| Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Breath Hydra | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Is: a nature gift
Natural Attacks: Drooling Head
Description: Allows you to use the hydra's three breath talents:
- Breath of Poison: Poisons victims in a cone-shaped radius, dealing nature damage over a few turns.
- Breath of Acid: Deals acid damage to victims in a cone-shaped radius.
- Breath of Thunder: Deals powerful, but random lightning damage to victims in a cone-shaped radius.
Hydra Breath's talent level will affect the talent level of each breath talent, improving range and damage.
Damage scales with your Mind Power.
Breath range: 6 Hydra Breath
| 5/5 |
Effective talent level: 7.5
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You are filled with (almost too much of) your vile breath substances, causing the remnants of a previous breath to mix with your current one.
After using a Hydra Breath talent, for 10 turns, you will convert 80% of all following Hydra Breath talent damage into its damage type.
In addition, your Drool heads will gain priority in natural attacks, using that damage type as well. Hydra Mixture
| 5/5 |
Effective talent level: 4.5
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You reach deeply into your breath reserves to unleash exhausting, yet significantly more toxic breath attacks.
The radius of your Hydra Breath talents is increased by 3, and the cooldown and cost will be doubled, but each will carry with it a powerful malady that causes the same amount of damage over a few turns and cripples your victims' fighting ability significantly.
- Breath of Poison ~ Causes a sickness that utterly repulses victims, making them run away 28% of the time.
- Breath of Acid ~ Sears the victim with a painful acid, causing them to fumble regular attacks 28% of the time.
- Breath of Thunder ~ Completely electrifies the victim, giving a 28% chance of becoming dazed whenever they move.
Though these maladies are not considered as poisons, the effect chance will still be calculated through poison resistance. Hydra Toxin
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your breath attacks will coat your victims in a catalytic substance of the respective element for 0 turns.
When another coating is applied, the coatings will react, causing an additional effect based on the combination:
- Poison + Acid = Harmless reaction that produces electricity, leaving victims easier to stun or pin for 1 turns.
- Acid + Lightning = Extreme surge of energy that causes a burning shock, leaving victims stunned for 0 turns.
- Poison + Lightning = Poison that shocks the whole nervous system, leaving victims pinned for 0 turns.
The damage caused by these reactions are based on the power of the breath used. Hydra Chemistry
| 0/5 |
| Wild-heart / Triad | 1.50 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You enter a special, organized stance, causing 1 activated Hydra Breath, Glare Hydra, and Feral Hydra talent(s) each to use 13% less of a turn (2 talents per turn).
Additionally, there will be no multi-attack penalty when performing natural attacks.
However, because your heads are so wild, you can only maintain this stance for 3 turn(s) before losing control again. Willpower will slightly increase the duration. Delta Formation
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Equilibrium cost: 10
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: For one exceptional moment, you manage to focus your heads towards a single, unified purpose...
Your next activated Hydra Breath, Glare Hydra, or Feral Hydra talent will be supported by 0 of each head, gaining additional properties:
Feral Head ~ Reduces the talent's cooldown by 1 (0).
Glaring Head ~ Expands the talent's radius by 1 (0).
Drooling Head ~ Shortens the talent's usage time by 10% (0%).
At talent level 4 and above, the cooldown will decrease significantly. Triad of Threes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 50
Range: melee/personal
Cooldown: 153
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Random Hydra Head
Description: Putting your heads together, you perform to all enemies within 2 radius a legendary attack only told in fables:
Feral Head ~ (Physical Power) Perform a biting attack at 108% power, clamping and dragging targets with you for 4 turns.
Glaring Head ~ (Mind Power) Lock eyes with a frightening gaze, stunning targets for 1 turns.
Drooling Head ~ (Mind Power) Spit a 23 damage globule of sickening poison, caustic acid, or paralyzing lightning, influencing targets 30% of the time for 4 turns.
Note that this talent is compatible with Triad of Threes!
This talent's cooldown decreases significantly with each talent point. Trinity Attack
| 0/5 |
| Wild-heart / Glob | 1.30 |
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 10
Equilibrium cost: 3
Range: 6
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: Spit a sticky, gooey mass of slime, slowing the movement of whomever steps upon it by 30% for 24 turns. The glob lasts for 18 turns and does not disappear after being triggered.
Hitting directly will deal 107 nature slow damage as well as triggering the trap at half potency and duration.
This glob is special, gaining new properties based on what Breath Hydra talents are in effect:
Hydra Mixture ~ The projectile (not glob) will gain three times more damage and convert into your mixture's damage type (no longer dealing slime damage).
Hydra Toxin ~ Will inflict a 215 damage malady instead of slowing.
Hydra Chemistry ~ Stepping into a glob that has been imbued with a damage type will cover the victim in that coating.
The damage scales with Constitution and Mindpower. Adhesic Glob
| 5/5 |
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 15
Equilibrium cost: 6
Range: 6
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: Spit a sack of fumes that, when bursted, releases fast-acting poison in a 1 radius that deals 371 nature damage over 6 turns and slows by 30%. The glob lasts for 24 turns.
Hitting directly will deal 185 nature damage over a few turns as well as triggering the trap at half potency and duration.
This talent is compatible with Breath Hydra talents and effects, being considered as Poison.
The damage scales with Constitution and Mindpower. Toxic Glob
| 5/5 |
Effective talent level: 5.2
Use mode: Activated
Stamina cost: 10
Equilibrium cost: 9
Range: 6
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: Spit a pod of bile that, when bursted, covers nearby victims in a 2 radius with acid, causing 293 acid damage over 7 turns. The glob lasts for 21 turns.
Hitting directly will deal 147 acid damage as well as triggering the trap at half potency and duration.
This talent is compatible with Breath Hydra talents and effects, being considered as Acid. Notably, it will constantly apply a new coating each turn.
The damage scales with Constitution and Mindpower. Acidic Glob
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Equilibrium cost: 9
Range: 3
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: Spit pellets of paralyzing gel in a 1 radius that, when bursted, deals 18 lightning damage and pins whomever steps upon it for 1 turns. The mass lasts for 1 turns.
Hitting directly will deal 18 lightning damage, as well as triggering the trap at half potency and duration. Pellets will still be spread around the target.
This talent is compatible with Breath Hydra talents and effects, being considered as Lightning.
The damage scales with Constitution and Mindpower. Electric Glob
| 0/5 |
| Wild-heart / Feral Hydra | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Natural Attacks: Feral Head, Feral Head
Description: You reach out at nearby targets in a 2 radius, dealing 162 physical damage and pulling them next to you.
If you succesfully pull them, you will savage them, dealing another 210 physical damage and dazing them for 4 turn(s).
The damage and chance of pulling increases with your physical power. Drag In
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Natural Attacks: Feral Head
Description: You attempt to gently wrap around targets immediately next to you, dealing 37 physical damage without removing their dazing effect.
If successful, you will then proceed to squeeze and crush them, dealing 187 physical damage (this WILL break dazing).
Squeezed victims are asphyxiated and unable to move, losing 9.00% of their current life each turn.
The initial damage and chance of squeezing increases with your physical power. Wring Out
| 5/5 |
Effective talent level: 4.5
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Natural Attacks: Feral Head
Description: You thrust into nearby targets in a 1 radius, dealing 147 physical damage and knocking them back 2 tiles. If a target is being squeezed, you will instead toss them 4 tiles.
If a victim collides into anything, they will receive an additional 176 physical damage and be stunned for 4 turns.
The damage and chance of knocking back increases with your physical power. Lash Forth
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 35.5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Natural Attacks: Feral Head
Description: You enter an uncontrollable rampage, draining 36 stamina each turn until you run out of stamina or manage to find enough peace to rest.
Each turn, you will smash and batter nearby targets in a 1 radius, dealing 11 physical damage and randomly displacing them around you, and thus, confusing them for 2 turns.
In this state, you will act 50% slower, but you will also remove and become 2% immune to all stuns and pins.
If you become stunned or pinned, your rampage will come to a grinding halt, draining half of your remaining stamina.
The damage and chance of displacement increases with your physical power. Thrash About
| 0/5 |
| Wild-heart / Mist Beast | 1.30 |
Effective talent level: 6.5
Use mode: Activated
Equilibrium cost: 35
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: You lay a thick, harmless 5 radius mist for 20 turns, unliting affected tiles and completely obstructing vision.
Those within this mist cannot be seen at all by those outside of it (unless they are sustaining Mist Lurker).
The mist, however, is conspicuous, and will alert enemies within it. Mist Shroud
| 5/5 |
Effective talent level: 6.5
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Misty Fin
Description: Within the mist, you are everywhere and nowhere.
While active, you can clearly see into all misty tiles in a 6 radius without obstruction and will gain a bashing natural attack that ignores armour and shields.
Also, while within mist, if you receive intentional damage from an adjacent source that is targetting, you will teleport to a random misty spot that is, at most, 7 tiles away, as well as breaking targetting.
Additionally, you will perform a counterattack that, if it hits, will trigger the attacker's hallucinations (if they are suffering any).
This effect has a cooldown. Mist Lurker
| 5/5 |
Effective talent level: 5.2
Use mode: Passive
Cooldown: 15
Is: a mind power and a nature gift
Description: Your mist is slightly hallucinogenic, having a 66% chance of causing Delirium.
Delirious victims will create a 43 power illusion of yourself next to them 22% of the time.
The illusions do absolutely nothing, and will immediately vanish if the source of the illusion performs a melee attack and makes a successful mental save against its power.
Hallucination checks poison and confusion immunity. Hallucinations
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: You shroud yourself with a 0 turn, 2 radius sickening mist, causing a stacking 4 nature damage over a few turns and forcing victims to flee from you.
The damage caused and chance of fleeing increases the closer victims are to yourself.
Note that this zone is considered as mist, and though you are the source of the mist, it will affect you as well.
The damage increases with Mindpower, but significantly with Constitution. Sickening Mist
| 0/5 |
| Wild-heart / Ravenous Beast | 1.30 |
Effective talent level: 2.6
Use mode: Sustained
Sustain stamina cost: 45
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You become so menacing that your victims will become imperiled if you cause more than 23% of their maximum life in damage within a single turn without killing them.
Imperiled victims have all their saves absolutely reduced and will become unable to move when their life falls below a certain threshold.
Additionally, you will devour imperiled victims you kill next to you, restoring life and equilibrium based on its level and rank. However, your relentless intent makes you reckless, reducing your defense by 28, but increasing your saves by 7.
Finally, this will provide you with a biting natural attack that is effective when attacking last. Voracious Feast
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Natural Attacks: Random Bite
Description: Bite and crush nearby targets with each head, dealing 3 physical damage and clamping them for 20 turns (draining 1.30 stamina per turn).
Clamped enemies attack slower and are unable to move, sustaining 1 physical damage and being pulled towards you each time you move away from them or after every turn.
The hold will break if they aren't nearby you or if they teleport.
The clamping damage scales with your physical power. Clamp Down
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Natural Attacks: Random Bite
Description: Mangle a single target with every biting natural attack you have, each striking at 32% power and ignoring multi-attack penalties. The power of each attack will increase by 0% after each successful hit (up to 4 times; 0% more damage).
If the target is Clamped, the power increase will be 0% instead.
If the target is Imperiled, this talent is unavoidable.
Using this talent will release your clamp on all victims. Tear Apart
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 56
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Natural Attacks: Random Bite
Description: You cannot wait any longer-- you must eat NOW!
You immediately devour alive smaller targets in a 1 radius, dealing 7 physical damage, as well as digesting them for 2 acid damage each turn and healing you for the same amount.
If a target is Clamped, this talent is unavoidable. If a target is Imperiled, this talent is irresistible.
While devoured, victims attack your belly, dealing completely unmodified damage (no resists, no armor), but grow weaker (such that 30% life means 30% damage).
Each victim in your belly will multiplicatively reduce your combat, breath, and movement speeds by 30% (such that 2 victims would reduce it by 51%).
Should your belly be defeated (absorbs 31 damage), you will regurgitate them and retain your digestion penalties for 12 more turns.
The hit damage increases with physical power, while the strength of your belly and digestive acids increases with your Constitution. Swallow Whole
| 0/5 |
| Wild-heart / Swamp Beast | 1.30 |
Effective talent level: 6.5
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Slapper
Description: You have a natural affinity for water-- The murkier, the better.
You gain vision of anyone in a 14 radius if they are soaked, on a soaked tile, or if their tile requires water-breathing, but lose 10% of your movement speed.
However, while moving on soaked or breathing tiles, you will submerge, becoming stealthed at 56 power, gaining 63% movement speed, and slowing projectiles by 25%. These bonuses are doubled if the tile requires special breathing.
Finally, you gain a bashing natural attack that has an exceptionally high chance of dazing targets.
This stealth refreshes whenever you move on a soaked or breathing tile. Beneath The Wake
| 5/5 |
Effective talent level: 6.5
Use mode: Activated
Equilibrium cost: 25
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: You playfully blast a 5 radius area with murky water, causing several effects:
- All creatures (except yourself) caught in the initial blast are knocked back 3 tiles and disarmed.
- When this talent mind crits, the initial torrent becomes a powerful geyser of water, expanding the radius by 3 and stunning those struck.
- The blasted area becomes soaked for 24 turns, putting out fire effects/sustains and soaking anything that enters without Beneath The Wake.
Soaked victims have their movement speed slightly slowed, their fatigue significantly increased, their lightning resistance reduced, and their fire damage reduced. Drench
| 5/5 |
Effective talent level: 5.2
Use mode: Activated
Equilibrium cost: 12
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Description: You spray the target's eyes (or some other perceptive organ if they don't have any) with brackish, mucky water, blinding them for 5 turns. At talent level 5, this gains a splash effect.
Immunity does not affect this blindness, and when this talent mind crits, the blinding duration is doubled.
Even when their vision returns, they are still unable to properly see for 12 more turns, reducing Accuracy and Defense by 25 and sight range by 8.
Note that the secondary effect is considered as a blind, and can be used for the purposes of a guaranteed Clean Slip.
Your talent level will add 154 accuracy to the attempt. Brine Blast
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Slapper
Description: Slippery and sly, you lure a target into a trap, then strike them-- Vanishing before their very (blinded) eyes.
If the target fails a Cunning-based blinding check (or they are already blinded), you will perform a quick attack, breaking targetting, removing all pins and stuns, and slipping 0 tiles away.
If the sneak attack crits, you will transfer the removed effects to the target.
Your talent level will add 0 Cunning to the check. Clean Slip
| 0/5 |
| Wild-heart / Glare Hydra | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 5
Range: 11
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Glaring Head
Description: Crush an enemy's spirit with a piercing gaze, dealing 344 mind damage (stops at 50%), disrupting evasion effects, and instilling them with a debilitating fear:
- Despair: 29% chance of becoming confused each turn
- Terror: 59% chance to fail their actions
- Dread: Deal 44% reduced damage
- Doom (after 3 gazes): Mind resistance reduced by 67%
This will additionally taunt enemies, directing them to attack you.
If you or the victim loses sight, this effect will end. Stare Down
| 5/5 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Breath (89% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Glaring Head
Description: You loose a hideous, soul-chilling wail in a 7 radius, poisoning the very minds of your victims, dealing 427 mind damage over 15 turns, as well as reducing their mind power and mind save by 26.
This effect cannot kill its victims and will halt upon bringing them below 25% of their max life, at which point, the agony will bring them to their knees, reducing their global speed by 30% for as long as their life remains below that amount.
If a victim resists, 30% of the damage is immediately dealt instead.
If a victim is already under this effect, 30% of the remaining damage immediately occurs before applying the new effect. Sordid Howl
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Fear effects you've caused each have a 1% chance of causing the victim to fail attacks directed at you. For non-melee attacks, they will err by 1 tile instead.
Note that fear immunity will reduce the chance of failure.
- 1 fears = 1% chance
- 2 fears = 2% chance
- 3 fears = 3% chance
- 4 fears = 4% chance
- 5 fears = 5% chance Menace
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Natural Attacks: Glaring Head
Description: With a heart-stoppingly abyssal shriek, you attempt to lock the minds of all within a 2 radius into this single moment of terror.
You deal 7 submissive mind damage for each Fear effect they have. Afterwards, victims at 5% life or less will go Braindead, effectively dead in mind, though still present in body. Incite Death
| 0/5 |