Spell / Signets | 1.30 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 180
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: While sustained, this signet increases the percentage of your health that each of your newly-created illusions receives by 0.
When you deactivate this signet it resets the cooldowns on Mind Wrack and Decoy.
The effects will increase with your Strength.
Commentary: Superficially similar to the "Resilience" talent for Summoners, but with a different passive benefit calculation. Since Mesmers cannot really wear any armor and have low health, they primarily survive by avoiding damage and by having their illusions take damage for them. As a result, this talent, which buffs illusion health by 5-25%, may actually be closer to "Shielding", which buffs damage shields by 25-60%. Signet of Illusions
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: While sustained, this signet increases the fire (burning), nature (poison) and physical damage you deal by 0.43%.
When you deactivate this signet it stuns all foes (power 13) within radius 1 for 3 turns.
The effects will increase with your Strength.
Commentary: Mesmers primarily deal Physical (bleed), Fire (burning) and Nature (poison) damage. The scaling (3% per talent level) falls between "Hymn of Shadows" (5-25% over five levels) and "Wildfire" (2% per talent level). Signet of Domination
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: While sustained, all temporary beneficial effects applied to you have their durations increased by -1 turn(s). Each temporary effect instance can be extended only once. The duration increase is applied whenever you take an action, so ephemeral beneficial effects that last less than one turn may not be extended.
When you deactivate this signet it blinds all foes (power 13) within radius 1 for 3 turns.
The effects will increase with your Strength.
Commentary: This "boon duration and synergy" effect has no general equivalent in ToME. There are talents that increase the durations of particular effects (e.g., only damage shields or only regenerations). This Signet increases all beneficial effects that last more than one turn. This has a pleasant synergy with default Mesmer staff powers, but the clever player will find other fruitful combinations (e.g., buffs from inscriptions or charms, etc.). Signet of Midnight
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: While sustained, your movement speed is increased by 1%.
When you deactivate this signet it creates a burst of celerity, increasing your movement speed by 32% for 1 turn(s). Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly.
The effects will increase with your Strength.
Commentary: The passive speed benefit follows "Celerity" (but does not include free item set switching). The burst speed benefit is half as strong as "Lightning Speed". Mobility is critical for Mesmers, and this is the only Mesmer power that increases raw movement speed. Signet of Inspiration
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Every three turns while this signet is sustained you heal 0.00 per illusion you control.
When you deactivate this signet it creates an ethereal burst, healing you for 17. In addition, the burst resets the cooldowns on the Mirror Blade, Phantasmal Berserker, Phase Retreat, and Phantasmal Warlock talents.
The effects will increase with your Strength.
Commentary: This ability helps Mesmers when they need it most: in the middle of a tough battle that requires multiple illusions. When the illusions are gone, the deactivation power resets some of the cooldowns needed to summon more. The passive healing rate scaling (3.0 per illusion per talent level every 3 turns) loosely follows "Fast Metabolism" (about 3.0 per talent level every turn), assuming you can keep three illusions alive. Signet of Ether
| 0/5 |
Spell / Mesmer greatsword | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Range: 12
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Conjures a spatial disturbance beam that can hit multiple foes. The damage increases with your Strength and your distance to the target. The critical chance is based on your physical crit rate. After the attack the mesmir steps back one square away from the target.
Range 8+: 53.82 physical damage
Range 7: 48.44 physical damage
Range 6: 43.06 physical damage
Range 5: 37.68 physical damage
Range 4: 32.29 physical damage
Range 3: 26.91 physical damage
Range 2: 21.53 physical damage
Range 1: 16.15 physical damage
Commentary: This is one of three staple Mesmer powers. It reinforces a focus on long-range attacks and mobility. The cooldown and damage follow "Lightning", but the damage total is based on distance instead of being based on chance. Spatial Surge
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 8
Travel Speed: 800% of base
Usage Speed: 1 turn
Description: Bounces an illusionary greatsword between foes and allies. The sword applies random beneficial effects to allies and harmful conditions to foes. After the attack the Mesmer steps back one square away from the target.
Base damage to foes: 5.26 physical damage. The damage will increase with Strength and the critical chance is based on your physical crit rate.
Extra effect to foes: Weakened for three turns (power 33).
Effect to allies: Power Overload (+10% to all damage) for 10 turns.
The bolt can bounce to a creature within range 6 of the last target up to 3 times. No creature will be struck twice by the same bolt.
In addition, an illusionary clone is created adjacent to your current location. The illusionary clone has 1% of your health, deals 0% of your damage, never moves, and knows the talents Winds of Chaos and Spatial Surge at the same levels you do. Newly-created illusions are invulnerable for one turn. Illusions disappear after five turns without an enemy target. It serves largely to distract foes.
Commentary: The damage scaling follows "Flameshock". This does not stun but does have a lower cooldown and creates an illusion. Mirror Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Slices an illusionary greatsword through the target area. Each foe within a radius -1 of the target is struck for 9.02 fire damage and has up to -5 beneficial temporary effect(s) or sustained talent(s) removed. After the attack the Mesmer steps back one square away from the target. The damage increases with Strength and the critical chance is based on your physical crit rate.
Commentary: The damage scaling follows "Fireflash", but the radius here is smaller and the cooldown is higher. Removing beneficial effects from foes is thematic to the Mesmer. Mind Stab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 8
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Summons an illusionary clone of you in an empty square in range 8. After the attack the mesmer steps one square away from the target.
The illusionary clone has 20% of your health, deals 70% of your damage, never moves, and knows the talents Combat Accuracy and Illusionary Death Dance at this level. Newly-created illusions are invulnerable for one turn. Illusions disappear after five turns without an enemy target. Illusionary Death Dance can be used every other turn: the illusion attacks all foes in radius 2 for 140% of weapon damage and cripples them, reducing their speeds by 33% for one turn.
Commentary: Phantasms have more health and deal more damage than normal illusionary clones. Illusionary Death Dance follows "Death Dance" but with radius 2 (recall: illusions cannot move) and an additional cripple. This is the only Memser talent that uses attacks to inflict direct weapon damage; the illusion can miss. Phantasmal Berserker
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Push back all foes in front of you with a wave of magical energy. Sends out a blast wave in a 1 radius cone, dealing 6.24 physical damage and knocking back creatures caught in the area. This deals 50% extra damage to pinned targets, in addition to the knockback. After the attack the mesmer steps back one square away from the target.
The blast wave may hit targets more then once, depending on the radius and the knockback effect.
The damage will scale with your Strength.
Commentary: The radius and damage loosely follow "Repulsion Blast", but with a 50% damage increase (instead of Paradox scaling) and 700% cooldown increase. This is typically a last-ditch talent for Mesmers who are out of mobility talents. Illusionary Wave
| 0/5 |
Spell / Mesmer staff | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Range: 6
Cooldown: 3
Travel Speed: 800% of base
Usage Speed: 1 turn
Is: a spell
Description: Bounces an orb of kinetic energy between foes and allies that applies random beneficial effects to allies and harmful conditions to foes.
Damage to foes: 12.32 physical damage, plus one of:
either 36.97 burning fire damage over 7 turns
or 36.97 bleeding physical damage over 7 turns
or 36.97 poison nature damage over 7 turns.
Effect to allies: Mesmeric Overload (+10% to all damage) for 5 turns.
After the attack the mesmer steps back one square away from the target.
The bolt can bounce to a creature within range 6 of the last target up to 3 times. A creature cannot be struck by multiple bounces from the same use of this talent. The effects increase with Magic and the critical chance is based on your spell crit rate.
Commentary: This is one of three staple Mesmer powers. It reinforces a focus on ranged attacks and mobility. The cooldown and damage follow "Flame", except that Flame is dealt over 3 turns while this is dealt over 7 (further encouraging mobility). Stacking Mesmeric Overload from illusions can result in a substantial damage increase during long-running fights. Winds of Chaos
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 3
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Teleports you to up to 3 tiles away, to a targeted location in line of sight.
In addition, an illusionary clone will be created at your old location. The illusionary clone has 1% of your health, deals 0% of your damage, never moves, and knows the talents Winds of Chaos and Spatial Surge at the same levels you do. Newly-created illusions are invulnerable for one turn. Illusions disappear after five turns without an enemy target. It serves largely to distract foes.
This spell takes no time to cast.
Commentary: An iconic Mesmer ability, Phase Retreat is commonly used to escape melee foes as well as to dodge projectiles and area-of-effect attacks. The cooldown is the same as "Phase Door" and the instant perfect control follows "Dimensional Step", but the range is significantly lower than both. Phase Retreat
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 4
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Summons an illusionary clone of you in an empty square in range 4. After the summoning the Mesmer steps back one square away from the target.
The illusionary clone has 0% of your health, deals 70% of your damage, never moves, and knows the talents Winds of Chaos and Spatial Surge at the same levels you do. Newly-created illusions are invulnerable for one turn. Illusions disappear after five turns without an enemy target.
When using Winds of Chaos, the illusion deals an additional 10% damage to a foe for each detrimental effect currently afflicting that foe.
Commentary: Phantasms have more health and deal more damage than normal illusionary clones. Between the Mesmeric Overload buff from Winds of Chaos and this phantasm's bonus based on enemy conditions, this talent has the potential to double your damage output -- if it can be kept alive. Phantasmal Warlock
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Surround yourself with chaos armor for -20 turns. When you are struck, you receive a random beneficial attack and your foe receives a random detrimental attack.
Beneficial: Heal for 12.
Beneficial: Earthen Barrier (reduces incoming physical damage by 13%) for 5 turns.
Beneficial: Out of Phase (increases defense by 13, reduces incoming negative effect duration by 13%) for 5 turns.
Detrimental: Confused (50% chance) for 5 turns.
Detrimental: Crippled (30% melee, spell and mental speed) for 5 turns.
Detrimental: Blinded (power 13) for 5 turns.
Effects increase with Magic.
Commentary: An iconic Mesmer power. The healing scaling follows "Healing Light". Commonly used when a tough foe has cornered the Mesmer and is in melee range. Be careful, however: if you are a Mesmer and foes are hitting you repeatedly, you are probably already about to lose. Chaos Armor
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Summon a chaotic magical storm of radius 0 for 6 turns. Each turn the storm applies a beneficial effect to allies. Each turn the the storm applies damage and one random detrimental effect to foes.
Damage: 1.96 physical.
Detrimental: Stunned for three turns (power 13.00).
Detrimental: Frozen for three turns (power 13.00).
Detrimental: Poisoned for 5.88 damage over three turns.
Detrimental: Weakened for three turns (power 33).
Beneficial: Mesmeric Overload (+10% to all damage) for 3 turns.
After summoning the storm the mesmer steps back one square away from the target.
The effects will increase with your Magic. This talent does not generate critical hits.
Commentary: An iconic Mesmer power, and their only real source of area denial and true area-of-effect control. The damage to foes is immaterial compared to the crowd control effects, which are re-applied every turn as foes sit in the storm: forcing a foe to walk through a Chaos Storm is a significant advantage. Dually, sitting in one's own Chaos Storm can yield growing damage bonuses from stacks of Mesmeric Overload. Chaos Storm
| 0/5 |
Spell / Mantras | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Meditate, charging a spell that will distract your target.
You store up the energy to use mantras slowly, gaining one charge every 30 turns after last use of any mantra. Once charged, Mantras have no other cooldown and can be used rapidly. Mantra effects increase with Magic.
Mantra of Distraction confuses (power 50%) and dazes all foes in radius 2 for 2 turn(s) and takes no time to use. Dazed targets cannot move, deal half damage, and have half defense, saves, accuracy, and power. Any damage will break the daze.
You currently have 0 out of 0 stored charges of Mantra of Distraction.
Commentary: This Mantra acts as an ersatz mobility power, buying the Mesmer precious turns to escape or heal during a fight. The radius scaling is similar to "Bellowing Roar", but this talent deals no damage. Mantra of Distraction
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Meditate, charging a spell that will damage your target.
You store up the energy to use mantras slowly, gaining one charge every 30 turns from last use of any mantra. Once charged, Mantras have no other cooldown and can be used rapidly. Mantra effects increase with Magic and the critical chance is based on your magical crit rate.
Mantra of Pain deals 4.43 fire and 4.43 nature damage to one target and takes no time to use.
You currently have 0 out of 0 stored charges of Mantra of Pain.
Commentary: Mesmers typically deal slightly less damage than other "squishy" classes (Archmages, Oozemancers, etc.). This Mantra provides additional damage when other talents are unavailable but does not directly smooth out the Mesmer weapon swap cooldown cycle. Mantra of Pain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Meditate, charging a spell that will grant you stability.
You store up the energy to use mantras slowly, gaining one charge every 30 turns from last use of any mantra. Once charged, Mantras have no other cooldown and can be used rapidly. Mantra effects increase with Magic.
Mantra of Concentration grants you free action for 1 turns. This prevents all stuns, dazes, and pinning effects. Mantra of Concentration takes no time to use.
You currently have 0 out of 0 stored charges of Mantra of Concentration.
Commentary: This is the free action effect from "Infusion: Movement", but without the wild speed movement bonus. Mesmers have no innate way to gain resistance to stunning, dazing or pinning, so talents that remove such effects are critical. Mantra of Concentration
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Meditate, charging a spell that will free you of harmful effects.
You store up the energy to use mantras slowly, gaining one charge every 30 turns since last use of any mantra. Once charged, Mantras have no other cooldown and can be used rapidly. Mantra effects increase with Magic.
Mantra of Resolve removes 1 detrimental effect(s) currently afflicting you, chosen at random. It takes no time to use.
You currently have 0 out of 0 stored charges of Mantra of Resolve.
Commentary: Mesmers have no innate way to gain elemental resistance or resistance to stuns, dazes and the like. Talents that can remove control or damage-over-time effects are thus critical. Mantra of Resolve
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Meditate, charging a spell that will restore your health.
You store up the energy to use mantras slowly, gaining one charge every 30 turns since last use of any mantra. Once charged, Mantras have no other cooldown and can be used rapidly. Mantra effects increase with Magic.
Mantra of Recovery restores 31.75 health. Mantra of Recovery takes no time to use.
You currently have 0 out of 0 stored charges of Mantra of Recovery.
Commentary: The scaling is the average of "Arcane Reconstruction" and "Healing Light". As befitting a high-level talent, this acts as an emergency "get out of jail free" card, but note that the low health and lack of armor on a Mesmer mean that one-shots remain a danger. Mantra of Recovery
| 0/5 |