Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases Physical Power by 60, and increases weapon damage by 55% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10.8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (70% 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 -20% critical chance and critical strike power while you take -20% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 0/5 |
Steamtech / Elusiveness | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Steam cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Using small steam motors to enhance your movements, you are able to slip past up to 6 foes in a line.
After passing the targets, you will quickly run 6 tiles away. Slip Away
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Drains steam: 4
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: The thrill of the hunt invigorates you. For each foe in radius 11 around you, you gain 20% movement speed (up to 160%).
Current bonus: 0%. Agile Gunner
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: In an awesome feat of agility and technological prowess, you toss both of your steamguns in the air, causing them to spin madly for 3 turns.
Each turn, they will fire twice at random targets in range, dealing 100% weapon damage.
While the guns are airborne, you are disarmed and cannot attack.
The spectacle is so distracting that your foes have a hard time concentrating on you, increasing all of your resistances by -5%. Awesome Toss
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: While your foes are distracted by your Awesome Toss, you use powerful steam motors to jump into the air and kick a target 1 tiles away.
The impact is so great that it ripples outwards, slowing all creatures in radius 3 by -20% for 4 turns while the reaction force propels you 0 tiles backwards. Dazzling Jump
| 0/5 |
Wild-gift / Fire drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 6 up to 3 tiles away and damaging them for 165% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7.
The sound wave is so strong, your foes also take 557.82 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 287.06 fire damage in a radius of 5 each turn for 9 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 2509.75 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath
| 5/5 |
Wild-gift / Slime | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 692.0 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 5 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 38.1% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 2, infecting the foes inside with a random poison doing 1098.9 Nature damage over 10 turns.
This attack can crit and deals 68% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 170.8 disarming acid damage.
The damage increases with your Mindpower. Acidic Skin
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 5 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
Psionic / Psi-fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 156% weapon damage.
If your mainhand weapon hits, you will also stun the target for 6 turns.
This attack uses 60% of your Willpower and Cunning instead of Strength and Dexterity to determine weapon damage and accuracy, for both attacks.
Any active Aura damage bonusses will extend to the weapons used for this attack. Telekinetic Smash
| 5/5 |
Effective talent level: 6.0
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 33% of your Willpower and Cunning, respectively.
Strength increased by 86
Dexterity increased by 115 Augmentation
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Assume a defensive mental state.
For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for 75% weapon damage.
At raw talent level 3 you will also disarm the attacker for 3 turns.
At raw talent level 5 you will be able to reflexively block up to one attack per turn with a 58% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 23% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 14%.
The daze chance increase with your Physical Power. Mortal Terror
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by 12%, your life regeneration by 5.57 per turn, and your stamina regeneration by 1.11 per turn for 10 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 27.85 and 5.57 each turn, respectively. Bloodbath
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: You enter a battle frenzy for 1 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain -2% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 0/5 |
Spell / Air | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 520.38 to 1561.15 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 377.50 to 1132.50 damage and forking to another target.
It can hit up to 8 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 219 and increasing defense against projectiles by 58.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 29% movement speed and removes 15 fatigue. Feather Wind
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 9
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 6 of your foes for 1 to 341.10 damage in a radius of 1.
This powerful spell will drain 7.50 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 5/5 |
Celestial / Twilight | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 525 negative energy.
Learning this talent will change the default level of positive and negative energies to 36% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning. Twilight
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 8 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate. Jumpgate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Let out a mental cry that shatters the will of your targets within radius 3, confusing (-30% to act randomly) them for 15 turns.
The duration will improve with your Cunning. Mind Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: 8
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Creates a shadowy copy of a hostile target of up to medium size. The copy will attack its progenitor immediately and lasts for 25 turns.
The duplicate has 0% of the target's life, 0% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 0/5 |
Spell / Earth | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5.
The beam also affect any creatures in its path, dealing 960.51 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 43 bonus to Armour.
Each time you are hit in melee, you have a 92% 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
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 70.63 physical damage in a radius of 0. 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: 28
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 4 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 68.61 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Psionic / Voracity | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw kinetic energy from your surroundings to replenish your Psi.
This will slow all targets within radius 4 by 19% (max 23%) for four turns, draining 48.1 (max 116.4) stamina from each.
You replenish 13 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Kinetic Leech
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw thermal energy from your surroundings to replenish your Psi.
This will freeze all targets within radius 4 for 3 (max 5) turns, and deal 235.3 (max 569.6) Cold damage.
You replenish 13 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The damage and the strength of these effects increases as your Psi depletes and with your Mindpower. Thermal Leech
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 140.1 (max 339.1) Lightning damage to all targets around you within radius 4, and has a 44% (max 62%) chance to daze them for 3 turns.
You replenish 13 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Charge Leech
| 5/5 |
| 5/5 |
Corruption / Brutality | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hits the target twice, doing 137% weapon damage each hit. You gain life equal to 23% of the damage dealt, and you gain 24 vim for each attack that hits. Draining Assault
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Vim cost: 30
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Send out a claw of fire, striking in a line doing 160.34 damage leading to a target. The target is caught in the claw's grasp, taking 147% weapon damage as fire damage and becoming unable to move for 5 turns, while also taking 160.34 damage per turn.
Starting from talent level 4, it will also silence.
The beam damage and damage over time will increase with your Spellpower. Fiery Grasp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 44
Vim cost: 18
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hits the target doing 319% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. Reckless Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 35
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You revel in the heat of battle. Whenever an enemy damages you within melee range, you have a 45% chance to counter with an attack for 78% weapon damage.
You get once chance to deal this damage to a particular target each turn. Share the Pain
| 5/5 |
Technique / Shield offense | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (70% of a turn)
Description: Hits the target with two shield strikes, doing 194% and 241% shield damage. If it hits a second time, it stuns the target for 4 turns.
The stun chance increases with your Accuracy and your Strength. Shield Pummel
| 5/5 |
| 5/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (70% of a turn)
Description: Hits the target with your shield, doing 119% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 80% base damage each. Assault
| 0/5 |
Cursed / Gloom | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: 6
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 17% 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: +23). Gloom
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 17% chance to be crippled by fear for 3 turns, reducing damage they inflict by -29%. 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: +23). Weakness
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 8.6% 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: +23). Dismay
| 5/5 |
| 5/5 |
Corruption / Blood | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You extract corrupted blood from your own body, hitting everything in a frontal cone of radius 8 for 733.77 blight damage.
Each creature hit has a 74% chance of being infected by a random disease, doing 854.63 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower. Blood Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 1139.07 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower. Blood Grasp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Make the blood of all creatures around you in radius 7 boil, doing 698.47 blight damage and slowing them by 20%.
The damage will increase with your Spellpower. Blood Boil
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 60
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 26%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 57%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 5/5 |
Chronomancy / Temporal Hounds | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every 11 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in 11 turns.
Your hounds inherit your increased damage percent, have 27% physical resistance and 100% temporal resistance, and are immune to teleportation effects.
Hounds will get, 272 Strength, 272 Dexterity, 272 Constitution, 272 Magic, 272 Willpower, and 272 Cunning, based on your Magic stat. Temporal Hounds
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10.8
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Command your Temporal Hounds to teleport to the targeted location. If you target an enemy your hounds will set that enemy as their target.
When you learn this talent, your hounds gain 83 defense and 83% resist all after any teleport.
At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
The teleportation bonuses scale with your Spellpower. Command Hounds: Blink
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your hounds can now survive for up to 3 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 104 life per turn and increase their global speed by 53% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain 55% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10.8
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 587.38 temporal damage and reducing the three highest stats of all targets in a radius 6 cone.
Affected targets will have their stats reduced by 31 for 3 turns. You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
When you learn this talent, your hounds gain 55% temporal damage affinity. Command Hounds: Breathe
| 5/5 |
Spell / Energy alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 28%.
You cannot have more than one alchemist infusion sustain active at once. Lightning Infusion
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 7
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +17%.
Each turn, a foe within range 7 will be struck by lightning and be dealt 301.4 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 890 life (20% of your maximum life) since your last turn, you will gain 158% of a turn.
The effects increase with your Spellpower. Living Lightning
| 5/5 |
Corruption / Torture | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 5
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 208.76 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 825.37 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 5, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 25 bonus spellpower.
The damage will increase with your Spellpower. Incinerating Blows
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Vim cost: 14
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hits the target doing 108% weapon damage. If the attack hits, you pull the target in and strike them again, dealing another 138% weapon damage. Abduction
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 118% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 47%.
When Fiery Torment ends the victim will take 149 fire damage. This damage will increase by 57% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Cooldown: 11
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 (57%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 3 turn(s).
This can only trigger on any particular target once every 6 turns. Eternal Suffering
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them 135% evasion for 5 turns.
The evasion chance will increase with your Spellpower. Shadow Tunnel
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Reaches through the shadows into quieter places, summoning 6 harmless creatures.
Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul. Curse of the Meek
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Through the shadows, you forge a temporary copy of yourself, existing for 8 turns.
The copy possesses your exact talents and stats, has 77% life and deals 102% damage. Forgery of Haze
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 11.3%, and ignoring 50% of the darkness resistance of your targets.
In addition, all darkness damage you take heals you for 55% of the damage. Frostdusk
| 5/5 |
Steamtech / Furnace | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Furnace is on your armour is so hot from the furnace it dissipates parts of all energy based attacks against you.
All non physical, non mind damage is reduced by 52 (current 12).
Each turn this happens you gain a molten point (up to 10), decreasing the efficiency of the reduction by 25%.
Molten points are removed upon running or resting.
Hot liquid metal, the fun!
Molten Metal
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Steam cost: 15
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Open the vents on your furnace, creating a conic blast dealing up to 1865.29 fire damage at 10 molten points (currently 932.64).
All molten points are consumed.
The damage will increase with your Steampower.
By fire be purged!
Furnace Vent
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: When you reach 10 molten points your armour overheats, reaching temperatures so high that they cauterize up to 6 detrimental physical effects on you.
A special medical injector injects you with a fire immunity serum at that precise moment to make you immune to the burning effect.
When this happens all molten points are consumed and trigger a Furnace Vent at the creature that triggered the last molten point.
This effect drains 15 steam when triggered, and will not trigger if steam is too low.
It's only a flesh burn!
Melting Point
| 5/5 |
Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 208% 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 409.16 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 11%. Prismatic Slash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 9. Any target caught in the area will take 239.72 nature damage each turn for 6 turns.
The poison also gives enemies a 22% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 10, and your breath attack cooldowns are reduced by 6.
You gain 55% knockback resistance, and your blindness and stun resistances are increased by 28%. Wyrmic Guile
| 5/5 |
Effective talent level: 6.0
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 2.8% and all damage you deal with them is increased by 11.3% with 23.0% resistance penetration. Chromatic Fury
| 5/5 |
Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 882.57 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 239.60 acid damage that can critical in a radius of 4 each turn for 8 turns.
Enemies in this mist will be corroded for 4 turns, lowering their Accuracy, their Armour and their Defense by 34.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Mist
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 65% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%. Dissolve
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 1467.84 acid damage.
Enemies caught in the acid have a 70% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 5/5 |
Corruption / Scourge | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 168% damage with each hit. For each hit, the target will bleed for 77.76 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 142.98 blight damage (which also heals you for 57.19 each hit).
The damage will increase with your Spellpower. Ruin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 168% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 520.56 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 148% darkness weapon damage. If the attack hits you attack with your second weapon, doing 148% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 5/5 |
Chronomancy / Threaded Combat | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10.8
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Is: a spell
Description: Attack with your bow or dual-weapons for 155% damage. If you shoot an arrow you'll teleport near the target location. If you use your dual-weapons you'll teleport up to your bow's range away.
Additionally you now go Out of Phase for five turns after any teleport, gaining 52 defense and 33% resist all.
The Out of Phase bonuses will scale with your Magic stat. Thread Walk
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you hit with a melee or arrow attack, there is a 52% chance that a warden will appear from another timeline to attack a random enemy.
The summoned warden will attempt a melee attack if you made an arrow attack, or an arrow attack if you made a melee attack.
These wardens are out of phase with your reality and deal 18% less damage, and their arrows will pass through friendly targets.
A warden can only be summoned this way once per turn and they return to their own timeline after attacking. Warden's Call
| 5/5 |
Steamtech / Sawmaiming | 1.20 |
| 5/5 |
Effective talent level: 6.0
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 118% weapon damage and deepening the wounds.
All bleeding wounds durations are increased by 2 turns and the damage by 389% (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 581.79 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
| 5/5 |
Effective talent level: 6.0
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 52% for 4 turns and dealing 159% weapon damage.
The power of the blow also removes up to 2 physical effects.
If your talent level is at least 3 2 physical or magical sustains are also removed.
Break them, grind them, mow them down! Spinal Break
| 5/5 |
Effective talent level: 6.0
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 64.15 damage per turn for 6 turns. The shrapnels also damage the vocal cords (or related organ), silencing them for 4 turns.
Use the finest of wartech now: shrapnels. For blood and mayhem! Goresplosion
| 5/5 |
Psionic / Projection | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 110.5 Physical damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 110.5 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 1105 physical damage and sending them flying.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Kinetic Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 190.4 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 190.4 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 1904 fire damage over several turns.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Thermal Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 149.2 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 149.2 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 6 nearby targets, doing up to 1492.1 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 0 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 1 enemies per turn, also increases the radius by 1.
A mindstar will attempt to pull in all enemies within its normal range.
A gem will fire an energy bolt at a random enemy in range 6, each turn for 30.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 17% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Your body has become a mass of living corruption, increasing your blight and acid resistance by 26% and blight affinity by 21%.
On taking damage greater than 15% of your maximum health, the damage will be reduced by 24% and a carrion worm mass will burst forth onto a nearby tile, attacking your foes for 5 turns.
You can never have more than 5 worms active from any source at a time.
When a carrion worm dies it will explode into a radius 2 pool of blight for 5 turns, dealing 259.75 blight damage each turn and healing you for 137. Infestation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 8
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You disperse into a mass of carrion worms, reforming near the target location (1 teleport accuracy).
If used on a worm mass, you merge with it, moving to it's location, healing you for 21% of your maximum health, restoring 36 vim, and destroying the mass. Worm Walk
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 5
Description: You have a 39% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 4 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 20% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower. Pestilent Blight
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 9
Cooldown: 6
Travel Speed: 600% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 8.96 acid and 8.51 blight damage.
If not cleared after five turns it will inflict 48.32 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower. Worm Rot
| 0/5 |
Spell / Fire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 1617.20 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up a cone of flame with radius 0. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 121.69 fire damage over 0 turns.
The damage will increase with your Spellpower. Flameshock
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 6
Travel Speed: 400% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 130.33 fire damage in a radius of 0.
The damage will increase with your Spellpower. Fireflash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 36.65 fire damage in a radius of 5 each turn for 2 turns.
The damage will increase with your Spellpower. Inferno
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to block incoming blows with your offhand weapon.
When dual wielding, your defense is increased by 93.
Up to 3.8 times a turn, you have a 85% chance to parry up to 0 damage (based on your your offhand weapon damage) from a melee attack.
A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes. Partial parries have a proportionally reduced chance to succeed. It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar.
The defense and chance to parry improve with Dexterity. The number of parries increases with Cunning. Dual Weapon Defense
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned how to carefully manage contact between you and your opponent.
When striking in melee with your dual wielded weapons, you automatically avoid up to 0 damage dealt to you from each of your target's on hit effects. This improves with your Dexterity, but is not possible with mindstars.
In addition, while this talent is active, you redirect 0% of the damage you avoid this way back to your target. Close Combat Management
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: With a quick shift of your momentum, you execute a surprise unarmed strike in place of your normal offhand attack.
This allows you to attack with your mainhand weapon for 100% damage and unarmed for 125% damage. If the unarmed attack hits, the target is confused (10% power) for 0 turns.
The chance to confuse increases with your Accuracy. Offhand Jab
| 0/5 |
Technique / Archery - slings | 1.20 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (70% of a turn)
Description: You fire a shot into your target's eyes, blinding it for 0 turns and doing 100% damage.
The blind chance increases with your Accuracy. Eye Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (70% of a turn)
Description: You fire a mighty shot at your target, doing 100% damage and knocking it back.
The knockback chance increases with your Accuracy. Inertial Shot
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 8.1% greater chance to be critical hits, and your critical hits do 21.5% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 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 9 (effective) accuracy for each probing strike that missed, plus 15.6 (effective) bonus weapon damage and 3% 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 1% 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 |
| 5/5 |
Technique / Archery - bows | 1.20 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (70% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 100% damage. Piercing Arrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (70% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 120% damage
This talent does not use any stamina. Dual Arrows
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.20 |
Effective talent level: 0.0
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 (+142% 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 100% 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
| 0/5 |
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 6%, you have 6% chance to evade projectiles and you can never take a blow that deals more than 130% 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 + 0% 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 |
Spell / Golemancy | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Improves your golem's armour training, damage resistance, and healing efficiency.
Increases all damage resistance by 15%; increases Armour value by 14, Armour hardiness by 63%, reduces chance to be critically hit by 18% when wearing heavy mail or massive plate armour, and increases healing factor by 55%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 100% chance to target your golem instead. Golem Portal
| 5/5 |
Spell / Undead drake | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 67.35 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Souls cost: 1
Range: 9
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Release a cloud of deadly miasma over a targeted area, dealing 136.43 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 6 turns.
The damage will scale with the highest of your spell or mind power. Infectious Miasma
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 2
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You breathe a wave of deathly miasma in a cone of radius 1. Any target caught in the area will take 162.97 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 |
Corruption / Bone | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 646.07 physical damage to all targets in line, and inflicting bleeding for another 323.04 damage over 5 turns.
The damage will increase with your Spellpower. Bone Spear
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 28
Range: 10
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 8 turns.
The bone will also deal 466.42 physical damage, inflicting bleeding for another 233.21 damage over 5 turns.
The damage will increase with your Spellpower. Bone Grab
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 5 for 599.80 physical damage, and inflicting bleeding for another 299.90 damage over 5 turns.
The damage will increase with your Spellpower. Bone Nova
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 87, its two secondary stats by 43, and it will have Magic, Cunning, and Willpower equal to your own.
At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
Thought forms can only be maintained up to a range of 10, and will rematerialize next to you if this range is exceeded.
Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower. Thought-Forms
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 87%, but leaving your body a defenseless shell.
At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
The secondary bonuses apply whether or not this talent is currently active.
The life, damage, and speed bonus will improve with your Mindpower. Over Mind
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now gain 25% mind speed while Thought-Form: Bowman is active, 50 Mindpower while Thought-Form: Warrior is active, and 16% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 5/5 |
Chronomancy / Temporal Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 179.37 temporal damage to your strikes.
Additionally you have a 31% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 13
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: For the next 2 turns, you recover 8.8 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: 6
Description: You now have a -20% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 9.66 temporal damage to enemies in a radius of 1. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 5.71 physical and 4.83 temporal damage to enemies in a radius of 1. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 11.41 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: 13
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (70% 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 |
Psionic / Focus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 9
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 712 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 6 squares at the molecular level, setting them ablaze. This does 2309.6 fire damage over six turns. Pyrokinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 15
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Mentally focus electricity into a ball of plasma and hurl it at the target.
The plasma will explode on impact, dealing 1146.0 Lightning damage within radius 3.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 1.20 |
| 5/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When gaining a combo point, you have a 510% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain -2.00 stamina, or -4.00 stamina if you would exceed 5 combo points. Relentless Strikes
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Using your deep knowledge of anatomy, you strike a target in a vital pressure point for 96% weapon damage, bypassing their defense and evasion.
This strike inflicts terrible wounds inside the target's body, causing them to take physical damage equal to 100% of the initial strike each turn for 4 turns, increasing by 5% each turn (so after 4 turns, they would have taken a total of 433% damage).
If the target dies while under or from this effect their body will explode in a radius 0 shower of bone and gore, inflicting physical damage equal to -50% of their maximum life (divided by rank) to all enemies and granting you 4 combo points. Touch of Death
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 73% chance to get a free, automatic melee attack against the attacker for 170% damage, up to 3.8 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (70% of a turn)
Description: Increases Defense by 121 for 7 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 67% and reducing their saving throws by 67.
The effects will scale with your Cunning. Set Up
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (70% 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 40%.
Exploit Weakness
| 5/5 |
Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 242% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 12% and your Armour by 42.
You also deal 101.25 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 9 length for 8 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 41.79 damage for each ice wall within radius 2 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 1193.06 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 5/5 |
Spell / Frost alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Will Deactivate: Lightning Infusion
Description: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 28%.
You cannot have more than one alchemist infusion sustain active at once. Frost Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 16 turns when they hit it.
This ice provides your golem with 47 additional armour, melee attacks against it deal 139.2 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Ice Armour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 6, doing 864.5 Cold damage and freezing creatures to the ground for 16 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 9
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by 22% and your physical resistance by 88%.
All direct critical hits (physical, mental, spells) against you have a 57% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 5/5 |
Wild-gift / Corrosive blades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Channel acid through your psiblades, extending their reach to create a beam doing 1039.9 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You gain 68% Acid resistance.
When you deal Nature damage to a creature, you gain a 7.7% bonus to Acid damage for 5 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 17.1%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You focus on a target zone of radius 2 to make up to 4 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 8 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 1039.9 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring 55% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 130.4 life regeneration per turn. Acidic Soil
| 5/5 |
Wild-gift / Sand drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 259% Nature weapon damage.
If the attack brings your target below 27% 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 11%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You slam the ground, shaking the area around you in a radius of 4.
Creatures caught by the quake will be damaged for 218% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 7 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 60 of target armor and 30% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%. Burrow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 1116.80 physical damage, and will be blinded for 4 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 5/5 |
Steamtech / Automated butchery | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Steam cost: 35
Range: 9
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You send a saw mounted on an automated steam propulsor to assault a foe, dealing 167.31 physical damage each turn for 4 turns and silencing it.
At the end of the duration, the saw explodes for 1468.25 fire damage and flies back, pulling the target up to 9 tiles towards you.
The damage will increase with your Steampower. Explosive Saw
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain steam cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: When you kill a foe with a melee strike you quickly throw some of their remains in your steam engine, instantly regenerating 14 steam.
When you deal a critical melee strike you also have a 34% chance to cut a part of your foe and use it in your steam engine.
When either of those happens this strikes fear in all foes in radius 4 of the victim, brainlocking them for 5 turns.
To the meat grinder! Mow Down
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Fixed Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You override all security measures of your tinkers, allowing you to reset the cooldown of 2 of most of your steamtech talents of tier 0 or less and instantly increases your steam level by 0% of the maximum.
In addition for 6 turns your maximum steam capacity is doubled, but steam regeneration is halved.
Master of Tech, Master of Death! Tech Overload
| 0/5 |
Steamtech / Avoidance | 1.20 |
Effective talent level: 6.0
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: You tessellate your cloak with small pieces of metal, providing 61 damage reduction against all attacks.
The myriad metal scraps also help against incoming projectiles, providing a 71% chance of deflecting them to a nearby spot. Automated Cloak Tessellation
| 5/5 |
Effective talent level: 6.0
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 9 length that burns creatures passing it for 1110.88 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
| 5/5 |
Effective talent level: 6.0
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 402 life.
At talent level 3, it will also remove one detrimental physical effect.
The system can only trigger once every 5 turns. Embedded Restoration Systems
| 5/5 |
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 20 stealth power for 10 turns.
Stealth power increases with your steampower. Cloaking Device
| 0/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 214% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 594.4 Cold damage and also freeze them for 7 turns.
If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
The cold burst damage will scale with your Mindpower. Thermal Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 214% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 778.69 lightning damage and halving their stun/daze/freeze/pin resistance for 7 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 1168.03.
If the target frozen the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
The discharge damage will scale with your Mindpower. Charged Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 10 and allowing you to siphon excess energy from each weapon hit you land, gaining 3.3 psi per hit. Psi Tap
| 5/5 |
Corruption / Heart of Fire | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 4
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 121% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 204% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 6 turns with a power of 449, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 5 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 5/5 |
Effective talent level: 6.0
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 9.07 health and 5.33 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 369 fire damage on spreading. Devouring Flames
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Restore yourself to full health, but take damage equal to the damage healed over 1 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 / Wrath | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Vim cost: 24
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Swing your weapon with incredible force, striking all enemies in a radius 6 semicircle, dealing 193% weapon damage to all targets.
Starting from talent level 5, all targets hit will have their armour and saves reduced by 22.
This attack can not miss. Obliterating Smash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Vim cost: 18
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Launch yourself toward a target. If the target is reached you get a free attack doing 203% weapon damage.
If the attack hits you release a massive burst of fire in radius 5, knocking away all enemies except your target and dealing 366 damage.
You must charge from at least 2 tiles away. Detonating Charge
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 7
Description: Your blade drinks in death. Whenever you score a kill with this talent off cooldown, your next 4 melee attacks within 6 turns will always critically strike, and you gain 34% critical multiplier for the duration.
Additionally, you gain an extra 5 vim per kill. Voracious Blade
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 38
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your body overflows with the power of the Fearscape, turning you into a powerful demon for 1 turns. This increases your stamina regen and physical power by 10, and your disarm and stun immunity by 25%.
The physical power, stamina regen, and status resistances increase with your spellpower.
Your other talents also gain a variety of bonuses:
-Draining Assault: Reduces cooldown by 1.
-Reckless Strike: Gain 10% resistance penetration for all elements for 4 turns.
-Obliterating Smash: Increases range by 1.
-Abduction: If it hits, get an additional 1 attacks at 35% weapon damage.
-Incinerating Blows: Increases chance of bonus damage to 35%.
-Fearfeast: Gain 0.4 vim per stack.
-Maw of Urh'rok: Increases cone width by 10 degrees. Destroyer
| 0/5 |
Cursed / Predator | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Mark a single opponent as your prey, gaining bonuses against the targeted creature's type and sub-type. Bonuses scale with the experience you gain from killing your marked type (+0.25 kill experience) and marked sub-type (+1 kill experience). At 10.0 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +16% damage, while those against the marked sub-type gain +37% damage. Every kill of a marked sub-type gives you an additional +11 hate regardless of your current effectiveness.
Each point in Mark Prey reduces the kill experience required to reach 100% effectivess as a Predator. Mark Prey
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +7 Accuracy, while those against the marked sub-type gain +18 Accuracy. Melee hits also gain a 7.6% chance to stun the marked sub-type for 3 turns with each attack.
Each point in Anatomy reduces the kill experience required to reach 100% effectivess as a Predator. Anatomy
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by 19% and reducing their highest statistic by 10. Subject to your effectiveness against the marked prey, there is a 9.8% chance to outmaneuver your marked type and a 24.1% maximum chance to outmaneuver your marked sub-type. The effects last for 10 turns, and can accumulate.
Each point in Outmaneuver reduces the kill experience required to reach 100% effectivess as a Predator. Outmaneuver
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You learn to mimic the strengths of your prey. Killing a marked sub-type raises your stats to match the strengths of the victim (up to a maximum of 25 total points, subject to your current effectiveness). The effect lasts indefinitely, but only the effects of the latest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 5/5 |
Psionic / Absorption | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any physical/acid/nature/temporal attack, up to a maximum of 172 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 19.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any fire/cold/light/arcane attack, up to a maximum of 172 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 19.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any lightning/blight/darkness/mind attack, up to a maximum of 172 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 19.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by -40%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%. Forcefield
| 0/5 |
Technique / Finishing moves | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: A finishing uppercut that deals 263% damage, and attempts to stun your target for 4 to 10 turns, depending on the amount of combo points you've accumulated.
The stun chance will improve with your Physical Power.
Using this talent removes your combo points. Uppercut
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: A powerful concussive punch that deals 235% weapon damage to your target. If the punch hits, all targets in a radius of 5 will take 510.62 to 2553.10 damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points. Concussive Punch
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: 10
Cooldown: 6
Travel Speed: 400% of base
Usage Speed: Spell (89% 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 925.83 cold damage in a radius of 6.
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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 90% 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 1035.66 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 8
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 10 spots in a radius of 3 around the targeted location. The flames deal 298.75 cold damage, and have a chance of freezing.
Damage improves with your Spellpower. Cold Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 48% chance to heal for 41% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 5/5 |
Technique / Grappling | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger than yourself for 7 turns. A grappled opponent will be unable to move, take 163 damage each turn, and 28% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple. Clinch
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Rushes forward and attempts to take the target to the ground, making a melee attack for 177% damage then attempting to grapple them. If you're already grappling the target you'll instead slam them into the ground creating a radius 5 shockwave for 3104 physical damage and breaking your grapple.
The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power. Take Down
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 5
Gem changing is done in the golem's inventory. Gem Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 142.02 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 59% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 5.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots. Runic Golem
| 5/5 |
Spell / Advanced necrotic minions | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 90
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Combines 3 of your minions into a bone giant.
At level 1, it makes a bone giant.
At level 3, it makes a heavy bone giant.
At level 5, it makes an eternal bone giant.
At level 6, it has a 20% chance to produce a runed bone giant.
Only one bone giant can be active at any time. Assemble
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Sacrifice a bone giant minion. Using its bones, you make a temporary shield around you that prevents any attacks from doing more than 15% of your total life.
The effect lasts 41 turns. Sacrifice
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Deliver two quick punches that deal 159% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points. Double Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Attack your foes in a frontal arc with a spinning backhand, doing 253% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 56% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater). Spinning Backhand
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Deliver a devastating axe kick dealing 288% damage. If the blow connects your target is brain damaged, causing all talents to fail for 4 turns and earning 2 combo points.
This effect cannot be saved against, though it can be dodged and checks confusion immunity. Axe Kick
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Lashes out at the target with three quick punches that each deal 183% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects. Flurry of Fists
| 5/5 |
Cursed / One with shadows | 1.20 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You are linked to your shadows for 0 turns, diverting 11% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Your shadows guard you with their lives.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -58 life.
Effect increases with Mindpower. Shadow Decoy
| 0/5 |
Technique / Superiority | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Juggernaut
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to 5 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 63% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 5/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 25.9
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (966) is absorbed, or the time runs out (11 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 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 21.6
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Inflicts 54.61 temporal damage, and attempts to stun all targets in a radius 0 ball for 1 turns.
The damage will scale with your Spellpower. Stop
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Will Deactivate: Lightning Infusion
Description: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 28%.
You cannot have more than one alchemist infusion sustain active at once. Flame Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 22
Range: 9
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 16 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 6 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 684.63 fire damage in a radius of 3 each turn for 15 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 250
Range: 9
Cooldown: 28
Travel Speed: 240% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 88%, burning any creatures attacking you for 47.70 fire damage, and projecting 6 random slow-moving fire bolts per turn at targets in sight, doing 134.89 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.50 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 5/5 |
Spell / Meta | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You learn to finely craft and tune your offensive spells.
You try to carve a hole in spells that affect an area to avoid damaging yourself. The chance of success is 100%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 166 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 56 Armour, 80 Defense and your attacks will gain 73% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 7
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 60% (at 0 Hate) to 201% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 95 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 5/5 |
Effective talent level: 6.0
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 38% 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
| 5/5 |
Corruption / Reaving combat | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 71%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 116% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 6.0
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 6 Spellpower per turn, 35 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 6 turns, and the bonus decreases by 16.7% of its current value each turn you don't deal damage. Bloodlust
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 115.13 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 66.
At level 3, it will also reduce Armour by 75 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
Spell / Necrotic minions | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Souls cost: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 5 minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
The minions level is your level +3.
Each minion has a chance to be (Minion Mastery effects included):
Degenerated skeleton warrior: 0%
Skeleton warrior: 19%
Armoured skeleton warrior: 11%
Skeleton archer: 7%
Skeleton master archer: 7%
Skeleton mage: 11%
Ghoul: 4%
Ghast: 7%
Ghoulking: 7%
Vampire: 4%
Master vampire: 4%
Grave wight: 4%
Barrow wight: 4%
Dread: 6%
Lich: 4% Create Minions
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 5, and reduces the decay rate of your minions outside the aura by 5%.
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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by 117, their Armour penetration by 96 and their critical hit chance by 48 for 6 turns.
The effects will increase with your Spellpower. Surge of Undeath
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 10 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 749.13 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 501 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: The caster fades from sight, granting 8 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You transform into pure lightning, moving 809% 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 46%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 50.9% of its current life (33.9% if the target is Elite or Rare, 25.4% if the target is a Unique or Boss, and 20.3% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 617.41 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%. Static Field
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 14
Range: 9
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (90% 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 427.28 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 745.94 lightning damage and 552.46 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 6 turns. The blast will ignore the talent user.
The tornado will last for 9 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 673.14 to 2019.43 lightning damage, and have a 70% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 5/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Grants 100% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 15%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 1.63 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 0/5 |
Technique / Battle tactics | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on your blows; for 8 turns, each strike you land on your target in melee range has a 85% chance to trigger another, similar strike.
This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn.
The chance increases with your Dexterity. Greater Weapon Focus
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: After killing a foe, you have a 100% chance to gain a 1000% movement speed bonus for 1 game turn.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly. Step Up
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Lashes at the target, doing 100% weapon damage.
If the attack hits, the target will bleed for 200% weapon damage over 7 turns, and all healing will be reduced by 0%. Bleeding Edge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 9% of your missing health.
(So if you have lost 70% of your life, you gain 6% all resistance.)
In addition, your all damage resistance cap increases -3.0% closer to 100%.
This consumes stamina rapidly the longer it is sustained (-1 stamina increasing by -0.3/turn).
The effects are refreshed at the start of each turn. True Grit
| 0/5 |
Spell / Storm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 5, doing 240.61 to 721.83 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 287.03 to 861.08 lightning damage and dazing the target for 3 turns.
If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
The damage will increase with your Spellpower. Shock
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 60% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 3.
Each turn, the afflicted creature and all creatures around it will take 96.69 to 290.08 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 10% and ignoring 55% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 54% chance to daze, and your Thunderstorm spell gains a 27% chance to daze. Tempest
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 1.32 mana per turn, and your physical and spell attack speed increases by 12.8%. Shadow Feed
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: 5
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Step through the shadows to your target, dazing it for 2 turns and hitting it with all your weapons for 120% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target. Shadowstep
| 0/5 |
Technique / Combat techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 2
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away. Rush
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 74 and critical chance by 69%.
The effects will increase with your Dexterity. Precise Strikes
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +14 accuracy and allowing you to attack creatures you cannot see without penalty for the next 0 turns. Perfect Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 1% for 5 turns. Blinding Speed
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 136% of its remaining life (or 1948.92, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower. Impending Doom
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Absorb up to 84% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% 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
| 5/5 |
Spell / Arcane | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 678.39 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 23 and arcane resistance by 46%. Arcane Power
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 169.77 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower. Arcane Vortex
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.15 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 9378 total damage.
While the arcane storm rages, you also get 156% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
Psionic / Kinetic mastery | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: For 10 turns your telekinesis transcends your normal limits, increasing your Physical damage by 50% and you Physical resistance penetration by 28%.
In addition:
The cooldowns of Kinetic Shield, Kinetic Leech, Kinetic Aura, Kinetic Strike and Mindlash are reset.
Kinetic Aura effects will have their radius increased by 1.
Your Kinetic Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Mindlash will also inflict stun.
Kinetic Leech will put enemies to sleep.
Kinetic Strike will hit 2 adjacent enemies in a sweeping attack.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Telekinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Build telekinetic power and dump it onto an adjacent creature or yourself.
This will launch them to where ever you target in a radius of 10.
Upon landing, launched enemy takes 516.7 Physical damage and is stunned for 5 turns.
All other creatures within radius 2 of the landing point take 258.4 Physical damage and are knocked away from you.
This talent ignores 48% of the knockback resistance of the thrown target, which takes half damage if it resists being thrown.
When used on yourself, you will launch in a straight line, knocking enemies flying and doing 516.7 Physical damage to each.
You can break through 5 walls while doing this.
The damage improves with your Mindpower and the range increases with Mindpower. Kinetic Surge
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 25
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You learn to devote a portion of your attention to mentally swatting, grabbing, or otherwise deflecting incoming projectiles.
All projectiles targeting you have a 44% chance to instead target another spot within radius 2 and move 44% slower.
If you choose, you can use your mind to grab all projectiles within radius 10 of you and hurl them toward any location within range 10 of you, but this will break your concentration.
To do this, deactivate this sustained talent. Deflect Projectiles
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 35
Range: 8
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 1 turns and dealing 29.3 Physical damage each turn.
The duration and damage will improve with your Mindpower. Implode
| 0/5 |
Spell / Ice | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 400% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 669.53 ice damage, hitting all adjacent targets on impact.
This spell will never hit the caster.
If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%.
The damage will increase with your Spellpower. Ice Shards
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 6, doing 972.62 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move.
For each affected creature that is also wet the cooldown of Shatter decreases by 2.
The damage will increase with your Spellpower. Frozen Ground
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Shatter all frozen targets in your line of sight, doing 1117.52 cold damage.
Depending on the target's rank, there will also be an additional effect:
* Critters will be instantly killed
* +50% critical chance against Normal rank
* +25% critical chance against Elites or Bosses
All affected foes will get the wet effect.
At most, it will affect 8 foes.
The damage will increase with your Spellpower. Shatter
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 11.3% and ignoring 55% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 100%. Uttercold
| 5/5 |
Technique / Shield defense | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (70% of a turn)
Description: Enter a protective battle stance, increasing Defense by 60, Armour by 60, and Block value by 235. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants 55% resistance to stunning and knockback. Shield Wall
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (70% of a turn)
Description: Smash your shield into the face of all adjacent foes dealing 301% shield damage and knocking them back 7 grids.
In addition, all creatures knocked back will also be dazed for 18 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
| 5/5 |
| 5/5 |
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 6, maximum and current life by 84, 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 -84 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 |
Cursed / Shadows | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 3 level 50 shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 5), Blindside their opponents (level 5), and Phase Door from place to place.
Shadows ignore 99% of the damage dealt to them by their master. Call Shadows
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 44% extra Accuracy and 68% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 5, 17% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (3 turn cooldown). Shadow Warriors
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 17 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 5, 17% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 5, 17% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 9
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 0 turns. Hostile targets will be attacked, with a -20% chance the shadows will blindside the target.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 0/5 |
Wild-gift / Ooze | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 985, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 2.42.
You may have up to 3 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 10 turns, are very resilient (33% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 2.3 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning. Mitosis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 8 turns.
This process releases a burst of antimagic, dealing 529.1 Manaburn damage in radius 3.
This talent allows you to restore 2.3 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 2 will be created with 719 life (73% 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 190% weapon damage (as Acid). Call of the Ooze
| 5/5 |
Effective talent level: 6.0
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 57% lower Critical multiplier (but always do at least normal damage).
In addition you gain 74% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 5/5 |
Wild-gift / Oozing blades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Channel slime through your psiblades, extending their reach to create a beam doing 822.7 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You gain 68% Nature resistance.
When you deal Acid damage to a creature, you gain a 7.7% bonus to Nature damage for 5 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 17.1%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 44% chance that 1 talent(s) are placed on a -6 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 0% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 0/5 |
Spell / Enhancement | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 218.40 fire damage per melee attack and increasing all fire damage dealt by 26%.
Each hit will also regenerate 2.00 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 117% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 84 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 26%.
Each hit will also regenerate 2.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 18.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 83% for 9 turns, and reduces the cooldown of all Celestial skills by 6.
The resistance penetration will increase with your Cunning. Totality
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 9
Cooldown: 21
Travel Speed: 300% of base
Usage Speed: Spell (89% 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 5 targets within radius 9, doing 290.32 light damage or 244.15 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
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 35.96 damage to everything in a radius of 0.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower. Darkest Light
| 0/5 |
Technique / Magical combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 89% 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: Random Arcane Combat
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.81 of your Magic (current bonus: 240).
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 385.00.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 5/5 |
Corruption / Blight | 1.20 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 36.47 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: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 10 acid damage in a 4 radius ball. This damage will increase by 7% 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: 17
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 2 turns. Each creature hit by the storm takes 10.35 blight damage and is poisoned for 41.38 blight damage over 4 turns. The blight poison is especially virulent, and has a -112% chance to ignore poison immunity.
At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 0%.
At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 0%.
At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 0% 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 |
Corruption / Shadowflame | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 9 turns.
Also increases your defense and armour by 23 and 18, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 15
Range: 9
Cooldown: 6
Travel Speed: 400% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 602.22 fire damage and 388.10 darkness damage in a radius of 6.
The damage will increase with your Spellpower. Darkfire
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 55% fire resistance, 65% darkness resistance, and your global speed is increased by 18%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower. Flame of Urh'Rok
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 5
Drains vim: 5
Range: 8
Cooldown: 42
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 66.18 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape. Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0; the amount drained increases by one each turn.
The damage will increase with your Spellpower. Fearscape
| 0/5 |
Cursed / Endless hunt | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +54 Accuracy, +18% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +76 Accuracy, +36% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +93 Accuracy, +54% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength. Stalk
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 5 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 5% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 7 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower. Beckon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Harass your stalked victim with two quick attacks for 35% (at 0 Hate) to 67% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for 3 turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by 45% for 2 turns.
Damage reduction increases with the Willpower stat. Harass Prey
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Let hate fuel your movements. While active, you gain 29% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 8 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 0/5 |
Spell / Aether | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 9
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 434.93 arcane damage and having 25% chance to silence the creatures it pierces.
The beam will also damage its epicenter each turn for 10% of the damage (but it will not silence).
The beam spins with incredible speed (1600%).
The damage will increase with your Spellpower. Aether Beam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area.
Each explosion does 525.74 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 9 turns.
While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%. Aether Avatar
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 11.3% and ignoring 50% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 5/5 |
Cunning / Dirty fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: You make a low blow against a sensitive point on the target, dealing 216% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 28 and their stun, blind, confusion and pin immunities to 50% of normal for 8 turns.
This effect bypasses saves. Dirty Fighting
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 11% for each disabling effect the target is under, to a maximum of 33%.
For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
In addition, for each disabling effect the target is under, your melee attacks have a 6% (to a maximum of 18%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25% power) or pin for 2 turns.
The chance to further disable the target increases with your Accuracy. Backstab
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Throw a cloud of blinding dust in a radius 0 cone. Enemies within will be blinded, as well as having their accuracy reduced by 2 and movement speed decreased by 10% for 1 turns.
The chance to inflict these effects increase with your Accuracy. Blinding Powder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (70% of a turn)
Description: Make a painful strike dealing 100% weapon damage that increases the duration of up to 1 negative effect(s) on the target by 2 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it. Twist the Knife
| 0/5 |
Cursed / Punishments | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 6
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 834 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 9%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 12
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 780 mind damage and feed you 6 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 37% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 81 damage, and slowly increase to 406 on the last turn (882 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Every time you inflict mental damage, there is a 19% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mental damage by 37%. Madness
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (912) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 18 turns. In this state, the target can neither act nor be harmed.
Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
The duration will increase with your Spellpower. Time Prison
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 977.57 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Your Flame, Flameshock, Fireflash and Blastwave spells leave a burning wake on the ground, burning all within for 299.26 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 50% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 11.3%, ignoring 55% fire resistance of your targets and reducing self-inflicted fire damage by 84%. Wildfire
| 5/5 |
Spell / Animus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Souls cost: 1
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Crush and consume one of your captured souls, healing you for 1142 life and restoring 381 mana.
The life and mana healed will increase with your Spellpower. Consume Soul
| 5/5 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Souls cost: 2
Range: 9
Cooldown: 11
Travel Speed: 2000% of base
Usage Speed: Spell (89% of a turn)
Is: a spell
Description: Try to crush the soul of your foe, doing 98.05 darkness damage (that can never kill the target).
If the target is left with less than 3% 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: 14
Travel Speed: instantaneous
Usage Speed: Spell (89% 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 |