Spell / Animus | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Souls cost: 1
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Crush and consume one of your captured souls, healing you for 216 life and restoring 72 mana.
The life and mana healed will increase with your Spellpower. Consume Soul
| 4/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Souls cost: 2
Range: 6
Cooldown: 15
Travel Speed: 2000% of base
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Try to crush the soul of your foe, doing 15.29 darkness damage (that can never kill the target).
If the target is left with less than 4% life you try to take control of its body.
Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.
Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.
Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created.
Bosses, other undeads and summoned creatures can not be turned into husks.
The damage and chance will increase with your Spellpower. Animus Purge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Souls cost: 2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Crush and consume two souls to empower your next 0 spells, granting them a special effect.
Affected spells are:
- Undeath Link: in addition to the heal a shield is created for half the heal power
- Create Minions: allows you to summon 2 more minions
- Assemble: allows you to summon a second bone golem
- Invoke Darkness: becomes a cone of darkness
- Shadow Tunnel: teleported minions will also be healed for 30% of their max life
- Cold Flames: freeze chance increased to 100%
- Ice Shards: each shard becomes a beam
- Consume Soul: effect increased by 50% Essence of the Dead
| 0/5 |
Spell / Golemancy | 2.00 |
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Improves your golem's armour training, damage resistance, and healing efficiency.
Increases all damage resistance by 0%; increases Armour value by 5, Armour hardiness by 30%, reduces chance to be critically hit by 6% when wearing heavy mail or massive plate armour, and increases healing factor by -1%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (94% 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 |
Spell / Undead drake | 1.90 |
Effective talent level: 7.6
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: You revel in death, devouring the souls of your victims. Whenever you inflict damage to a target, you deal an additional 10.09 darkness damage.
Additionally, you gain 2 souls whenever you score a kill.
The damage will scale with the highest of your spell or mind power and can only occur up to 15 times per turn. Raze
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 1
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Release a cloud of deadly miasma over a targeted area, dealing 1.68 darkness damage to all units inside it with a 20% chance of inflicting a disease that will do blight damage and weaken either Constitution, Strength or Dexterity for 3 turns.
The damage will scale with the highest of your spell or mind power. Infectious Miasma
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: You breathe a wave of deathly miasma in a cone of radius 2. Any target caught in the area will take 17.22 darkness damage over 4 turns and receive either a bane of confusion or a bane of blindness for 4 turns.
The damage will increase with your Magic, and the critical chance is based on your Spell crit rate. Necrotic Breath
| 0/5 |
Steamtech / Butchery | 2.10 |
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Channel hot steam around your saws, burning foes you strike in melee for 4.68 fire damage over 3 turns (which can stack)!
Hot, steamy maiming! Overheat Saws
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Continuously swing your steamsaws around you, dealing 30% weapon damage to adjacent foes each time you attack.
Your chaotic motions make it difficult for anything to hit you, granting 6% chance to completely negate all damage.
Damage avoidance chance increases with Steampower.
Make the metal talk! Tempest of Metal
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: You temporarily overcharge the saw motors, increasing the effective talent level of all saw talents by 20% for 1 turns.
The pain shall never stop! Overcharge Saws
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 1.2
Use mode: Passive
Description: Increases Physical Power by 12, and increases weapon damage by 24% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 1/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 10 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain -15% critical chance and critical strike power while you take -15% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 0/5 |
Wild-gift / Summoning (utility) | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Turtle for 9 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 80 Constitution, 20 Dexterity and 18 willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution will increase with your Mindpower. Turtle
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Spider for 5 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 15 Dexterity, 10 Strength, 18 Willpower and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Dexterity will increase with your Mindpower. Spider
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You focus yourself on nature, allowing you to summon creatures much faster (136% of a normal summon time) and with no chance to fail from high equilibrium for 1 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1. Frantic Summoning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to take direct control of any of your summons.
The summons will appear on the interface; a simple click on them will let you switch control.
You can also press control+tab to switch.
When taking control, your summon has its lifetime increased by 5 turns, and it takes 0% less damage.
The damage reduction is based on your Cunning. Summon Control
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 20.10 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
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: For the next 2 turns, you recover 1.4 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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 8
Description: You now have a -15% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 7.00 temporal damage to enemies in a radius of 1. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 3.50 physical and 3.50 temporal damage to enemies in a radius of 1. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 7.00 physical damage to enemies in a radius of 1. 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (80% 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 | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 5 up to 3 tiles away and damaging them for 159% 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
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 0.
The sound wave is so strong, your foes also take 18.51 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 2.67 fire damage in a radius of 0 each turn for 2 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 2. Any target caught in the area will take 31.65 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
| 0/5 |
Cursed / Fears | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Hate cost: 8
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 27% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 18%.
Fear effects improve with your Mindpower. Instill Fear
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of 0 and in sight of you for 5 (non-consecutive) turns, will gain a new fear that lasts for 8 turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%.
You gain 2 new fears: The Terrified effect causes talents and attacks to fail 2% of the time. The Distressed effect reduces all saves by 1.
Fear effects improve with your Mindpower. Heighten Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 0 against foes who attempt to resist your fears.
You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict 3 mind damage. The Tormented effect causes 4 apparitions to manifest and attack the target, inflicting 3 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 141.6 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 4 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 40.4% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 0, infecting the foes inside with a random poison doing 21.0 Nature damage over 10 turns.
This attack can crit and deals 2% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 2.0 disarming acid damage.
The damage increases with your Mindpower. Acidic Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 3
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 3 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
Cunning / Tactical | 1.20 |
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 0% chance to get a free, automatic melee attack against the attacker for 50% damage, up to 1.3 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (80% of a turn)
Description: Increases Defense by 6 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 6% and reducing their saving throws by 6.
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 (80% 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 |
Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 227% weapon damage as Ice damage in a cone of 2. 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
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 0% and your Armour by 1.
You also deal 11.16 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 3 length for 1 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 0.50 damage for each ice wall within radius 0 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 2. Any target caught in the area will take 23.81 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
| 0/5 |
Cunning / Stealth | 2.00 |
Effective talent level: 8.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 48, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 4.
Any non-instant, non-movement action will break stealth if not otherwise specified. Stealth
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You know how to make the most out of being unseen.
When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it. (Spell and mind attacks critically strike even if the target notices you.)
Your critical multiplier against targets that cannot see you is increased by up to 0%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
Also, after exiting stealth for any reason, the critical multiplier persists for 3 turns (with no range limitation). Shadowstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have a special affinity for darkness and shadows.
When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by 0.
While stealthed, your life regeneration is increased by 1.5 (based on your Cunning) and your stamina regeneration is increased by 0.2. The regeneration effects persist for 3 turns after exiting stealth, with 5 times the normal life regeneration rate. Soothing Darkness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your mastery of stealth allows you to vanish from sight at any time.
You automatically enter stealth mode, reset its cooldown, and cause it to not break from unstealthy actions for -1 turns. If you were not already stealthed, all enemies in a direct line of sight completely lose track of you.
When your Shadow Dance ends, you must make a stealth check against targets in radius 12 or be revealed. Shadow Dance
| 0/5 |
Cursed / Strife | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 7 Armour, 11 Defense and your attacks will gain 36% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 4/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 21% (at 0 Hate) to 70% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 3 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 4% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 0/5 |
Wild-gift / Sand drake aspect | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 248% 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
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 1.
Creatures caught by the quake will be damaged for 130% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: -230
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 1 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 11 of target armor and 6% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 2. Any target caught in the area will take 22.94 physical damage, and will be blinded for 2 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
| 0/5 |
Wild-gift / Ooze | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 229, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.25.
You may have up to 2 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 9 turns, are very resilient (29% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
The chance to split increases with your Cunning. Mitosis
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 1 turns.
This process releases a burst of antimagic, dealing 8.9 Manaburn damage in radius 3.
This talent allows you to restore 0.2 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 78 life (34% 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 70% weapon damage (as Acid). Call of the Ooze
| 0/5 |
Effective talent level: 0.0
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 3% lower Critical multiplier (but always do at least normal damage).
In addition you gain -28% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 0/5 |
Steamtech / Avoidance | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You tessellate your cloak with small pieces of metal, providing 10 damage reduction against all attacks.
The myriad metal scraps also help against incoming projectiles, providing a 21% chance of deflecting them to a nearby spot. Automated Cloak Tessellation
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: With a gesture of your cloak, you drop a small incendiary device in front of you, creating a wall of thick steam of 3 length that burns creatures passing it for 6.36 fire damage and blocks sight for 5 turns.
At level 5 the action is so perfect that your foes even lose track of you entirely.
Damage increases with your steampower. Cloak Gesture
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Your cloak is lined with an automated health system that activate when no enemies are visible.
When it triggers, you will be healed for 10 life.
At talent level 3, it will also remove one detrimental physical effect.
The system can only trigger once every 12 turns. Embedded Restoration Systems
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 45
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Trigger an array of small mirrors to appear all over your cloak.
The mirrors are positioned to reflect all light shining on you, granting 4 stealth power for 10 turns.
Stealth power increases with your steampower. Cloaking Device
| 0/5 |
Spell / Earth | 2.00 |
Effective talent level: 8.0
Use mode: Activated
Mana cost: 15
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 6.
The beam also affect any creatures in its path, dealing 177.87 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 1 bonus to Armour.
Each time you are hit in melee, you have a 300% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower. Stone Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 7.66 physical damage in a radius of 1. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 2 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 9.36 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Technique / Shield defense | 2.00 |
Effective talent level: 8.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Enter a protective battle stance, increasing Defense by 6, Armour by 6, and Block value by 81. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants 62% resistance to stunning and knockback. Shield Wall
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Smash your shield into the face of all adjacent foes dealing 100% shield damage and knocking them back 0 grids.
In addition, all creatures knocked back will also be dazed for 8 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You brace yourself for the final stand, increasing Defense and Armor by 1, maximum and current life by 24, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -24 life.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 0/5 |
Celestial / Radiance | 1.20 |
Effective talent level: 4.8
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 7, even in dark places.
Your vision adapts to this glow, giving you 74% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The light of your Radiance allows you to see that which would normally be unseen.
All enemies in your Radiance aura have their invisibility and stealth power reduced by 17.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 6 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 0.8 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has -4% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: 7
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing 1 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 6 light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns. Judgement
| 0/5 |
Psionic / Absorption | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 54% of any physical/acid/nature/temporal attack, up to a maximum of 49 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 71.3 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. Kinetic Shield
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 3% of any fire/cold/light/arcane attack, up to a maximum of 5 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 97.3 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. Thermal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 3% of any lightning/blight/darkness/mind attack, up to a maximum of 5 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 97.3 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. Charged Shield
| 0/5 |
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 -25%.
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 |
Spell / Grave | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Mana cost: 30
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (94% 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 126.78 cold damage in a radius of 5.
The damage will increase with your Spellpower.
Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps. Chill of the Tomb
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (94% 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 32.22 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 (94% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 3 spots in a radius of 3 around the targeted location. The flames deal 2.65 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 (94% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 18% chance to heal for 1% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 0/5 |
Steamtech / Dread | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power and a mind power
Description: Fire a powerful shot at a foe doing 150% weapon damage.
If the creature, or any creatures in radius 3, was affected by a fear or nightmare effect it violently wakes up, shaking it off only to find itself disoriented, unable to discern friends from foes for 0 turns. Lucid Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Steam cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power and a mind power
Description: Fire a psionic-enhanced shot at a foe doing 50% mind weapon damage and infecting it with a psy worm for 8 turns.
Each turn the worm will do 2.35 mind damage and restore 1 psi to you, double if stunned or feared.
Also each turn the worm has 25% chances to spread to a nearby foe in radius 3.
When a creature infected by Psy Worm dies it spreads to all enemies in a radius of 3. Psy Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 50
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power and a mind power
Description: Entering the mind of your foe you manipulate it to make it loose hope of defeating you, reducing all its damage by 40% for 1 turns. No Hope
| 0/5 |
Cunning / Poisons | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Won't Break Stealth: 100%
Description: Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a 44% chance to poison the target for 17 nature damage per turn for 6 turns. Every application of the poison stacks, up to a maximum of 67 nature damage per turn.
The damage scales with your Cunning. Apply Poison
| 4/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
Level 1: Numbing Poison
Level 2: Insidious Poison
Level 3: Crippling Poison
Level 4: Leeching Poison
Level 5: Volatile Poison
New poison enhancements can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 0%. (The effect varies for each poison.)
Adjusting your weapon coating takes no time and does not break stealth.
You may only have two poison enhancements active at once; applying a third will cause one of the existing ones to be cancelled at random. Vile Poisons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You strike your target with your melee or ranged weapon, doing 120% weapon damage as nature and inflicting additional effects based on your active vile poisons:
Numbing Poison - Reduces global speed by -2% for 5 turns.
Insidious Poison - Applies a standard poison that deals 20.77 nature damage over 5 turns.
Crippling Poison - Places 1 talents on cooldown for 1 turns.
Leeching Poison - Heals you for 21.
Volatile Poison - Deals a further 12.46 nature damage to foes in a radius 1 ball.
Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
Venomous Strike
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 24
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 (74) 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: 20
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Inflicts 8.20 temporal damage, and attempts to stun all targets in a radius 0 ball for 2 turns.
The damage will scale with your Spellpower. Stop
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Drains steam: 4
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Using psionic energies you temporarily alter your blood, turning it into molten iron.
When affected by molten blood all creatures that hit you in melee take 13.32 fire damage, all your resistances are increased by 20% and all new detrimental effects on you have their duration reduced by 25%.
Damage increases with your Steampower.
Molten Iron Blood
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 10
Cooldown: 12
Travel Speed: 200% of base
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Melding psionics with steamtech you create 5 mind drones at your sides that fly towards your target.
If they encounter a creature they will latch on it and bore into its skull for 6 turns, disrupting its thoughts.
Disrupted creatures have 9% chances to fail to use talents and suffer a -126% reduction to fear and sleep immunity. Mind Drones
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: You cleanse your mind of 0 mental debuffs.
Cleansed effects will be randomly sent to closeby foes (range 5, subject to a mental save). Psionic Mirror
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 2.00 |
Effective talent level: 8.0
Use mode: Activated
Mana cost: 5
Souls cost: 6
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura, you will raise an undead minion (up to 6 minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
The minions level is your level +5.
Each minion has a chance to be:
Degenerated skeleton warrior: 0%
Skeleton warrior: 28%
Armoured skeleton warrior: 19%
Skeleton archer: 0%
Skeleton master archer: 13%
Skeleton mage: 16%
Ghoul: 0%
Ghast: 12%
Ghoulking: 13% Create Minions
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 0, and reduces the decay rate of your minions outside the aura by 0%.
At level 3, necrotic minions inside your aura have a 25% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead. Aura Mastery
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by 2, their Armour penetration by 1 and their critical hit chance by 1 for 6 turns.
The effects will increase with your Spellpower. Surge of Undeath
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 20.1 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 10.
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
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 90% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 26% weapon damage.
The second strike chance (which increases with distance) is -1.1% at range 2 and -1.1% at the maximum range of 7.
The range will increase with your Strength. Wave of Power
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing -324% of your lost HP as additional Fire damage (up to 12, 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (94% 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 -2. Second Life
| 0/5 |
Steamtech / Battlefield management | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Drains steam: 5
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Firmly plant your steamsaws in the ground, using them to propel yourself very quickly (+284% movement speed).
Any foes on either side of your movement get wrecked by the saws, knocking them 3 tiles away from you.
Attacking or using any talent will break this effect.
When this effect is broken or cancelled the sudden change in motion deals 198% weapon damage to all foes around you. To do full damage you need to have moved at least 5 times, otherwise damage is lower (or null for no movement).
The wheels of death! Amazing! Saw Wheels
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Spin your saws wildly around you to create a wall of steamy sawteeth.
All melee damage against you is reduced by 7%, you have 7% chance to evade projectiles and you can never take a blow that deals more than 125% of your max life.
Split their bones on the saws of death! Grinding Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Slam your saws into your target, dealing 100% weapon damage + 1% per physical, magical, or mental effect on them (up to 7 effects).
Sustains are not effects.
The Metal Punisher! Punishment
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have lived through many battles, and your experience makes you a gritty veteran.
Saw Wheels end of effect attack increased by 0%.
Grinding Shield lets you live below your normal limits, up to -0 life.
Punishment has a 0% chance to have its cooldown reduced by 1 for each effect.
Domination for all! Battlefield Veteran
| 0/5 |
Psionic / Psi-fighting | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 149% weapon damage.
If your mainhand weapon hits, you will also stun the target for 5 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
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 15
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 0% of your Willpower and Cunning, respectively.
Strength increased by 0
Dexterity increased by 0 Augmentation
| 0/5 |
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 10% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 135.18 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
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 3.00 acid damage that can critical in a radius of 1 each turn for 6 turns.
Enemies in this mist will be corroded for 1 turns, lowering their Accuracy, their Armour and their Defense by 1.
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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 10% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 2. Any target caught in the area will take 24.68 acid damage.
Enemies caught in the acid have a 21% 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
| 0/5 |
Corruption / Heart of Fire | 1.20 |
Effective talent level: 4.8
Use mode: Passive
Cooldown: 5
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 108% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 188% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 2 turns with a power of 15, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 1 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 0.10 health and 0.06 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 3 fire damage on spreading. Devouring Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Restore yourself to full health, but take damage equal to the damage healed over 2 turns. This damage is split evenly among you and all burning enemies in radius 0. Damage you take is irresistable. Damage to enemies is fire damage. Blazing Rebirth
| 0/5 |
Corruption / Scourge | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 158% damage with each hit. For each hit, the target will bleed for 10.65 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 1.27 blight damage (which also heals you for 0.51 each hit).
The damage will increase with your Spellpower. Ruin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 80% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 3.88 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 60% darkness weapon damage. If the attack hits you attack with your second weapon, doing 60% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 0/5 |
Corruption / Demonic pact | 1.30 |
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Your knowledge of demonic forces grows, allowing you to bind more seeds to you and to summon demons.
You channel your arcane corruption through a demon seed to temporarily summon the corresponding demon for 0 turns.
Summoned demons can regen their life and resummoning them keeps the life they had when they were last used.
If the demon dies it will not be available for summoning anymore.
As you learn to bind more easily you can also use more seeds:
At level 2 it lets you bind a seed to your first ring.
At level 3 it lets you bind a seed to your shield.
At level 4 it lets you bind a seed to your second ring.
At level 5 it lets you bind a seed to your main body armour.
Bind Demon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 5 grids with 10 precision.
In the spot you left you will summon a random demon from your seeds for 1 turns.
If the target area is not in line of sight, there is a chance the spell will fizzle.
This spell requires an unsummoned, alive, demon seed to work.
The range will increase with your Spellpower. Twisted Portal
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You drain the life of your foes to replinish yours and those of your demon seeds.
Each time you kill a creature a random worn demon seed with less than 100% life will be healed for 0% life.
If the creature is an elite or more you also have 100% chance to resurrect a dead demon seed.
At level 5 you also start to leech energies to heal yourself, all damage you do heals you for 0%. Suffuse Life
| 0/5 |
Corruption / Torture | 1.20 |
Effective talent level: 4.8
Use mode: Passive
Cooldown: 6
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 15.56 fire damage, spread over 3 turns.
Additionally, every time you attack, there is a 25% chance of releasing a burst of powerful fire that will deal 61.54 fire damage to all enemies in radius 2 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 4, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 20 bonus spellpower.
The damage will increase with your Spellpower. Incinerating Blows
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Vim cost: 14
Range: 2
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Hits the target doing 70% weapon damage. If the attack hits, you pull the target in and strike them again, dealing another 100% weapon damage. Abduction
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 80% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 0%.
When Fiery Torment ends the victim will take 3 fire damage. This damage will increase by 1% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape. Fiery Torment
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (0%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 0 turn(s).
This can only trigger on any particular target once every 6 turns. Eternal Suffering
| 0/5 |
Spell / Necrosis | 3.00 |
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 7
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 58% of its remaining life (or 237.62, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower. Impending Doom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Absorb up to 25% 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 (94% 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.
- 100% 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.
At level 7: Your power becomes overwhelming! +12 Magic, Willpower and Cunning, 60% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.
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 |
Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 120% 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 10.99 of that damage to enemies in radius 0, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 0%. Prismatic Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 2. Any target caught in the area will take 6.31 nature damage each turn for 6 turns.
The poison also gives enemies a 7% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 0, and your breath attack cooldowns are reduced by -9.
You gain 3% knockback resistance, and your blindness and stun resistances are increased by 2%. Wyrmic Guile
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 0.0% and all damage you deal with them is increased by 0.0% with 0.8% resistance penetration. Chromatic Fury
| 0/5 |
Cursed / Gloom | 1.20 |
Effective talent level: 4.8
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 15% 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: +6). Gloom
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an -1% chance to be crippled by fear for 3 turns, reducing damage they inflict by 12%. 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: +6). Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an -0.3% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +6). Dismay
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a War Hound for 9 turns to attack your foes. War hounds are good basic melee attackers.
It will get 86 Strength, 86 Dexterity and 15 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. War Hound
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Jelly for 5 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 10 Constitution and 10 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution stat will increase with your Mindpower. Jelly
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Minotaur for 2 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 25 Strength, 10 Constitution and 10 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Minotaur
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Stone Golem for 5 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 15 Strength, 10 Constitution and 15 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Stone Golem
| 0/5 |
Steamtech / Sawmaiming | 1.20 |
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You "gently" slam your saws into the wounds of a creature, dealing 30% weapon damage and deepening the wounds.
All bleeding wounds durations are increased by 1 turns and the damage by 13% (this may be done only once per bleeding effect).
When this happens a gush of blood is projected in a narrow cone of radius 4, dealing 12.22 physical damage to all creatures.
The power and damage improves with your Steampower.
The marvels of technology, now at the service of true butchery! Bloodstream
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You try to sever the spine of your foe, reducing its global speed by -63% for 4 turns and dealing 60% weapon damage.
The power of the blow also removes up to 1 physical effects.
If your talent level is at least 3 1 physical or magical sustains are also removed.
Break them, grind them, mow them down! Spinal Break
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: When you kill a foe you place small explosives with shrapnels inside its body, making it explode in radius 5.
Any foes hit will bleed for 0.94 damage per turn for 6 turns. The shrapnels also damage the vocal cords (or related organ), silencing them for -2 turns.
Use the finest of wartech now: shrapnels. For blood and mayhem! Goresplosion
| 0/5 |
Cursed / Shadows | 5.00 |
Effective talent level: 20.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 4 level 4 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 4), Blindside their opponents (level 4), and Phase Door from place to place.
Shadows ignore 100% of the damage dealt to them by their master. Call Shadows
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain -12% extra Accuracy and -18% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 0, 0% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (8 turn cooldown). Shadow Warriors
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 0 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 0, 0% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 0, 0% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 1 turns. Hostile targets will be attacked, with a -9% 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 |
Psionic / Projection | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 16.7 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 16.7 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 167 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
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 1.6 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 1.6 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 16 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 1.6 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 1.6 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 3 nearby targets, doing up to 15.6 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 1 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 8.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
Wild-gift / Summoning (distance) | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Ritch Flamespitter for 9 turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar.
It will get 77 Willpower, 68 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower. Ritch Flamespitter
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a 3-headed Hydra for 5 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 15 Willpower, 10 Constitution and 18 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower will increase with your Mindpower. Hydra
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Rimebark for 5 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 15 Willpower, 15 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower. Rimebark
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Fire Drake for 2 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath.
It will get 15 Strength, 20 Constitution and 38 Willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Constitution will increase with your Mindpower. Fire Drake
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 4/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 0.05 mana per turn, and your physical and spell attack speed increases by 0.0%. Shadow Feed
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: 3
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (94% 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 |
Spell / Enhancement | 2.00 |
Effective talent level: 8.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 14.18 fire damage per melee attack and increasing all fire damage dealt by 5%.
Each hit will also regenerate 2.67 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 2% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 0 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 0%.
Each hit will also regenerate 0.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 0.
The stat increase will improve with your Spellpower. Inner Power
| 0/5 |
Celestial / Eclipse | 1.20 |
| 4/5 |
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 (94% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 5% for 2 turns, and reduces the cooldown of all Celestial skills by 3.
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 (94% 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 2.27 light damage or 2.27 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 (94% 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 2.95 damage to everything in a radius of 1.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower. Darkest Light
| 0/5 |
Technique / Magical combat | 2.00 |
Effective talent level: 8.0
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 57% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Earthen Missiles, Flame, Lightning, Pulverizing Auger
Currently selected spell: Pulverizing Auger Arcane Combat
| 4/5 |
| 0/5 |
| 0/5 |
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 15.33.
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 |
Chronomancy / Speed Control | 1.20 |
| 4/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 0% attack, spell, and mind speed for 1 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
Effective talent level: 4.8
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 68%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 109% blight damage. Corrupted Strength
| 4/5 |
Effective talent level: 0.0
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 0 Spellpower per turn, 0 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 0 turns, and the bonus decreases by inf% of its current value each turn you don't deal damage. Bloodlust
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 0.74 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 1.
At level 3, it will also reduce Armour by 1 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 0/5 |
Spell / Arcane | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 91.80 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 0 and arcane resistance by 6%. Arcane Power
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (94% 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 2.15 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 2.94 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 396 total damage.
While the arcane storm rages, you also get 52% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 4.8
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 738% 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 39%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 0. Any creature caught inside will lose up to 2.6% of its current life (1.7% if the target is Elite or Rare, 1.3% if the target is a Unique or Boss, and 1.0% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 7.54 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: melee/personal
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (100% 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 4.47 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 8.48 lightning damage and 8.48 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 1 turns. The blast will ignore the talent user.
The tornado will last for 1 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 2. Any target caught in the area will take 10.38 to 31.13 lightning damage, and have a 21% 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
| 0/5 |
Spell / Air | 2.00 |
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 2.55 to 7.66 damage and forking to another target.
It can hit up to 4 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 3, defense against projectiles by 1, pin immunity by 0% and stun immunity by 0%.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 0% movement speed and removes 0 fatigue. Feather Wind
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (94% 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 0 of your foes for 1 to 2.61 damage in a radius of 1.
This powerful spell will drain 0.00 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 0/5 |
Corruption / Doom shield | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain stamina cost: 20
Sustain vim cost: 5
Drains vim: 3
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (94% 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 + 40% of your shield block value (currently 0).
At level 3 if a damage dealt is at least twice as high you have 69% 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
| 4/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 18
Sustain vim cost: 18
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Taking example from Mal'Rok, the demon's homeworld you harden yourself.
Increases total armour by -18% + 10 and spellpower by 13% of your Strength. Hardened Core
| 0/5 |
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 (94% 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 |
Corruption / Blight | 1.20 |
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (94% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 4.91 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 (94% 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 2 acid damage in a 4 radius ball. This damage will increase by 1% 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 (94% of a turn)
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 3 turns. Each creature hit by the storm takes 1.02 blight damage and is poisoned for 4.07 blight damage over 4 turns. The blight poison is especially virulent, and has a -85% chance to ignore poison immunity.
At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 3%.
At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 1%.
At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 2% chance of failure.
Each possible effect is equally likely.
The poison damage dealt is capable of a critical strike.
The damage will increase with your Spellpower. Poison Storm
| 0/5 |
Psionic / Gestalt | 1.20 |
Effective talent level: 4.8
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You let your mind tap into your steam generators for energy, increasing your Mindpower in proportion to your steam level: 11 when at full steam and 0 when at 0 steam.
Using a psionic talent will feedback into your generators, increasing your Steam power by 9 for your next steamtech talent.
Using a steamtech talent will feedback into psionic focus, increasing your psi level by 29.
The effects increase with your Willpower. Gestalt
| 4/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Steam cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Temporarily expand your mind to force your Gestalt upon your foes in a radius of 5. Up to -1 foe(s) will be affected.
The Gestalt will drain each affected foe's powers (physical power, mind power, spell power and steam power) by 2 for 5 turns.
Your own powers will be increased in return by the drained amount (reduced for each additional foe).
In addition for 5 turns you can sense creatures beyond your sight, even through walls in radius 115.
The effects improve with your Mindpower. Forced Gestalt
| 0/5 |
Cunning / Lethality | 1.20 |
Effective talent level: 4.8
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 7.4% greater chance to be critical hits, and your critical hits do 19.7% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for 80% damage.
For 2 turns thereafter, your attacks against that target gain 3 (effective) accuracy for each probing strike that missed, plus 4.6 (effective) bonus weapon damage and 4% additional weapon resistance penetration for each probing strike that hit.
Learning this technique allows you to permanently gain 1 armour penetration with all melee and archery attacks.
The bonuses to accuracy and damage increase with Cunning. Expose Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Drains stamina: 4
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Become a whirling storm of blades, increasing attack speed by 3% and causing melee attacks to strike an additional adjacent target other than your primary target for 100% weapon damage.
This talent is exhausting to use, draining 6 stamina each turn. Blade Flurry
| 0/5 |
| 0/5 |