Spell / Nightfall | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures up a bolt of darkness, doing 418.24 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower. Invoke Darkness
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Dark fumes erupt from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
Only one bane can affect a creature.
Banes last for 2 turns, and also deal 6.28 darkness damage.
The damage will increase with your Spellpower. Circle of Death
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Invoke a ball of darkness that deals 46.95 darkness damage in a radius of 1. Every creature hit will start to become closer to death, reducing their global speed by 0%.
Necrotic minions' damage against those creatures is increased by 14%.
The effects last for 1 turns.
The damage done and the minions' damage increase will increase with your Spellpower. Rigor Mortis
| 0/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
Effective talent level: 5.0
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 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 25% chance to target your golem instead. Golem Portal
| 0/5 |
Psionic / Solipsism | 1.10 |
Effective talent level: 5.5
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 52% of all damage you receive into Psi damage and 52% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 49.4% (43.3% from character level with the remainder further reduced by 10.8% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 70%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 5/5 |
Effective talent level: 5.5
Use mode: Passive
Description: You now substitute 65% of your Mental Save for 65% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 70%). Balance
| 5/5 |
Effective talent level: 5.5
Use mode: Passive
Description: For every percent that your Psi pool exceeds 63%, you gain 1% global speed (up to a maximum of +37%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 63%). Exceptional focus on this talent can suppress your solipsism threshold. Clarity
| 5/5 |
Effective talent level: 5.5
Use mode: Passive
Description: Each time you take damage, you roll 63% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 70%). Dismissal
| 5/5 |
Psionic / Thought-Forms | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 59, its two secondary stats by 30, and it will have Magic, Cunning, and Willpower equal to your own.
At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
Thought forms can only be maintained up to a range of 10, and will rematerialize next to you if this range is exceeded.
Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower. Thought-Forms
| 5/5 |
| 5/5 |
Effective talent level: 1.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 29%, but leaving your body a defenseless shell.
At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
The secondary bonuses apply whether or not this talent is currently active.
The life, damage, and speed bonus will improve with your Mindpower. Over Mind
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You now gain 17% mind speed while Thought-Form: Bowman is active, 35 Mindpower while Thought-Form: Warrior is active, and 11% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 118.60 temporal damage to your strikes.
Additionally you have a 30% 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: 1.0
Use mode: Activated
Paradox cost: 14.1
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: For the next 4 turns, you recover 38.2 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
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Cooldown: 8
Description: You now have a 30% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 118.60 temporal damage to enemies in a radius of 2. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 67.77 physical and 59.30 temporal damage to enemies in a radius of 2. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 135.55 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: 0.0
Use mode: Activated
Paradox cost: 14.1
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (83% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 100% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 1 turns.
Breach chance scales with your Spellpower. Breach
| 0/5 |
Wild-gift / Fire drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 6 up to 3 tiles away and damaging them for 160% 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: 5.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7.
The sound wave is so strong, your foes also take 407.47 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: 5.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 153.60 fire damage in a radius of 5 each turn for 9 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 1400.68 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 |
Psionic / Focus | 1.20 |
Effective talent level: 1.2
Use mode: Activated
Psi cost: 10
Range: 4
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 231 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 1/5 |
Effective talent level: 1.2
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 4 squares at the molecular level, setting them ablaze. This does 659.0 fire damage over six turns. Pyrokinesis
| 1/5 |
Effective talent level: 1.2
Use mode: Activated
Psi cost: 15
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (91% 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 436.8 Lightning damage within radius 2.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 1/5 |
| 5/5 |
Wild-gift / Slime | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 216.5 nature damage and slowing it down by 30% for 3 turns.
The slime can bounce from foe to foe, hitting up to a total of 1 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 50.0% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 1, infecting the foes inside with a random poison doing 343.7 Nature damage over 10 turns.
This attack can crit and deals 23% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 77.2 Acid damage.
The damage increases with your Mindpower. Acidic Skin
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 2 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
Spell / Meta | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 115 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 230% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 10% and your Armour by 29.
You also deal 105.14 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: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 7 length for 8 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 39.79 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: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 1215.50 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 |
Golem / Fighting | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Your golem rushes to the target, crushing it into the ground for 0 turns and doing 80% damage.
Pinning chance will increase with talent level. Crush
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Your golem rushes to the target and creates a shockwave with radius 2, dazing all foes for 0 turns and doing 40% damage.
Daze chance increases with talent level. Pound
| 0/5 |
Spell / Frost alchemy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 25%. Frost Infusion
| 5/5 |
Effective talent level: 1.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 7 turns when they hit it.
This ice provides your golem with 16 additional armour, melee attacks against it deal 46.6 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
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 2, doing 407.7 Cold damage and freezing creatures to the ground for 7 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by 20% and your physical resistance by 60%.
All direct critical hits (physical, mental, spells) against you have a 50% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 5/5 |
Wild-gift / Corrosive blades | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Channel acid through your psiblades, extending their reach to create a beam doing 234.8 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You gain 47% Acid resistance.
When you deal Nature damage to a creature, you gain a 6.7% bonus to Acid damage for 5 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 15.0%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You focus on a target zone of radius 2 to make up to 2 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 3 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 44.0 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 8.3 life regeneration per turn. Acidic Soil
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 250% Nature weapon damage.
If the attack brings your target below 25% 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 10%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You slam the ground, shaking the area around you in a radius of 4.
Creatures caught by the quake will be damaged for 210% 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: 5.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 7 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 45 of target armor and 22% 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: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 721.51 physical damage, and will be blinded for 4 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 5/5 |
Spell / Temporal | 1.00 |
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (360) is absorbed, or the time runs out (6 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 42%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 1/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 15 turns. In this state, the target can neither act nor be harmed.
Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
The duration will increase with your Spellpower. Time Prison
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 238, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.52.
You may have up to 1 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 6 turns, are very resilient (15% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 0.9 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning. Mitosis
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 4 turns.
This process releases a burst of antimagic, dealing 276.3 Manaburn damage in radius 3.
This talent allows you to restore 0.9 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 1 will be created with 110 life (46% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 119% weapon damage (as Acid). Call of the Ooze
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 50% lower Critical multiplier (but always do at least normal damage).
In addition you gain 70% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 5/5 |
Corruption / Doom shield | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain vim cost: 5
Drains vim: 3
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: You infuse your shield with the energies of Urh'Rok, bringing about a magical shield that heals you for the first points of all damage you receive (based on your shield's block value) over 3 turns. This effect stacks.
Amount is 5 + 15% of your shield block value (currently 0).
At level 3 if a damage dealt is at least twice as high you have 20% chance to also remove a physical detrimental effect. This effect can only happen once per turn.
This spell disabled automatically on rest or run.
Activating the shield takes no time but de-activating it does.
The damage increases with spellpower. Osmosis Shield
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 18
Sustain vim cost: 18
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Taking example from Mal'Rok, the demon's homeworld you harden yourself.
Increases total armour by 60% + 10 and spellpower by 40% of your Strength. Hardened Core
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Vim cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: You spin around madly with your shield, bashing all those around you for 120% shield damage as darkness, confusing your foes for -1 turns.
At level 4 you also automatically block at the end. Demonic Madness
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 30 bonus to Armour.
The bonus to Armour will increase with your Spellpower. Stone Skin
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 15
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5.
The beam also affect any creatures in its path, dealing 608.12 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 512.94 physical damage in a radius of 8. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 3 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 46.56 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Chronomancy / Timeline Threading | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Paradox cost: 11.8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Rethread the timeline, dealing 471.00 temporal damage to the target before moving on to a second target.
Rethread can hit up to 3 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. Rethread
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 28.2
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: For the next 3 turns two alternate versions of you enter your timeline. While the effect is active all damage done by you or your copies is reduced by two thirds and all damage received is split between the three of you.
Temporal Fugue does not normally cooldown while active. You may take direct control of your clones, give them orders, and set their talent usage.
Damage you deal to Fugue Clones or that they deal to you or each other is reduced to zero. Temporal Fugue
| 1/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Paradox cost: 28.2
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Over the next 9 turns, you attempt to remove the target from the timeline, lowering its resistance to physical and temporal damage by 50%.
If you manage to kill the target while the spell is in effect, you'll be returned to the point in time you cast this spell and the target will be slain.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The resistance penalty will scale with your Spellpower. Cease to Exist
| 5/5 |
Psionic / Discharge | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain feedback cost: 0
Range: 7
Cooldown: 12
Travel Speed: 1000% of base
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: Unleash your subconscious on the world around you. While active, you fire up to 5 bolts each turn (one per hostile target) that deal 164.94 mind damage. Each bolt consumes 5 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per 15 excess Feedback per target), but no more then 5 extra bolts per turn.
This effect is a psionic channel, and will break if you move.
The damage will scale with your Mindpower. Mind Storm
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: Activate to invert your Feedback decay for 3 turns. This effect can be a critical hit, increasing the duration even further.
You must have some Feedback in order to start the loop.
The maximum Feedback gain will scale with your Mindpower. Feedback Loop
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your subconscious now retaliates when you take damage. If the attacker is within range (7), you'll inflict mind damage equal to the Feedback gained from the attack or 122.29, whichever is lower.
This effect can only happen once per creature per turn.
The damage will scale with your Mindpower. Backlash
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Feedback cost: 25
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: Focus your mind on a single target, diverting all offensive Discharge talent effects to it for 0 turns. While this effect is active, all Discharge talents gain 5% critical power.
If the target is killed, the effect will end early.
The damage bonus will scale with your Mindpower. Focused Wrath
| 0/5 |
Psionic / Charged mastery | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: For 5 turns your electrokinesis transcends your normal limits, increasing your Lightning damage by 17% and your Lightning resistance penetration by 11%.
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 (15% 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
| 1/5 |
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Psi cost: 32
Range: 8
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: Cast a net of static electricity in a radius of 2 for 3 turns.
Enemies standing in the net will take 133.7 Lightning damage and be slowed by 32%.
When you move through the net, a static charge will accumulate on your weapon which will add 65.1 additional Lightning damage to your next attack for each turn you spend within its area.
These effects scale with your Mindpower. Static Net
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Mind (91% 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 451 negative health for 5 turns.
The negative health limit scales with your Mindpower and maxium life. Heartstart
| 5/5 |
Spell / Grave | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 84.51 cold damage in a radius of 0.
The damage will increase with your Spellpower. Chill of the Tomb
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 30% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 137.84 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 5
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 2 spots in a radius of 3 around the targeted location. The flames deal 26.42 cold damage, and have a chance of freezing.
Damage improves with your Spellpower. Cold Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 18% chance to heal for 4% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 0/5 |
Psionic / Psi-fighting | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (91% 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 117% weapon damage.
If your mainhand weapon hits, you will also stun the target for 2 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
| 1/5 |
Effective talent level: 5.0
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 30% of your Willpower and Cunning, respectively.
Strength increased by 42
Dexterity increased by 34 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 32% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.00 |
Effective talent level: 5.0
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 16% 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: +20). Gloom
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 16% chance to be crippled by fear for 3 turns, reducing damage they inflict by -27%. 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: +20). Weakness
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 7.9% 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: +20). Dismay
| 5/5 |
| 5/5 |
Psionic / Projection | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (91% 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 6.2 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 6.2 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 62 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
| 0/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (91% 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 100.8 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 100.8 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 1008 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: 5.0
Use mode: Sustained
Sustain psi cost: 10
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (91% 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 105.5 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 105.5 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 5 nearby targets, doing up to 1055.3 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
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (91% 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 23.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
Spell / Fire alchemy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 25%. Flame Infusion
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 72
Range: 6
Cooldown: 34
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 7 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 3 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 174.84 fire damage in a radius of 3 each turn for 12 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 40
Travel Speed: 240% of base
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 60%, burning any creatures attacking you for 32.68 fire damage, and projecting 5 random slow-moving fire bolts per turn at targets in sight, doing 94.27 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.50 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 5/5 |
Psionic / Absorption | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any physical/acid/nature/temporal attack, up to a maximum of 11 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 94.6 points of damage absorbed, up to a maximum 2.0 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
| 0/5 |
Effective talent level: 5.0
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 55% of any fire/cold/light/arcane attack, up to a maximum of 122 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 40.8 points of damage absorbed, up to a maximum 3.0 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: 5.0
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 55% of any lightning/blight/darkness/mind attack, up to a maximum of 122 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 40.8 points of damage absorbed, up to a maximum 3.0 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 |
Wild-gift / Oozing blades | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Channel slime through your psiblades, extending their reach to create a beam doing 252.9 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You gain 47% Nature resistance.
When you deal Acid damage to a creature, you gain a 6.7% bonus to Nature damage for 5 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 15.0%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 33% chance that 1 talent(s) are placed on a -6 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 0% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 0/5 |
Chronomancy / Timetravel | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 11.8
Range: 10
Fixed Cooldown: 3
Travel Speed: 300% of base
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Pull a bolt of temporal energy back through time. The bolt will home in on your location, dealing 149.23 temporal damage to targets, and reducing the cooldown of one chronomancy talent on cooldown by one turn per enemy hit.
The bolt gains 5% damage each time it moves and the damage will scale with your Spellpower.
At talent level five cooldowns are reduced by two. Temporal Bolt
| 1/5 |
Effective talent level: 5.0
Use mode: Activated
Paradox cost: 23.5
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Inflicts 508.81 temporal damage. If your target survives, it may be removed from time for 5 turns.
The damage will scale with your Spellpower. Time Skip
| 5/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 28.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Creates a temporal echo in a radius of 0 around you. Affected targets take 41.25 temporal damage, as well as up to 7% of the difference between their current life and max life as additional temporal damage.
The additional damage will be divided by the target's rank and the damage scales with your Spellpower. Echoes From The Past
| 0/5 |
Spell / Energy alchemy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 25%. Lightning Infusion
| 5/5 |
| 1/5 |
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 100
Range: 3
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +15%.
Each turn, a foe within range 3 will be struck by lightning and be dealt 212.3 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 268 life (20% of your maximum life) since your last turn, you will gain 124% of a turn.
The effects increase with your Spellpower. Living Lightning
| 5/5 |
Cursed / One with shadows | 1.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a mind power
Description: You are linked to your shadows for 0 turns, diverting 9% 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 (91% 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 -45 life. However, when below 0 you cannot see how much life you have left.
Effect increases with Mindpower. Shadow Decoy
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 15% 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 |
| 1/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 9.4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (83% of a turn)
Is: a spell
Description: Attack with your melee weapons for 146% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 3 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
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 14.1
Range: 5
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (83% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 67% damage. Then teleport next to a second random enemy, attacking for 67% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every 15 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in 15 turns.
Your hounds inherit your increased damage percent, have 25% physical resistance and 100% temporal resistance, and are immune to teleportation effects.
Hounds will get, 131 Strength, 131 Dexterity, 131 Constitution, 131 Magic, 131 Willpower, and 131 Cunning, based on your Magic stat. Temporal Hounds
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 11.8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 30 defense and 30% 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
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your hounds can now survive for up to 3 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 78 life per turn and increase their global speed by 50% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain 50% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 11.8
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 37.36 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 |
Chronomancy / Matter | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Paradox cost: 11.8
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Fires a beam that turns matter into dust, inflicting 235.50 temporal damage and 269.14 physical (warp) damage.
Alternatively you may target yourself, creating a field of radius 3 around you that will inflict the damage over three turns.
The damage will scale with your Spellpower. Dust to Dust
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain paradox cost: 24
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Weave matter into your flesh, becoming incredibly resilient to damage. While active you gain 44 armour, 50% resistance to stunning, and 50% resistance to cuts.
The bonus to armour will scale with your Magic. Matter Weaving
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 17.6
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Create a tightly bound matter wall of up to a length of 3 that lasts 4 turns.
If any part of this wall is dug out it will explode, causing targets in a radius of 1 to bleed for 227.69 physical damage over six turns. Materialize Barrier
| 1/5 |
| 5/5 |
Technique / Superiority | 1.00 |
Effective talent level: 1.0
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 15% and provides a 8% chance to shrug off critical damage for 20 turns. Juggernaut
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 10
Range: 5
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 5 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 5/5 |
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (83% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 60% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 5/5 |
Chronomancy / Stasis | 1.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 28.2
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (116) 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: 23.5
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Inflicts 41.25 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 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Shades | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them 59% evasion for 5 turns.
The evasion chance will increase with your Spellpower. Shadow Tunnel
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Reaches through the shadows into quieter places, summoning 1 harmless creatures.
Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul. Curse of the Meek
| 1/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 70
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Through the shadows, you forge a temporary copy of yourself, existing for 8 turns.
The copy possesses your exact talents and stats, has 70% life and deals 93% damage. Forgery of Haze
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 10%, and ignoring 50% of the darkness resistance of your targets.
In addition, all darkness damage you take heals you for 50% of the damage. Frostdusk
| 5/5 |
Golem / Arcane | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 10
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Your golem fires a beam from his eyes, doing 89.04 fire damage, 97.36 cold damage or 93.20 lightning damage.
The damage will increase with your golem's Spellpower. Eye Beam
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Turns the golem's skin into molten rock. The heat generated sets ablaze everything inside a radius of 3, doing 32.52 fire damage in 3 turns for 5 turns.
Burning is cumulative; the longer they stay within range, they higher the fire damage they take.
In addition the golem gains 37% fire resistance.
Molten Skin damage will not affect the golem's master.
The damage and resistance will increase with your Spellpower. Molten Skin
| 0/5 |
Celestial / Combat | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 25.7 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 9.
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
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Positive energy cost: 15
Range: 15
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 139% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 56% weapon damage.
The second strike chance (which increases with distance) is 7.6% at range 2 and 41.3% at the maximum range of 15.
The range will increase with your Strength. Wave of Power
| 1/5 |
Effective talent level: 1.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing 10% of your lost HP as additional Fire damage (up to 284, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take 5% of all damage they deal for 4 turns. Weapon of Wrath
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 536. Second Life
| 5/5 |
Corruption / Rot | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Your body has become a mass of living corruption, increasing your blight and acid resistance by 25%, blight affinity by 20% and allowing you to heal from your carrion worm blight pools. On taking damage greater than 15% of your maximum health, the damage will be reduced by 22% and a carrion worm mass will burst forth onto an adjacent tile, attacking your foes for 10 turns.
Also increases the damage dealt by your carrion worms by 25% and grants them the Infectious Bite spell at level 5. Carrion worms fully inherit your Spellpower. Infestation
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Range: 4
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Gain the ability to merge and seperate carrion worm masses.
If used on a worm mass, you merge with it, moving to it's location, healing you for 9% of your maximum health, restoring 5 vim, and destroying the mass.
If used on another target, you sacrifice 20% of your current health to create a worm mass at their location.
Also increases the damage and healing of your carrion worm's blight pool by 8%. Worm Walk
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Cooldown: 6
Description: You have a 81% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 4 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 20% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower. Pestilent Blight
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 6
Cooldown: 8
Travel Speed: 600% of base
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 4.40 acid and 4.57 blight damage.
If not cleared after five turns it will inflict 24.97 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
The damage dealt will increase with your Spellpower. Worm Rot
| 0/5 |
Corruption / Blight | 1.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 20.20 blight damage and removes up to 1 magical or physical effect(s) from any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower. Corrupted Negation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 0% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 7 acid damage in a 4 radius ball. This damage will increase by 5% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower. Corrosive Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 28
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 2 turns. Each creature hit by the storm takes 5.57 blight damage and is poisoned for 22.30 blight damage over 4 turns.
At talent level 2 you have a chance to inflict Insidious Blight, reducing healing factor by 12%.
At talent level 4 you have a chance to inflict Numbing Blight, reducing damage dealt by 7%.
At talent level 6 you have a chance to inflict Crippling Blight, giving a 6% chance for talent failure.
The chance is evenly split between possible effects.
The damage and secondary effects will increase with your Spellpower. Poison Storm
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 200% 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 290.14 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 10%. Prismatic Slash
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 8. Any target caught in the area will take 159.12 nature damage each turn for 6 turns.
The poison also gives enemies a 20% 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: 5.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 10, and your breath attack cooldowns are reduced by 6.
You gain 50% knockback resistance, and your blindness and stun resistances are increased by 25%. Wyrmic Guile
| 5/5 |
Effective talent level: 5.0
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 10%, and your resistance penetration in those elements by 20%.
Each point in Chromatic Fury also increases your resistances to physical, fire, cold, lightning and acid by 0.5%. Chromatic Fury
| 5/5 |
Celestial / Eclipse | 1.00 |
| 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 (90% 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: 30
Travel Speed: 300% of base
Usage Speed: Spell (90% 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 12.63 light damage or 11.24 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: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 18.40 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 |
Wild-gift / Venom drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 411.11 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: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 109.53 acid damage that can critical in a radius of 4 each turn for 7 turns.
Enemies in this mist will be corroded for 3 turns, lowering their Accuracy, their Armour and their Defense by 23.
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: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 60% 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: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 699.06 acid damage.
Enemies caught in the acid have a 55% 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 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 1.12 mana per turn, and your physical and spell attack speed increases by 11.0%. Shadow Feed
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 / Bloodthirst | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 25% 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: 5.0
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 10%, your life regeneration by 5.00 per turn, and your stamina regeneration by 1.00 per turn for 10 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 25.00 and 5.00 each turn, respectively. Bloodbath
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (83% 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 |
Cunning / Lethality | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 7.50% greater chance to be critical hits, and your critical hits do 25.0% 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 4 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 96 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: The line between life and death blurs for you; you can only die when you reach -317 life.
However, when below 0 HP, you cannot see how much life you have left. Blurred Mortality
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 70
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Your target's doom draws near. Its healing factor is reduced by 100%, and will take 131% of its remaining life (or 1449.52, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower. Impending Doom
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Absorb up to 37% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
The healing will increase with your Spellpower. Undeath Link
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
All liches gain the following intrinsics:
- Poison, cut, and fear immunity.
- 50% disease and stun resistance.
- 20% cold and darkness resistance.
- No need to breathe.
- Infusions do not work.
Also:
At level 1: -3 to all stats, -10% to all resistances. Such meagre devotion!
At level 2: Nothing.
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration. Fear my power!
The undead cannot use this talent.
While active, it will drain 4 mana per turn.
Once you die and turn into a Lich you can not invest any more in this talent. Lichform
| 0/5 |
Spell / Advanced-golemancy | 1.00 |
| 1/5 |
Effective talent level: 5.0
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: 5.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 101.84 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 55% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 5.00.
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
| 5/5 |
Spell / Ice | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 400% of base
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 320.55 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
| 1/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 6, doing 937.80 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: 1.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Shatter all frozen targets in your line of sight, doing 527.08 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 3 foes.
The damage will increase with your Spellpower. Shatter
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 10% and ignoring 50% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 100%. Uttercold
| 5/5 |
Spell / Acid alchemy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 25%. Acid Infusion
| 5/5 |
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 15.3 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: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 9.7 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: 12
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Acid errupts all around your target, dealing 54.1 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 | 1.40 |
Effective talent level: 7.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 3 level 60 shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 5), Blindside their opponents (level 5), and Phase Door from place to place.
Shadows ignore 100% of the damage dealt to them by their master. Call Shadows
| 5/5 |
Effective talent level: 7.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 49% extra Accuracy and 75% 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 5, 18% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (3 turn cooldown). Shadow Warriors
| 5/5 |
Effective talent level: 7.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 19 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 5, 18% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 5, 18% 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
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% 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.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 0/5 |
Spell / Storm | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 5, doing 174.96 to 524.88 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 101.61 to 304.83 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
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 55% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 3.
Each turn, the afflicted creature and all creatures around it will take 68.75 to 206.26 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 10% and ignoring 50% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 45% chance to daze, and your Thunderstorm spell gains a 22% chance to daze. Tempest
| 5/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 51% chance to get a free, automatic attack against the attacker for 90% damage, up to 2.3 times per turn.
Unarmed fighters using it do consider it a strike for the purpose of stance damage bonuses (if they have any), and will have a damage bonus as a result.
Armed fighters get a normal physical attack.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (50% of a turn)
Description: Increases Defense by 10 for 0 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 8% and reducing their saving throws by 8.
The effects will scale with your Cunning. Set Up
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (50% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of -5%.
Exploit Weakness
| 0/5 |
Spell / Fire | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 876.18 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures up a cone of flame with radius 8. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 762.29 fire damage over 7 turns.
The damage will increase with your Spellpower. Flameshock
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (90% 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 842.57 fire damage in a radius of 6.
The damage will increase with your Spellpower. Fireflash
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 231.80 fire damage in a radius of 5 each turn for 10 turns.
The damage will increase with your Spellpower. Inferno
| 5/5 |
Spell / Enhancement | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 55.77 fire damage per melee attack and increasing all fire damage dealt by 9%.
Each hit will also regenerate 0.33 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 39% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 1/5 |
Effective talent level: 1.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 28 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 9%.
Each hit will also regenerate 0.33 mana.
The effects will increase with your Spellpower. Shock Hands
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 12.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
Wild-gift / Storm drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You transform into pure lightning, moving 750% faster for 4 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 40%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 42.7% of its current life (28.5% if the target is Elite or Rare, 21.3% if the target is a Unique or Boss, and 17.1% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 445.60 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: 5.0
Use mode: Activated
Equilibrium cost: 14
Range: 6
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 302.20 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 533.14 lightning damage and 342.74 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 6 turns. The blast will ignore the talent user.
The tornado will last for 6 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (91% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 501.90 to 1505.71 lightning damage, and have a 55% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 5/5 |
Technique / Magical combat | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 42% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Flame, Pulverizing Auger, Lightning, Earthen Missiles
Currently selected spell: Random Arcane Combat
| 1/5 |
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.00 of your Magic (current bonus: 0).
Each time you crit with a melee blow, you will unleash a radius 1 ball of either fire, lightning or arcane damage, doing 80.52.
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
| 0/5 |
Spell / Phantasm | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 10 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 363.07 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 240 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: The caster fades from sight, granting 6 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
| 0/5 |
Corruption / Reaving combat | 1.00 |
Effective talent level: 5.0
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 69%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 110% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 5.0
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 5 Spellpower per turn, 30 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 6 turns, and the bonus decreases by 16.7% of its current value each turn you don't deal damage. Bloodlust
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 51.35 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 46.
At level 3, it will also reduce Armour by 53 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
Spell / Arcane | 1.10 |
Effective talent level: 5.5
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 22 and arcane resistance by 46%. Arcane Power
| 5/5 |
Effective talent level: 5.5
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 760.48 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 5.5
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 190.32 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: 5.5
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.15 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 2750 total damage.
While the arcane storm rages, you also get 127% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
Spell / Aether | 1.10 |
Effective talent level: 5.5
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 487.56 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: 5.5
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area.
Each explosion does 589.35 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: 1.1
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 5 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
| 1/5 |
Effective talent level: 5.5
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 10% and ignoring 50% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 5/5 |
Spell / Air | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 373.47 to 1120.42 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 265.97 to 797.91 damage and forking to another target.
It can hit up to 8 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 151 and increasing defense against projectiles by 40.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 25% movement speed and removes 12 fatigue. Feather Wind
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 5 of your foes for 1 to 242.63 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 / Dual weapons | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 52.
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 0% chance to deflect up to 0 damage (0% of your offhand weapon damage) from approximately 2.4 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 5/5 |
Effective talent level: 5.0
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 30 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 (83% of a turn)
Description: When dual wielding, increases attack speed by 0%, but drains stamina quickly (-6 stamina/turn). Momentum
| 0/5 |
Spell / Water | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 157.44 cold damage in a radius of 3 each turn for 7 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower. Glacial Vapour
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 7 turns and damaging it for 1181.98.
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: 5.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 144.89 cold damage and 89.16 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 9 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 4 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 0, gain 22% resistance to cuts and stuns, gain 11% cold resistance, and all cold damage heals you for 72% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 0/5 |
Spell / Wildfire | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 532.16 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% 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 157.85 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 50% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 10%, ignoring 50% fire resistance of your targets and reducing self-inflicted fire damage by 70%. Wildfire
| 5/5 |
Spell / Stone | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (90% 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 98.44 physical damage, and an additional 16.41 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
| 1/5 |
Effective talent level: 1.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 12
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 17%.
* Grants 54% Fire Resistance, 33% Lightning Resistance, 13% Acid Resistance, and 10% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 1/5 |
Effective talent level: 3.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Causes a violent earthquake that deals 123.23 physical damage in a radius of 3 each turn for 6 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower. Earthquake
| 3/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (90% of a turn)
Is: a spell
Description: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 10% and ignoring 50% physical resistance of your targets.
Also raises your physical and magical saves by 25. Crystalline Focus
| 5/5 |