| Celestial / Sun | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 243.6 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 5 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -20
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 70.3 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower. Path of the Sun
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 21%.
Each time you crit with a physical attack or a spell you have 88% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn. Sun's Vengeance
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -15
Range: 10
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
While the cloak is active, your spell casting speed is increased by 50%, your spell cooldowns are reduced by 44%, and you cannot take more than 55% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 10/5 |
| Technique / Two-handed assault | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Hits the target with your weapon, doing 195% damage. If the attack hits, the target is stunned for 13 turns.
The stun chance increases with your Physical Power. Stunning Blow
| 10/5 |
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Spin around, extending your weapon and damaging all targets around you for 273% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 214% damage over 5 turns Death Dance
| 10/5 |
| 10/5 |
| Wild-gift / Fire drake aspect | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 8 up to 3 tiles away and damaging them for 187% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 10.
The sound wave is so strong, your foes also take 489.52 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 68.33 fire damage in a radius of 7 each turn for 12 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 12. Any target caught in the area will take 486.76 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath
| 10/5 |
| Cursed / Slaughter | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You slash wildly at your target for 167% (at 0 Hate) to 324% (at 100+ Hate) damage.
At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by 59% for 15 turns. The effect will stack.
The damage multiplier increases with your Strength. Slash
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Assault nearby foes with 4 fast attacks for 59% (at 0 Hate) to 118% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Accuracy by 44 for 3 turns.
The damage multiplier and Accuracy reduction increase with your Strength. Frenzy
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 5
Range: 11
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Charge through your opponents, attacking anyone near your path for 35% (at 0 Hate) to 70% (at 100+ Hate) damage. Big opponents may be knocked away from your path. You can attack a maximum of 8 times, and can hit targets along your path more than once. Reckless Charge
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: While active, every swing of your weapon has a 36% (if one-handed) or 44% (if two-handed) chance of striking a second nearby target for 89% (at 0 Hate) to 94% (at 100+ Hate) damage (+25% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The Cleave chance and damage increase with your Strength. Cleave
| 10/5 |
| Corruption / Sanguisuge | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Range: 12
Cooldown: 9
Travel Speed: 1500% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fires a bolt of blight, doing 225.91 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Spellpower. Drain
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 5
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Absorbs the life force of your foes as you kill them.
As long as this talent is active, vim will decrease by 0.5 per turn and increase by 25.9 for each kill of a non-undead creature (in addition to the usual increase based on Willpower). Absorb Life
| 10/5 |
| 10/5 |
| Wild-gift / Slime | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 349.0 nature damage and slowing it down by 30% for 3 turns.
The slime can bounce from foe to foe, hitting up to a total of 7 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 29.6% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 4, infecting the foes inside with a random poison doing 554.2 Nature damage over 10 turns.
This attack can crit and deals 72% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 60.7 disarming acid damage.
The damage increases with your Mindpower. Acidic Skin
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: 8
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 8 with error margin of 1.
Doing so changes your internal structure slightly, taking 3 random talent(s) off cooldown. Slime Roots
| 10/5 |
| Technique / Bloodthirst | 1.20 |
Effective talent level: 12.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 18% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 28%.
The daze chance increase with your Physical Power. Mortal Terror
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by 19%, your life regeneration by 8.28 per turn, and your stamina regeneration by 1.66 per turn for 13 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 41.39 and 8.28 each turn, respectively. Bloodbath
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: You enter a battle frenzy for 9 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain 29% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 10/5 |
| Technique / Two-handed weapons | 1.80 |
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: You enter an aggressive battle stance, increasing Accuracy by 86 and Physical Power by 94, at the cost of -10 Defense and -10 Armour.
While berserking, you are nearly unstoppable, granting you 78% stun and pinning resistance.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker
| 10/5 |
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Tries to perform a killing blow, doing 175% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life ( Death Blow
| 10/5 |
| Spell / Air | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 160.69 to 482.08 damage
The damage will increase with your Spellpower. Lightning
| 10/5 |
Effective talent level: 12.0
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 lightning doing 114.44 to 343.31 damage and forking to another target.
It can hit up to 10 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 230 and increasing defense against projectiles by 60.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 51% movement speed and removes 30 fatigue. Feather Wind
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 12 of your foes for 1 to 104.39 damage in a radius of 1.
This powerful spell will drain 15.00 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 10/5 |
| Technique / Archery excellence | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 8 projectiles. Shoot Down
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 397% weapon damage and knocks back your target by 9. Bull Shot
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a 47% chance get a defensive shot off in time to intercept the attack, fully disrupting it (including extra blows from certain talents), dealing 135% archery damage, and knocking the attacker back 6 tiles.
Activating this talent will not interrupt reloading. Intuitive Shots
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire a shot at your target's throat, mouth, or equivalent body part, doing 242% damage and silencing it for 12 turns.
The silence chance increases with your Accuracy. Strangling Shot
| 10/5 |
| Celestial / Sunlight | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 177.57 damage to the target and leaving a spot on the ground for 4 turns that does 166.08 light damage to anyone within it.
The damage dealt will increase with your Spellpower. Searing Light
| 10/5 |
Effective talent level: 12.0
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: Invokes the Sun to cause a flare within radius 6, blinding your foes for 11 turns and lighting up your immediate area (radius 12).
At level 3 it will also do 86.57 light damage within radius 6.
The damage done will increase with your Spellpower. Sun Flare
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -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 265.78 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -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 176.74 light damage to all around you in a radius of 3.
The damage done will increase with your Spellpower. Sunburst
| 10/5 |
| Spell / Earth | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 15
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 7.
The beam also affect any creatures in its path, dealing 397.41 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 10/5 |
Effective talent level: 12.0
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: The caster's skin grows as hard as stone, granting a 45 bonus to Armour.
Each time you are hit in melee, you have a 96% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower. Stone Skin
| 10/5 |
Effective talent level: 12.0
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 a mudslide, dealing 335.20 physical damage in a radius of 11. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 25 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 331.71 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 10/5 |
| Technique / Battle tactics | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on your blows; for 9 turns, each strike you land on your target in melee range has a 76% chance to trigger another, similar strike.
This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn.
The chance increases with your Dexterity. Greater Weapon Focus
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: After killing a foe, you have a 100% chance to gain a 1000% movement speed bonus for 1 game turn.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly. Step Up
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Lashes at the target, doing 208% weapon damage.
If the attack hits, the target will bleed for 386% weapon damage over 7 turns, and all healing will be reduced by 106%. Bleeding Edge
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 65% of your missing health.
(So if you have lost 70% of your life, you gain 45% all resistance.)
In addition, your all damage resistance cap increases 70.9% closer to 100%.
This consumes stamina rapidly the longer it is sustained (-1 stamina increasing by -0.3/turn).
The effects are refreshed at the start of each turn. True Grit
| 10/5 |
| Corruption / Brutality | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target twice, doing 168% weapon damage each hit. You gain life equal to 33% of the damage dealt, and you gain 39 vim for each attack that hits. Draining Assault
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 15
Vim cost: 30
Range: 8
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Send out a claw of fire, striking in a line doing 37.04 damage leading to a target. The target is caught in the claw's grasp, taking 180% weapon damage as fire damage and becoming unable to move for 6 turns, while also taking 37.04 damage per turn.
Starting from talent level 4, it will also silence.
The beam damage and damage over time will increase with your Spellpower. Fiery Grasp
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 44
Vim cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target doing 410% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. Reckless Strike
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You revel in the heat of battle. Whenever an enemy damages you within melee range, you have a 64% chance to counter with an attack for 94% weapon damage.
You get once chance to deal this damage to a particular target each turn. Share the Pain
| 10/5 |
| Technique / Shield defense | 1.80 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (75% of a turn)
Description: Enter a protective battle stance, increasing Defense by 49, Armour by 49, and Block value by 248. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants 79% resistance to stunning and knockback. Shield Wall
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (75% of a turn)
Description: Smash your shield into the face of all adjacent foes dealing 449% shield damage and knocking them back 13 grids.
In addition, all creatures knocked back will also be dazed for 14 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 10/5 |
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You brace yourself for the final stand, increasing Defense and Armor by 37, maximum and current life by 1991, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -1991 life.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 10/5 |
| Cursed / Gloom | 1.40 |
Effective talent level: 14.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 24% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: +45). Gloom
| 10/5 |
Effective talent level: 14.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 24% chance to be crippled by fear for 3 turns, reducing damage they inflict by -37%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: +45). Weakness
| 10/5 |
Effective talent level: 14.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 12.6% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +45). Dismay
| 10/5 |
| 10/5 |
| Celestial / Crusader | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -7
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You strike your foe with your two handed weapon, dealing 296% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 40% and their damage reduced by 30% for 5 turns. Absorption Strike
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 20
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for 71% of the damage done. Mark of Light
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: While wielding a two handed weapon, your critical strike chance is increased by 19%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 25%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 131.04 light damage over 5 turns and reducing opponents armour by 55.
The damage increases with your Spellpower. Righteous Strength
| 10/5 |
| 10/5 |
| Wild-gift / Oozing blades | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Channel slime through your psiblades, extending their reach to create a beam doing 408.0 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: You gain 72% Nature resistance.
When you deal Acid damage to a creature, you gain a 12.7% bonus to Nature damage for 6 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 28.3%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 94% chance that 3 talent(s) are placed on a 16 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring 71% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 86% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 10/5 |
| Wild-gift / Summoning (advanced) | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
- Ritch Flamespitter: Reduce fire resistance of all foes in a radius
- Hydra: Generates a cloud of lingering poison
- Rimebark: Reduce cold resistance of all foes in a radius
- Fire Drake: Appears with 4 fire drake hatchling(s)
- War Hound: Reduce physical resistance of all foes in a radius
- Jelly: Reduce nature resistance of all foes in a radius
- Minotaur: Reduces movement speed of all foes in a radius
- Stone Golem: Dazes all foes in a radius
- Turtle: Heals all friendly targets in a radius
- Spider: The spider is so hideous that foes around it are repelled
Radius for effects is 5, and the duration of each lasting effect is 12 turns.
The effects improve with your Willpower. Grand Arrival
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
100% chance to reduce them by 4. Nature's Cycle
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 9 turn(s), you have 100% chance that your summons appear as a wild version.
Each turn the chance disminishes.
Wild creatures have one more talent/power than the base versions:
- Ritch Flamespitter: sends a blast of flames around it, knocking foes away
- Hydra: Can disengage from melee range
- Rimebark: Becomes more resistant to magic damage
- Fire Drake: Can emit a powerful roar to silence its foes
- War Hound: Can rage, inreasing its critical chance and armour penetration
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium
- Minotaur: Can rush toward its target
- Stone Golem: Melee blows can deal a small area of effect damage
- Turtle: Can force all foes in a radius into melee range
- Spider: Can project an insidious poison at its foes, reducing their healing
This talent requires Master Summoner to be active to be used. Wild Summon
| 10/5 |
| Corruption / Shadowflame | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 13 turns.
Also increases your defense and armour by 35 and 27, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 15
Range: 6
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 144.16 fire damage and 144.16 darkness damage in a radius of 9.
The damage will increase with your Spellpower. Darkfire
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 59% fire resistance, 69% darkness resistance, and your global speed is increased by 31%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower. Flame of Urh'Rok
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 5
Drains vim: 5
Range: 5
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 183.00 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape. Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0; the amount drained increases by one each turn.
The damage will increase with your Spellpower. Fearscape
| 10/5 |
| Corruption / Torture | 1.20 |
Effective talent level: 12.0
Use mode: Passive
Cooldown: 6
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 49.32 fire damage, spread over 3 turns.
Additionally, every time you attack, there is a 25% chance of releasing a burst of powerful fire that will deal 195.00 fire damage to all enemies in radius 3 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 6, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 50 bonus spellpower.
The damage will increase with your Spellpower. Incinerating Blows
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 25
Vim cost: 14
Range: 13
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target doing 124% weapon damage. If the attack hits, you pull the target in and strike them again, dealing another 154% weapon damage. Abduction
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 134% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 73%.
When Fiery Torment ends the victim will take 162 fire damage. This damage will increase by 60% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape. Fiery Torment
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (85%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 5 turn(s).
This can only trigger on any particular target once every 6 turns. Eternal Suffering
| 10/5 |
| Technique / Combat veteran | 1.80 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Corruption / Vim | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 10
Range: 10
Cooldown: 4
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Projects a bolt of pure blight, doing 286.24 blight damage.
This spell has an improved critical strike chance of +48.84%.
The damage will increase with your Spellpower. Soul Rot
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Feel the very existence of creatures around you for 11 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 91%, but also make them aware of you.
The resistance reduction will improve with your Spellpower. Vimsense
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 30
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
All creatures (except you) traversing the portal will catch a random disease, doing 88.24 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 50.
The damage will increase with your Spellpower. Dark Portal
| 10/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 244% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 445.31 of that damage to enemies in radius 5, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 18%. Prismatic Slash
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 12. Any target caught in the area will take 100.08 nature damage each turn for 6 turns.
The poison also gives enemies a 30% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 20, and your breath attack cooldowns are reduced by 7.
You gain 71% knockback resistance, and your blindness and stun resistances are increased by 44%. Wyrmic Guile
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 4.4% and all damage you deal with them is increased by 17.5% with 37.3% resistance penetration. Chromatic Fury
| 10/5 |
| Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 3
Range: 9
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 322.63 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 86.03 acid damage that can critical in a radius of 6 each turn for 8 turns.
Enemies in this mist will be corroded for 5 turns, lowering their Accuracy, their Armour and their Defense by 35.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Mist
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 87% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%. Dissolve
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 12. Any target caught in the area will take 429.22 acid damage.
Enemies caught in the acid have a 74% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 10/5 |
| Corruption / Scourge | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 204% damage with each hit. For each hit, the target will bleed for 80.87 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 42.77 blight damage (which also heals you for 17.11 each hit).
The damage will increase with your Spellpower. Ruin
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 204% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 182.13 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 184% darkness weapon damage. If the attack hits you attack with your second weapon, doing 184% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 10/5 |
| Corruption / Demonic pact | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your knowledge of demonic forces grows, allowing you to bind more seeds to you and to summon demons.
You channel your arcane corruption through a demon seed to temporarily summon the corresponding demon for 20 turns.
Summoned demons can regen their life and resummoning them keeps the life they had when they were last used.
If the demon dies it will not be available for summoning anymore.
As you learn to bind more easily you can also use more seeds:
At level 2 it lets you bind a seed to your first ring.
At level 3 it lets you bind a seed to your shield.
At level 4 it lets you bind a seed to your second ring.
At level 5 it lets you bind a seed to your main body armour.
Bind Demon
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 23 grids with 1 precision.
In the spot you left you will summon a random demon from your seeds for 8 turns.
If the target area is not in line of sight, there is a chance the spell will fizzle.
This spell requires an unsummoned, alive, demon seed to work.
The range will increase with your Spellpower. Twisted Portal
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: You drain the life of your foes to replinish yours and those of your demon seeds.
Each time you kill a creature a random worn demon seed with less than 100% life will be healed for 18% life.
If the creature is an elite or more you also have 100% chance to resurrect a dead demon seed.
At level 5 you also start to leech energies to heal yourself, all damage you do heals you for 13%. Suffuse Life
| 10/5 |
| Celestial / Circles | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Negative energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 6 at your feet; the circle increases your Defense by 60, and deals 37.22 darkness damage per turn to everyone else with in its radius. The circle lasts 11 turns.
The damage will increase with your Spellpower. Circle of Shifting Shadows
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 6 at your feet; the circle lights up affected tiles, increases your positive energy by 8 each turn, and deals 15.22 light damage and 18.15 fire damage per turn to everyone else within its radius. The circle lasts 11 turns.
The damage will increase with your Spellpower. Circle of Blazing Light
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 6 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 11 turns. Circle of Sanctity
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 6 at your feet; the circle slows incoming projectiles by 197%, and attempts to push all creatures other then yourself out of its radius, inflicting 20.53 light damage and 24.48 darkness damage per turn as it does so. The circle lasts 11 turns.
The effects will increase with your Spellpower. Circle of Warding
| 10/5 |
| Wild-gift / Summoning (melee) | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a War Hound for 15 turns to attack your foes. War hounds are good basic melee attackers.
It will get 460 Strength, 460 Dexterity and 35 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. War Hound
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Jelly for 15 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 423 Constitution and 31 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution stat will increase with your Mindpower. Jelly
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Minotaur for 12 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 491 Strength, 51 Constitution and 412 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Minotaur
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Stone Golem for 15 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 460 Strength, 51 Constitution and 439 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Stone Golem
| 10/5 |
| Cursed / Punishments | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 480 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 7%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 12
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 448 mind damage and feed you 9 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 5.0. Every victim of the whisper has a 40% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 47 damage, and slowly increase to 233 on the last turn (921 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Every time you inflict mental damage, there is a 26% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mental damage by 42%. Madness
| 10/5 |
| Technique / Archery training | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: Fire a steady shot, doing 252% damage with a 42% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Steady Shot
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire a shot for 176% damage that attempts to pin your target to the ground for 9 turns, as well as giving your next Steady Shot or Shoot 100% increased chance to critically hit and mark (regardless of whether the pin succeeds).
This shot has a 20% chance to mark the target.
The chance to pin increases with your Accuracy. Pin Down
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: Fires a shot that explodes into a radius 4 ball of razor sharp fragments on impact, dealing 195% weapon damage and leaving targets crippled for 13 turns, reducing their attack, spell and mind speed by 47%.
Each target struck has a 20% chance to be marked.
The status chance increases with your Accuracy. Fragmentation Shot
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: Fires a wave of projectiles in a radius 8 cone, dealing 222% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for 7 turns.
Each target struck has a 20% chance to be marked.
The chance to knockback and stun increases with your Accuracy. Scatter Shot
| 10/5 |
| Spell / Phantasm | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 13 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 196.27 light damage. Illuminate
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 20
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 phantasmal shield. If hit in melee, the shield will deal 130 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster fades from sight, granting 101 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 10/5 |
| Corruption / Reaving combat | 1.20 |
Effective talent level: 12.0
Use mode: Passive
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 81%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 143% blight damage. Corrupted Strength
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 10 Spellpower per turn, 62 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 9 turns, and the bonus decreases by 11.1% of its current value each turn you don't deal damage. Bloodlust
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 39.87 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 70.
At level 3, it will also reduce Armour by 80 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 10/5 |
| Corruption / Rot | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your body has become a mass of living corruption, increasing your blight and acid resistance by 28% and blight affinity by 23%.
On taking damage greater than 15% of your maximum health, the damage will be reduced by 32% and a carrion worm mass will burst forth onto a nearby tile, attacking your foes for 5 turns.
You can never have more than 5 worms active from any source at a time.
When a carrion worm dies it will explode into a radius 2 pool of blight for 5 turns, dealing 76.97 blight damage each turn and healing you for 144. Infestation
| 10/5 |
Effective talent level: 12.0
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 disperse into a mass of carrion worms, reforming near the target location (0 teleport accuracy).
If used on a worm mass, you merge with it, moving to it's location, healing you for 29% of your maximum health, restoring 52 vim, and destroying the mass. Worm Walk
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Cooldown: 6
Description: You have a 60% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 5 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 30% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower. Pestilent Blight
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 10
Range: 6
Cooldown: 8
Travel Speed: 600% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 37.22 acid and 29.95 blight damage.
If not cleared after five turns it will inflict 170.04 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower. Worm Rot
| 10/5 |
| Technique / Dual techniques | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Attack with your offhand weapon for 222% damage. If the attack hits, the target is stunned for 13 turns, and you hit it with your mainhand weapon doing 222% damage.
The stun chance increases with your Accuracy. Dual Strike
| 10/5 |
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 18
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Swiftly leap to your target and strike at their vital points with both weapons, dealing 233% weapon damage. This attack deals 42% increased critical strike damage. Heartseeker
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 30
Range: 5
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Weapon (62% of a turn)
Description: You quickly move up to 5 tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way. During your movement, you attack all foes within one grid of your path with both weapons for 155% weapon damage, causing those struck to bleed for 50% of the damage dealt over 5 turns. Whirlwind
| 10/5 |
| Technique / Dual weapons | 1.80 |
| 10/5 |
Effective talent level: 18.0
Use mode: Passive
Description: You have learned to block incoming blows with your offhand weapon.
When dual wielding, your defense is increased by 100.
Up to 2.8 times a turn, you have a 86% chance to parry up to 78 damage (based on your your offhand weapon damage) from a melee attack.
A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes. Partial parries have a proportionally reduced chance to succeed. It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar.
The defense and chance to parry improve with Dexterity. The number of parries increases with Cunning. Dual Weapon Defense
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned how to carefully manage contact between you and your opponent.
When striking in melee with your dual wielded weapons, you automatically avoid up to 85 damage dealt to you from each of your target's on hit effects. This improves with your Dexterity, but is not possible with mindstars.
In addition, while this talent is active, you redirect 42% of the damage you avoid this way back to your target. Close Combat Management
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: With a quick shift of your momentum, you execute a surprise unarmed strike in place of your normal offhand attack.
This allows you to attack with your mainhand weapon for 195% damage and unarmed for 244% damage. If the unarmed attack hits, the target is confused (47% power) for 7 turns.
The chance to confuse increases with your Accuracy. Offhand Jab
| 10/5 |
| Technique / Archery - slings | 1.80 |
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire a shot into your target's eyes, blinding it for 13 turns and doing 195% damage.
The blind chance increases with your Accuracy. Eye Shot
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire a mighty shot at your target, doing 195% damage and knocking it back.
The knockback chance increases with your Accuracy. Inertial Shot
| 10/5 |
| 10/5 |
| Cunning / Lethality | 1.20 |
Effective talent level: 12.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 10.7% greater chance to be critical hits, and your critical hits do 27.7% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for 126% damage.
For 8 turns thereafter, your attacks against that target gain 14 (effective) accuracy for each probing strike that missed, plus 24.6 (effective) bonus weapon damage and 35% additional weapon resistance penetration for each probing strike that hit.
Learning this technique allows you to permanently gain 17 armour penetration with all melee and archery attacks.
The bonuses to accuracy and damage increase with Cunning. Expose Weakness
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain stamina cost: 50
Drains stamina: 4
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Become a whirling storm of blades, increasing attack speed by 56% and causing melee attacks to strike an additional adjacent target other than your primary target for 100% weapon damage.
This talent is exhausting to use, draining 6 stamina each turn. Blade Flurry
| 10/5 |
| 10/5 |
| Technique / Archery - bows | 1.80 |
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 195% damage. Piercing Arrow
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 253% damage
This talent does not use any stamina. Dual Arrows
| 10/5 |
| 10/5 |
| Celestial / Star fury | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Negative energy cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 306.01 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Negative energy cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a blast of shadows that deals 143.57 darkness damage, and leaves a radius 3 field that does 50.20 darkness damage per turn for 9 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: -10
Negative energy cost: -20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 112.53 light and 134.17 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Negative energy cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A star falls on a radius 4 area, doing 220.51 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 10/5 |
| Spell / Golemancy | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Improves your golem's armour training, damage resistance, and healing efficiency.
Increases all damage resistance by 26%; increases Armour value by 23, Armour hardiness by 95%, reduces chance to be critically hit by 31% when wearing heavy mail or massive plate armour, and increases healing factor by 71%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 100% chance to target your golem instead. Golem Portal
| 10/5 |
| Corruption / Bone | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 263.01 physical damage to all targets in line, and inflicting bleeding for another 131.51 damage over 5 turns.
The damage will increase with your Spellpower. Bone Spear
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 28
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 11 turns.
The bone will also deal 184.50 physical damage, inflicting bleeding for another 92.25 damage over 5 turns.
The damage will increase with your Spellpower. Bone Grab
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 8 for 238.74 physical damage, and inflicting bleeding for another 119.37 damage over 5 turns.
The damage will increase with your Spellpower. Bone Nova
| 10/5 |
| 10/5 |
| Wild-gift / Moss | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Corruption / Plague | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 8
Range: 5
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fires a bolt of pure filth, diseasing your target with a disease doing 75.34 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 70. The three diseases can stack.
Virulent Disease 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 Spellpower. Virulent Disease
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 18
Range: 8
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Make your target's diseases burst, doing 93.68 blight damage for each disease it is infected with.
This will also spread any diseases to any nearby foes in a radius of 5.
The damage will increase with your Spellpower. Cyst Burst
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: All your foes within a radius 5 ball infected with a disease enter a cataleptic state, stunning them for 6 turns and dealing 203% of all remaining disease damage instantly. Catalepsy
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infects the target with a very contagious disease, doing 76.55 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
The chance to spread increases with the blight damage dealt and is 100% if it is at least 11% of the target's maximum life.
Creatures suffering from that disease will also suffer healing reduction (106%) and diseases immunity reduction (76%).
Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt. Epidemic
| 10/5 |
| Cursed / Fears | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 8
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 60% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 72%.
Fear effects improve with your Mindpower. Instill Fear
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of 10 and in sight of you for 5 (non-consecutive) turns, will gain a new fear that lasts for 8 turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%.
You gain 2 new fears: The Terrified effect causes talents and attacks to fail 50% of the time. The Distressed effect reduces all saves by 54.
Fear effects improve with your Mindpower. Heighten Fear
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 24 against foes who attempt to resist your fears.
You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict 110 mind damage. The Tormented effect causes 9 apparitions to manifest and attack the target, inflicting 110 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 10/5 |
| 10/5 |
| Cunning / Tactical | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 76% chance to get a free, automatic melee attack against the attacker for 112% damage, up to 2.8 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (75% of a turn)
Description: Increases Defense by 88 for 10 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 49% and reducing their saving throws by 49.
The effects will scale with your Cunning. Set Up
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (75% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of 55%.
Exploit Weakness
| 10/5 |
| Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 300% weapon damage as Ice damage in a cone of 4. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 21% and your Armour by 44.
You also deal 53.80 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 15 length for 11 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 22.09 damage for each ice wall within radius 2 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 12. Any target caught in the area will take 526.91 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 10/5 |
| Technique / Berserker's strength | 1.80 |
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter an aggressive battle rage, increasing Accuracy by 86 and Physical Power by 94 and making you nearly unstoppable, granting 78% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker Rage
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Hits the target with your weapon, doing 213% damage. If the attack hits, the target's armour and saves are reduced by 71 for 15 turns.
Also if the target is protected by a temporary damage shield there is 96% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 10/5 |
| 10/5 |
| Cunning / Stealth | 1.40 |
Effective talent level: 14.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 113, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 3 (range 0 in an unlit grid).
Any non-instant, non-movement action will break stealth if not otherwise specified. Stealth
| 10/5 |
Effective talent level: 14.0
Use mode: Passive
Description: You know how to make the most out of being unseen.
When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it. (Spell and mind attacks critically strike even if the target notices you.)
Your critical multiplier against targets that cannot see you is increased by up to 58%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
Also, after exiting stealth for any reason, the critical multiplier persists for 4 turns (with no range limitation). Shadowstrike
| 10/5 |
Effective talent level: 14.0
Use mode: Passive
Description: You have a special affinity for darkness and shadows.
When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by 7.
While stealthed, your life regeneration is increased by 20.2 (based on your Cunning) and your stamina regeneration is increased by 4.3. The regeneration effects persist for 4 turns after exiting stealth, with 5 times the normal life regeneration rate. Soothing Darkness
| 10/5 |
Effective talent level: 14.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your mastery of stealth allows you to vanish from sight at any time.
You automatically enter stealth mode, reset its cooldown, and cause it to not break from unstealthy actions for 6 turns. If you were not already stealthed, all enemies in a direct line of sight completely lose track of you.
When your Shadow Dance ends, you must make a stealth check against targets in radius 3 (range 0 in an unlit grid) or be revealed. Shadow Dance
| 10/5 |
| Cursed / Darkness | 1.40 |
Effective talent level: 14.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Creeping dark slowly spreads from 8 spots in a radius of 3 around the targeted location. The dark deals 73.94 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
The damage will increase with your Mindpower. You do +59% damage to anything that has entered your creeping dark. Creeping Darkness
| 10/5 |
| 10/5 |
Effective talent level: 14.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 367 damage. There is a 25% chance the rushing darkness will blind them for 3 turns, and cause them to forget their target.
The damage will increase with your Mindpower. You do +59% damage to anything that has entered your creeping dark. Dark Torrent
| 10/5 |
Effective talent level: 14.0
Use mode: Activated
Hate cost: 10
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 6 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 161 damage per turn.
The damage will increase with your Mindpower. You do +59% damage to anything that has entered your creeping dark. Dark Tendrils
| 10/5 |
| Spell / Frost alchemy | 1.20 |
Effective talent level: 12.0
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 cold damage that can freeze your foes.
In addition all cold damage you do is increased by 45%.
You cannot have more than one alchemist infusion sustain active at once. Frost Infusion
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 20 turns when they hit it.
This ice provides your golem with 49 additional armour, melee attacks against it deal 144.7 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Ice Armour
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 9, doing 456.8 Cold damage and freezing creatures to the ground for 20 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by 31% and your physical resistance by 91%.
All direct critical hits (physical, mental, spells) against you have a 90% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 10/5 |
| Cursed / Strife | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 40 Armour, 58 Defense and your attacks will gain 68% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 77% (at 0 Hate) to 256% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 82 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Will Deactivate: Cleave
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 36% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 10/5 |
| Wild-gift / Sand drake aspect | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 299% Nature weapon damage.
If the attack brings your target below 34% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 18%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You slam the ground, shaking the area around you in a radius of 6.
Creatures caught by the quake will be damaged for 254% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 11 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 64 of target armor and 32% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%. Burrow
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 12. Any target caught in the area will take 372.96 physical damage, and will be blinded for 4 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 10/5 |
| Cursed / Endless hunt | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +39 Accuracy, +18% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +55 Accuracy, +37% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +68 Accuracy, +55% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength. Stalk
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 20 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 74% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 43 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower. Beckon
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Harass your stalked victim with two quick attacks for 35% (at 0 Hate) to 67% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for 8 turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by 84% for 2 turns.
Damage reduction increases with the Willpower stat. Harass Prey
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Will Deactivate: Cleave
Description: Let hate fuel your movements. While active, you gain 190% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 52 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 10/5 |
| Technique / Archery prowess | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: Fire a precise shot dealing 338% weapon damage, with 59 increased armor penetration and 100 increased accuracy. This shot will bypass other enemies between you and your target.
Only usable against marked targets, and consumes the mark on hit.
The armor penetration increases with your Dexterity. Headshot
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire countless shots into the sky to rain down around your target, inflicting 212% weapon damage to all within radius 7.
If the primary target is marked, you consume the mark to fire a second volley of arrows for 159% damage at no ammo cost. Volley
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (75% of a turn)
Description: You fire a disabling shot at a target's throat (or equivalent), dealing 222% weapon damage and silencing them for 9 turns.
If the target is marked, you consume the mark to fire two secondary shots at their arms and legs (or other appendages) dealing 55% damage, reducing their movement speed by 50% and disarming them for the duration.
The status chance increases with your Accuracy. Called Shots
| 10/5 |
| 10/5 |
| Celestial / Glyphs | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Celestial / Radiance | 1.20 |
Effective talent level: 12.0
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 11, even in dark places.
Your vision adapts to this glow, giving you 88% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: The light of your Radiance allows you to see that which would normally be unseen.
All enemies in your Radiance aura have their invisibility and stealth power reduced by 226.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 76 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 11
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 36.8 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has 27% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 20
Range: 11
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing 81 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 315 light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns. Judgement
| 10/5 |
| Corruption / Heart of Fire | 1.20 |
Effective talent level: 12.0
Use mode: Passive
Cooldown: 5
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 177% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 277% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 7 turns with a power of 516, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 7 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 9.35 health and 5.50 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 88 fire damage on spreading. Devouring Flames
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Restore yourself to full health, but take damage equal to the damage healed over 12 turns. This damage is split evenly among you and all burning enemies in radius 7. Damage you take is irresistable. Damage to enemies is fire damage. Blazing Rebirth
| 10/5 |
| Corruption / Fearfire | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 32
Range: 11
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 304.16 demonfire damage to everyone within 8 spaces and leaving flames which will deal an additional 304.16 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 10 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level. Fearscape Shift
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Removes all detrimental effects but causes you to burn for 5% of your max health per effect, over 7 turns.
This ignores all resists, defenses, and affinities.
This does not take a turn. Cauterize Spirit
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Exhale a wave of dark fire with radius 13, lasting 4 turns. Any non-demon caught in the area will take 299.97 fire damage, and flames will be left dealing a further 71.20 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat, but critically hit as a spell. Infernal Breath
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 40
Drains vim: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your body becomes a nexus for the Fearscape, causing you to drag enemies towards you in a cone with a radius of 12, dealing 192.50 fire damage every turn.
The damage will increase with your Spellpower. Maw of Urh'rok
| 10/5 |
| Spell / Fire alchemy | 1.20 |
Effective talent level: 12.0
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 flames that burn for a few turns.
In addition all fire damage you do is increased by 45%.
You cannot have more than one alchemist infusion sustain active at once. Flame Infusion
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 10
Range: 6
Cooldown: 34
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 20 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 7 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 157.17 fire damage in a radius of 3 each turn for 16 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 40
Travel Speed: 240% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 91%, burning any creatures attacking you for 49.60 fire damage, and projecting 12 random slow-moving fire bolts per turn at targets in sight, doing 143.08 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 1.00 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 10/5 |
| Cursed / Predator | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Mark a single opponent as your prey, gaining bonuses against the targeted creature's type and sub-type. Bonuses scale with the experience you gain from killing your marked type (+0.25 kill experience) and marked sub-type (+1 kill experience). At 6.6 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +23% damage, while those against the marked sub-type gain +52% damage. Every kill of a marked sub-type gives you an additional +14 hate regardless of your current effectiveness.
Each point in Mark Prey reduces the kill experience required to reach 100% effectivess as a Predator. Mark Prey
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +12 Accuracy, while those against the marked sub-type gain +29 Accuracy. Melee hits also gain a 10.5% chance to stun the marked sub-type for 3 turns with each attack.
Each point in Anatomy reduces the kill experience required to reach 100% effectivess as a Predator. Anatomy
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by 26% and reducing their highest statistic by 14. Subject to your effectiveness against the marked prey, there is a 13.4% chance to outmaneuver your marked type and a 31.7% maximum chance to outmaneuver your marked sub-type. The effects last for 10 turns, and can accumulate.
Each point in Outmaneuver reduces the kill experience required to reach 100% effectivess as a Predator. Outmaneuver
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: You learn to mimic the strengths of your prey. Killing a marked sub-type raises your stats to match the strengths of the victim (up to a maximum of 41 total points, subject to your current effectiveness). The effect lasts indefinitely, but only the effects of the latest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 10/5 |
| Corruption / Wrath | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 24
Vim cost: 24
Range: 3
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 261% weapon damage to all targets.
Starting from talent level 5, all targets hit will have their armour and saves reduced by 30.
This attack can not miss. Obliterating Smash
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 24
Vim cost: 18
Range: 13
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Launch yourself toward a target. If the target is reached you get a free attack doing 267% weapon damage.
If the attack hits you release a massive burst of fire in radius 7, knocking away all enemies except your target and dealing 399 damage.
You must charge from at least 2 tiles away. Detonating Charge
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Cooldown: 10
Description: Your blade drinks in death. Whenever you score a kill with this talent off cooldown, your next 6 melee attacks within 6 turns will always critically strike, and you gain 50% critical multiplier for the duration.
Additionally, you gain an extra 8 vim per kill. Voracious Blade
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 38
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your body overflows with the power of the Fearscape, turning you into a powerful demon for 9 turns. This increases your stamina regen and physical power by 65, and your disarm and stun immunity by 100%.
The physical power, stamina regen, and status resistances increase with your spellpower.
Your other talents also gain a variety of bonuses:
-Draining Assault: Reduces cooldown by 2.
-Reckless Strike: Gain 50% resistance penetration for all elements for 6 turns.
-Obliterating Smash: Increases range by 2.
-Abduction: If it hits, get an additional 3 attacks at 35% weapon damage.
-Incinerating Blows: Increases chance of bonus damage to 75%.
-Fearfeast: Gain 2.0 vim per stack.
-Maw of Urh'rok: Increases cone width by 50 degrees. Destroyer
| 10/5 |
| Corruption / Spellblaze | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 8
Drains vim: 4
Range: 4
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash the fury of the Spellblaze, constantly draining your vim.
While this spell is active at most two meteors will fall near your per turn, dealing 142.57 physical and 142.57 fire damage in radius 2.
This spell disabled automatically on rest or run.
The effects increase with spellpower. Rain of Fire
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you block an attack the shock ripples through your attacker, spreading the force of the Spellblaze in its mind for 5 turns.
While affected the creature will suffer 30% chances to fail using talents and 130 reduced physical, mental and spell saves. Shattered Mind
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain vim cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You chant the destruction of Mal'Rok, the demon's homeworld.
Each time you kill a creature you send out a magical ripple in radius 6 that applies a bane of blindness or confusion for 7 turns.
Baned creatures also suffer 49.57 darkness damage per turn.
Damage increases with your spellpower. Tale of Destruction
| 10/5 |
| Spell / Meta | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes up to 7 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You learn to finely craft and tune your offensive spells.
You try to carve a hole in spells that affect an area to avoid damaging yourself. The chance of success is 200%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 175 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 10/5 |
| 10/5 |
| 10/5 |
| Corruption / Doom shield | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain vim cost: 5
Drains vim: 3
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You infuse your shield with the energies of Urh'Rok, bringing about a magical shield that heals you for the first points of all damage you receive (based on your shield's block value) over 3 turns. This effect stacks.
Amount is 5 + 46% of your shield block value (currently 0).
At level 3 if a damage dealt is at least twice as high you have 86% chance to also remove a physical detrimental effect. This effect can only happen once per turn.
This spell disabled automatically on rest or run.
Activating the shield takes no time but de-activating it does.
The damage increases with spellpower. Osmosis Shield
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain stamina cost: 18
Sustain vim cost: 18
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Taking example from Mal'Rok, the demon's homeworld you harden yourself.
Increases total armour by 110% + 10 and spellpower by 66% of your Strength. Hardened Core
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 15
Vim cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You spin around madly with your shield, bashing all those around you for 325% shield damage as darkness, confusing your foes for 6 turns.
At level 4 you also automatically block at the end. Demonic Madness
| 10/5 |
| 10/5 |
| Corruption / Infernal combat | 1.20 |
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 10
Vim cost: 15
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Using demonic forces you create a link of pain from a source creature to a victim for 11 turns.
Each time the source creature takes damage the victim takes 90% of the damage.
If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. Link of Pain
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 15
Vim cost: 12
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Demon horns temporarily grow on your shield as you bash a foe with it for 305% damage.
If the attack hits the creature is impaled by the horns, causing it to bleed black blood for 50% of the damage done as darkness over 5 turns.
Any time you damage this foe in melee while it bleeds you get healed for 299 (this can only happen once per turn).
The healing power increases with your spellpower. Demon Horns
| 10/5 |
| Cunning / Dirty fighting | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: You make a low blow against a sensitive point on the target, dealing 243% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 44 and their stun, blind, confusion and pin immunities to 50% of normal for 9 turns.
This effect bypasses saves. Dirty Fighting
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 16% for each disabling effect the target is under, to a maximum of 48%.
For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
In addition, for each disabling effect the target is under, your melee attacks have a 10% (to a maximum of 30%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25% power) or pin for 2 turns.
The chance to further disable the target increases with your Accuracy. Backstab
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Throw a cloud of blinding dust in a radius 3 cone. Enemies within will be blinded, as well as having their accuracy reduced by 46 and movement speed decreased by 46% for 6 turns.
The chance to inflict these effects increase with your Accuracy. Blinding Powder
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Make a painful strike dealing 177% weapon damage that increases the duration of up to 4 negative effect(s) on the target by 5 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it. Twist the Knife
| 10/5 |
| Cursed / One with shadows | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You are linked to your shadows for 16 turns, diverting 79% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Your shadows guard you with their lives.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -600 life.
Effect increases with Mindpower. Shadow Decoy
| 10/5 |
| Technique / Superiority | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 67% and provides a 48% chance to shrug off critical damage for 20 turns. Juggernaut
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 10
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to 7 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 10/5 |
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 81% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 10/5 |
| Spell / Wildfire | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of fire emanates from you with a radius of 9, knocking back anything caught inside and setting them ablaze, doing 234.01 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 10/5 |
Effective talent level: 12.0
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: Your Flame, Flameshock, Fireflash and Blastwave spells leave a burning wake on the ground, burning all within for 69.41 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 100% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 10/5 |
Effective talent level: 12.0
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 Wildfire, increasing all your fire damage by 17.5%, ignoring 71% fire resistance of your targets and reducing self-inflicted fire damage by 100%. Wildfire
| 10/5 |
| Spell / Water | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 86.29 cold damage in a radius of 3 each turn for 10 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower. Glacial Vapour
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 10 turns and damaging it for 755.79.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 7, doing 79.41 cold damage and 58.26 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 12 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 16 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 10, gain 100% resistance to cuts and stuns, gain 50% cold resistance, and all cold damage heals you for 150% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 10/5 |
| Spell / Advanced-golemancy | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 10
Gem changing is done in the golem's inventory. Gem Golem
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 150.13 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 73% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 10.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots. Runic Golem
| 10/5 |
| Wild-gift / Eyal's fury | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You focus the inexorable pull of nature against a single creature, eroding it and allowing it to be reclaimed by the cycle of life.
This deals 226.0 Nature and 208.7 Acid damage to the target, and is particularly devastating against undead and constructs, dealing 25% more damage to them.
The damage increases with your Mindpower. Reclaim
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Your devotion to nature has made your body more attuned to the natural world and resistant to unnatural energies.
You gain 91 Spell save, 72.5% Arcane resistance, and 31.1% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 13.6 Equilibrium each turn for 10 turns.
The effects increase with your Mindpower. Nature's Defiance
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 20
Range: 8
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You call upon the earth to create a blinding, corrosive cloud in an area of radius 4 for 13 turns.
Each turn, this cloud deals 86.1 acid damage to each foe with a 25% chance to blind and a (58% chance) of burning away one beneficial magical effect.
The damage increases with your Mindpower. Acidfire
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You draw deeply from your connection with nature to create a radius 7 storm of natural forces around you for 11 turns.
This storm moves with you and deals 135.1 Nature damage each turn to all foes it hits.
In addtion, it will drain up to 54 Mana, 27 Vim, 13 Positive, and 13 Negative energy from each enemy within it's area every turn, while you restore Equilibrium equal to 10% of the amount drained.
The damage and drain increase with your Mindpower. Eyal's Wrath
| 10/5 |
| Spell / Arcane | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 255.10 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 40 and arcane resistance by 67%. Arcane Power
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing 63.84 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower. Arcane Vortex
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.50 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 1850 total damage.
While the arcane storm rages, you also get 161% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 10/5 |
| Spell / Temporal | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 10
Range: 6
Cooldown: 30
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Project a bolt of time distortion, decreasing the target's global speed by 60% and all projectiles it fires by 90% for 7 turns. Congeal Time
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (1013) is absorbed, or the time runs out (15 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 60%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 22 turns. In this state, the target can neither act nor be harmed.
Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
The duration will increase with your Spellpower. Time Prison
| 10/5 |
| 10/5 |
| Spell / Energy alchemy | 1.20 |
Effective talent level: 12.0
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 lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 45%.
You cannot have more than one alchemist infusion sustain active at once. Lightning Infusion
| 10/5 |
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 100
Range: 5
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +31%.
Each turn, a foe within range 5 will be struck by lightning and be dealt 91.4 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 988 life (20% of your maximum life) since your last turn, you will gain 160% of a turn.
The effects increase with your Spellpower. Living Lightning
| 10/5 |
| Celestial / Combat | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 74.9 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 72.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower. Weapon of Light
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 15
Range: 14
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 260% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 208% weapon damage.
The second strike chance (which increases with distance) is 52.7% at range 2 and 88.4% at the maximum range of 14.
The range will increase with your Strength. Wave of Power
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing 92% of your lost HP as additional Fire damage (up to 881, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take 36% of all damage they deal for 4 turns. Weapon of Wrath
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for 3486. Second Life
| 10/5 |
| Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You transform into pure lightning, moving 1121% faster for 6 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 80%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 10. Any creature caught inside will lose up to 52.3% of its current life (34.9% if the target is Elite or Rare, 26.1% if the target is a Unique or Boss, and 20.9% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 193.88 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%. Static Field
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 14
Range: 8
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 131.61 lightning damage.
When it reaches its target, it explodes in a radius of 5 for 232.07 lightning damage and 226.59 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 8 turns. The blast will ignore the talent user.
The tornado will last for 8 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 12. Any target caught in the area will take 170.65 to 511.94 lightning damage, and have a 74% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 10/5 |
| Wild-gift / Corrosive blades | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Channel acid through your psiblades, extending their reach to create a beam doing 376.9 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: You gain 72% Acid resistance.
When you deal Nature damage to a creature, you gain a 12.7% bonus to Acid damage for 6 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 28.3%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You focus on a target zone of radius 2 to make up to 4 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 9 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 376.9 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring 71% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 139.2 life regeneration per turn. Acidic Soil
| 10/5 |
| Spell / Storm | 1.20 |
Effective talent level: 12.0
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: Lightning emanates from you in a circular wave with radius 8, doing 75.28 to 225.84 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 89.38 to 268.13 lightning damage and dazing the target for 3 turns.
If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
The damage will increase with your Spellpower. Shock
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 90% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 3.
Each turn, the afflicted creature and all creatures around it will take 104.36 to 313.07 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 10/5 |
Effective talent level: 12.0
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 a Tempest, increasing all your lightning damage by 20% and ignoring 71% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 108% chance to daze, and your Thunderstorm spell gains a 54% chance to daze. Tempest
| 10/5 |
| Spell / Fire | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 385.29 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana 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 flame with radius 10. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 335.20 fire damage over 10 turns.
The damage will increase with your Spellpower. Flameshock
| 10/5 |
Effective talent level: 12.0
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: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 370.51 fire damage in a radius of 8.
The damage will increase with your Spellpower. Fireflash
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 101.93 fire damage in a radius of 5 each turn for 13 turns.
The damage will increase with your Spellpower. Inferno
| 10/5 |
| Cunning / Shadow magic | 1.20 |
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 2.49 mana per turn, and your physical and spell attack speed increases by 22.7%. Shadow Feed
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 30
Range: 13
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Step through the shadows to your target, dazing it for 5 turns and hitting it with all your weapons for 321% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target. Shadowstep
| 10/5 |
| Technique / Combat techniques | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 2
Range: 16
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away. Rush
| 10/5 |
Effective talent level: 18.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 80 and critical chance by 67%.
The effects will increase with your Dexterity. Precise Strikes
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +238 accuracy and allowing you to attack creatures you cannot see without penalty for the next 12 turns. Perfect Strike
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 116% for 5 turns. Blinding Speed
| 10/5 |
| Wild-gift / Summoning (utility) | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Turtle for 15 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 480 Constitution, 31 Dexterity and 18 willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution will increase with your Mindpower. Turtle
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Spider for 15 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 439 Dexterity, 31 Strength, 18 Willpower and 30 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Dexterity will increase with your Mindpower. Spider
| 10/5 |
Effective talent level: 12.0
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 (12% of a normal summon time) and with no chance to fail from high equilibrium for 9 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
| 10/5 |
Effective talent level: 12.0
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 28 turns, and it takes 65% less damage.
The damage reduction is based on your Cunning. Summon Control
| 10/5 |
| Cunning / Ambush | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 15
Mana cost: 15
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Is: a spell
Description: For an instant, your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for 9 turns.
The chance to hit improves with your Accuracy. Shadow Leash
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 15
Mana cost: 15
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Combat (75% of a turn)
Is: a spell
Description: You reach out with shadowy vines toward your target, pulling it to you and silencing it for 9 turns and dazing it for 2 turns.
The chance to hit improves with your Accuracy. Shadow Ambush
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 35
Mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You take full control of your own shadow for 11 turns.
Your shadow possesses your talents and stats, has 78% life and deals 108% damage, -30% all resistances, -100% light resistance and 100% darkness resistance.
Your shadow is permanently stealthed (176 power), and all melee damage it deals is converted to darkness damage.
The shadow cannot teleport.
If you release control early or if it leaves your sight for too long, your shadow will dissipate. Ambuscade
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You veil yourself in shadows for 11 turns, and let them control you.
While veiled, you become immune to status effects and gain 55% all damage reduction. Each turn, you blink to a nearby foe (within range 8), hitting it for 260% darkness weapon damage.
While this goes on, you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil
| 10/5 |
| Wild-gift / Summoning (distance) | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Ritch Flamespitter for 15 turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar.
It will get 439 Willpower, 376 Cunning and 30 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. Ritch Flamespitter
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a 3-headed Hydra for 15 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 354 Willpower, 51 Constitution and 18 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower will increase with your Mindpower. Hydra
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Rimebark for 15 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 439 Willpower, 354 Cunning and 30 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. Rimebark
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Fire Drake for 12 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath.
It will get 439 Strength, 358 Constitution and 38 Willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Constitution will increase with your Mindpower. Fire Drake
| 10/5 |
| Spell / Ice | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 359.16 ice damage, hitting all adjacent targets on impact.
This spell will never hit the caster.
If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%.
The damage will increase with your Spellpower. Ice Shards
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 9, doing 513.99 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move.
For each affected creature that is also wet the cooldown of Shatter decreases by 2.
The damage will increase with your Spellpower. Frozen Ground
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Shatter all frozen targets in your line of sight, doing 590.56 cold damage.
Depending on the target's rank, there will also be an additional effect:
* Critters will be instantly killed
* +50% critical chance against Normal rank
* +25% critical chance against Elites or Bosses
All affected foes will get the wet effect.
At most, it will affect 14 foes.
The damage will increase with your Spellpower. Shatter
| 10/5 |
Effective talent level: 12.0
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 Uttercold, increasing all your cold damage by 17.5% and ignoring 71% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 100%. Uttercold
| 10/5 |
| Spell / Acid alchemy | 1.20 |
Effective talent level: 12.0
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 acid that can blind.
In addition all acid damage you do is increased by 45%.
You cannot have more than one alchemist infusion sustain active at once. Acid Infusion
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 20 turns when they hit it.
While coated, any melee hit agaist your golem has a 84% chance to trigger a radius 4 cone of acid towards the attacker that does 253.5 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 81.8 Acid damage each turn for 13 turns.
All creatures caught in the mire will also suffer a 62% slowness effect.
The damage will increase with your Spellpower. Caustic Mire
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Acid errupts all around your target, dealing 457.8 acid damage.
The acid attack is extremely distracting, and may remove up to 4 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower. Dissolving Acid
| 10/5 |
| Cursed / Shadows | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 4 level 106 shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 10), Blindside their opponents (level 10), and Phase Door from place to place.
Shadows ignore 100% of the damage dealt to them by their master. Call Shadows
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 68% extra Accuracy and 103% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 10, 23% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (3 turn cooldown). Shadow Warriors
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 30 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 10, 23% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 10, 23% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 15 turns. Hostile targets will be attacked, with a 91% chance the shadows will blindside the target.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 10/5 |
| Spell / Explosive admixtures | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Grants 100% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 30%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 32
Range: 11
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 0.62 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 10/5 |
| Cunning / Trapping | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: This talent allows you to prepare up to 3 different trap(s) of tier 5 or less for later deployment. (Use this ability to select which to prepare.)
Designs known:
Tier 1: Disarming Trap
Deals 377.81 acid damage, disarms for 6 turns.
Tier 1: Bear Trap
Deals 127.75 physical damage and pins, slows (30%), and wounds for an additional 127.75 damage over 5 turns).
Tier 2: Explosion Trap
Explodes (radius 2) for 422.32 fire damage over 3 turns.
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 288.37 physical damage, reduces accuracy, armour, and defence by 55.
Tier 3: Catapult Trap
Target knocked back 10 grids and dazed.
Tier 3: Pitfall Trap
Deals 294.57 physical damage. Target removed from combat or pinned 5 turns.
Tier 4: Nightshade Trap
Deals 483.2 nature damage, stuns and poisons for 48.3 nature/turn for 4 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 303.87 physical damage, 50% blind/daze for 9 turns.
Tier 5: Bladestorm Trap
Construct attacks all adjacent enemies each turn for 12 turns.
Traps prepared this way are difficult to detect (122 detection 'power') and disarm (152 disarm 'power') based on your Cunning. They gain +175% effectiveness, and can be deployed without breaking stealth 100% of the time.
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.
Most traps last 16 turns if not triggered, and refund 80% of their stamina cost on expiration.
More designs may be discovered or learned from special instructors in the world. Trap Mastery
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Stamina cost: 15
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (75% of a turn)
Won't Break Stealth: 100%
Description: Deploy a noisy lure that attracts all creatures within radius 11 to it for 20 turns.
It has 495 life (based on your Cunning) and is very durable, with 39 armor and 81% resistance to non-physical damage.
At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual trap descriptions to see if they are triggered).
Use of this talent will not break stealth. Lure
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: You learn new techniques for setting traps.
Deploying one of your traps is possible up to 7 grids from you, takes 31% less time than normal, and has 12% less chance to break stealth. Advanced Trap Deployment
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You prepare an additional trap (up to tier 10) with a special primed trigger that causes it to activate immediately when deployed. (Use this ability to select the trap.)
Not all traps can be prepared this way and each trap can have only one type of preparation.
Known primable designs:
Tier 1: Bear Trap
Deals 99.67 physical damage and pins, slows (30%), and wounds for an additional 99.67 damage over 5 turns).
Tier 2: Explosion Trap
Explodes (radius 2) for 324.04 fire damage over 3 turns.
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 218.17 physical damage, reduces accuracy, armour, and defence by 42.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 233.67 physical damage, 50% blind/daze for 8 turns.
A trap with a primed trigger gains +108% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 100% of the time.
Current primed trap: none Trap Priming
| 10/5 |
| Wild-gift / Mucus | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 9 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 9 turns.
At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
Your mucus will poison all foes crossing it, dealing 65.7 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 13.6 Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration. Mucus
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Calling upon nature, you cause the ground to erupt in an radius 3 acidic explosion, dealing 282.8 acid damage to all creatures and creating mucus in the area.
Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
The damage increases with your Mindpower. Acid Splash
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Your mucus is brought to near sentience.
Each turn, there is a 41% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 13 turns and will attack any of your foes by spitting slime at them.
You may have up to 6 Mucus Oozes active at any time (based on your Cunning).
Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
The spawn chance increases with your Mindpower. Living Mucus
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You temporarily merge with your mucus, cleansing yourself of 4 physical or magical detrimental effects.
You can then reemerge on any tile within sight and range that is also covered by mucus.
This is quick, requiring only 17% of a turn to perform, but you must be in contact with your mucus. Oozewalk
| 10/5 |
| Spell / Enhancement | 1.20 |
Effective talent level: 12.0
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: Engulfs your hands (and weapons) in a sheath of fire, dealing 50.14 fire damage per melee attack and increasing all fire damage dealt by 27%.
Each hit will also regenerate 4.00 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 123% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 10/5 |
Effective talent level: 12.0
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: Engulfs your hands (and weapons) in a sheath of lightning, dealing 25 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 27%.
Each hit will also regenerate 4.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 19.
The stat increase will improve with your Spellpower. Inner Power
| 10/5 |
| Celestial / Eclipse | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 83% for 12 turns, and reduces the cooldown of all Celestial skills by 7.
The resistance penetration will increase with your Cunning. Totality
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 8 targets within radius 6, doing 74.40 light damage or 88.71 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 10/5 |
Effective talent level: 12.0
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: This powerful spell grants you 72 bonus invisibility, but converts 0 negative energy into positive energy each turn. Once your positive energy exceeds your negative energy, or you deactivate the talent, the effect ends in an explosion of light, converting all of your positive energy into damage and inflicting an additional 108.41 damage to everything in a radius of 6.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower. Darkest Light
| 10/5 |
| Technique / Magical combat | 1.20 |
Effective talent level: 12.0
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: Allows you to use melee weapons to focus your spells, granting a 89% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Earthen Missiles, Flame, Lightning, Pulverizing Auger Arcane Combat
| 10/5 |
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 1.28 of your Magic (current bonus: 154).
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 494.50.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 10/5 |
| Wild-gift / Ooze | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 1302, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 2.28.
You may have up to 4 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 13 turns, are very resilient (43% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 2.4 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning. Mitosis
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 11 turns.
This process releases a burst of antimagic, dealing 200.5 Manaburn damage in radius 3.
This talent allows you to restore 2.4 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 4 will be created with 1082 life (83% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 240% weapon damage (as Acid). Call of the Ooze
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 96% lower Critical multiplier (but always do at least normal damage).
In addition you gain 86% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 10/5 |
| Celestial / Guardian | 1.20 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your shield with light, healing you for 43.43 each time you take damage at the expense of up to 2 positive energy.
If you do not have any positive energy, the effect will not trigger.
Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing 153% light damage.
The healing done will increase with your Spellpower. Shield of Light
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 25
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 410% damage, and with a shield strike doing 305% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts 220.59 light damage on all targets except yourself within radius 6 of the target, and light up all tiles in that radius.
The light damage will increase with your Spellpower. Brandish
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Retribution negates half of all damage you take while it is active. Once Retribution has negated 857.88 damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of 9 and deactivating the talent.
The amount absorbed will increase with your Spellpower.
Retribution
| 10/5 |
| 10/5 |
| Celestial / Twilight | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 525 negative energy.
Learning this talent will change the default level of positive and negative energies to 42% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning. Twilight
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 21 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate. Jumpgate
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Let out a mental cry that shatters the will of your targets within radius 3, confusing (53% to act randomly) them for 16 turns.
The duration will improve with your Cunning. Mind Blast
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Negative energy cost: 10
Range: 5
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a shadowy copy of a hostile target of up to gargantuan size. The copy will attack its progenitor immediately and lasts for 23 turns.
The duplicate has 101% of the target's life, 101% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 10/5 |
| Spell / Aether | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 163.55 arcane damage and having 25% chance to silence the creatures it pierces.
The beam will also damage its epicenter each turn for 10% of the damage (but it will not silence).
The beam spins with incredible speed (1600%).
The damage will increase with your Spellpower. Aether Beam
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 6 random arcane explosions in the target area.
Each explosion does 197.70 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 11 turns.
While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%. Aether Avatar
| 10/5 |
Effective talent level: 12.0
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 Pure Aether, increasing all your arcane damage by 17.5% and ignoring 67% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 10/5 |
| Technique / Shield offense | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (75% of a turn)
Description: Hits the target with two shield strikes, doing 263% and 329% shield damage. If it hits a second time, it stuns the target for 7 turns.
The stun chance increases with your Accuracy and your Strength. Shield Pummel
| 10/5 |
| 10/5 |
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (75% of a turn)
Description: Hits the target with your shield, doing 196% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 175% base damage each. Assault
| 10/5 |
| Cursed / Rampage | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a terrible rampage for 5 turns (up to a maximum of 8 turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50% chance) when you are hit for more than 8% of your max life.
Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
Rampage Bonus: +542% movement speed.
Rampage Bonus: +87% attack speed Rampage
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Passive
Description: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 153 damage each turn during your rampage. If you shrug off more than 612 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength. Tenacity
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While rampaging, you slam up to 5 adjacent opponents, stunning them for 2 turns and damaging them for between 246 and 492 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power. Slam
| 10/5 |
| Cursed / Advanced shadowmancy | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: -8
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Target a nearby shadow, and command it to merge into a nearby enemy, reducing their damage by 70% for 5 turns.
Killing your shadow releases some of your inner hatred, restoring 8 Hate to yourself. Merge
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 5
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Target a nearby shadow, and force it to slam into a nearby enemy, dealing 340.5 Physical damage.
Your shadow will then set them as their target, and they will target your shadow.
Damage increases with your Mindpower. Stone
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 8
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Command all Shadows within sight to tele-dash to a target location, damaging any enemies they pass through for 252.4 Physical damage.
For the purpose of this talent, you force your shadows through any walls in their way.
Damage increases with your Mindpower. Shadow's Path
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 10
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Share your hatred with all shadows within sight range, gaining temporary full control. You then fire a blast of pure hatred from all affected shadows, dealing 263.6 Mind damage per blast.
You cannot cancel this talent once the first bolt is cast.
Damage increases with your Mindpower. Cursed Bolt
| 10/5 |
| Corruption / Doom covenant | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Vim cost: 8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: When Dread End creates pools of darkness you can focus your raging thoughts on them to make them erupt into volcanos.
Up to 4 pools in radius 7 will erupt, producing a volcano for 5 turns.
Each turn the volcano will send out fiery boulders that deal 50.96 fire and 50.96 physical damage.
The effects will improve with your Spellpower. Erupting Darkness
| 10/5 |
| Wild-gift / Summoning (augmentation) | 1.20 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a nature gift and a mind power
Description: Destroys one of your summons, making it detonate in radius of 10.
- Ritch Flamespitter: Explodes into a fireball
- Hydra: Explodes into a ball of lightning, acid or poison
- Rimebark: Explodes into an iceball
- Fire Drake: Generates a cloud of fire
- War Hound: Explodes into a ball of physical damage
- Jelly: Explodes into a ball of slowing slime
- Minotaur: Explodes into a sharp ball, cutting all creatures
- Stone Golem: Knocks back all creatures
- Turtle: Grants a small shell shield to all friendly creatures
- Spider: Pins all foes around
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
| 10/5 |
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% 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 9 turns. Phase Summon
| 10/5 |
| Technique / Warcries | 1.80 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Release a powerful shout, doing 396.57 physical damage in a radius 14 cone in front of you.
At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
The damage increases with your Strength. Shattering Shout
| 10/5 |
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Boost your life and stamina by 38.5% for 22 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost. Battle Shout
| 10/5 |
Effective talent level: 18.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (62% of a turn)
Description: Your battle cry shatters the will of your foes within a radius of 14, lowering their Defense by 126 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power. Battle Cry
| 10/5 |
| Cursed / Force of will | 1.20 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 340 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 26% (currently: 279%)
Damage increases with your Mindpower. Willful Strike
| 10/5 |
Effective talent level: 12.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50% of incoming damage with the force of your will, up to 796 damage. The barrier charges at a rate of 1/7 of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 26% (currently: 279%)
The maximum damage deflected increases with your Mindpower. Deflection
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 5 in all directions. The blast causes 366 damage and 2 knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
In addition, your ability to channel force with this talent increases all critical damage by 26% (currently: 279%)
Damage increases with your Mindpower. Blast
| 10/5 |
Effective talent level: 12.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 13 turns you strike 3 (74% chance for 4) nearby target(s) within range 5 doing 166 damage and 2 knockback. The number of extra strikes increases at higher talent levels.
In addition, your ability to channel force with this talent increases all critical damage by 26% (currently: 279%)
Damage increases with your Mindpower. Unseen Force
| 10/5 |