Wild-heart / Triad | 1.00 |
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You enter a special, organized stance, causing 1 activated Hydra Breath, Glare Hydra, and Feral Hydra talent(s) each to use 13% less of a turn (2 talents per turn).
Additionally, there will be no multi-attack penalty when performing natural attacks.
However, because your heads are so wild, you can only maintain this stance for 3 turn(s) before losing control again. Willpower will slightly increase the duration. Delta Formation
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Equilibrium cost: 10
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: For one exceptional moment, you manage to focus your heads towards a single, unified purpose...
Your next activated Hydra Breath, Glare Hydra, or Feral Hydra talent will be supported by 0 of each head, gaining additional properties:
Feral Head ~ Reduces the talent's cooldown by 1 (0).
Drooling Head ~ Shortens the talent's usage time by 10% (0%).
Glaring Head ~ Expands the talent's radius by 1 (0).
At talent level 4 and above, the cooldown will decrease significantly. Triad of Threes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 50
Range: melee/personal
Cooldown: 153
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Random Hydra Head
Description: Putting your heads together, you perform to all enemies within 2 radius a legendary attack only told in fables:
Feral Head ~ (Physical Power) Perform a biting attack at 108% power, clamping and dragging targets with you for 4 turns.
Drooling Head ~ (Mind Power) Spit a 20 damage globule of sickening poison, caustic acid, or paralyzing lightning, influencing targets 30% of the time for 4 turns.
Glaring Head ~ (Mind Power) Lock eyes with a frightening gaze, stunning targets for 1 turns.
Note that this talent is compatible with Triad of Threes!
This talent's cooldown decreases significantly with each talent point. Trinity Attack
| 0/5 |
Wild-heart / Mystical Beast | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a nature gift and a spell
Description: You exhale mystical weakening vapour in a 6 radius cone. Those that breathe it have all their powers reduced by 27 for 12 turns.
The power loss scales significantly with Spellpower and Constitution. Applying power increases when critting.
Special Cross-Tier: Magic Radiation
Deals diminishing, non-fatal arcane damage equal to the applying power each turn and prevents natural life regeneration. Mystic Sigh
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 35
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a nature gift and a spell
Description: You touch a target, exposing them to a powerful, arcane curse which places them under an intense delusion where they believe they are trapped in a maze with you.
For 10 turns, this curse will allow you to witness their nightmare, fully absorbing all intentional damage they take from or deal to you.
When the curse ends or the curse has absorbed 376 damage (30% of your maximum life), they will awaken to the true, but distorted reality:
You win ~ You will indulge in this (false) glory, healing yourself for 77% of the total damage.
They win ~ They will realize they were you all along, harming them for 77% of the total damage as temporal damage.
The damage/heal percentage scales with your Spellpower and Constitution. Applying power increases when critting. Labyrinthian Curse
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 30
Range: melee/personal
Fixed Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a nature gift and a spell
Natural Attacks: Churn Blood
Description: You literally inhale the magic out of enemies in a 3 radius cone, rendering the "wielded" properties of their weapons and armor useless, as well as draining the cooldown of their tools and charms for 2 turns.
Afterwards, you will begin cooling down a random spell talent by 1 each turn, the duration being based on the power of the equipment absorbed.
If a target has Magic Radiation, you will remove and absorb it, healing yourself for 0.5 times its damage potential and perform a gesture that retaliates the next melee attack by cross-tiering Magic Radiation.
Each object absorbed will check the target's Spell Save against your Spellpower and Constitution. Applying power increases when critting.
Special Cross-Tier: Magic Radiation
Deals diminishing, non-fatal arcane damage equal to the applying power each turn and prevents natural life regeneration. Disenchant
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 45
Range: melee/personal
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a nature gift and a spell
Description: You breathe a breath of poisonous, petrifying gas in a 3 radius, dealing 72 arcane damage over 8 turns.
Upon causing 50% of the victim's maximum life in damage, their skin will petrify, rendering them unable to act for the rest of the duration.
Note that this is not internal petrification, meaning resistances will not be affected and victims will still be able to use instant talents (such as various effect removals).
The damage scales with Spellpower and Constitution. Applying power increases when critting.
Special Cross-Tier: Magic Radiation
Deals diminishing, non-fatal arcane damage equal to the applying power each turn and prevents natural life regeneration. Death Sentence
| 1/5 |
Blighted / Blood Geyser | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Blood: 25% current
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a spell
Description: You hurl your own blood in a 8 radius cone, transferring all of your contaminative effects to your victims with twice the duration (up to 100), dealing 95 blight damage plus 215 blight damage (equivalent to 69% of the blood cost.)
The life-to-damage conversion increases significantly with your Spellpower. Bloody Breath
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Blood: 50
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a spell
Description: You release foul mist in a large 7 radius area around yourself for 12 turns.
Those struck by the initial cast or use a breath/spell talent within will be forced to breathe it, receiving 36 blight damage each turn, becoming choked up (silenced) afterwards, and contracting a random stat-reducing disease for 5 turns.
This shroud affects yourself as well, but you will not be silenced.
The damage and silencing power increases with your spellpower. Corrupted Sigh
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 29.7
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Natural Attacks: Random Bite
Description: You chomp into a target and drink, dealing 55 physical damage and gaining all of their contaminative effects.
You will also suck them dry of their blood (or other bodily fluids), inflicting 74% of your missing blood as Blight damage and completely refilling yourself.
The blood shock damage conversion increases with your spellpower. Transfusion
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Blood: 100
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You spray directly into the air, indiscriminately splashing 3 random spots in a 2 radius with drops of your blood, dealing 23 blight damage and inflicting a copy of any random one of your contaminative effects with twice the duration (up to 100).
Note that the cooldown of this talent is exceptionally short, and that the cost is very high.
The damage increases with your spellpower. Blighted Fountain
| 1/5 |
Wild-child / Metal Rending | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: One of the most vulnerable spots is the cranium-- It's just a matter of getting through to it.
Delivering a physical critical blow has a 20% chance (based on yet another chance against the damage dealt and the target's remaining life) of dealing 100% of the target's maximum life as Physical damage.
If the target resists the instant kill (or is Elite or higher), they will instead receive 14.8% (reduced based on their rank) of their current life as Physical damage.
The chance increases with Dexterity while the mortal blow scales with Strength. Helmbreaker
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
This is a Toggled talent:
Description: When melee attacked, there is a 16% chance you will completely parry the attack.
If their attacking weapon is ordinary and tier 5 or lower, there's a 19% chance you will also destroy their weapon after parrying. If they do not have a weapon, you will instead painfully maim them, reducing their attack and accuracy by 20 for 18 turns.
The chance of parrying scales with your Dexterity, while the chance of breaking scales with your Strength.
For your convenience, this talent may be toggled on and off at no expense. Swordbreaker
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your critical hit rate is increased by 44% of the target's armor hardiness.
Also, when you do strike a critical blow, you will tear through the target's armor, carapace, hide, plating, etc..., rending their armor by 44% of the damage dealt for 8 turns.
The critical chance increases with Dexterity while the armor rending scales with Strength. Mailbreaker
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 34.6
Sustain stamina cost: 35
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: With a focused mind, you prepare for a zen-fueled strike that obliterates all barriers and protections, both physical and magical.
Right before your next melee attack, your melee attacks will have the following properties until your next turn:
- Have nigh infinite armor penetration
- Gain 2% ice block and damage shield penetration
- Break guard (increasing crit chance and power)
- Remove shield effects
Additionally, you will rend the target's armor by 25% of the damage dealt (such that 100 damage would reduce their armor by 25) for a few turns. Shieldbreaker
| 0/5 |
Wild-heart / Demolitives | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Your body is covered in volatile scales, causing you to explode in a 2 radius blast for 27 fire damage whenever you are struck by melee attacks.
The chance of retaliating decreases each time it triggers, but slowly increases to 89% over time.
The blast damage scales with the sum of your physical and mind powers. Flare Hide
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Is: a mind power and a nature gift
Description: Causing damage via a blast will cover victims in a volatile powder.
Striking them in melee will cause the powder to explode, dealing 74 fire damage to anyone within a 1 radius.
Additionally, your fire damage is increased by 23%.
The blast damage scales with your physical power. Flare Powder
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Claws
Description: Strike the target for 157 physical damage with flint-like claws.
This will also trigger your current level of Flare Powder, causing a special 2 radius blast that immediately sets off any other Flare Powders.
Blasts triggered this way will have a radius of 2 and will also trigger other Flare Powders in a chain reaction.
The initial attack scales with your physical power, while the blast's damage is determined by your level in Flare Powder. Flare Claw
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 2
Cooldown: 17
Travel Speed: 100% of base
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You spew a 2 tile long trail of flare powder and ignite it, creating a slowly-reacting trail of blasts.
Each blast will deal 10 fire damage in a 1 radius, as well as both triggering and applying Flare Powder (in that order).
The blast damage scales with the sum of your physical and mind powers. Flare Blast
| 0/5 |
Blighted / Soul Eater | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have been entrusted with the duty of collecting and distributing the souls of the living. You will decide what lives and what dies.
Unliving: When you melee attack a living target, you will attempt to separate their soul from their body, causing an additional 301% of your damage to their resources.
Living: When you melee attack an unliving target, you will attempt to quell their body by subjecting it to soul energies, dealing an additional random 33% of your damage as Mind damage.
Passively, you are always looking for souls and will automatically gather the souls of those you are soul watching.
The resource and mind damage scale with your spellpower. Soul Reaver
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Range: 7
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The souls you have harvested demand to be returned to a body-- They care not whose!
You fire a sustained beam of pure, concentrated souls at the target, damaging them and transferring 1 soul to them per turn. The beam will remain sustained until you break line of sight or the target is otherwise inaccessible.
- Unliving target: They will be possessed by the raging souls of the dead, unable to control their own actions 70% of the time and receiving 95 darkness damage each turn.
- Living target: Their soul will resist the rush of souls, but become numbed by it, reducing their damage by 60% and dealing 38 darkness damage each turn.
Note that it is possible to use Soul Reaver to reharvest the souls.
The damage caused increases with spellpower. Soul Rush
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Souls cost: 1
Range: 12
Cooldown: 3
Travel Speed: 700% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You are like a blood bank for souls-- Except you are not so inclined to give them back unless you get more in return.
You break a soul, turning it into pure, energizing essence, then send it towards a target, removing 1 detrimental effect and causing one of the following:
- The target is unliving: You repair their fractured being, immediately restoring 156 life.
- The target is living: You fill them with the zest of life, immediately restoring 156 of their resources (excluding souls; amount is based on each individual resource).
In addition, if damage would kill you, you will consume all the souls you have in an attempt to survive the blow, but due to this haphazardness, they will only be half as effective.
The potency of the soul increases with your spellpower. Soul Transfusion
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 3
Range: melee/personal
Fixed Cooldown: 79
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a spectral cord which attaches itself to a target's soul for 9 turns, synchronizing 13% of damage and heals you and it receive (except from one another), as well as gaining vision of whatever one another can see.
While tethered, you will wrest the life from them, turning them Unliving and yourself Living, allowing you to change the properties of all your Soul Eater talents.
If damage would kill you, you will react by forcibly ripping part of the victim's soul from their body in order to restore your own, bringing you back to 1 life, removing 0% of the target's current life and healing your own by that much, as well as leaving the victim stunned. Soul Tether
| 0/5 |
Wild-heart / Savaging Claws | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Claws
Description: Heated by the fires of your body, you swipe your blazing claws, performing a 239 dragonfire damage attack in a 3 radius cone.
There's a high chance targets will be set alight by this attack, dealing an additional 119 dragonfire damage.
If the target is friendly and shares a heritage, this attack is guaranteed to hit.
The damage scales with your physical power.
Inherited: (Passive) +25 DragonFire damage on hit, gain Clawing natural attack that gains armor penetration with strength. Fire Claw
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 19.8
Equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Dragon Tail
Description: You cleverly ignite your tail by laying a flame and sweeping around yourself, striking everything around you for 239 great dragonfire damage.
Enemies (and only enemies) struck by this may be knocked over, stunning them for 5 turns.
If the target is friendly and shares a heritage, this attack is guaranteed to hit.
The damage scales with your physical power.
Inherited: (Passive) +25 DragonFire damage when hit, gain Bashing natural attack that stuns. Pyro Wheel
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Dragon Fangs
Description: You clamp and thrash a nearby enemy whilst heating your maw to incalculable degrees, dealing 312 dragonfire damage.
This will also cause the enemy's body to smoulder, reducing their armor hardiness and resistance to your dragonfire by 25%.
If the target is friendly and shares a heritage, this attack is guaranteed to hit.
The damage scales with your physical power.
Inherited: (Passive) +25 Armor Penetration, gain high-priority Biting natural attack that sets targets ablaze. Blazing Fang
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.8
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Body Slam
Description: You plow into an enemy with your head turned down, impaling them for 16 lesser dragonfire damage and attempting to knock them back.
If successful, you'll deal 16 lesser dragonfire damage in an area around them and stun for 5 turns.
If the target is friendly and shares a heritage, this attack is guaranteed to hit.
The damage scales with your physical power.
Inherited: (Passive) +0 Physical Power, gain Clawing natural attack that gains armor penetration with strength. Horn Charge
| 0/5 |
Wild-heart / Conflagration | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 4
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You spit a burning, highly flammable substance, dealing 169 fire damage and setting alight for 169 fire damage over a few turns.
Alight victims will constantly spread their flames to any adjacent targets, potentially multiplying this damage.
Damage scales with your mind power. Burning Sphere
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You gust wind in a 9 radius cone in front of you.
Struck targets with detrimental, damaging fire effects will burst into flames, dealing 120% of the remaining effect as fire damage in an area around them. Stoke the Flames
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Wingbeat, Backdraft, and Stoke The Flames will now carry a hot wind of flame along with it, instead dealing 155% of the damage as fire.
This will also scorch the floor, producing a lasting fire that deals 95 fire damage over a few turns. Admix Fire
| 5/5 |
Effective talent level: 1.0
Use mode: Passive
Is: a mind power and a nature gift
Description: Adds new properties to Conflagration talents:
- Burning Sphere will leave behind a blazing flame if it doesn't hit a target, setting alight nearby targets and damaging enemies for 35% of its power.
- Stoke the Flames will interact with Burning Sphere or its flames, creating a carpet of fire at 45% of the sphere's damage
- Admix Fire will instead set victims alight at 50% of the original damage.
In addition, your chance of affecting your allies with talents is reduced by 20%. Hungry Flames
| 1/5 |
Wild-heart / Garden | 1.00 |
Effective talent level: 5.0
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: Gentle growth emerges all around you and underneath enemies in a 6 radius, entangling (pinning) them for 15 turns.
The duration of entangling will decrease by 1 for every 77 points of intentional damage a victim receives.
Constructs, however, have their many inner workings clogged up by the vegetation and will only have the duration reduced when receiving Physical, Fire, or Blight damage.
If you are Antimagic, the required damage is doubled.
The damage required scales with your mind power. A mind crit will double the required damage. Garden of Blossoms
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: In a 6 radius, you summon several thorny brambles to rise and wrap around enemies, dealing 15 nature damage each turn and slowing them down by 20% for 10 turns.
Elementals, however, are wrapped in antimagic barbs, additionally disrupting their spellcasting.
If you are Antimagic, the damage is doubled.
The damage scales with your mind power. Growth of Brambles
| 5/5 |
Effective talent level: 4.0
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: You summon several floral and fungal aberrations from the earth, spreading a 5 radius cloud of pollen and spores for 6 turns.
Each turn, breathing enemies are afflicted with a random ailment (blinding, poisoning for 23 nature damage, silencing, sleeping, confusing).
Undeads, however, are sowed with procreative life and their strength sapped like fertilizer, poisoning them (despite immunity) and reducing all damage they deal by 12% for 6 turns.
If you are Antimagic, the cloud will also poison victims.
The damage, ailment potency, and damage reduction scales with your mind power. Cloud of Spores
| 4/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You release several leaves in a 2 radius and manipulate them into a storm for 7 turns using the winds of nature, dealing 14 nature damage to enemies each turn.
Enemies in the storm will lose 16 accuracy while allies will gain 16 defense.
Horrors, however, become lost in the swirl of natural energies, rendered completely blind while they are within.
If you are Antimagic, the damage is doubled.
The damage and accuracy loss scales with your mind power. Storm of Leaves
| 1/5 |
Wild-heart / Snarling Beast | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 11
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Random Gesture
Description: You snarl viciously at a target to frighten them, performing a random gesture and reducing their defense by 12 for 7 turns (whether it succeeds or not).
This will also encourage all nearby allies to attack the target, reducing damage the target (and all things summoned by them) deals to them by 40% for 7 turns and making them focus on the target. Snarling Roar
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You unleash a devastatingly powerful roar that shakes the earth itself.
Enemies within 2 radius of yourself are dealt 286 physical damage and are knocked back.
In addition, you raise a short-term field of force around yourself and nearby allies, absorbing 286 damage for 2 turns.
When this mind crits, allies will also become immune to stuns and knockbacks.
The damage and barrier's power scales with your physical power and strength. Titanic Roar
| 5/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Random Gesture
Description: You clearly express your fury with a snarling roar, performing a randomly-chosen gesture on enemies in a 5 radius.
Additionally, you will gain a low-priority gesturing natural attack that attempts to intimidate rather than damage, reducing their powers.
The potency of the gesture increases to 316% as your life decreases to 50% life. Infuriated Roar
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: All enemies within 2 radius become confused for 1 turns.
All allies within 2 radius become enraged for 1 turns, increasing their attack by 0 and movement speed by 3%. Terrorizing Roar
| 0/5 |
Wild-child / Extravagancy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 25
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Where the overcautious might hold back with their weaponry, you feel no cause to do so if the same results would come in half the time.
Tightening your grip, your melee attacks will hit 140% harder, but you will consume 80% more durability from impermanent weapons. Attacks without an impermanent weapon will instead cause you to safely bleed for 8.00 physical damage over a few turns.
In addition, if a weapon breaks during a melee attack, you will gain 50% of a turn. Strong-Arm
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 24.7
Durability cost: 0
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: With no regard for your weapons, you block the next 0 intentional powerful attacks (greater than 20% of your current life) for 10 turns, negating the damage and instead depleting your weapons' durabilities by a fraction (38%) of the damage caused.
A pair of weapons will split the durability loss, and, even if depletion far exceeds a weapon's current durability, all damage dealt is still negated.
Finally, if a weapon breaks, the shards will scatter about you, blinding nearby enemies for a short while.
If you do not have impermanent weapons, you will instead attempt to block with your body, receiving 380% of the damage as non-fatal bleeding. Scrap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 64.3
Durability cost: 45.5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Natural Attacks: Armament
Description: You smash your impermanent weapons into the target with intent to destroy them, dealing 155% weapon damage with each weapon and consuming 46 of their durabilities.
Each weapon that breaks will leave shattered pieces in your victim, causing Deep Wounds for 0% of the total damage dealt and reducing their healing by 50%.
Strong-Arm will affect the damage and durability loss of this talent. Shatter
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 44.5
Durability cost: 46.1
Range: 2
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Natural Attacks: Armament
Description: With a careful swing, you release all impermanent weapons in your grip(s) without destroying them, turning them into deadly, spinning projectiles.
This sends a projectile for each weapon thrown, performing a ranged, 145% weapon damage attack. Upon striking the target, hitting a wall, or reaching the ground, the weapons will both lose 46 durability, potentially breaking.
If this breaks the weapon, several sharp pieces of the weapon will fly about in a 2 radius, additionally performing a 25% weapon damage attack as bleeding over a few turns to all within.
If the weapons hit a target and are not destroyed, they will enter the victim, becoming unretrievable until the victim is killed or they otherwise drop the objects. Reject
| 0/5 |
Wild-heart / Breath Hydra | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Is: a nature gift
Natural Attacks: Drooling Head
Description: Allows you to use the hydra's three breath talents:
- Breath of Poison: Poisons victims in a cone-shaped radius, dealing nature damage over a few turns.
- Breath of Acid: Deals acid damage to victims in a cone-shaped radius.
- Breath of Thunder: Deals powerful, but random lightning damage to victims in a cone-shaped radius.
Hydra Breath's talent level will affect the talent level of each breath talent, improving range and damage.
Damage scales with your Mind Power.
Breath range: 8 Hydra Breath
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You are filled with (almost too much of) your vile breath substances, causing the remnants of a previous breath to mix with your current one.
After using a Hydra Breath talent, for 9 turns, you will convert 77% of all following Hydra Breath talent damage into its damage type.
In addition, your Drool heads will gain priority in natural attacks, using that damage type as well. Hydra Mixture
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You reach deeply into your breath reserves to unleash exhausting, yet significantly more toxic breath attacks.
The radius of your Hydra Breath talents is increased by 3, and the cooldown and cost will be doubled, but each will carry with it a powerful malady that causes the same amount of damage over a few turns and cripples your victims' fighting ability significantly.
- Breath of Poison ~ Causes a sickness that utterly repulses victims, making them run away 33% of the time.
- Breath of Acid ~ Sears the victim with a painful acid, causing them to fumble regular attacks 33% of the time.
- Breath of Thunder ~ Completely electrifies the victim, giving a 33% chance of becoming dazed whenever they move.
Though these maladies are not considered as poisons, the effect chance will still be calculated through poison resistance. Hydra Toxin
| 5/5 |
Effective talent level: 1.2
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your breath attacks will coat your victims in a catalytic substance of the respective element for 3 turns.
When another coating is applied, the coatings will react, causing an additional effect based on the combination:
- Poison + Acid = Harmless reaction that produces electricity, leaving victims easier to stun or pin for 7 turns.
- Acid + Lightning = Extreme surge of energy that causes a burning shock, leaving victims stunned for 2 turns.
- Poison + Lightning = Poison that shocks the whole nervous system, leaving victims pinned for 2 turns.
The damage caused by these reactions are based on the power of the breath used. Hydra Chemistry
| 1/5 |
Wild-heart / Dreaming Beast | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Psi cost: 39.1
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You trigger the restful impulses inside of a living target, causing them to fall asleep for 8 turns and gain 50.00 life regeneration.
If the target is not a Lucid Dreamer, receiving intentional damage greater than 10 times the life regeneration (500) will immediately awaken the target. If awakened this way, they will become Unrested, reducing all resistance by 30% and Sleep immunity by 50% for 8 turns.
The applying power on hostile targets scales with your mind power. Respite
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Psi cost: 24.4
Range: 5
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You blast targets in a line with powerful mental impulses that shut down the bodily functions, dealing 173 Mind damage.
If this crits, it will also put the targets to sleep for 5 turns at 35 power.
The damage scales with your mind power. Somatic Pulse
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Is: a mind power
Description: You become a "Lucid Dreamer", allowing you to act freely while you are asleep.
Also, the duration of all of your Sleep effects are extended based on how low the target's life is (such that being at 0 life will extend it by 80%)
Furthermore, whenever one of your Sleep effects end normally, hostile targets will receive Mind damage equal to 100% of your Mind Power.
Finally, you will gain a biting natural attack that pacifies sleeping targets. Let Sleeping Dogs Lie
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Psi cost: 78.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You lay down a web of dream energies in a 3 radius around you for 8 turns, causing all beings within to receive a copy of one of your Mental effects each turn.
Whenever a mental effect is successfully transferred, the target's body will become limp, reducing all damage they deal by 20% for the same duration.
The applying power of the transfer scales with your Mind Power. Transferring checks against Sleep immunity. Synaptic Intravasation
| 1/5 |
Blighted / Uruivellas | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You've learned your horns were more than just a growth-- But a symbol of great, demonic power...
Tapping The Horns deep within, you unlock your demonic potential, temporarily becoming a demon covered in horns, gaining 12.0% increased damage, 50 physical damage retaliation, and absorbing 20% of fire and darkness damage.
Also, when you receive damage from another source (three times effect for Fire and Darkness damage), it will fuel you, converting 3% into Vim.
Maintaining this state will drain 5 vim each turn (ceases when resting/running). Form of Uruivellas
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: As long as you are a demon, every step you take or attack you perform will be wreathed in intense demonic fire, leaving the floor ignited with 37 demonfire damage over 6 turns.
Note that demons are healed instead of harmed by DemonFire.
At Talent Level 3, the radius of your flames is expanded by 1.
This talent ceases when resting/running.
The damage scales with your Spellpower. Fiery Wrath
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 10
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Unlike a true demon, you do not harbor any long-lasting rage or deepseated hatred. Instead, you must tap into the agony of a moment you suffered not too long ago.
You begin grudgefully keeping track of how much pain you've been caused, improving the effects of Form of Uruivellas and Fiery Wrath by 0.0% of the largest amount of damage received over the last 3 turns.
Upon achieving potency higher than your current life percentage, the bonus will be doubled and you will always succeed Mental Save checks for True Demonic Strength.
Current Bonus: 0.0% Horn Once Scorned
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Vim cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You've gotten far too used to becoming a demon now, even sometimes forgetting you are not...
Once sustained, you will "become" a random major demon, gaining its corrupted talents at talent level 0. However, every 2 turns, you will make an increasingly-difficult save against your mind power (starting from 0, increasing by 10 with each check).
At talent level 5, you will have become so "knowledgeable" about demons, you may choose a demon instead.
Be aware: You MUST be a demon for this talent to remain in effect! True Demonic Strength
| 0/5 |
Wild-heart / Dissolution | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 6
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You spew a poisonous solution that solidifies briefly after touching air, dealing 39 nature damage and pinning the target both for 8 turns.
This effect only checks poison immunity. Sublimating Spit
| 5/5 |
Wild-child / Worship | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 29.7
Range: melee/personal
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Headbutt
Description: You impale and hoist a target up high for 10 turns, using them like a living banner of victory, granting you 40% of all of their resistances (except "all" resistance).
Each turn, they will receive 27 physical damage and attack you unarmed (as they are kicking and punching to break free).
If the target dies in your grasp, all bonuses will be lost, but this talent will come off of cooldown.
Note that the target must be moveable and will fail if your Size Category is not larger than the target. Sacrifice
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 49.4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Description: Uttering some ancient, taboo words, you hack into a target, attempting to spill their blood all over yourself and your weapon, dealing 35% weapon damage and causing the target to bleed for the same amount.
If the target dies while they are bleeding, you will gain Physical Power equal to the total damage caused for 3 turns.
If the target survives, the ritual will only partially succeed, granting you 1/6 of the total damage as Physical Power. Blood Ritual
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 14.8
Range: 11
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You KNOW The Gods are listening, and they want more blood; they want MORE sacrifices...
You point out a target, ensuring The Gods that they will be your next gift to them, marking them for 3 turns.
If a target dies with this mark, The Gods will be pleased (or, at least, you will believe they are), shielding you from 20% of the victim's Maximum Life in damage for 3 turns.
This talent will become unusable until you kill something. Curry Favor
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 98.9
Range: melee/personal
Fixed Cooldown: 48
Travel Speed: instantaneous
Usage Speed: Special (300% of a turn)
Is: a nature gift
Description: You perform a wild, raging dance that emboldens the heart and battle spirit-- As well as looking pretty slick to your Gods!
For 15 turns, Combat Speed is increased by 4.6%, your Movement Speed by 4.6%, and your resistance to all damage by 2.3%.
In addition, you will bring all "Wild-Child/Worship" talents off of cooldown, as well as refreshing Curry Favor.
Beware, this dance takes several turns to complete! Great Ritual
| 0/5 |
Wild-heart / Raging Beast | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 44.5
Range: 99
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Headbutt
Description: You unceasingly charge towards a target at 170% additional speed with your head turned down, losing almost all control over your own actions.
Those caught in your path will be dazed for 5 turns and receive 191 physical damage, but the initial target will be stunned for 5 turns and receive 239 physical damage, terminating the effect.
While using this, you are mostly immune to stuns and confusions (as you are hardly in control of your own self anyways) and can smash through up to 3 tile(s) of impassable, diggable terrain. If you can no longer dig, you will crash, becoming dazed.
If you know the talent Gore, this will automatically impale targets struck during the charge.
You must be able to see the target in order to initiate this charge.
The damage scales with your physical power. Headlong Charge
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Is: a nature gift
Description: Whenever you deal intentional physical damage to an adjacent target, you will gain physical damage retaliation equal to 40% of that amount for 2 turns, but no higher than your physical power.
This effect can stack upon itself, merging the current and new effect together at the highest duration (such that 100 damage for 2 turns plus 100 damage for 1 turn would make 150 damage for 2 turns). Thrashing
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 19.8
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Headbutt
Description: With savage relentlessness, you impale the target for 6 turns with a 142 physical damage attack, puncturing through their body and binding them to you.
While gored, you will divert 20% of all intentional damage you receive to the victim, as well as sending them to the tile in front of you whenever you move.
Note, however, that the victim can still resist you if they become immovable, resistant to knockbacks, or otherwise cannot be moved.
Additionally, you will gain a bashing natural attack that is strongest on critical hits.
The damage scales with your physical power. Gore
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 40.6
Sustain stamina cost: 41.1
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: There is nothing but savage force in all your blows, causing intentional physical damage you deal to knock back targets.
Also, whenever you kill a target with a melee attack, you will gain 4% of a turn, then take a voluntary step towards their spot (this step will use turns).
If you kill something during "Headlong Charge", the charge will instead become 4% stronger and dig through 1 more wall. Annihilation
| 0/5 |
Wild-heart / Brute Force | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 14.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Headbutt
Description: Simply put, you bash your extremely hard skull against a target, dealing 188% physical weapon damage.
If the target has lower armor than you, you may instead stun them for 6 turns. Otherwise, the target will become confused for 6 turns.
The damage scales with your physical power and strength. Head Smash
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 29.7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Weapon Grip
Description: Arms and weapon outstretched, you attempt to cleave through as many victims as possible, performing a 229% damage melee attack with your weapon in a very wide 2 cone.
If a target is critically struck, they will be knocked back, then stunned for 6 turns.
The damage scales with your physical power and strength, while the radius scales with your Size Category. Widest Cleave
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 34.6
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: With a loud minotusk roar, you invite the gods of chaos and battle to inhabit your body, empowering you for 7 turns.
In this state, you gain 20.0% Life Steal, are completely immune to stuns, pins, or confusions, and reduce all damage received by 7.0% of your current life.
When this effect ends, your body will undergo a backlash, increasing your Fatigue by 100% for 17 turns. Beckon The Gods
| 5/5 |
Effective talent level: 1.0
Use mode: Passive
Is: a nature gift
Description: Whenever you kill a target with a melee attack (or melee talent), the strike will absorb the battle essences out of their body before it goes to waste, restoring your life by 20% of all of their remaining resources (factor varies with each resource).
This healing is not affected by healing factor and will not affect "reversed" resources such as Equilibrium or Paradox. Devourer of Men
| 1/5 |
Wild-heart / Hunting Pack | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Is: a nature gift
Description: You've done this dance several times over. This is nothing you haven't seen before-- And if it is, it will be interesting, to say the least.
Hunted "Types": Your party deals 15% increased damage.
Hunted "Subtypes": Your party receives 10% decreased damage.
This begins taking effect at 10% hunting or greater. Familiarity
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: After countless iterations, you've realized their movements are very loud and very predictable...
Hunted "Species": You have a 15 radius telepathy of them.
This begins taking effect at 10% hunting or greater. Rhythmic Movement
| 5/5 |
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 29.7
Equilibrium cost: 25
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a nature gift
Natural Attacks: Innate
Description: You've killed so many of them, you know exactly where to aim-- The place that makes them fall over dead...
You perform a single powerful natural attack that always crits, dealing damage based on the target's total hunted values (type, subtype, faction, and species).
Enemies killed by this attack will yield 1 times more hunted points.
This means a completely hunted target will receive 4 times the damage while a completely unhunted one would receive none.
Damage vs 0% Hunted: 0%
Damage vs 50% Hunted: 42%
Damage vs 100% Hunted: 87%
Damage vs 200% Hunted: 181%
Damage vs 400% Hunted: 378% Jugular Gouge
| 0/5 |
Wild-child / Fervency | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: When damage you cause would kill a target, you instead leave them standing, mangled and unable to fight back, teetering on the brink of death.
While a target is in this state, 30.0% of any damage you cause to them will build up as "Overkill" (capping at their maximum life). When the target's turn begins, they will immediately die, demoralizing all nearby enemies of the same faction with the built-up overkill.
Demoralization shocks your victims out of focus, reducing the duration of effects they inflict upon you by 1% per point (such that 50 Demoralization would be -50% duration).
The amount of demoralization you will cause to a target is based upon the target's maximum life against the power of the demoralization (such that causing 50 demoralization to a 100 life target would leave them 50% demoralized).
Demoralization stacks additively, but diminishes multiplicatively (-10% per turn). However, it does not work on targets immune to fear. Macabre End
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 49.4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Aaah... The joy of bloodshed! The thrill of slaughter and carnage!
For 7 turns, you spin and twirl about every time you make a melee attack, dealing 44 Physical damage to everything around you and breaking all stuns and pins affecting you.
While you are spinning, you will be energized whenever an overkill resolves, extending the duration by 1 and stackingly increasing your physical power by 10 and your combat speed by 8.4% for 6 turns.
However, when this effect ends, you will become confused for 6 turns minus the number of cries heard.
The damage scales with your strength and dexterity. Cut Loose
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 34.6
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: To deliver a message, you savagely cut an appendage off a target, dealing 102% physical weapon damage and causing a terrible wound that bleeds over a few turns for 150% of the damage done.
This strike is so gruesome, each attack will force the target to cry out as though they were overkilled, demoralizing nearby enemies for the same amount of damage dealt.
Additionally, if the target is near-death after this attack, you will instantly resolve all bleeding effects on them and finish them off. Dismember
| 5/5 |
Effective talent level: 1.0
Use mode: Passive
Description: Your swings are unrestrained and impatient, each one attempting to hack through one target and reach into the next.
76% of your Overkill will be dealt to a random enemy adjacent to the initial target as Physical damage.
Note that this very same damage can, too, trigger an overkill, causing a powerful chain reaction. Burst Slash
| 1/5 |
Blighted / Poison Ice | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 44
Equilibrium cost: 9
Range: 8
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You shroud the target in a thick miasma, then freeze it, encasing them in a 411.8 strength venomice block.
The ice block will melt by 34.1 each turn, poisoning the victim and dealing nature damage equal to that same amount over a few turns.
If the freezing is resisted, it instead inflicts 165 nature damage over a few turns.
The strength of the venomice block increases with Mindpower, whilst the rate of melting increases with Spellpower. Venomice
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Whenever any of your cold effects start, the victim will receive the chills, reducing all their damage by 11.3% for 3 turns.
Whenever any of your cold effects end, the victim will receive a fever, reducing their movement speed by 14.5% for 3 turns.
The power of the chill increases with spellpower, while the power of the fever increases with mindpower. The Chills
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 29.3
Equilibrium cost: 12
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You place a chilling cold curse on the target that makes them sleepy.
For 12.9 turns, the target will incur an intensifying slow, reducing their global speed by 5.1% each turn. After a certain threshold of slowing, the target will fall into a torpor stasis for the remaining duration, unable to move or act.
The duration of the effect increases with your Mindpower, while the rate of sleep increases with Spellpower. Cold Sleep
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Sustain equilibrium cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The toxic chill of your cold reaches deep within, even affecting the normal functionality of your victims' bodies.
Whenever a victim escapes from an iceblock, they will be afflicted with "Hypothermia".
Hypothermic victims will yield to severe cold 0.0% of the time, losing a turn and receiving 0.0% of their current life as cold damage.
The rate of hypothermia occurring increases with Mindpower, while the potency of the shock increases with Spellpower. Still Heart
| 0/5 |
Wild-heart / Glare Hydra | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 5
Range: 11
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Glaring Head
Description: Crush an enemy's spirit with a piercing gaze, dealing 236 mind damage (stops at 50%), disrupting evasion effects, and instilling them with a debilitating fear:
- Despair: 22% chance of becoming confused each turn
- Terror: 43% chance to fail their actions
- Dread: Deal 32% reduced damage
- Doom (after 3 gazes): Mind resistance reduced by 57%
This will additionally taunt enemies, directing them to attack you.
If you or the victim loses sight, this effect will end. Stare Down
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Glaring Head
Description: You loose a hideous, soul-chilling wail in a 6 radius, poisoning the very minds of your victims, dealing 187 mind damage over 12 turns, as well as reducing their mind power and mind save by 20.
This effect cannot kill its victims and will halt upon bringing them below 25% of their max life, at which point, the agony will bring them to their knees, reducing their global speed by 30% for as long as their life remains below that amount.
If a victim resists, 30% of the damage is immediately dealt instead.
If a victim is already under this effect, 30% of the remaining damage immediately occurs before applying the new effect. Sordid Howl
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Description: Fear effects you've caused each have a 12% chance of causing the victim to fail attacks directed at you. For non-melee attacks, they will err by 1 tile instead.
Note that fear immunity will reduce the chance of failure.
- 1 fears = 12% chance
- 2 fears = 23% chance
- 3 fears = 32% chance
- 4 fears = 40% chance
- 5 fears = 47% chance Menace
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Glaring Head
Description: With a heart-stoppingly abyssal shriek, you attempt to lock the minds of all within a 4 radius into this single moment of terror.
You deal 27 submissive mind damage for each Fear effect they have. Afterwards, victims at 12% life or less will go Braindead, effectively dead in mind, though still present in body. Incite Death
| 1/5 |
Blighted / Homothropy | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Is: a spell
Description: You were against the consuming of men and flesh... But not anymore. Now, your hatred is all consuming, and you must feed it...
Spotting a living enemy will generate 10.86 Hate. If they are Humanoid, it will generate twice as much.
Wereform: Your intentional damage against the living increases as your hatred reaches 100 (up to a maximum of 49%). Feast
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Is: a spell
Description: Your blood boils with vengeful hatred and lust for the foolish being that is man.
Whenever you are struck in melee, the wounds caused splash out with searing, accursed blood, causing 43 Darkness damage to the attacker over a few turns if they are living and stunning them for 4 turns if they're humanoid.
At talent level 5, your blood will also contagiously spread any poisons or diseases you currently have, whether they're living or not.
This effect can only occur once per turn.
Wereform: Unintentional damage you receive is reduced by 14.
Ire
| 5/5 |
Effective talent level: 4.8
Use mode: Activated
Hate cost: 9.9
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Movement (111% of a turn)
Is: a spell
Description: If you are not sustaining Wereform, you will automatically do so before using this:
You leap onto a smaller target, pinning it down and rendering it extremely vulnerable to attacks for 2 turns.
The victim will be unable to act, as well as receiving 62% more intentional damage from you and making any melee attack a guaranteed critical hit. Pin Down
| 4/5 |
Effective talent level: 1.2
Use mode: Passive
Cooldown: 9
Is: a spell
Natural Attacks: Random
Description: Your will to kill is secondary to you now... You lash out at threats with little thought driving it at all.
This talent will only take effect in Wereform:
Whenever you are attacked in melee, you will instead strike at them at 60% power and interrupt their attack.
This talent has a cooldown, only occurring against the same target every 15 turns. Violence
| 1/5 |
Blighted / Shadowflame | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 27
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a spell
Description: You draw upon the darkness within you, turning your fire into an accursed dark flame.
You exhale a 7 radius torrent of 455 blackfire damage, a fire that converts into Darkness damage based on the victim's Fire immunity. Victims destroyed by this talent or Breath of Fire will burn up into magical energies, nullifying any resurrection effects and restoring your mana based on its level and rank.
This talent is tied to Breath of Fire; it will be placed on cooldown as well when used.
The power of this flame scales extremely with Spellpower.
Inherited: Exhale a 4 radius breath of 228 blackfire damage. Abyssal Flames
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 70.4
Equilibrium cost: 9
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a spell
Description: A powerful field of fiery darkness contains the target, immobilizing, silencing, and blinding them for 7 turns, but also granting them Darkness resistance based on 85% of their Fire immunity.
The target will not be immobilized, silenced, or blinded if they are corrupted.
Using this talent will place Renewing Flames on cooldown as well.
Inherited: (Passive) Gain 42% Darkness resistance based on Fire immunity for 7 turns upon receiving Darkness damage. Night Hex
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 105.6
Equilibrium cost: 9
Range: 7
Cooldown: 8
Travel Speed: 100% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You summon forth black flames from all the surrounding darkness and gather it towards a focal point.
18 dark, fiery bolts of various speeds will shoot towards the focus from the radius edges, dealing 35 blackfire damage each.
If 10 bolts arrive at the focal point or 5 are absorbed by someone, the energy detonates at that point, causing a 501 blackfire damage, 3 radius explosion that burns over a few turns.
The power of these flames scales intensely with Spellpower.
Using this talent will place Consuming Fire on cooldown as well.
Inherited: Blast a target with 173 blackfire damage, also applying 3 stacks of volatile energy. Shadow Flare
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 58.7
Equilibrium cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a spell
Description: You bellow a howl that summons up hellish flames in a 1-radius area underneath targets in a 4 radius, dealing 79 blackfire damage over 5 turns.
These flames are so abyssal, they threaten to drag victims underneath, reducing their movement speed by 35%.
The damage caused scales with Spellpower.
Using this talent will place Torrential Blaze on cooldown as well.
Inherited: Deal 26 blackfire damage and slows movement by 35% in a 2 radius. Fearscape Blaze
| 1/5 |
Wild-heart / Feral Hydra | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 19.8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Feral Head, Feral Head
Description: You reach out at nearby targets in a 2 radius, dealing 103 physical damage and pulling them next to you.
If you succesfully pull them, you will savage them, dealing another 143 physical damage and dazing them for 3 turn(s).
The damage and chance of pulling increases with your physical power. Drag In
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 19.8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Feral Head
Description: You attempt to gently wrap around targets immediately next to you, dealing 25 physical damage without removing their dazing effect.
If successful, you will then proceed to squeeze and crush them, dealing 125 physical damage (this WILL break dazing).
Squeezed victims are asphyxiated and unable to move, losing 6.00% of their current life each turn.
The initial damage and chance of squeezing increases with your physical power. Wring Out
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 19.8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Feral Head
Description: You thrust into nearby targets in a 1 radius, dealing 125 physical damage and knocking them back 3 tiles. If a target is being squeezed, you will instead toss them 5 tiles.
If a victim collides into anything, they will receive an additional 154 physical damage and be stunned for 4 turns.
The damage and chance of knocking back increases with your physical power. Lash Forth
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 35.1
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Natural Attacks: Feral Head
Description: You enter an uncontrollable rampage, draining 36 stamina each turn until you run out of stamina or manage to find enough peace to rest.
Each turn, you will smash and batter nearby targets in a 1 radius, dealing 9 physical damage and randomly displacing them around you, and thus, confusing them for 2 turns.
In this state, you will act 50% slower, but you will also remove and become 2% immune to all stuns and pins.
If you become stunned or pinned, your rampage will come to a grinding halt, draining half of your remaining stamina.
The damage and chance of displacement increases with your physical power. Thrash About
| 0/5 |
Wild-heart / Ravenous Beast | 1.00 |
Effective talent level: 2.0
Use mode: Sustained
Sustain stamina cost: 45
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You become so menacing that your victims will become imperiled if you cause more than 26% of their maximum life in damage within a single turn without killing them.
Imperiled victims have all their saves absolutely reduced and will become unable to move when their life falls below a certain threshold.
Additionally, you will devour imperiled victims you kill next to you, restoring life and equilibrium based on its level and rank. However, your relentless intent makes you reckless, reducing your defense by 31, but increasing your saves by 6.
Finally, this will provide you with a biting natural attack that is effective when attacking last. Voracious Feast
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Random Bite
Description: Bite and crush nearby targets with each head, dealing 2 physical damage and clamping them for 20 turns (draining 1.30 stamina per turn).
Clamped enemies attack slower and are unable to move, sustaining 1 physical damage and being pulled towards you each time you move away from them or after every turn.
The hold will break if they aren't nearby you or if they teleport.
The clamping damage scales with your physical power. Clamp Down
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 29.7
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Random Bite
Description: Mangle a single target with every biting natural attack you have, each striking at 32% power and ignoring multi-attack penalties. The power of each attack will increase by 0% after each successful hit (up to 4 times; 0% more damage).
If the target is Clamped, the power increase will be 0% instead.
If the target is Imperiled, this talent is unavoidable.
Using this talent will release your clamp on all victims. Tear Apart
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 55.4
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Natural Attacks: Random Bite
Description: You cannot wait any longer-- you must eat NOW!
You immediately devour alive smaller targets in a 1 radius, dealing 5 physical damage, as well as digesting them for 2 acid damage each turn and healing you for the same amount.
If a target is Clamped, this talent is unavoidable. If a target is Imperiled, this talent is irresistible.
While devoured, victims attack your belly, dealing completely unmodified damage (no resists, no armor), but grow weaker (such that 30% life means 30% damage).
Each victim in your belly will multiplicatively reduce your combat, breath, and movement speeds by 30% (such that 2 victims would reduce it by 51%).
Should your belly be defeated (absorbs 31 damage), you will regurgitate them and retain your digestion penalties for 12 more turns.
The hit damage increases with physical power, while the strength of your belly and digestive acids increases with your Constitution. Swallow Whole
| 0/5 |
Wild-heart / Blood Scent | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 1
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Upon killing an adjacent target, you get a good, strong whiff of their scent, granting you telepathy of the target's type/subtype in a 15 radius for 5 turns.
At talent level 3, you will be able to recognize vaguely similar scents, tracking the target's typing instead.
At talent level 4, you may activate this talent to pick up an adjacent target's scent (including your own), triggering this effect immediately.
The on-kill effect will only have a cooldown if you are below talent level 4. Pick Up Scent
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Is: a nature gift
Description: You can smell danger-- Quite literally.
When a projectile fired by something you are sensing is aimed at you, you will spring to action, gaining 38% of a turn.
When a hostile you are sensing targets you, you will broadcast your awareness, shortening its turn by 75% (checks against Fear). Nose Aversion
| 5/5 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 30
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You know how to find smells-- So you also know how to mask them.
You have a 62% chance (individually) of breaking the targetting of all of your pursuers.
At talent level 3 or higher, you can also rub your scent onto someone else, causing those you've eluded to aggressively target them instead until they've confirmed it is not you (checks against Confusion).
At talent level 5, you are guaranteed to break targetting as long as you are undetected by the pursuer (no line of sight, stealthed/invisible, blinded, etc...).
Beware: This WILL NOT work on Howling talents! De-Scent
| 4/5 |
Effective talent level: 1.0
Use mode: Passive
Is: a nature gift
Description: You can smell their blood; you can taste their fear. They can't hide from you now, no matter what...
If a target spotted by Pick Up Scent or Nose Aversion are below 9% life or has a wound effect, you will enter a hungry frenzy, granting you 30% Movement Speed, 10 Physical Save, and will deal more intentional damage based on how much life the target is missing (such that you will deal 20% more damage when they are at 0 or less life). Scent of Blood
| 1/5 |
Wild-heart / Swamp Beast | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Slapper
Description: You have a natural affinity for water-- The murkier, the better.
You gain vision of anyone in a 12 radius if they are soaked, on a soaked tile, or if their tile requires water-breathing, but lose 10% of your movement speed.
However, while moving on soaked or breathing tiles, you will submerge, becoming stealthed at 45 power, gaining 56% movement speed, and slowing projectiles by 25%. These bonuses are doubled if the tile requires special breathing.
Finally, you gain a bashing natural attack that has an exceptionally high chance of dazing targets.
This stealth refreshes whenever you move on a soaked or breathing tile. Beneath The Wake
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 25
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You playfully blast a 4 radius area with murky water, causing several effects:
- All creatures (except yourself) caught in the initial blast are knocked back 3 tiles and disarmed.
- When this talent mind crits, the initial torrent becomes a powerful geyser of water, expanding the radius by 3 and stunning those struck.
- The blasted area becomes soaked for 21 turns, putting out fire effects/sustains and soaking anything that enters without Beneath The Wake.
Soaked victims have their movement speed slightly slowed, their fatigue significantly increased, their lightning resistance reduced, and their fire damage reduced. Drench
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You spray the target's eyes (or some other perceptive organ if they don't have any) with brackish, mucky water, blinding them for 5 turns. At talent level 5, this gains a splash effect.
Immunity does not affect this blindness, and when this talent mind crits, the blinding duration is doubled.
Even when their vision returns, they are still unable to properly see for 12 more turns, reducing Accuracy and Defense by 25 and sight range by 8.
Note that the secondary effect is considered as a blind, and can be used for the purposes of a guaranteed Clean Slip.
Your talent level will add 150 accuracy to the attempt. Brine Blast
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Stamina cost: 19.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Slapper
Description: Slippery and sly, you lure a target into a trap, then strike them-- Vanishing before their very (blinded) eyes.
If the target fails a Cunning-based blinding check (or they are already blinded), you will perform a quick attack, breaking targetting, removing all pins and stuns, and slipping 2 tiles away.
If the sneak attack crits, you will transfer the removed effects to the target.
Your talent level will add 30 Cunning to the check. Clean Slip
| 1/5 |
Wild-heart / Fiery Breath | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You exhale a deep breath of dragon's fire in a 7 radius cone, dealing 217 dragonfire damage.
"DragonFire" always assumes the element of your primary heritage, and will have twice the potency when influenced by Dragon Heritage.
The power scales greatly with your Willpower and a little with Strength.
Inherited: Breathe fire in a 4 radius, dealing 108 dragonfire damage. Breath of Fire
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 15
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: For 10 turns, you envelope the target in a 1 radius cloak of dragon's fire, dealing 61 dragonfire damage to them (or yourself) and 61 physical damage to anything else.
This effect can be physically saved by the target if they are hostile.
The damage of the cloak increases with your Mind Power.
Inherited: Envelope the target in a 0 radius, 61 dragonfire damage cloak for 10 turns. Renewing Flames
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: You unleash a clever whirlpool of flames for 8 turns that consumes oxygen such that everything is sucked in towards the center.
Each turn, all within the 3 radius vortex receives 35 dragonfire damage and is drawn towards the center.
The damage scales with your Mind Power. The chance of pulling is based on your physical power.
Inherited: Create a 0 radius swirl that deals 35 dragonfire damage each turn. Consuming Fire
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (90% of a turn)
Is: a mind power and a nature gift
Description: With a deep heave, you produce an internal explosion that results in a short-ranged, 2 radius torrent of "great" dragon breath, dealing 183 great dragonfire damage, destroying projectiles, and knocking back anything directly in front of you.
"Great DragonFire" assumes the element of both your primary and secondary heritages.
The very nature of this attack already involves using the utmost of your power, and thus, it cannot crit.
The damage decreases the further you are from your targets. The damage scales with your Mind Power.
Inherited: Spit a powerful fireball that deals 91 great dragonfire damage. Torrential Blaze
| 1/5 |