to regain 0.0 Hate.
However, your horrific meditation carries a heavy mental cost: you suffer 1 to your mental save, and your resistance to fear and confusion are lowered by 1%. Void Communion
| 0/5 |
| Cursed / Gloom | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane elements | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of aetherial cold emanates from you with a radius of 0, knocking back anything caught inside, causing 4.99 cold and 4.99 arcane damage.
Affected creatures will also be wet for 4 turns.
The damage will increase with your Spellpower. Aetherial Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Protect yourself with magical armour, granting a 0% reduction to critical hits chances against you.
Also increases your physical and magical saves by 0.
These bonuses will increase with your Spellpower, and physical and arcane damage bonuses. Mage Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Become like the Wind, increasing your movement and spell casting speed by 0% and increasing your defense by 0.
Defence bonus scales with your Spellpower, and lightning and arcane damage bonuses. Mage Wind
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with an aura of light, increasing your light radius by 0, and reducing self-inflicted arcane damage by 0%.
Each turn there is a 0% chance of blinding adjacent enemies for 4 turns.
Values scale with your fire and arcane damage bonuses. Bright Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Tap into mysterious deep arcane reserves to increase your maximum mana capacity by 0 and your life regeneration by 0.0 per turn.
Values scale with your Spellpower, and cold and arcane damage bonuses. Arcane Depths
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glare balefully at your enemies. All creatures in a cone of radius of 1 will be struck with 4.77 arcane and 5.25 physical damage, and are petrified for 2 turns.
The damage will increase with your Spellpower. Medusa Gaze
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana gain: 50
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rupture reality to draw mana directly from the aether, triggering a dangerous cascade of magical energies.
Each turn for 2 turns, a random explosion will occur within a radius of 4 around you.
Each explosion does 4.47 arcane and 4.91 lightning damage in radius 2.
The damage will increase with your Spellpower. Arc Rift
| 0/5 |
| Steamtech / Automated butchery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 2.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10
Range: 2
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Half Spell (200% of a turn)
Is: a spell
Description: Gather sunlight for one turn, before releasing a massive, fiery beam, striking all targets in a line 2 tiles long for 12.73 light damage and burning them for 12.73 more over three turns.
The damage done will increase with your Spellpower. Solarbeam
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Quillfire Porcupine for 5 turns to spine your foes to death. Quillfire Porcupines are really spiky in melee and they can pin your foes from afar.
It will get 20 Dexterity, 10 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower.
(Blighted Summoning talent is Bone Spear.) Quillfire Porcupine
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced staff combat | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Lashes out with a flurry of thrusts, hitting your target three times with your staff for 40% weapon damage. Staff Flurry
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Whirl around, extending your staff and damaging all enemies around you for 140% weapon damageweapon. Staff Whirl
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Unleash raw, chaotic energy from your staff. You strike an enemy for 80% weapon damage, and evoke a burst that deals 10.33 damage to enemies in radius 1, regardless of if you hit with the blow.
You must wield a staff to use this talent. Reckless Invocation
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Sustain mana cost: 50
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You grip your staff in an aggressive posture, reducing the cooldown of your staff-combat talents by -2 and increasing your physical critical chance by -1.61%. This bonus increases with your Spellpower.
However, your attacks are less precise and you expose yourself to danger, imposing -10 Accuracy and -10 Defense while active. Reckless Posture
| 0/5 |
| Chronomancy / Temporal assault | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your firm grip on reality grants you -14% immunity to disarm attempts and hostile teleportation.
Once per turn, there is a chance that you will reduce the duration of one detrimental effect by 1. If Spin Fate is active, its bonus is added to this check. Base chance -20%, current total -20% (with spin). Grip Fate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Paradox cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Woe betide those who would use the flow of time against you. Attack your target twice for 49% weapon damage as temporal damage. If you hit you will inflict Entropic Wasting for 2 turns, reducing the target's physical resistance by 1% and causing 8.13 temporal damage each turn (16.27 total).
Targets with global speed over 100% will suffer proportionately more damage from Entropic Wasting, and each turn the Entropic Wasting is active on a high-speed target, there is a chance the distortion will disrupt a physical or magical effect or sustain.
This talent applies to ranged and melee attacks alike. Terminal Velocity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 40
Range: melee/personal
Cooldown: 94
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Copy your current physical state, and send it to yourself up to -5 turns in the future. When the Reversion Cache expires, or when you cancel it manually, your physical state will be overwritten with the stored values.
Ending this effect will restore life, stamina, timed physical effects and talent cooldowns (albeit only for technique and cunning talents). Reversion Cache
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your assault cannot be denied. Your attacks gain -10% damage shield penetration, and you ignore -2% temporal and physical resistance. You gain -2% resistance to your own temporal damage effects.
Each time you are struck with a melee or archery attack, you regain -0.98% of a turn, allowing you to act sooner. Inexorable Assault
| 0/5 |
| Wild-curse / Wolf aspect | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a wolf.
This increases your light and darkness resistance by 3% but lowers your mental save by 10.
It also lowers the cooldowns of the Dread Howl, Pounce and Wolf Pack talents by 0. Wolf Shape
| 0/5 |
| Celestial / Eclipse | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Tides | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your attacks are like the rising tide, wearing down your foe while building up your own power. Fuelled by magic, you deal 0.98 cold damage and generate 2 negative energy on hit. These benefits are reduced by a quarter when you wear a shield, and by half when dual wielding.
In addition, you now use Magic instead of Strength to equip and use weapons, and Cunning to equip and wear shields. (Tooltips will currently still say they need Str.) Beat the Shore
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You cause seawater to rush out with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 1.53 cold damage and 1.53 light damage to all inside, as well as knocking targets outwards each turn.
The tide lasts for 3 turns.
All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic.
The damage and duration will increase with your Spellpower. High Tide
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You cause seawater to rush inwards with an initial radius of 3, decreasing 1 per turn to a minimum eventual radius of 1, doing 1.53 cold damage and 1.53 darkness damage to all inside, as well as knocking targets inwards each turn.
The tide lasts for 3 turns.
All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic.
The damage and duration will increase with your Spellpower. Low Tide
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your combat style is serene even in its viciousness. If your negative energy is over three quarters of your maximum, you reduce the duration of a debuff on you by 2 at the cost of 5 negative energy. In addition, 25% physical damage you deal is converted to cold and darkness damage. Wash Away
| 0/5 |
| Corruption / Wrath | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Suffering | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You release your hatred as pure telepathic force, causing hemmorrhages, strokes, or literally exploding the target's head. This deals 11 mind damage to the target.
The damage increases with Mindpower. Headbang
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You release blight in the target's head, crippling them with spiritual and psychological disease, inflicting 5 mind and blight damage and reducing its Mental Save by 1 for 4 turns. This attack always hits, and the mental save reduction stacks.
The damage and save reduction will scale with your Mindpower. Breakdown
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Those that think you long dealt with are shocked when you return, unstoppable and inescapable. You can only die when you reach -0 life, although you cannot
see how much life you have left when below 0hp. In addition, your movement speed is raised by 0%. Memory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 40
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: From the fears of your targets, you forge a temporary copy of yourself, existing for 2 turns.
The copy possesses your exact talents and stats, has 24% life and deals 43% damage. Personal Nightmare
| 0/5 |
| Technique / Superiority | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Meteorology | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 25
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call down a burning meteor to strike somewhere in the target area, dealing 6.36 fire damage and 7.00 physical damage in a radius of 2. Affected terrain is turned to lava for a while.
The damage will increase with your Spellpower. At talent level five, the target area becomes more precise. The Heavens Fall
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You concentrate on calling down a rain of meteors on those nearby.
While this spell is sustained, you cannot move, and you lose 10 negative energy per turn. However, 3 meteors will fall randomly in spaces at least three away and up to six away.
Each meteor deals 4.59 physical and 4.17 fire damage in radius 2.
This spell disables automatically on resting, moving, or if you have less than 10 negative energy at the beginning of your turn.
The effects increase with spellpower. Heavenly Bombardment
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your experience wielding celestial debris makes you a mighty combatant, increasing all your physical and fire damage by 0%, and ignoring 3% of the physical and fire resistance of your targets.
In addition, your reserved distance from those around you allows you to reduce the durations of all incoming physical, mental and magical detrimental effects by 25%. Galactic Debris
| 0/5 |
| Technique / Duelist | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Torture | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You are surrounded by an aura of warped morality, causing attackers to be wracked with guilt, dealing them 11 mind damage over time.
In addition, your constant suffering has toughened your body, increasing your Maximum Life by 0%.
The life increase will scale with your Talent Level, and the damage will scale with Mindpower. Victim
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your psionically powered hatred spontaneously creates a crippling disease in the target, doing 9 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 1. The three diseases can stack.
You will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
The effect will increase with your Mindpower. Infection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You taint the target, dealing them 5 mind and blight damage, and giving them a chance to fail their talent usage. The effect will increase with your Mindpower. Taint
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Unleash corruption and suffering upon your target. The pain will grow to an unbearable level over the course of 5 turns. The first turn will inflict 1 damage, and slowly increase to 5 on the last turn (15 mind and blight total).
25% chance of cross tier effects. The damage will increase with your Mindpower. In addition, there is a rising chance each turn that the victim will be panicked and flee. Breaking Point
| 0/5 |
| Technique / Battle tactics | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Agility | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Attack | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Psi cost: 8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a bolt of telekinetic force or telepathic power, dealing 10 physical or 11 mind damage to a chosen target. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, you switch each time you use a Psychic Attack talent (either actively or through eldritch combat). Some other talents also have different effects based on telekinetic or telepathic focus, but only Psychic Attack talents change your current focus.
At raw talent level 3, a telekinetic bolt hits hard enough to daze the target for 0 turns.
At raw talent level 3, a telepathic bolt can put the target in a hypnotic trance, reducing global speed by 50%, reducing Defense to 0, and negating Evasion effects for 0 turns. This trance breaks immediately upon receiving any damage.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
If you know the Night Terror talent and have it active, telepathic damage has a small chance of summoning a Night Terror if it kills its target, scaling with Night Terror talent level, while telekinetic damage deals additional darkness damage equal to the base damage times the Night Terror bonus damage percentage.
This spell can be triggered by Eldritch Combat. Psychic Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a wave of telekinetic force or telepathic power, dealing 11 physical or 13 mind damage to a chosen target. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic wave will yank your targets' weapons from their hands, disarming them for 0 turns. If triggered manually rather than by Eldritch Combat, the force of the blast will not only blow targets' weapons from their hands, but also knock them back 20 squares.
At raw talent level 3, a telepathic wave fills targets with a sense of awe that leaves them speechless, effectively silencing them for 0 turns. If triggered manually rather than by Eldritch Combat, the awe will compel them to rush to approach you, immediately pulling them into close range (though unmoving targets can't be pulled in this way).
Area increases with talent level.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
This spell can be triggered by Eldritch Combat. Psychic Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Psi cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a burst of telekinetic force or telepathic power, dealing 13 physical or 14 mind damage to a chosen target. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic burst slams your foes with such force that they are stunned for 0 turns.
At raw talent level 3, a telepathic burst overwhelms your foes' minds, leaving them confused (50% power) for 0 turns.
Area increases with talent level.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
This spell can be triggered by Eldritch Combat. Psychic Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Psi cost: 15
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a blast of telekinetic force or telepathic power, dealing 14 physical or 15 mind damage to a chosen target. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic blast allows you to bind your foes with your mind, pinning them for 0 turns.
At raw talent level 3, a telepathic blast lulls all foes into slumber, putting them to sleep for 0 turns (losing one turn per 0 damage received).
Area increases with talent level.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
This spell can be triggered by Eldritch Combat. Psychic Blast
| 0/5 |
| Celestial / Thunderstorm | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your efforts shape the storm, driving rain into those you strike.
Whenever you deal -10% of a target's health with lightning damage, you have a -60% chance to wet them for 2 turns. Storm Singing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a vicious strike of lightning through wet targets you can see, doing 13.83 lightning damage.
Critters will be instantly killed. At most, it will affect 2 foes.
The damage will increase with your Spellpower. Electric Crescendo
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 20
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In a breathtaking display of disregard for physics, you freeze lightning into 2 missile-shaped shards that you target individually at any target or targets in range. Each missile deals 4.17 cold damage and 4.59 lightning damage.
The missiles also have a 20% chance each to daze or freeze the target. This daze chance is increased by Tempest, and the freeze chance increases on wet foes.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Frozen Lightning
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You conduct wind, thunder and rain with the sureness of a conductor, increasing all your cold and lightning damage by 0%, and ignoring 3% of the cold and lightning resistance of your targets.
In addition, you can manipulate and destroy wet foes with ease, dealing 1% bonus damage to them. Maestro of Storms
| 0/5 |
| Psionic / Voracity | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon Supremacy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When your current tactics fail, you change strategies, swapping weapons in an instant and immediately striking with your alternate weapon set. When you miss an attack while Eldritch Combat is sustained, you have a 8% chance to instantly swap weapons and attack again. This chance is reduced by any reductions to your Eldritch Combat chance, and when this effect triggers your chance to trigger Eldritch Combat is reduced by 10% for the rest of the round.
This attack allows you to correct for whatever caused your initial miss. It gets +19 Accuracy. At raw talent level 3, it takes no penalty against invisible opponents. At raw talent level 5, it ignores any Evasion effects on the target. Instant Draw
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You make a single attack for 36% weapon damage, instantly swap your weapons, and then attack again with your new weapon set. If you already have Instant Draw at talent level 5, this won't also trigger its free swap and attack. Both attacks can potentially trigger Eldritch Combat.
At raw talent level 3, the first attack is guaranteed to trigger Eldritch Combat.
At raw talent level 5, the second attack is guaranteed to trigger Eldritch Combat. Aggressive Swap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Fixed Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You swap your weapons seamlessly, allowing you to reset your stance. You are freed of the disarmed condition, the cooldown of your Focus Strike talent is reset, and for the next 0 turns your Eldritch Combat talent may trigger talents that are on cooldown. At raw talent level 2, you also reset the cooldown of your Sweeping Strike talent. At raw talent level 3, you also reset the cooldown of your Whirlwind Strike talent. At raw talent level 4, you also reset the cooldown of your Rapid Strike talent. At raw talent level 5, you also reset the cooldown of your Aggressive Swap talent. Seamless Exchange
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are a true weapons master. Every time you make an attack that hits but doesn't trigger Eldritch Combat while Eldritch Combat is sustained, you have a 9% chance of making an additional attack based on your current weapon with the same damage multiplier. A single one-handed weapon (or unarmed combat) will simply attack again. A weapon and shield will execute a shield bash. A two-handed weapon will execute an unarmed strike. Dual weapons will attack a different adjacent target.
If you are wielding a staff, instead of attacking you'll simply inflict your passive Eldritch Combat damage again.
Attacks triggered by this talent cannot, themselves, trigger Instant Draws or other Masterstrokes, and neither can any incidental attacks that might be triggered off of them. This talent cannot be triggered in any situation where Instant Draw can't be triggered. Any penalties to your Eldritch Combat chance apply, and each Masterstroke triggered lowers your chance to trigger Eldritch Combat for the rest of the round by 10%. Masterstroke
| 0/5 |
| Psionic / Dream Smith | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Croc aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 100% damage, inflicting an extra 50% bleeding damage and then attempt to grapple a target up to one size category larger then yourself for 3 turns.
A grappled opponent will be unable to move, take 2 damage each turn. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Crushing Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 10
Description: Your blood cools and your metabolism slows.
If you are hit with fire damage, your global speed is increased by 7% for 5 turns.
If you are hit with cold damage, your poison, disease, nature and blight resistances increase by 7% for 5 turns.
This can only trigger once per 10 turns. Cold Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out with a powerful tail smack for 100% weapon damage.
If this hits, the target is knocked up to 2 tiles away.
If they hit a wall, they take 23 more physical damage.
The extra physical damage scales with your Physical power. Tail Smack
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a crocadile.
This increases your physical resist by 3% and your maximum air by 0, but lowers your mind power by 10.
It also lowers the cooldowns of the Crushing Bite, Cold Blood and Tail Smack talents by 0. Croc Shape
| 0/5 |
| Wild-gift / Winds | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Befriend the winds around you, increasing your movement speed by 2% and slowing enemies by the same amount.
Haste/Slow will scale with your Spellpower. Zephyr
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: 4
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 4.56 physical damage and could be blinded.
When it reaches its target, it explodes in a radius of 1 for 8.71 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns.
The sandstorm will last for 6 turns, or until it reaches its target.
Damage will increase with your Spellpower. Sandstorm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Intensify the Zephyr into a strong windstorm. Each turn enemies have a -10% chance of being blown away for 3.75 physical damage.
Enemy projectiles are also deflected by the strong winds. This gives a 4% chance of deflecting an incoming projectile to a tile in a radius of 0.
Increases you Equilibrium by 0 per turn and does a fail check, if it fails, both Typhoon and Zephyr will cease.
The effects will increase with your Spellpower. Typhoon
| 0/5 |
| Wild-curse / Bear aspect | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 50% damage and then attempt to grapple a target up to one size category larger then yourself for 3 turns.
A grappled opponent will be unable to move, take 2 damage each turn, have their physical power reduced by 9, and 0% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Bear Hug
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Go into a deep sleep (power 2) for 2 turns. While asleep your cooldowns and any debuffs on you will decrease at twice the normal rate.
Should you be woken early from your sleep, your Hate will be restored by 10 points per turn you are worken early.
The sleep power scales with your Constitution. Hibernation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You slam up to 2 adjacent opponents, stunning them for 4 turns and damaging them for 23 physical damage.
Damage increases with your Physical Power. Bear Slam
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a bear.
This increases your cold resist by 3% and your physical save by 3, but lowers your attack speed by 10%.
It also lowers the cooldowns of the Bear Hug, Hibernation and Bear Slam talents by 0. Bear Shape
| 0/5 |
| Wild-gift / Mucus | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |