Celestial / Sun | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 461.1 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 5 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Positive energy cost: -20
Range: 9
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 104.7 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower. Path of the Sun
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 19%.
Each time you crit with a physical attack or a spell you have 87% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn. Sun's Vengeance
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -15
Range: 10
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
While the cloak is active, your spell casting speed is increased by 3%, your spell cooldowns are reduced by 8%, and you cannot take more than 99% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 0/5 |
Chronomancy / Temporal Guardian | 2.20 |
Effective talent level: 11.0
Use mode: Passive
Description: Increases Physical Power by 110, and increases weapon damage by 74% 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: 11.0
Use mode: Activated
Paradox cost: 11
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 11 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain 35% critical chance and critical strike power while you take 35% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 5/5 |
Technique / Two-handed assault | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Hits the target with your weapon, doing 100% damage. If the attack hits, the target is stunned for 0 turns.
The stun chance increases with your Physical Power. Stunning Blow
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns Death Dance
| 0/5 |
| 0/5 |
Psionic / Charged mastery | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: For 14 turns your electrokinesis transcends your normal limits, increasing your Lightning damage by 29% and your Lightning resistance penetration by 18%.
In addition:
The cooldowns of Charged Shield, Charged Leech, Charged Aura, Charged Strike and Brainstorm are reset.
Charged Aura effects will have their radius increased by 1.
Your Charged Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Brainstorm will also inflict blindness.
Charge Leech will also inflict confusion (42% effect).
Charged Strike will have its secondary lightning burst chain to up to 3 targets in a radius of 3.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Electrokinesis
| 5/5 |
| 5/5 |
Effective talent level: 8.8
Use mode: Activated
Psi cost: 32
Range: 8
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Cast a net of static electricity in a radius of 5 for 7 turns.
Enemies standing in the net will take 112.5 Lightning damage and be slowed by 36%.
When you move through the net, a static charge will accumulate on your weapon which will add 51.5 additional Lightning damage to your next attack for each turn you spend within its area.
These effects scale with your Mindpower. Static Net
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Store an electric charge for saving your life at a later time.
If you are reduced to less than zero life while this is active, it will deactivate, cure you of all stun/daze/freeze effects and allow you to survive with up to 17 negative health for 0 turns.
The negative health limit scales with your Mindpower and maxium life. Heartstart
| 0/5 |
Wild-gift / Fire drake aspect | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 8 up to 3 tiles away and damaging them for 184% 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: 11.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 10.
The sound wave is so strong, your foes also take 261.58 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: 11.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Spit a cloud of flames, doing 71.57 fire damage in a radius of 7 each turn for 12 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 12. Any target caught in the area will take 498.49 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 |
Cursed / Slaughter | 2.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You slash wildly at your target for 120% (at 0 Hate) to 166% (at 100+ Hate) damage.
At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by 30% for 15 turns. The effect will stack.
The damage multiplier increases with your Strength. Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Assault nearby foes with 4 fast attacks for 21% (at 0 Hate) to 43% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Accuracy by 23 for 3 turns.
The damage multiplier and Accuracy reduction increase with your Strength. Frenzy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Charge through your opponents, attacking anyone near your path for 35% (at 0 Hate) to 70% (at 100+ Hate) damage. Small opponents may be knocked away from your path. You can attack a maximum of 2 times, and can hit targets along your path more than once. Reckless Charge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: While active, every swing of your weapon has a 16% (if one-handed) or 28% (if two-handed) chance of striking a second nearby target for 0% (at 0 Hate) to 0% (at 100+ Hate) damage (+25% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The Cleave chance and damage increase with your Strength. Cleave
| 0/5 |
Psionic / Psi-fighting | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Gather your will, and brutally smash the target with your mainhand weapon and then your telekinetically wielded weapon, doing 179% weapon damage.
If your mainhand weapon hits, you will also stun the target for 9 turns.
This attack uses 60% of your Willpower and Cunning instead of Strength and Dexterity to determine weapon damage and accuracy, for both attacks.
Any active Aura damage bonusses will extend to the weapons used for this attack. Telekinetic Smash
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While active, you give your flesh and blood body a boost in the form of precisely applied mental forces. Increases Strength and Dexterity by 47% of your Willpower and Cunning, respectively.
Strength increased by 32
Dexterity increased by 38 Augmentation
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Assume a defensive mental state.
For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for 75% weapon damage.
At raw talent level 3 you will also disarm the attacker for 3 turns.
At raw talent level 5 you will be able to reflexively block up to one attack per turn with a 25% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 2.20 |
Effective talent level: 11.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 18% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 14%.
The daze chance increase with your Physical Power. Mortal Terror
| 5/5 |
Effective talent level: 11.0
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 18%, your life regeneration by 7.88 per turn, and your stamina regeneration by 1.58 per turn for 13 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 39.42 and 7.88 each turn, respectively. Bloodbath
| 5/5 |
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: You enter a battle frenzy for 1 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 -2% 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
| 0/5 |
Spell / Air | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 235.62 to 706.86 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 164.89 to 494.67 damage and forking to another target.
It can hit up to 9 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: 11.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 178 and increasing defense against projectiles by 46.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 48% movement speed and removes 27 fatigue. Feather Wind
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% 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 11 of your foes for 1 to 151.80 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 |
Technique / Archery excellence | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 1 projectiles. Shoot Down
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 150% weapon damage and knocks back your target by 0. Bull Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a -310% chance get a defensive shot off in time to intercept the attack, fully disrupting it (including extra blows from certain talents), dealing 40% archery damage, and knocking the attacker back 0 tiles.
Activating this talent will not interrupt reloading. Intuitive Shots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire a shot at your target's throat, mouth, or equivalent body part, doing 90% damage and silencing it for 0 turns.
The silence chance increases with your Accuracy. Strangling Shot
| 0/5 |
Celestial / Sunlight | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 16.53 damage to the target and leaving a spot on the ground for 4 turns that does 8.04 light damage to anyone within it.
The damage dealt will increase with your Spellpower. Searing Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -15
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Invokes the Sun to cause a flare within radius 0, blinding your foes for 0 turns and lighting up your immediate area (radius 0).
At level 3 it will also do 8.02 light damage within radius 0.
The damage done will increase with your Spellpower. Sun Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Call forth the Sun to summon a fiery beam, burning all targets in a line for 24.72 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures a furious burst of Sunlight, dealing 16.58 light damage to all around you in a radius of 3.
The damage done will increase with your Spellpower. Sunburst
| 0/5 |
Spell / Earth | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 35 bonus to Armour.
The bonus to Armour will increase with your Spellpower. Stone Skin
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 15
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 6.
The beam also affect any creatures in its path, dealing 553.33 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 451.88 physical damage in a radius of 11. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 5/5 |
Effective talent level: 4.4
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 13 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 294.56 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 2/5 |
Psionic / Voracity | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You draw kinetic energy from your surroundings to replenish your Psi.
This will slow all targets within radius 0 by 15% (max 15%) for four turns, draining 1.3 (max 4.0) stamina from each.
You replenish 1 (max 3) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Kinetic Leech
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You draw thermal energy from your surroundings to replenish your Psi.
This will freeze all targets within radius 0 for 0 (max 0) turns, and deal 5.1 (max 15.1) Cold damage.
You replenish 1 (max 3) Psi from the first target, with each additional target restoring 20% less than the one before it.
The damage and the strength of these effects increases as your Psi depletes and with your Mindpower. Thermal Leech
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 4.5 (max 13.2) Lightning damage to all targets around you within radius 0, and has a 14% (max 14%) chance to daze them for 3 turns.
You replenish 1 (max 3) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Charge Leech
| 0/5 |
| 0/5 |
Technique / Shield offense | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (87% of a turn)
Description: Hits the target with two shield strikes, doing 100% and 120% shield damage. If it hits a second time, it stuns the target for 0 turns.
The stun chance increases with your Accuracy and your Strength. Shield Pummel
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (87% of a turn)
Description: Hits the target with your shield, doing 100% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 100% base damage each. Assault
| 0/5 |
Cursed / Gloom | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 22% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: +37). Gloom
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 22% chance to be crippled by fear for 3 turns, reducing damage they inflict by -34%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: +37). Weakness
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 11.3% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +37). Dismay
| 5/5 |
| 5/5 |
Celestial / Crusader | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -7
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You strike your foe with your two handed weapon, dealing 110% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 0% and their damage reduced by 0% for 5 turns. Absorption Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: 5
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for -3% of the damage done. Mark of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: While wielding a two handed weapon, your critical strike chance is increased by 0%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 0%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 12.29 light damage over 5 turns and reducing opponents armour by 0.
The damage increases with your Spellpower. Righteous Strength
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: -42
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every -42 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in -42 turns.
Your hounds inherit your increased damage percent, have -2% physical resistance and -6% temporal resistance, and are immune to teleportation effects.
Hounds will get, 19 Strength, 19 Dexterity, 19 Constitution, 19 Magic, 19 Willpower, and 19 Cunning, based on your Magic stat. Temporal Hounds
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 11
Range: 2
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% 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 4 defense and 4% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your hounds can now survive for up to 0 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 6 life per turn and increase their global speed by 0% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain -3% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 11
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 28.45 temporal damage and reducing the three highest stats of all targets in a radius 2 cone.
Affected targets will have their stats reduced by 4 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 -3% temporal damage affinity. Command Hounds: Breathe
| 0/5 |
Wild-gift / Summoning (advanced) | 2.20 |
| 5/5 |
Effective talent level: 11.0
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 3 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 4, and the duration of each lasting effect is 12 turns.
The effects improve with your Willpower. Grand Arrival
| 5/5 |
Effective talent level: 8.8
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
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: For -1 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
| 0/5 |
Spell / Energy alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 0%. Lightning Infusion
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +2%.
Each turn, a foe within range 0 will be struck by lightning and be dealt 8.3 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 609 life (20% of your maximum life) since your last turn, you will gain 55% of a turn.
The effects increase with your Spellpower. Living Lightning
| 0/5 |
Cunning / Poisons | 2.20 |
Effective talent level: 11.0
Use mode: Passive
Description: Learn how to coat your melee weapons, sling and bow ammo with poison. Each level, you will learn a new kind of poison:
Level 1: Deadly Poison
Level 2: Numbing Poison
Level 3: Insidious Poison
Level 4: Crippling Poison
Level 5: Stoning Poison
New poisons can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 220%. (The effect varies for each poison.)
Coating your weapons in poisons does not break stealth.
You may only have two poisons active at once.
Every time you hit a creature with one of your weapons, you have a 75% chance to randomly apply one of your active poisons.
The chance to apply a poison lowers if the target is already poisoned. Vile Poisons
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Stamina cost: 7
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: You hit your target, doing nature damage depending on the number of poisons on the target:
- 0 poisons: 109%
- 1 poisons: 229%
- 2 poisons: 348%
- 3 poisons: 467%
If you wield a bow or sling you shoot instead.
Venomous Strike
| 5/5 |
Effective talent level: 8.8
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Reduces the duration of all poisons on the target by 50%, but increases their damage by 269%.
The effect increases with your Cunning. Empower Poisons
| 4/5 |
| 0/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 10
Cooldown: 3
Travel Speed: 1000% of base
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Projects a bolt of pure blight, doing 26.56 blight damage.
This spell has an improved critical strike chance of +0.00%.
The damage will increase with your Spellpower. Soul Rot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Feel the very existence of creatures around you for 0 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 4%, but also make them aware of you.
The resistance reduction will improve with your Spellpower. Vimsense
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 7
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
All creatures (except you) traversing the portal will catch a random disease, doing 8.07 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 2.
The damage will increase with your Spellpower. Dark Portal
| 0/5 |
Wild-gift / Higher draconic abilities | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 239% 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 251.92 of that damage to enemies in radius 5, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 17%. Prismatic Slash
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You breathe crippling poison in a frontal cone of radius 12. Any target caught in the area will take 122.03 nature damage each turn for 6 turns.
The poison also gives enemies a 29% 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: 8.8
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 8, and your breath attack cooldowns are reduced by 6.
You gain 64% knockback resistance, and your blindness and stun resistances are increased by 37%. Wyrmic Guile
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and your mastery over the elements is complete.
Increases physical, fire, cold, lightning and acid damage by 0%, and your resistance penetration in those elements by 0%.
Each point in Chromatic Fury also increases your resistances to physical, fire, cold, lightning and acid by 0.5%. Chromatic Fury
| 0/5 |
Wild-gift / Venom drake aspect | 2.00 |
Effective talent level: 10.0
Use mode: Activated
Equilibrium cost: 3
Range: 8
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 269.16 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: 10.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Exhale a mist of lingering acid, dealing 67.87 acid damage that can critical in a radius of 5 each turn for 7 turns.
Enemies in this mist will be corroded for 4 turns, lowering their Accuracy, their Armour and their Defense by 17.
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: 10.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 81% 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: 10.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 11. Any target caught in the area will take 332.55 acid damage.
Enemies caught in the acid have a 47% 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 |
Corruption / Scourge | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 80% damage with each hit. For each hit, the target will bleed for 3.91 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 3.94 blight damage (which also heals you for 1.57 each hit).
The damage will increase with your Spellpower. Ruin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 80% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 13.36 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 60% darkness weapon damage. If the attack hits you attack with your second weapon, doing 60% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 0/5 |
Chronomancy / Threaded Combat | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 11
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Is: a spell
Description: Attack with your bow or dual-weapons for 100% 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 2 defense and 1% resist all.
The Out of Phase bonuses will scale with your Magic stat. Thread Walk
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you hit with a melee or arrow attack a warden may appear from another timeline, depending on available space, and shoot or attack a random enemy.
The wardens are out of phase with this reality and deal 207% less damage but the bow warden's arrows will pass through friendly targets.
This effect can only occur once per turn and the wardens return to their own timeline after attacking. Warden's Call
| 0/5 |
Wild-gift / Summoning (melee) | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a War Hound for 15 turns to attack your foes. War hounds are good basic melee attackers.
It will get 242 Strength, 242 Dexterity and 34 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: 11.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Jelly for 15 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 226 Constitution and 29 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: 11.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Minotaur for 12 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 262 Strength, 48 Constitution and 216 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: 11.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Stone Golem for 15 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 242 Strength, 48 Constitution and 231 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 |
Psionic / Kinetic mastery | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: For 14 turns your telekinesis transcends your normal limits, increasing your Physical damage by 29% and you Physical resistance penetration by 18%.
In addition:
The cooldowns of Kinetic Shield, Kinetic Leech, Kinetic Aura, Kinetic Strike and Mindlash are reset.
Kinetic Aura effects will have their radius increased by 1.
Your Kinetic Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Mindlash will also inflict stun.
Kinetic Leech will put enemies to sleep.
Kinetic Strike will hit 2 adjacent enemies in a sweeping attack.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Telekinesis
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 20
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Build telekinetic power and dump it onto an adjacent creature or yourself.
This will launch them to where ever you target in a radius of 9.
Upon landing, launched enemy takes 210.6 Physical damage and is stunned for 4 turns.
All other creatures within radius 2 of the landing point take 105.3 Physical damage and are knocked away from you.
This talent ignores 61% of the knockback resistance of the thrown target, which takes half damage if it resists being thrown.
When used on yourself, you will launch in a straight line, knocking enemies flying and doing 210.6 Physical damage to each.
You can break through 4 walls while doing this.
The damage improves with your Mindpower and the range increases with Mindpower. Kinetic Surge
| 5/5 |
Effective talent level: 8.8
Use mode: Sustained
Sustain psi cost: 25
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You learn to devote a portion of your attention to mentally swatting, grabbing, or otherwise deflecting incoming projectiles.
All projectiles targeting you have a 52% chance to instead target another spot within radius 2 and move 52% slower.
If you choose, you can use your mind to grab all projectiles within radius 10 of you and hurl them toward any location within range 9 of you, but this will break your concentration.
To do this, deactivate this sustained talent. Deflect Projectiles
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 35
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 1 turns and dealing 10.8 Physical damage each turn.
The duration and damage will improve with your Mindpower. Implode
| 0/5 |
Psionic / Projection | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Sustain psi cost: 10
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 41.5 Physical damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 41.5 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 415 physical damage and sending them flying.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Kinetic Aura
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 45.5 Fire damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 45.5 Fire damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of thermal energy is released as a conical blast (radius 6) of superheated air. Anybody caught in it will suffer up to 455 fire damage over several turns.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Thermal Aura
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 2.9 Lightning damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 2.9 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 3 nearby targets, doing up to 28.7 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 0 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 1 enemies per turn, also increases the radius by 1.
A mindstar will attempt to pull in all enemies within its normal range.
A gem will fire an energy bolt at a random enemy in range 6, each turn for 12.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
Technique / Archery training | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a calm, focused stance, increasing your Physical Power (+4), Accuracy (+4), Armour penetration (+3), and critical chance (+7%), but reducing your firing speed by -6%.
The effects will increase with your Dexterity. Aim
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You switch to a fluid and fast battle stance, increasing your firing speed by 0% at the cost of your Accuracy (-6), Physical Power (-6), and critical chance (-3%). Rapid Shot
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 2.20 |
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 24% 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 |
Corruption / Reaving combat | 2.20 |
Effective talent level: 11.0
Use mode: Passive
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 79%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 139% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 10 Spellpower per turn, 58 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 9 turns, and the bonus decreases by 11.1% of its current value each turn you don't deal damage. Bloodlust
| 5/5 |
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 45.94 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 54.
At level 3, it will also reduce Armour by 62 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
Spell / Fire | 2.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 36.75 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures up a cone of flame with radius 0. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 31.18 fire damage over 0 turns.
The damage will increase with your Spellpower. Flameshock
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: 6
Travel Speed: 400% of base
Usage Speed: Spell (83% 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 35.49 fire damage in a radius of 0.
The damage will increase with your Spellpower. Fireflash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 9.57 fire damage in a radius of 5 each turn for 2 turns.
The damage will increase with your Spellpower. Inferno
| 0/5 |
Technique / Dual weapons | 2.20 |
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 66.
The Defense bonus scales with your Dexterity. At talent levels higher than 5, you may parry melee attacks with your offhand weapon (except mindstars).
(You currently have a 55% chance to deflect up to 81 damage (45% of your offhand weapon damage) from approximately 1.9 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to hit the right spot, increasing your armor penetration by 42 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: When dual wielding, increases attack speed by 0%, but drains stamina quickly (-6 stamina/turn). Momentum
| 0/5 |
Technique / Archery - slings | 2.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire a shot into your target's eyes, blinding it for 0 turns and doing 100% damage.
The blind chance increases with your Accuracy. Eye Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire a mighty shot at your target, doing 100% damage and knocking it back.
The knockback chance increases with your Accuracy. Inertial Shot
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.20 |
Effective talent level: 11.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 13.48% greater chance to be critical hits, and your critical hits do 45.1% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You hit your target, doing 80% damage. If your attack hits, you gain 3 armour penetration for 0 turns.
The APR will increase with your Cunning. Deadly Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: For 3 turns, you put all your will into your blows, adding 62 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |
Technique / Archery - bows | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 100% damage. Piercing Arrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 120% damage
This talent does not use any stamina. Dual Arrows
| 0/5 |
| 0/5 |
Celestial / Star fury | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Negative energy cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 423.27 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Negative energy cost: 15
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Invokes a blast of shadows that deals 195.18 darkness damage, and leaves a radius 3 field that does 68.10 darkness damage per turn for 8 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -10
Negative energy cost: -20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 10.00 light and 11.00 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 20
Range: 6
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A star falls on a radius 0 area, doing 19.65 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 0/5 |
Spell / Golemancy | 2.20 |
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Improves your golem's armour training and damage resistance.
Increases all damage resistance by 15%; increases Armour value by 16, Armour hardiness by 71%, and reduces chance to be critically hit by 25% when wearing heavy mail or massive plate armour; and increases healing factor by 50%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 5/5 |
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 100% chance to target your golem instead. Golem Portal
| 5/5 |
Corruption / Bone | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 360.82 physical damage to all targets in line.
The damage will increase with your Spellpower. Bone Spear
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Vim cost: 28
Range: 9
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 11 turns.
The bone will also deal 246.26 physical damage.
The damage will increase with your Spellpower. Bone Grab
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 8 for 320.61 physical damage.
The damage will increase with your Spellpower. Bone Nova
| 5/5 |
| 5/5 |
Corruption / Plague | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: 5
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fires a bolt of pure filth, diseasing your target with a disease doing 13.48 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 3. The three diseases can stack.
Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
The effect will increase with your Spellpower. Virulent Disease
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: 8
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Make your target's diseases burst, doing 8.62 blight damage for each disease it is infected with.
This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 0.
The damage will increase with your Spellpower. Cyst Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: All your foes within a radius 1 ball infected with a disease enter a cataleptic state, stunning them for 0 turns and dealing 105% of all remaining disease damage instantly. Catalepsy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Infects the target with a very contagious disease, doing 7.04 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
The chance to spread increases with the blight damage dealt and is 100% if it is at least 53% of the target's maximum life.
Creatures suffering from that disease will also suffer healing reduction (38%) and diseases immunity reduction (25%).
Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt. Epidemic
| 0/5 |
Technique / Warcries | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Release a powerful shout, doing 27.98 physical damage in a radius 0 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
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Boost your life and stamina by 4.7% for 3 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost. Battle Shout
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Your battle cry shatters the will of your foes within a radius of 0, lowering their Defense by 0 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
| 0/5 |
Wild-gift / Summoning (utility) | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Turtle for 15 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 252 Constitution, 29 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: 11.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Spider for 15 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 223 Dexterity, 29 Strength, 18 Willpower and 29 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: 11.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You focus yourself on nature, allowing you to summon creatures much faster (12% of a normal summon time) and with no chance to fail from high equilibrium for 8 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: 11.0
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 27 turns, and it takes 30% less damage.
The damage reduction is based on your Cunning. Summon Control
| 5/5 |
Chronomancy / Temporal Combat | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 150.44 temporal damage to your strikes.
Additionally you have a 35% 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: 11.0
Use mode: Activated
Paradox cost: 14
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: For the next 11 turns, you recover 87.7 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: 11.0
Use mode: Passive
Cooldown: 6
Description: You now have a 35% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 150.44 temporal damage to enemies in a radius of 2. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 66.59 physical and 75.22 temporal damage to enemies in a radius of 2. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 133.18 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: 11.0
Use mode: Activated
Paradox cost: 14
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 174% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 11 turns.
Breach chance scales with your Spellpower. Breach
| 5/5 |
Psionic / Focus | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 268 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 7 squares at the molecular level, setting them ablaze. This does 598.6 fire damage over six turns. Pyrokinesis
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 15
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Mentally focus electricity into a ball of plasma and hurl it at the target.
The plasma will explode on impact, dealing 379.0 Lightning damage within radius 3.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 5/5 |
| 5/5 |
Cursed / Fears | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 3% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 3%.
Fear effects improve with your Mindpower. Instill Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of 0 and in sight of you for 5 (non-consecutive) turns, will gain a new fear that lasts for 8 turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%.
You gain 2 new fears: The Terrified effect causes talents and attacks to fail 3% of the time. The Distressed effect reduces all saves by 2.
Fear effects improve with your Mindpower. Heighten Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 0 against foes who attempt to resist your fears.
You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict 4 mind damage. The Tormented effect causes 4 apparitions to manifest and attack the target, inflicting 4 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 0/5 |
| 0/5 |
Spell / Meta | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Removes up to 6 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: 11.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% 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 135 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 | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 291% weapon damage as Ice damage in a cone of 4. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 20% and your Armour by 23.
You also deal 44.29 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: 11.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Summons an icy wall of 13 length for 11 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 15.14 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: 11.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You breathe ice in a frontal cone of radius 12. Any target caught in the area will take 384.15 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 | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter an aggressive battle rage, increasing Accuracy by 5 and Physical Power by 5 and making you nearly unstoppable, granting 1% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Hits the target with your weapon, doing 80% damage. If the attack hits, the target's armour and saves are reduced by 0 for 1 turns.
Also if the target is protected by a temporary damage shield there is 460% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 83, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 3. Stealth
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: When striking from stealth, the attack is automatically critical if the target does not notice you just before you land it.
Shadowstrikes do +121.38% damage versus a normal critical hit up to 3 grids away and then disminishes to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Shadowstrike
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned how to be stealthy even when in plain sight of your foes. You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 4.27 times your stealth power (currently 353) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent. Hide in Plain Sight
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: You are able to perform usually unstealthy actions (attacking, using objects, ...) without breaking stealth. When you perform such an action while stealthed, you have a chance to stay hidden. Success is more likely against fewer opponents and is determined by comparing 3.19 times your stealth power (currently 264) to the stealth detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you.
Your base chance of success is 100% if you are not directly observed, and good or bad luck may also affect it. Unseen Actions
| 5/5 |
Cursed / Rampage | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a terrible rampage for 5 turns (up to a maximum of 8 turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50% chance) when you are hit for more than 8% of your max life.
Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
Rampage Bonus: +66% movement speed.
Rampage Bonus: +11% attack speed Rampage
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 7 damage each turn during your rampage. If you shrug off more than 27 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength. Tenacity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While rampaging, you slam up to 2 adjacent opponents, stunning them for 2 turns and damaging them for between 9 and 17 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power. Slam
| 0/5 |
Spell / Frost alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 0%. Frost Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 2 turns when they hit it.
This ice provides your golem with 2 additional armour, melee attacks against it deal 7.0 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Ice Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 0, doing 30.3 Cold damage and freezing creatures to the ground for 2 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by -1% and your physical resistance by 4%.
All direct critical hits (physical, mental, spells) against you have a 0% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 0/5 |
Cursed / Strife | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 2 turns and vulnerable to attacks. They will lose 2 Armour, 3 Defense and your attacks will gain 10% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 21% (at 0 Hate) to 70% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 4 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 5% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 0/5 |
Wild-gift / Sand drake aspect | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Attack the target for 293% Nature weapon damage.
If the attack brings your target below 33% 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 17%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You slam the ground, shaking the area around you in a radius of 6.
Creatures caught by the quake will be damaged for 249% 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: 11.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: Allows you to burrow into earthen walls for 11 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 39 of target armor and 20% 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: 11.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You breathe sand in a frontal cone of radius 12. Any target caught in the area will take 347.90 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 | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 13
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 (100) is absorbed, or the time runs out (5 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 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 4 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
| 0/5 |
| 0/5 |
Technique / Archery prowess | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire a burning shot, doing 50% fire damage to the target and lighting up the area around the target in a radius of 1.
At level 3, it also has a chance to blind for 3 turns. Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire a crippling shot, doing 100% damage and reducing your target's speed by 10% for 7 turns.
The status power and status hit chance improve with your Accuracy. Crippling Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire a pinning shot, doing 100% damage and pinning your target to the ground for 0 turns.
The pinning chance increases with your Dexterity. Pinning Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Description: You fire multiple shots in a circular pattern with radius 0, doing 50% damage and stunning everyone hit for 0 turns.
The stun chance increases with your Accuracy. Scatter Shot
| 0/5 |
Psionic / Thermal mastery | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: For 14 turns your pyrokinesis transcends your normal limits, increasing your Fire and Cold damage by 29% and your Fire and Cold resistance penetration by 18%.
In addition:
The cooldowns of Thermal Shield, Thermal Leech, Thermal Aura, Thermal Strike and Pyrokinesis are reset.
Thermal Aura effects will have their radius increased by 1.
Your Thermal Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Pyrokinesis will inflict Flameshock.
Thermal Leech will reduce enemy damage by 69%.
Thermal Strike will have its secondary cold/freeze explode in radius 1.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Pyrokinesis
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Quickly drain the heat from your target's brain, dealing 364.3 Cold damage.
Affected creatures will also be brainlocked for 4 turns, putting a random talent on cooldown, and freezing cooldowns.
The damage and chance to brainlock increase with your Mindpower. Brainfreeze
| 5/5 |
Effective talent level: 8.8
Use mode: Activated
Psi cost: 35
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Within radius 5, transfer heat from a group of enemies bodies to their equipment, freezing them to the floor while the excess heat disables their weapons and armor.
Those afflicted will be dealt 81.7 Cold and 84.0 Fire damage, and be pinned (Frozen Feet) and disarmed for 6 turns.
Targets suffering both types of damage will also have have their Armour and saves reduced by 17.
The chance to apply the effects and the duration increase with your Mindpower. Heat Shift
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: 2
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You seek balance between fire and cold based on your current Psi level.
You blast your foes with 26.9 Fire damage based on your current Psi, 0.1 Cold damage based on your max Psi minus your current Psi, in a radius 0 ball.
This sets your current Psi to half of your maximum Psi.
The damage scales with your Mindpower. Thermal Balance
| 0/5 |
Celestial / Glyphs | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 2.20 |
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 272% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 250.5 Cold damage and also freeze them for 9 turns.
If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
The cold burst damage will scale with your Mindpower. Thermal Strike
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 272% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 257.55 lightning damage and halving their stun/daze/freeze/pin resistance for 9 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 386.32.
If the target frozen the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
The discharge damage will scale with your Mindpower. Charged Strike
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 14 and allowing you to siphon excess energy from each weapon hit you land, gaining 4.7 psi per hit. Psi Tap
| 5/5 |
Celestial / Radiance | 2.20 |
Effective talent level: 11.0
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 10, even in dark places.
Your vision adapts to this glow, giving you 88% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: The light of your Radiance allows you to see that which would normally be unseen.
All enemies in your Radiance aura have their invisibility and stealth power reduced by 175.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 59 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 3.4 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has -5% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing 4 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 16 light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns. Judgement
| 0/5 |
Spell / Fire alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 0%. Flame Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 82
Range: 6
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 2 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 1 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 14.47 fire damage in a radius of 3 each turn for 10 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 28
Travel Speed: 240% of base
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 4%, burning any creatures attacking you for 2.40 fire damage, and projecting 0 random slow-moving fire bolts per turn at targets in sight, doing 7.04 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.00 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 0/5 |
Cursed / Predator | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Mark a single opponent as your prey, gaining bonuses against the targeted creature's type and sub-type. Bonuses scale with the experience you gain from killing your marked type (+0.25 kill experience) and marked sub-type (+1 kill experience). At 10.0 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +22% damage, while those against the marked sub-type gain +50% damage.
Each point in Mark Prey reduces the kill experience required to reach 100% effectivess as a Predator. Mark Prey
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +11 Accuracy, while those against the marked sub-type gain +27 Accuracy. Melee hits also gain a 10.1% chance to stun the marked sub-type for 3 turns with each attack.
Each point in Anatomy reduces the kill experience required to reach 100% effectivess as a Predator. Anatomy
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by 25% and reducing their highest statistic by 14. Subject to your effectiveness against the marked prey, there is a 12.9% chance to outmaneuver your marked type and a 30.7% maximum chance to outmaneuver your marked sub-type. The effects last for 10 turns, and can accumulate.
Each point in Outmaneuver reduces the kill experience required to reach 100% effectivess as a Predator. Outmaneuver
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: You learn to mimic the strengths of your prey. Killing a marked sub-type raises your stats to match the strengths of the victim (up to a maximum of 38 total points, subject to your current effectiveness). The effect lasts indefinitely, but only the effects of the lastest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 5/5 |
Psionic / Absorption | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 73% of any physical/acid/nature/temporal attack, up to a maximum of 106 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 43.7 points of damage absorbed, up to a maximum 3.6 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 73% of any fire/cold/light/arcane attack, up to a maximum of 106 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 43.7 points of damage absorbed, up to a maximum 3.6 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 73% of any lightning/blight/darkness/mind attack, up to a maximum of 106 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 43.7 points of damage absorbed, up to a maximum 3.6 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by -40%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%. Forcefield
| 0/5 |
Cursed / Punishments | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 2
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 17 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 20%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 18 mind damage and feed you 2 hate. For the first 0 turns, the whisper will travel from the original victim to a new one within a range of 0.0. Every victim of the whisper has a 0% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 2 damage, and slowly increase to 9 on the last turn (28 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Every time you inflict mental damage, there is a -2% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mental damage by -2%. Madness
| 0/5 |
Technique / Two-handed weapons | 2.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: You enter an aggressive battle stance, increasing Accuracy by 5 and Physical Power by 5, at the cost of -10 Defense and -10 Armour.
While berserking, you are nearly unstoppable, granting you 1% stun and pinning resistance.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Tries to perform a killing blow, doing 80% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life ( Death Blow
| 0/5 |
Cursed / Darkness | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Creeping dark slowly spreads from 2 spots in a radius of 3 around the targeted location. The dark deals 3 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Creeping Darkness
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 19 damage. There is a 25% chance the rushing darkness will blind them for 3 turns, and cause them to forget their target.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Dark Torrent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 0 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 5 damage per turn.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Dark Tendrils
| 0/5 |
Cursed / One with shadows | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You are linked to your shadows for 0 turns, diverting 7% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Your shadows guard you with their lifes.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -28 life. However, when below 0 you cannot see how much life you have left.
Effect increases with Mindpower. Shadow Decoy
| 0/5 |
Spell / Arcane | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 37 and arcane resistance by 43%. Arcane Power
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 386.36 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% 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 96.69 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: 11.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.50 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 2186 total damage.
While the arcane storm rages, you also get 136% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
Chronomancy / Stasis | 2.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 54
Range: melee/personal
Cooldown: 13
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 (104) is absorbed, or the time runs out (5 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 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 23
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Inflicts 31.41 temporal damage, and attempts to stun all targets in a radius 0 ball for 1 turns.
The damage will scale with your Spellpower. Stop
| 0/5 |
| 0/5 |
Spell / Wildfire | 2.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A wave of fire emanates from you with a radius of 0, knocking back anything caught inside and setting them ablaze, doing 22.42 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% 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 6.46 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 0% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 0%, ignoring 1% fire resistance of your targets and reducing self-inflicted fire damage by 0%. Wildfire
| 0/5 |
Spell / Advanced-golemancy | 2.20 |
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 5
Gem changing is done in the golem's inventory. Gem Golem
| 5/5 |
Effective talent level: 8.8
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 107.86 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 67% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 0.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots. Runic Golem
| 0/5 |
Cunning / Ambush | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 15
Stamina cost: 15
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Is: a spell
Description: For an instant, your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for 9 turns.
The chance to hit improves with your Accuracy. Shadow Leash
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 15
Stamina cost: 15
Range: 7
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Combat (87% of a turn)
Is: a spell
Description: You reach out with shadowy vines toward your target, pulling it to you and silencing it for 9 turns and dazing it for 2 turns.
The chance to hit improves with your Accuracy. Shadow Ambush
| 5/5 |
Effective talent level: 8.8
Use mode: Activated
Mana cost: 35
Stamina cost: 35
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You take full control of your own shadow for 10 turns.
Your shadow possesses your talents and stats, has 72% life and deals 98% damage, -30% all resistances, -100% light resistance and 100% darkness resistance.
Your shadow is permanently stealthed (114 power), and all melee damage it deals is converted to darkness damage.
If you release control early or if it leaves your sight for too long, your shadow will dissipate. Ambuscade
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Stamina cost: 30
Range: 5
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You veil yourself in shadows for 2 turns, and let them control you.
While veiled, you become immune to status effects and gain 0% all damage reduction. Each turn, you blink to a nearby foe (within range 3), hitting it for 90% darkness weapon damage.
The shadow cannot teleport.
While this goes on, you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil
| 0/5 |
Wild-gift / Summoning (distance) | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Ritch Flamespitter for 15 turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar.
It will get 223 Willpower, 192 Cunning and 29 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: 11.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a 3-headed Hydra for 15 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 181 Willpower, 48 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: 11.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Rimebark for 15 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 223 Willpower, 181 Cunning and 29 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: 11.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Fire Drake for 12 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath.
It will get 223 Strength, 195 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 |
Corruption / Sanguisuge | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 0
Range: melee/personal
Cooldown: 7
Travel Speed: 1500% of base
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Fires a bolt of blight, doing 21.12 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Spellpower. Drain
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 5
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Absorbs the life force of your foes as you kill them.
As long as this talent is active, vim will decrease by 0.5 per turn and increase by 0.0 for each kill of a non-undead creature (in addition to the usual increase based on Willpower). Absorb Life
| 0/5 |
| 0/5 |
Celestial / Combat | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 110.3 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 55.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower. Weapon of Light
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Positive energy cost: 15
Range: 9
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 253% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 199% weapon damage.
The second strike chance (which increases with distance) is 50.5% at range 2 and 81.9% at the maximum range of 9.
The range will increase with your Strength. Wave of Power
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing 91% of your lost HP as additional Fire damage (up to 682, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take 35% of all damage they deal for 4 turns. Weapon of Wrath
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for 2050. Second Life
| 5/5 |
Cunning / Dirty fighting | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: You hit your target doing 20% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 0 turns.
Stun chance increase with your Accuracy.
If you fail to stun the target (or if it shrugs off the effect), you quickly recover; the use of the skill does not take a turn. Dirty Fighting
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Using a series of tricks and maneuvers, you switch places with your target.
Switching places will confuse your foes, granting you Evasion (50%) for 0 turns.
While switching places, your weapon(s) will connect with the target; this will not do weapon damage, but on hit effects of the weapons can trigger. Switch Place
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: You hit your target, doing 100% damage. If your attack connects, the target is crippled for 0 turns, losing 26% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 0/5 |
Spell / Phantasm | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 13 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 300.85 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 196 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: The caster fades from sight, granting 78 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 |
Celestial / Guardian | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Infuse your shield with light, healing you for 2.10 each time you take damage at the expense of up to 2 positive energy.
If you do not have any positive energy, the effect will not trigger.
Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing 10% light damage.
The healing done will increase with your Spellpower. Shield of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 25
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 100% damage, and with a shield strike doing 100% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts 21.06 light damage on all targets except yourself within radius 0 of the target, and light up all tiles in that radius.
The light damage will increase with your Spellpower. Brandish
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Retribution negates half of all damage you take while it is active. Once Retribution has negated 43.77 damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of 0 and deactivating the talent.
The amount absorbed will increase with your Spellpower.
Retribution
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You transform into pure lightning, moving 1072% faster for 5 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 75%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Generate an electrical field around you in a radius of 10. Any creature caught inside will lose up to 38.2% of its current life (25.5% if the target is Elite or Rare, 19.1% if the target is a Unique or Boss, and 15.3% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 204.21 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: 11.0
Use mode: Activated
Equilibrium cost: 14
Range: 8
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 130.20 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 237.32 lightning damage and 216.80 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 8 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 12. Any target caught in the area will take 170.68 to 512.05 lightning damage, and have a 49% 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 |
Cunning / Trapping | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (87% of a turn)
Description: Project a noisy lure for 1 turns that attracts all creatures in a radius 0 to it.
At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual traps to see if they are triggered).
Use of this talent will not break stealth. Lure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Range: 10
Cooldown: 15
Travel Speed: 1000% of base
Usage Speed: Combat (87% of a turn)
Description: Throws a vial of sticky smoke that explodes in radius 0 on your foes, reducing their vision range by 1 for 5 turns.
Creatures affected by smoke bomb can never prevent you from stealthing, even if their proximity would normally forbid it.
Use of this will not break stealth. Sticky Smoke
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 2.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Grants 0% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 0%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 9.14 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 0/5 |
Cunning / Shadow magic | 2.20 |
| 5/5 |
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 2.29 mana per turn, and your physical and spell attack speed increases by 21.1%. Shadow Feed
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: 2
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Step through the shadows to your target, dazing it for 2 turns and hitting it with all your weapons for 120% 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
| 0/5 |
Technique / Dual techniques | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Attack with your offhand weapon for 189% damage. If the attack hits, the target is stunned for 10 turns, and you hit it with your mainhand weapon doing 189% damage.
The stun chance increases with your Accuracy. Dual Strike
| 5/5 |
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Attack your foes in a frontal arc, doing 204% weapon damage and making your targets bleed for 116 each turn for 11 turns.
The bleed damage increases with your main hand weapon damage and Dexterity. Sweep
| 5/5 |
| 5/5 |
Technique / Combat techniques | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Stamina cost: 22
Range: 13
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You must rush from at least 2 tiles away. Rush
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 4 and critical chance by 0%.
The effects will increase with your Dexterity. Precise Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +14 accuracy and allowing you to attack creatures you cannot see without penalty for the next 0 turns. Perfect Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 1% for 5 turns. Blinding Speed
| 0/5 |
Spell / Storm | 2.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 0, doing 7.04 to 21.12 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 8.32 to 24.97 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 30% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 2.
Each turn, the afflicted creature and all creatures around it will take 5.22 to 15.66 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 0% and ignoring 1% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 0% chance to daze, and your Thunderstorm spell gains a 0% chance to daze. Tempest
| 0/5 |
Chronomancy / Spacetime Folding | 2.00 |
Effective talent level: 0.0
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 12.59 physical and 14.22 temporal (warp) damage.
The mines are hidden traps (1 detection and 1 disarm power based on your Magic), last for 2 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: 3 Warp Mines
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 14
Range: 3
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Tether the target to the location for 4 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 12.59 physical and 14.22 temporal (warp) damage to all enemies in a radius of 0 at both the entrance and exit locations.
The damage will scale with your Spellpower. Spatial Tether
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 14
Range: 3
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 0 and 1 tiles from you and may be stunned, blinded, confused, or pinned for 0 turns.
The chance of teleportion will scale with your Spellpower. Banish
| 0/5 |
| 0/5 |
Celestial / Circles | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle increases your Defense by 3, and deals 3.18 darkness damage per turn to everyone else with in its radius. The circle lasts 0 turns.
The damage will increase with your Spellpower. Circle of Shifting Shadows
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle lights up affected tiles, increases your positive energy by 1 each turn, and deals 1.40 light damage and 1.66 fire damage per turn to everyone else within its radius. The circle lasts 0 turns.
The damage will increase with your Spellpower. Circle of Blazing Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 0 turns. Circle of Sanctity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 0 at your feet; the circle slows incoming projectiles by 9%, and attempts to push all creatures other then yourself out of its radius, inflicting 1.89 light damage and 2.08 darkness damage per turn as it does so. The circle lasts 0 turns.
The effects will increase with your Spellpower. Circle of Warding
| 0/5 |
Spell / Ice | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 400% of base
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 383.70 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: 11.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 9, doing 541.36 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: 8.8
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Shatter all frozen targets in your line of sight, doing 558.63 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 11 foes.
The damage will increase with your Spellpower. Shatter
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 0% and ignoring 1% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 0%. Uttercold
| 0/5 |
Spell / Acid alchemy | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
In addition all acid damage you do is increased by 0%. Acid Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 2 turns when they hit it.
While coated, any melee hit agaist your golem has a 20% chance to trigger a radius 4 cone of acid towards the attacker that does 12.2 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 6.0 Acid damage each turn for 2 turns.
All creatures caught in the mire will also suffer a -3% slowness effect.
The damage will increase with your Spellpower. Caustic Mire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Acid errupts all around your target, dealing 34.4 acid damage.
The acid attack is extremely distracting, and may remove up to 1 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower. Dissolving Acid
| 0/5 |
Cursed / Shadows | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Hate cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 1 level 21 shadows to aid you in battle. Each shadow costs 6 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 0), Blindside their opponents (level 0), and Phase Door from place to place. Call Shadows
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain -12% extra Accuracy and -18% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 0, 0% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (8 turn cooldown). Shadow Warriors
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 0 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 0, 0% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 0, 0% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 0
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 0 turns. Hostile targets will be attacked, with a -20% chance the shadows will blindside the target.
This talent has no cost. Focus Shadows
| 0/5 |
Technique / Battle tactics | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Concentrate on your blows; each strike has a 69% chance to deal another, similar, blow for 13 turns.
This works for all blows, even ones from other talents and from shield bashes.
The chance increases with your Dexterity. Greater Weapon Focus
| 5/5 |
Effective talent level: 11.0
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: 8.8
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Lashes at the target, doing 193% weapon damage.
If the attack hits, the target will bleed for 359% weapon damage over 7 turns, and all healing will be reduced by 64%. Bleeding Edge
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 9% of your missing health.
(So if you have lost 70% of your life, you gain 6% all resistance.)
In addition, your all damage resistance cap increases -3.0% closer to 100%.
This consumes stamina rapidly (-21 stamina/turn).
The effects are refreshed at the start of each turn. True Grit
| 0/5 |
Technique / Superiority | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 0% and provides a 3% chance to shrug off critical damage for 20 turns. Juggernaut
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to -2 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 28% 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
| 0/5 |
Chronomancy / Blade Threading | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Paradox cost: 9
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Is: a spell
Description: Attack with your melee weapons for 229% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 11 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: 11.0
Use mode: Activated
Paradox cost: 14
Range: 12
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (72% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 129% damage. Then teleport next to a second random enemy, attacking for 129% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 2.20 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 73.26 fire damage per melee attack and increasing all fire damage dealt by 21%.
Each hit will also regenerate 3.67 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 95% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 36 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 21%.
Each hit will also regenerate 3.67 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
Effective talent level: 11.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 14.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
Chronomancy / Bow Threading | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 9
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Archery (87% of a turn)
Is: a spell
Description: Fire an arrow for 40% 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
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 14
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Archery (87% 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 50% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
| 0/5 |
| 0/5 |
Technique / Magical combat | 2.20 |
Effective talent level: 11.0
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 a melee weapon to focus your spells, granting a 80% chance per melee attack to deliver a Flame, Lightning or Earthen Missiles spell as a free action on the target.
When using a shield the chance is reduced by one fourth.
When dual wielding or using a shield the chance is halved for each weapon.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not cooling down.
The chance increases with your Cunning. Arcane Combat
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 11.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing Physical Power by 111.
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 366.95.
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 |
Celestial / Twilight | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 17 negative energy.
Learning this talent will change the default level of positive and negative energies to 12% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning. Twilight
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 8 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate. Jumpgate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Let out a mental cry that shatters the will of your targets within radius 3, confusing (-30% to act randomly) them for 8 turns.
The duration will improve with your Cunning. Mind Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: 5
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Creates a shadowy copy of a hostile target of up to medium size. The copy will attack its progenitor immediately and lasts for 13 turns.
The duplicate has 0% of the target's life, 0% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 0/5 |
Spell / Aether | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 247.70 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: 11.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 5 random arcane explosions in the target area.
Each explosion does 299.42 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: 8.8
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 10 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
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 0% and ignoring 1% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 0/5 |
Celestial / Eclipse | 2.20 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 5% for 1 turns, and reduces the cooldown of all Celestial skills by 0.
The resistance penetration will increase with your Cunning. Totality
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 21
Travel Speed: 300% of base
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 0 targets within radius 6, doing 7.04 light damage or 7.75 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: This powerful spell grants you 5 bonus invisibility, but converts 6 negative energy into positive energy each turn. Once your positive energy exceeds your negative energy, or you deactivate the talent, the effect ends in an explosion of light, converting all of your positive energy into damage and inflicting an additional 10.17 damage to everything in a radius of 0.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower. Darkest Light
| 0/5 |
Technique / Shield defense | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (87% of a turn)
Description: Enter a protective battle stance, increasing Defense by -1 and Armour by 5 at the cost of -20% physical damage. The Defense and Armor increase is based on your Dexterity.
It also grants -3% resistance to stunning and knockback. Shield Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (87% of a turn)
Description: Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away 0 grids.
In addition, all creatures knocked back will also be dazed for 9 turns.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (87% of a turn)
Description: You brace yourself for the final stand, increasing Defense by 5, maximum and current life by 21, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -21 life; however below 0 life you can not see how much you have left.
The increase in Defense is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 0/5 |
Spell / Water | 2.20 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 89.79 cold damage in a radius of 3 each turn for 10 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower. Glacial Vapour
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 10 turns and damaging it for 684.87.
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: 11.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 6, doing 82.81 cold damage and 77.77 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 10 turns.
All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 14
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 15 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 |
Cursed / Endless hunt | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +1 Accuracy, +6% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +2 Accuracy, +13% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +3 Accuracy, +19% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength. Stalk
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 5 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 5% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 2 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower. Beckon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Harass your stalked victim with two quick attacks for 35% (at 0 Hate) to 67% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for 3 turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by 19% for 2 turns.
Damage reduction increases with the Willpower stat. Harass Prey
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Let hate fuel your movements. While active, you gain 8% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 2 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with with the Willpower stat. Surge
| 0/5 |
Wild-gift / Summoning (augmentation) | 2.20 |
| 5/5 |
Effective talent level: 11.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
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: 11.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power and a nature gift
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 9 turns. Phase Summon
| 5/5 |
Spell / Stone | 2.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Conjures 2 missile shaped rocks that you target individually at any target or targets in range. Each missile deals 11.37 physical damage, and an additional 1.90 bleeding damage every turn for 5 turns.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Earthen Missiles
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.
Your stone form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 0%.
* Grants 8% Fire Resistance, 5% Lightning Resistance, 2% Acid Resistance, and 0% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Causes a violent earthquake that deals 8.74 physical damage in a radius of 0 each turn for 0 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower. Earthquake
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (83% of a turn)
Is: a spell
Description: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 0% and ignoring 1% physical resistance of your targets.
Also raises your physical and magical saves by 0. Crystalline Focus
| 0/5 |
Cursed / Force of will | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 18 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 51%)
Damage increases with your Mindpower. Willful Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50% of incoming damage with the force of your will, up to 14 damage. The barrier charges at a rate of 1/35th of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 51%)
The maximum damage deflected increases with your Mindpower. Deflection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 1 in all directions. The blast causes 20 damage and 2 knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 51%)
Damage increases with your Mindpower. Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (85% of a turn)
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 2 turns you strike 1 (0% chance for 2) nearby target(s) within range 5 doing 9 damage and 2 knockback. The number of extra strikes increases at higher talent levels.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 51%)
Damage increases with your Mindpower. Unseen Force
| 0/5 |