| Cunning / Artifice | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip one of a number of useful tools (at level 5):
Dart Launcher:
Fire a poisoned dart dealing 146.79 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 6 turns, that blocks sight and reduces enemies' vision by 6. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 8 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 188% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 489 life, 122 stamina, and cures 3 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Rogue's Tools
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip a second tool (at level 5):
Dart Launcher:
Fire a poisoned dart dealing 146.79 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 6 turns, that blocks sight and reduces enemies' vision by 6. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 8 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 188% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 489 life, 122 stamina, and cures 3 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
Cunning Tools
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip a third tool (at level 5):
Dart Launcher:
Fire a poisoned dart dealing 146.79 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 6 turns, that blocks sight and reduces enemies' vision by 6. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 8 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 188% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 489 life, 122 stamina, and cures 3 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
Intricate Tools
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You become a master of your craft, allowing you to focus on a single tool (currently none) to greatly improve its capabilities:
Dart Launcher (Dart Launcher Mastery)
Your darts ignore poison and sleep immunity and waking targets are slowed by 42% for 4 turns.
Smokescreen (Smokescreen Mastery)
Your Smokescreen is infused with chokedust. Enemies in the smoke take 162.28 nature damage and may be silenced.
Grappling Hook (Grappling Hook Mastery)
Your grappling hook deals 100% unarmed damage when it hits, plus a further 90.41 physical and 92.30 nature damage over 4 turns.
Hidden Blades (Assassinate)
You prime your Hidden Blades to cause bleeding and facilitate the Assassinate ability, which allows you to strike twice for 311% unarmed damage, hitting automatically while ignoring armor and resistance.
Rogue's Brew (Rogue's Brew Mastery)
Your Rogue's Brew fortifies you for 8 turns, preventing you from dying until you reach -686 life.
The effects depend on this talent's level.
Mastering a new tool places it (and its special effects, as appropriate) on cooldown. Master Artificer
| 5/5 |
| Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases Physical Power by 60, and increases weapon damage by 55% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 10 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain 31% critical chance and critical strike power while you take 31% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 5/5 |
| Psionic / Solipsism | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 55% of all damage you receive into Psi damage and 55% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 39.0% (31.0% from character level with the remainder further reduced by 11.5% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 50%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now substitute 70% of your Mental Save for 70% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 50%). Balance
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: For every percent that your Psi pool exceeds 61%, you gain 1% global speed (up to a maximum of +39%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 50%). Exceptional focus on this talent can suppress your solipsism threshold. Clarity
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each time you take damage, you roll 66% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 50%). Dismissal
| 5/5 |
| Wild-gift / Moss | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 64, its two secondary stats by 32, and it will have Magic, Cunning, and Willpower equal to your own.
At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
Thought forms can only be maintained up to a range of 10, and will rematerialize next to you if this range is exceeded.
Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower. Thought-Forms
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 64%, but leaving your body a defenseless shell.
At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
The secondary bonuses apply whether or not this talent is currently active.
The life, damage, and speed bonus will improve with your Mindpower. Over Mind
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now gain 18% mind speed while Thought-Form: Bowman is active, 38 Mindpower while Thought-Form: Warrior is active, and 12% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 5/5 |
| Technique / Warcries | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Release a powerful shout, doing 176.90 physical damage in a radius 8 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
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Boost your life and stamina by 27.1% for 16 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost. Battle Shout
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Your battle cry shatters the will of your foes within a radius of 8, lowering their Defense by 42 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
| 5/5 |
| Chronomancy / Temporal Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 26.00 temporal damage to your strikes.
Additionally you have a 31% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: For the next 8 turns, you recover 58.3 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower. Invigorate
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 7
Description: You now have a 31% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 26.00 temporal damage to enemies in a radius of 2. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 16.81 physical and 13.00 temporal damage to enemies in a radius of 2. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 33.61 physical damage to enemies in a radius of 2. Affected targets will be slowed (30%) for 2 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Weapon Manifold
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 155% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 7 turns.
Breach chance scales with your Spellpower. Breach
| 5/5 |
| Wild-gift / Fire drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 6 up to 3 tiles away and damaging them for 165% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 7.
The sound wave is so strong, your foes also take 386.10 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 30.26 fire damage in a radius of 5 each turn for 9 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 241.69 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
| 5/5 |
| Cunning / Ambush | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Mana cost: 15
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (90% 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 6 turns.
The chance to hit improves with your Accuracy. Shadow Leash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Mana cost: 15
Range: 7
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Combat (72% of a turn)
Is: a spell
Description: You reach out with shadowy vines toward your target, pulling it to you and silencing it for 6 turns and dazing it for 2 turns.
The chance to hit improves with your Accuracy. Shadow Ambush
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 35
Mana cost: 35
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You take full control of your own shadow for 8 turns.
Your shadow possesses your talents and stats, has 69% life and deals 92% damage, -30% all resistances, -100% light resistance and 100% darkness resistance.
Your shadow is permanently stealthed (120 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 5
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You veil yourself in shadows for 8 turns, and let them control you.
While veiled, you become immune to status effects and gain 38% all damage reduction. Each turn, you blink to a nearby foe (within range 7), hitting it for 210% darkness weapon damage.
While this goes on, you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil
| 5/5 |
| Wild-gift / Slime | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 4
Travel Speed: 600% of base
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 158.2 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 5 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 38.1% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 2, infecting the foes inside with a random poison doing 251.2 Nature damage over 10 turns.
This attack can crit and deals 51% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 26.8 disarming acid damage.
The damage increases with your Mindpower. Acidic Skin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 6 with error margin of 1.
Doing so changes your internal structure slightly, taking 2 random talent(s) off cooldown. Slime Roots
| 5/5 |
| Spell / Meta | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 27
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 100%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 100 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 242% weapon damage as Ice damage in a cone of 3. 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 12% and your Armour by 31.
You also deal 18.62 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 9 length for 8 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 7.17 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 191.77 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
| 5/5 |
| Technique / Berserker's strength | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter an aggressive battle rage, increasing Accuracy by 45 and Physical Power by 58 and making you nearly unstoppable, granting 55% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Hits the target with your weapon, doing 157% damage. If the attack hits, the target's armour and saves are reduced by 29 for 9 turns.
Also if the target is protected by a temporary damage shield there is 88% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.40 |
Effective talent level: 7.0
Use mode: Sustained
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 57, 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 4 (range 0 in an unlit grid).
Any non-instant, non-movement action will break stealth if not otherwise specified. Stealth
| 5/5 |
Effective talent level: 7.0
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 46%. (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
| 5/5 |
Effective talent level: 7.0
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 5.
While stealthed, your life regeneration is increased by 13.1 (based on your Cunning) and your stamina regeneration is increased by 3.0. The regeneration effects persist for 4 turns after exiting stealth, with 5 times the normal life regeneration rate. Soothing Darkness
| 5/5 |
Effective talent level: 7.0
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 5 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 4 (range 0 in an unlit grid) or be revealed. Shadow Dance
| 5/5 |
| Technique / Bloodthirst | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 23% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 14%.
The daze chance increase with your Physical Power. Mortal Terror
| 5/5 |
Effective talent level: 6.0
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 12%, your life regeneration by 5.57 per turn, and your stamina regeneration by 1.11 per turn for 10 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 27.85 and 5.57 each turn, respectively. Bloodbath
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You enter a battle frenzy for 7 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 20% 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
| 5/5 |
| Wild-gift / Corrosive blades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 166.5 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You gain 51% Acid resistance.
When you deal Nature damage to a creature, you gain a 7.7% bonus to Acid damage for 5 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 17.1%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 8 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 166.5 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring 55% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 98.0 life regeneration per turn. Acidic Soil
| 5/5 |
| Wild-gift / Sand drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 259% Nature weapon damage.
If the attack brings your target below 27% 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 11%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 4.
Creatures caught by the quake will be damaged for 218% 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
| 5/5 |
Effective talent level: 6.0
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 7 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 48 of target armor and 24% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 214.89 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
| 5/5 |
| Spell / Temporal | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 16
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 (637) is absorbed, or the time runs out (11 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 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 36
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 15 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
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 60.30 to 180.90 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 42.17 to 126.51 damage and forking to another target.
It can hit up to 8 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 9
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 132 and increasing defense against projectiles by 34.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 29% movement speed and removes 15 fatigue. Feather Wind
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 13
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 6 of your foes for 1 to 38.84 damage in a radius of 1.
This powerful spell will drain 7.50 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 5/5 |
| Spell / Earth | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Range: 7
Cooldown: 5
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 5.
The beam also affect any creatures in its path, dealing 172.45 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 9
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 26 bonus to Armour.
Each time you are hit in melee, you have a 92% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 140.65 physical damage in a radius of 8. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 36
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 15 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 141.74 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 5/5 |
| Wild-gift / Summoning (distance) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 9
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 12 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 251 Willpower, 215 Cunning and 21 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 16
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 12 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 204 Willpower, 33 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 9
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 12 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 251 Willpower, 204 Cunning and 21 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 9
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 9 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 251 Strength, 208 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
| 5/5 |
| Psionic / Nightmare | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Puts targets in a radius 7 cone into a nightmarish sleep for 4 turns, rendering them unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn.
Each turn, they'll suffer 23.86 darkness damage. This damage will not reduce the duration of the effect.
When Nightmare ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect.
The damage threshold and mind damage will scale with your Mindpower. Nightmare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Brings the target's inner demons to the surface. Each turn, for 13 turns, there's a 32% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting.
If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early.
The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. Inner Demons
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Inflicts 23.87 darkness damage each turn for 9 turns, and has a 50% chance to randomly cause blindness, stun, or confusion (lasting 3 turns).
If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored.
The damage will scale with your Mindpower. Waking Nightmare
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Increases your damage and resistance penetration on sleeping targets by 50%. Additionally, every time you slay a sleeping target, a Night Terror will be summoned for 11 turns.
The Night Terror's stats will scale with your Mindpower, as will the damage bonus to sleeping targets. Night Terror
| 5/5 |
| Technique / Throwing knives | 1.20 |
Effective talent level: 3.6
Use mode: Activated
Range: 6
Travel Speed: 1000% of base
Usage Speed: Throwing (72% of a turn)
Description: Equip a bandolier holding up to 8 throwing knives, allowing you to attack from range. You automatically reload 2 knives per turn while resting, or half as many while moving.
The base power, Accuracy, Armour penetration, and critical strike chance of your knives increase with talent level, and damage is improved with Dagger Mastery.
Throwing Knives count as melee attacks for the purpose of on-hit effects.
Effective Throwing Knife Stats:
Range: 6
Net Damage: 325 - 455
Accuracy: 89 (knife)
APR: 42
Crit Chance: +47%
Crit mult: 243%
Uses Stats: 50% Cun, 70% Dex
Throwing Knives
| 3/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 9
Travel Speed: 1000% of base
Usage Speed: Throwing (72% of a turn)
Description: You keep a special stash of 8 throwing knives in your bandolier, which you can throw all at once at enemies within a radius 7 cone, for 77% damage each.
Each target can be hit up to 3 times, if the number of knives exceeds the number of enemies. Creatures block knives from hitting targets behind them. Fan of Knives
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You are able to target your throwing knives with pinpoint accuracy, increasing their critical strike chance by 17% and critical strike damage by 22%.
In addition, your critical strikes with throwing knives have a 49% chance to randomly disable your target, possibly disarming, silencing or pinning them for 2 turns. Precise Aim
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: 7
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You can throw knives with lightning speed, increasing your attack speed with them by 39% and giving you a 28% chance when striking a target in melee to throw a knife at a random foe within 7 tiles for 100% damage.
This bonus attack can only trigger once per turn, and does not trigger from throwing knife attacks. Quickdraw
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You make a low blow against a sensitive point on the target, dealing 216% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 28 and their stun, blind, confusion and pin immunities to 50% of normal for 8 turns.
This effect bypasses saves. Dirty Fighting
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 11% for each disabling effect the target is under, to a maximum of 33%.
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 6% (to a maximum of 18%) 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Throw a cloud of blinding dust in a radius 2 cone. Enemies within will be blinded, as well as having their accuracy reduced by 28 and movement speed decreased by 33% for 5 turns.
The chance to inflict these effects increase with your Accuracy. Blinding Powder
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Make a painful strike dealing 155% weapon damage that increases the duration of up to 3 negative effect(s) on the target by 4 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
| 5/5 |
| Technique / Finishing moves | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: A finishing uppercut that deals 187% damage, and attempts to stun your target for 4 to 10 turns, depending on the amount of combo points you've accumulated.
The stun chance will improve with your Physical Power.
Using this talent removes your combo points. Uppercut
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: A powerful concussive punch that deals 159% weapon damage to your target. If the punch hits, all targets in a radius of 1 will take 54.09 to 270.44 damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points. Concussive Punch
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.20 |
| 5/5 |
Effective talent level: 6.0
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 2 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 3, and the duration of each lasting effect is 9 turns.
The effects improve with your Willpower. Grand Arrival
| 5/5 |
Effective talent level: 6.0
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 3. Nature's Cycle
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 5 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
| 5/5 |
| Technique / Grappling | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger than yourself for 7 turns. A grappled opponent will be unable to move, take 116 damage each turn, and 28% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple. Clinch
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: 3
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Rushes forward and attempts to take the target to the ground, making a melee attack for 49% damage then attempting to grapple them. If you're already grappling the target you'll instead slam them into the ground creating a radius 5 shockwave for 603 physical damage and breaking your grapple.
The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power. Take Down
| 5/5 |
| 5/5 |
| Psionic / Slumber | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 205 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Mindpower. Slumber
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by 55%, and reduces the sleep immunity of your Insomnia effects by 10%.
These effects will be directly reflected in the appropriate talent descriptions.
The damage threshold bonus will scale with your Mindpower. Sandman
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 40
Range: 7
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Enter a sleeping target's dreams for 15 turns. While in the Dreamscape, you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every other turn to defend its mind.
Projections inflict 50% less damage than the original, unless the target has Lucid Dreamer active.
When the Dreamscape ends, for each projection destroyed, the target's life will be reduced by 10% and it will be brainlocked for one turn.
In the Dreamscape, your damage will be improved by 132%.
The damage bonus will improve with your Mindpower. Dreamscape
| 5/5 |
| Psionic / Psychic Assault | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Sends a telepathic attack, trying to destroy the brains of any target in the beam, doing 152.32 mind damage.
The damage will increase with your Mindpower. Mind Sear
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Inflicts 99.83 mind damage and cripples the target's higher mental functions, reducing cunning by 32 and confusing (40% power) the target for 6 turns.
The damage, cunning penalty, and confusion power will scale with your Mindpower. Psychic Lobotomy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Sends out a blast of telepathic static in a 5 radius, inflicting 99.83 mind damage. This attack can brainlock affected targets.
The damage will increase with your Mindpower. Synaptic Static
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Cripples the target's mind, inflicting 74.08 mind damage and reducing its Mental Save by 20 for 4 turns. This attack always hits, and the mental save reduction stacks.
Against brainlocked targets, the damage and Mental Save reduction will be doubled.
The damage and save reduction will scale with your Mindpower. Sunder Mind
| 5/5 |
| Psionic / Dream Smith | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Smith a hammer from the dream forge and strike a nearby foe, inflicting 217% weapon damage. If the attack hits, it will bring one random Dream Smith talent off cooldown.
At talent level 5, you'll bring a second random talent off cooldown.
The base power, Accuracy, Armour penetration, and critical strike chance of the weapon will scale with your Mindpower.
Current Dream Hammer Stats
Base Power: 93.80 - 140.70
Uses Stats: 120% Wil
Damage Type: Physical
Accuracy is based on willpower for this weapon.
Accuracy Bonus: +85
Armour Penetration: +25
Physical Crit. Chance: +25 Dream Smith's Hammer
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 10
Cooldown: 7
Travel Speed: 1000% of base
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Throw your Dream Hammer at a distant location, inflicting 155% weapon damage on all targets between you and it. After reaching its destination, the Dream Hammer will return, potentially hitting targets a second time.
Learning this talent increases the Accuracy of your Dream Hammer by 60. Hammer Toss
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Crush your enemy with your Dream Hammer, inflicting 155% weapon damage. If the attack hits, the target is stunned for 7 turns.
Stun chance improves with your Mindpower. Learning this talent increases your Physical Power for Dream Hammer damage calculations by 60 and all damage with Dream Hammer attacks by 55%.
Dream Crusher
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Strike the target with a mighty blow from the forge, inflicting 155% weapon damage. If the attack hits, the echo of the attack will lash out at all enemies in a 3 radius.
Learning this talent adds 11.82 mind damage and 12.52 burning damage to your Dream Hammer strikes.
The mind and fire damage will scale with your Mindpower. Forge Echoes
| 5/5 |
| Spell / Arcane | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 103.54 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 27
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 23 and arcane resistance by 41%. Arcane Power
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 10
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 25.91 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 27
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 0.54 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 948 total damage.
While the arcane storm rages, you also get 114% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
| Chronomancy / Stasis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 16
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 (637) is absorbed, or the time runs out (11 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.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 95.98 temporal damage, and attempts to stun all targets in a radius 2 ball for 5 turns.
The damage will scale with your Spellpower. Stop
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Eyal's fury | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 102.3 Nature and 92.2 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
| 5/5 |
Effective talent level: 6.0
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 64 Spell save, 51.0% Arcane resistance, and 22.3% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 9.6 Equilibrium each turn for 7 turns.
The effects increase with your Mindpower. Nature's Defiance
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: 8
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 10 turns.
Each turn, this cloud deals 38.0 acid damage to each foe with a 25% chance to blind and a (44% chance) of burning away one beneficial magical effect.
The damage increases with your Mindpower. Acidfire
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 6 storm of natural forces around you for 8 turns.
This storm moves with you and deals 61.1 Nature damage each turn to all foes it hits.
In addtion, it will drain up to 38 Mana, 19 Vim, 9 Positive, and 9 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
| 5/5 |
| Psionic / Distortion | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Fire a bolt of distortion that ignores resistance and inflicts 91.22 physical damage. This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
If the bolt comes in contact with a target that's already distorted, a detonation will occur, inflicting 150% of the base damage in a radius of 2.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
At talent level 5, you learn to shape your distortion effects, preventing them from hitting you or your allies.
The damage will scale with your Mindpower. Distortion Bolt
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Creates a distortion wave in a radius 8 cone that deals 91.22 physical damage and knocks back targets in the blast radius.
This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
If the target is already distorted, they'll be stunned for 4 turns as well.
The damage will scale with your Mindpower. Distortion Wave
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Ravages the target with distortion, inflicting 29.10 physical damage each turn for 9 turns.
This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
If the target is already distorted when Ravage is applied, the damage will be increased by 50% and the target will lose one beneficial physical effect or sustain each turn.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower. Ravage
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 30
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Create a powerful maelstorm for 9 turns. Each turn, the maelstrom will pull in targets within a radius of 3, and inflict 29.10 physical damage.
This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower. Maelstrom
| 5/5 |
| Psionic / Discharge | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain feedback cost: 0
Range: 7
Cooldown: 10
Travel Speed: 1000% of base
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Unleash your subconscious on the world around you. While active, you fire up to 5 bolts each turn (one per hostile target) that deal 48.59 mind damage. Each bolt consumes 5 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per 14 excess Feedback per target), but no more then 5 extra bolts per turn.
This effect is a psionic channel, and will break if you move.
The damage will scale with your Mindpower. Mind Storm
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Activate to invert your Feedback decay for 10 turns. This effect can be a critical hit, increasing the duration even further.
You must have some Feedback in order to start the loop.
The maximum Feedback gain will scale with your Mindpower. Feedback Loop
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your subconscious now retaliates when you take damage. If the attacker is within range (7), you'll inflict mind damage equal to the Feedback gained from the attack or 36.03, whichever is lower.
This effect can only happen once per creature per turn.
The damage will scale with your Mindpower. Backlash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Feedback cost: 25
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus your mind on a single target, diverting all offensive Discharge talent effects to it for 7 turns. While this effect is active, all Discharge talents gain 64% critical power.
If the target is killed, the effect will end early.
The damage bonus will scale with your Mindpower. Focused Wrath
| 5/5 |
| Cunning / Trapping | 1.20 |
Effective talent level: 4.8
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 4 or less for later deployment. (Use this ability to select which to prepare.)
Designs known:
Tier 1: Disarming Trap
Deals 149.45 acid damage, disarms for 4 turns.
Tier 1: Bear Trap
Deals 61.69 physical damage and pins, slows (30%), and wounds for an additional 61.69 damage over 5 turns).
Tier 2: Explosion Trap
Explodes (radius 2) for 170.26 fire damage over 3 turns.
Tier 2: Poison Gas Trap
Releases a radius 3 poison gas cloud, poisoning for 105.28 nature damage over 5 turns with a 25% for enhanced effects.
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 131.59 physical damage, reduces accuracy, armour, and defence by 34.
Tier 3: Pitfall Trap
Deals 136.12 physical damage. Target removed from combat or pinned 5 turns.
Tier 3: Freezing Trap
Explodes (radius 2): Deals 71.86 cold damage and pins for 3 turns. Area freezes (23.95 cold damage, 25% freeze chance) for 5 turns.
Tier 3: Beam Trap
Fires a beam (range 5) at a foe each turn for 43.41 arcane damage. Lasts 5 turns.
Tier 4: Purging Trap
Radius 2 antimagic: Drains up to 300 mana, 150 vim, 75 positive/negative, deals up to 108.30 arcane damage. Removes 2 magical effects and silences for 4 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 142.90 physical damage, 50% blind/daze for 7 turns.
Tier 5: Bladestorm Trap
Construct attacks all adjacent enemies each turn for 9 turns.
Traps prepared this way are difficult to detect (82 detection 'power') and disarm (103 disarm 'power') based on your Cunning. They gain +97% 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 12 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
| 4/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: 5
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Combat (72% of a turn)
Won't Break Stealth: 100%
Description: Deploy a noisy lure that attracts all creatures within radius 8 to it for 14 turns.
It has 289 life (based on your Cunning) and is very durable, with 27 armor and 76% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You learn new techniques for setting traps.
Deploying one of your traps is possible up to 5 grids from you, takes 22% less time than normal, and has 6% less chance to break stealth. Advanced Trap Deployment
| 5/5 |
Effective talent level: 6.0
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 5) 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 53.96 physical damage and pins, slows (30%), and wounds for an additional 53.96 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 112.26 physical damage, reduces accuracy, armour, and defence by 29.
Tier 2: Poison Gas Trap
Releases a radius 3 poison gas cloud, poisoning for 90.33 nature damage over 5 turns with a 25% for enhanced effects.
Tier 2: Explosion Trap
Explodes (radius 2) for 146.97 fire damage over 3 turns.
Tier 3: Freezing Trap
Explodes (radius 2): Deals 61.88 cold damage and pins for 3 turns. Area freezes (20.63 cold damage, 25% freeze chance) for 5 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 123.58 physical damage, 50% blind/daze for 7 turns.
Tier 4: Purging Trap
Radius 2 antimagic: Drains up to 260 mana, 130 vim, 65 positive/negative, deals up to 93.72 arcane damage. Removes 3 magical effects and silences for 4 turns.
A trap with a primed trigger gains +68% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 100% of the time.
Current primed trap: none Trap Priming
| 5/5 |
| Chronomancy / Speed Control | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 17% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Assassination | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Attempt to finish off a wounded enemy, striking them with both weapons for 155% weapon damage, plus additional physical damage for each hit that lands equal to 21% of their missing life (divided by rank: from 1 (critter) to 5 (elite boss)). A target brought below 20% of its maximum life may be instantly slain.
You may take advantage of finishing your foe this way to activate stealth (if known). Coup de Grace
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you exit stealth, you reveal yourself dramatically, intimidating foes around you.
All foes within radius 4 that witness you leaving stealth will be stricken with terror, which randomly inflicts stun, slow (40% power), or confusion (50% power) for 5 turns.
The chance to terrorize improves with your combat accuracy. Terrorize
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 5
Description: When attacking from stealth, you slip a garrote over the targetâs neck (or other vulnerable part). This strangles for 7 turns and silences for 4 turns. Strangled targets are pinned and suffer an automatic unarmed attack for 64% damage each turn.
Your chance to apply the garrote increases with your Accuracy and you must stay adjacent to your target to maintain it.
This talent has a cooldown. Garrote
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Won't Break Stealth: 100%
Description: You mark a target for death for 6 turns, causing them to take 28% increased damage from all sources. When this effect ends they will immediately take physical damage equal to 60.47 plus 29% of all damage taken while marked.
If a target dies while marked, the cooldown of this ability is reset and the cost refunded.
This ability can be used without breaking stealth.
The base damage dealt will increase with your Dexterity. Marked for Death
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 208% 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 314.16 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 11%. Prismatic Slash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 9. Any target caught in the area will take 50.49 nature damage each turn for 6 turns.
The poison also gives enemies a 22% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 10, and your breath attack cooldowns are reduced by 6.
You gain 55% knockback resistance, and your blindness and stun resistances are increased by 28%. Wyrmic Guile
| 5/5 |
Effective talent level: 6.0
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 2.8% and all damage you deal with them is increased by 11.3% with 23.0% resistance penetration. Chromatic Fury
| 5/5 |
| Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 142.60 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 37.97 acid damage that can critical in a radius of 4 each turn for 7 turns.
Enemies in this mist will be corroded for 4 turns, lowering their Accuracy, their Armour and their Defense by 25.
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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 65% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 212.20 acid damage.
Enemies caught in the acid have a 58% 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
| 5/5 |
| Chronomancy / Temporal Hounds | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every 13 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in 13 turns.
Your hounds inherit your increased damage percent, have 27% physical resistance and 100% temporal resistance, and are immune to teleportation effects.
Hounds will get, 142 Strength, 142 Dexterity, 142 Constitution, 142 Magic, 142 Willpower, and 142 Cunning, based on your Magic stat. Temporal Hounds
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Command your Temporal Hounds to teleport to the targeted location. If you target an enemy your hounds will set that enemy as their target.
When you learn this talent, your hounds gain 46 defense and 46% resist all after any teleport.
At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
The teleportation bonuses scale with your Spellpower. Command Hounds: Blink
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your hounds can now survive for up to 3 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 58 life per turn and increase their global speed by 53% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain 55% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 86.92 temporal damage and reducing the three highest stats of all targets in a radius 6 cone.
Affected targets will have their stats reduced by 19 for 3 turns. You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
When you learn this talent, your hounds gain 55% temporal damage affinity. Command Hounds: Breathe
| 5/5 |
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 4
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 1.32 mana per turn, and your physical and spell attack speed increases by 12.8%. Shadow Feed
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: 10
Cooldown: 5
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 262% 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
| 5/5 |
| Chronomancy / Bow Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Archery (72% of a turn)
Is: a spell
Description: Fire an arrow for 106% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal 50% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner. Arrow Stitching
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (72% of a turn)
Is: a spell
Description: Over the next 4 turns you'll fire up to 4 arrows at this target from this location, each dealing 138% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 2
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (90% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 42 and critical chance by 29%.
The effects will increase with your Dexterity. Precise Strikes
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Perfect Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 49
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 51% for 5 turns. Blinding Speed
| 5/5 |
| Chronomancy / Threaded Combat | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Is: a spell
Description: Attack with your bow or dual-weapons for 155% damage. If you shoot an arrow you'll teleport near the target location. If you use your dual-weapons you'll teleport up to your bow's range away.
Additionally you now go Out of Phase for five turns after any teleport, gaining 26 defense and 16% resist all.
The Out of Phase bonuses will scale with your Magic stat. Thread Walk
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you hit with a melee or arrow attack, there is a 52% chance that a warden will appear from another timeline to attack a random enemy.
The summoned warden will attempt a melee attack if you made an arrow attack, or an arrow attack if you made a melee attack.
These wardens are out of phase with your reality and deal 18% less damage, and their arrows will pass through friendly targets.
A warden can only be summoned this way once per turn and they return to their own timeline after attacking. Warden's Call
| 5/5 |
| Chronomancy / Spacetime Folding | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 56.19 physical and 43.46 temporal (warp) damage.
The mines are hidden traps (75 detection and 94 disarm power based on your Magic), last for 10 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.
Current Spacetime Folding Range: 9 Warp Mines
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Tether the target to the location for 8 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 56.19 physical and 43.46 temporal (warp) damage to all enemies in a radius of 2 at both the entrance and exit locations.
The damage will scale with your Spellpower. Spatial Tether
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 8 and 17 tiles from you and may be stunned, blinded, confused, or pinned for 4 turns.
The chance of teleportion will scale with your Spellpower. Banish
| 5/5 |
| 5/5 |
| Wild-gift / Oozing blades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 184.7 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You gain 51% Nature resistance.
When you deal Acid damage to a creature, you gain a 7.7% bonus to Nature damage for 5 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 17.1%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 91% chance that 3 talent(s) are placed on a 13 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring 55% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 74% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 5/5 |
| Wild-gift / Summoning (melee) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
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 War Hound for 12 turns to attack your foes. War hounds are good basic melee attackers.
It will get 262 Strength, 262 Dexterity and 26 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 9
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 12 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 240 Constitution and 22 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
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 Minotaur for 9 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 284 Strength, 33 Constitution and 234 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 18
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 12 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 262 Strength, 33 Constitution and 251 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
| 5/5 |
| Spell / Ice | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 2
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 96.60 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 9
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 6, doing 136.22 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Shatter all frozen targets in your line of sight, doing 156.51 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 8 foes.
The damage will increase with your Spellpower. Shatter
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 11.3% and ignoring 55% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 100%. Uttercold
| 5/5 |
| Wild-gift / Ooze | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 497, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 2.01.
You may have up to 3 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 10 turns, are very resilient (33% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 1.8 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning. Mitosis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 8 turns.
This process releases a burst of antimagic, dealing 98.0 Manaburn damage in radius 3.
This talent allows you to restore 1.8 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 2 will be created with 363 life (73% 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 190% weapon damage (as Acid). Call of the Ooze
| 5/5 |
Effective talent level: 6.0
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 57% lower Critical multiplier (but always do at least normal damage).
In addition you gain 74% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 5/5 |
| Wild-gift / Mucus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 7 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 7 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 29.7 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 9.6 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 124.9 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
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your mucus is brought to near sentience.
Each turn, there is a 38% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 10 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 34% of a turn to perform, but you must be in contact with your mucus. Oozewalk
| 5/5 |
| Spell / Storm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 5, doing 28.61 to 85.82 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 33.81 to 101.43 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 27
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 60% 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 61.58 to 184.75 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 27
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 10% and ignoring 55% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 54% chance to daze, and your Thunderstorm spell gains a 27% chance to daze. Tempest
| 5/5 |
| Cunning / Tactical | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 58% chance to get a free, automatic melee attack against the attacker for 94% damage, up to 2.5 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (72% of a turn)
Description: Increases Defense by 55 for 7 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 31% and reducing their saving throws by 31.
The effects will scale with your Cunning. Set Up
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Combat (72% 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 40%.
Exploit Weakness
| 5/5 |
| Chronomancy / Blade Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Is: a spell
Description: Attack with your melee weapons for 198% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 7 turns.
Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots. Additionally you may use the Attack talent in a similar manner. Warp Blade
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 106% damage. Then teleport next to a second random enemy, attacking for 106% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 9
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 17.92 fire damage per melee attack and increasing all fire damage dealt by 15%.
Each hit will also regenerate 2.00 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 22
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 70% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 9
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 9 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 15%.
Each hit will also regenerate 2.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 9
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 10.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
| Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 22
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 809% faster for 4 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 46%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 44.5% of its current life (29.6% if the target is Elite or Rare, 22.2% if the target is a Unique or Boss, and 17.8% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 87.67 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 14
Range: 6
Cooldown: 13
Travel Speed: 400% of base
Usage Speed: Mind (90% 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 59.42 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 104.87 lightning damage and 116.59 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 6 turns. The blast will ignore the talent user.
The tornado will last for 6 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 86.46 to 259.38 lightning damage, and have a 58% 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
| 5/5 |
| Technique / Magical combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 4
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 78% 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
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.81 of your Magic (current bonus: 106).
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 227.50.
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
| 5/5 |
| Spell / Phantasm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 10 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 78.31 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 9
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 51 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster fades from sight, granting 58 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
| 5/5 |
| Technique / Superiority | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 36
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 38% and provides a 23% chance to shrug off critical damage for 20 turns. Juggernaut
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 10
Range: 5
Cooldown: 9
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 5 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 63% 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
| 5/5 |
| Spell / Aether | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 10
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 66.38 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 7
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 4 random arcane explosions in the target area.
Each explosion does 80.24 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 5/5 |
Effective talent level: 6.0
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 9 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 27
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 11.3% and ignoring 50% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 5/5 |
| Technique / Battle tactics | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on your blows; for 8 turns, each strike you land on your target in melee range has a 65% 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
| 5/5 |
Effective talent level: 6.0
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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Lashes at the target, doing 177% weapon damage.
If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 82%. Bleeding Edge
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 48% of your missing health.
(So if you have lost 70% of your life, you gain 34% all resistance.)
In addition, your all damage resistance cap increases 54.7% 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
| 5/5 |
| Spell / Fire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 2
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 142.85 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a cone of flame with radius 8. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 121.07 fire damage over 7 turns.
The damage will increase with your Spellpower. Flameshock
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: 7
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 137.99 fire damage in a radius of 6.
The damage will increase with your Spellpower. Fireflash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 37.17 fire damage in a radius of 5 each turn for 10 turns.
The damage will increase with your Spellpower. Inferno
| 5/5 |
| Technique / Dual techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Attack with your offhand weapon for 158% damage. If the attack hits, the target is stunned for 7 turns, and you hit it with your mainhand weapon doing 158% damage.
The stun chance increases with your Accuracy. Dual Strike
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Swiftly leap to your target and strike at their vital points with both weapons, dealing 177% weapon damage. This attack deals 32% increased critical strike damage. Heartseeker
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: 4
Cooldown: 9
Travel Speed: 2000% of base
Usage Speed: Weapon (90% of a turn)
Description: You quickly move up to 4 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 115% weapon damage, causing those struck to bleed for 50% of the damage dealt over 5 turns. Whirlwind
| 5/5 |
| Technique / Duelist | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your offhand weapon damage penalty is reduced to 18%.
Up to 3.2 times a turn, you have a 76% chance to parry up to 0 damage (based on your offhand weapon damage) from a melee or ranged attack. The number of parries increases with your Cunning. (A fractional parry has a reduced chance to succeed.)
A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes. It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar. Dual Weapon Mastery
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: The flow of battle invigorates you, allowing you to press your advantage as the fight progresses.
Up to once each per turn, while dual wielding, you may:
Riposte -- If a melee or archery attack misses you or you parry it, you instantly restore 4.6 stamina and gain 11% of a turn.
Recover -- On performing a critical strike with your offhand weapon, you instantly restore 4.6 stamina. Tempo
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 6
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Make a cunning feint that tricks your target into swapping places with you. While moving, you take the opportunity to trip them, pinning and dazing them for 2 turns.
Switching places distracts your foes and allows you to improve your defenses: For 3 turns, Dual Weapon Mastery yields one extra parry each turn and you are 53% less likely to miss your parry opportunities.
The chance to pin and to daze increases with your Accuracy Feint
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Exploiting a gap in your target's defenses, you make a lethal strike with your offhand weapon for 366% damage that causes them to drop their weapon, disarming them for 7 turns.
Tempo will reduce the cooldown of this talent by 1 turn each time it is triggered defensively.
The chance to disarm increases with your Accuracy. Lunge
| 5/5 |
| Spell / Water | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 22.58 cold damage in a radius of 3 each turn for 7 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 7 turns and damaging it for 172.35.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 9
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 5, doing 20.83 cold damage and 24.20 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 8 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 10 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 5, 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
| 5/5 |
| Spell / Wildfire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 4
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 6, knocking back anything caught inside and setting them ablaze, doing 87.16 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 27
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 25.07 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 50% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 11.3%, ignoring 55% fire resistance of your targets and reducing self-inflicted fire damage by 84%. Wildfire
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Destroys one of your summons, making it detonate in radius of 8.
- 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
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 6 turns. Phase Summon
| 5/5 |
| Cunning / Lethality | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 8.1% greater chance to be critical hits, and your critical hits do 21.5% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 9
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 113% damage.
For 7 turns thereafter, your attacks against that target gain 11 (effective) accuracy for each probing strike that missed, plus 11.5 (effective) bonus weapon damage and 27% additional weapon resistance penetration for each probing strike that hit.
Learning this technique allows you to permanently gain 11 armour penetration with all melee and archery attacks.
The bonuses to accuracy and damage increase with Cunning. Expose Weakness
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 50
Drains stamina: 4
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Become a whirling storm of blades, increasing attack speed by 34% 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
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 9
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 12 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 274 Constitution, 22 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 9
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 12 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 251 Dexterity, 22 Strength, 18 Willpower and 21 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 22
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 (21% of a normal summon time) and with no chance to fail from high equilibrium for 6 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
| 5/5 |
Effective talent level: 6.0
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 19 turns, and it takes 42% less damage.
The damage reduction is based on your Cunning. Summon Control
| 5/5 |