Wild-gift / Fungus | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with a myriad of tiny, nearly invisible, healing fungi.
Any regeneration effect active on you will have its duration increased by +3 turns. Wild Growth
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Improve your fungus to allow it to take a part of any healing you receive and improve it.
Each time you are healed, you get a regeneration effect for 6 turns that heals you for 37% of the direct heal you received.
The effect will increase with your Mindpower. Fungal Growth
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your fungus can reach into the primordial ages of the world, granting you ancient instincts.
Each time a regeneration effect is used on you, you gain 62% of a turn.
Also, regeneration effects on you will decrease your equilibrium by 0.0 each turn.
The turn gain increases with your Mindpower. Ancestral Life
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 22
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: A wave of energy passes through your fungus, making it release immediate healing energies on you, healing you for 500% of your current life regeneration rate. Sudden Growth
| 0/5 |
Cunning / Survival | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 6 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail allows you to detect traps around you (275 detection 'power').
At level 3, you learn to disarm known traps (275 disarm 'power').
The trap detection and disarming ability improves with your Cunning. Heightened Senses
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (60% of a turn)
Description: Your quick wit allows you to see attacks before they land, granting you a 48% chance to completely evade them and granting you 0 defense for 26 turns.
Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Evasion
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain equilibrium cost: 18
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Channel your mental power through your wielded mindstars, generating psionic blades.
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by 1.58, their armour penetration by 1.44 and mindpower, willpower and cunning by 1.58.
Also increases Physical Power by 24 and increases weapon damage by 35% when using mindstars. Psiblades
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 7
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
Thorny vines will grab the target, slowing it by 17% and dealing 5.51 nature damage each turn for 10 turns.
Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1). Thorn Grab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for 12.46 per turn (cumulative).
All allies hit will be covered in leaves, granting them 15% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1). Leaves Tide
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You hit a foe with your mainhand psiblade doing 250% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
The maximum heal possible is 108. Equilibrium of the healed target will also decrease by 10% of the heal power.
Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1). Nature's Equilibrium
| 0/5 |
Technique / Unarmed training | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases Physical Power by 60, and increases all unarmed damage by 27% (including grapples and kicks).
Note that brawlers naturally gain 0.5 Physical Power per character level while unarmed (current brawler physical power bonus: 0.5) and attack 40% faster while unarmed. Unarmed Mastery
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Paradox cost: 10
Range: 17
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You peer into the future, sensing creatures and traps in a radius of 17 for 5 turns.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active. Precognition
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Gain 34 defense and 8% chance to shrug off critical hits.
If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits.
These bonuses scale with your Magic stat. Foresight
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 36
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Choose an activatable spell that affects only you and does not require a target. When you take damage that reduces your life below 13% the spell will automatically cast.
This spell will cast even if it is currently on cooldown, will not consume a turn or resources, and uses the talent level of Contingency or its own, whichever is lower.
This effect can only occur once every 50 turns and takes place after the damage is resolved.
Current Contingency Spell: None Contingency
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You peer into three possible futures, allowing you to explore each for 1 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level. See the Threads
| 0/5 |
Celestial / Hymns | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain negative energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Chant the glory of the Moon, empowering your dark elemental attacks so that they do 39% additional darkness damage.
In addition, this talent surrounds you with a shield of shadows, dealing 78.23 darkness damage to anything that attacks you.
You may only have one Hymn active at once.
The effects will increase with your Spellpower. Hymn of Shadows
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Chant the glory of the Moon, granting you infravision up to 2 grids, stealth detection (+3 power), and invisibility detection (+7 power).
In addition, this talent surrounds you with a shield of shadows, dealing 4.99 darkness damage to anything that attacks you.
You may only have one Hymn active at once.
The stealth and invisibility detection, as well as the on-hit damage, will increase with your Spellpower. Hymn of Detection
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Chant the glory of the Moon, granting you 9% stun, blindness and confusion resistance.
In addition, this talent surrounds you with a shield of shadows, dealing 10.05 darkness damage to anything that attacks you.
You may only have one Hymn active at once.
The on-hit damage will increase with your Spellpower. Hymn of Perseverance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Chant the glory of the Moon, conjuring a shroud of dancing shadows that follows you as long as this spell is active.
Each turn, a shadowy beam will hit up to 0 of your foes within radius 5 for 1 to 16.59 damage.
This powerful spell will drain 13.7 negative energy for each beam; no beam will fire if your negative energy is too low.
You may only have one Hymn active at once.
The damage will increase with your Spellpower. Hymn of Moonlight
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.
Armour Training
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain paradox cost: 24
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Partially dissipates all incoming damage, reducing it by 30%, up to a maximum of 80.
The maximum damage reduction will scale with your Spellpower. Energy Decomposition
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 10
Fixed Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You sap the target's energy and add it to your own, placing up to -2 random talents on cooldown for 0 turns.
For each talent put on cooldown, you reduce the cooldown of one of your talents currently on cooldown by 0 turns. Energy Absorption
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each turn, for the next 1 turns, one of the target's sustained talents will be deactivated. Entropy
| 0/5 |
Wild-gift / Harmony | 2.00 |
Effective talent level: 4.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 9 turns, all poisons and diseases will heal you instead of damaging you.
When activated, it also heals you for 269 life for each disease or poison you have.
The healing per disease/poison will increase with your Willpower. Waters of Life
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements, you gain a special effect for 6 turns. This can only happen every 6 turns.
Fire: +6% global speed
Cold: +3 Armour
Lightning: +0 to all stats
Acid: +5.00 life regen
Nature: +5% to all resists Elemental Harmony
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Commune with nature, removing the infusion saturation effect and reducing the cooldown of 0 infusions by 1 turns. One with Nature
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 24
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: A wave of natural energies flow around you in a radius of 1; all creatures hit will suffer from the Healing Nexus status for 3 turns.
While under the effect, all healing done to the creature will instead heal you for 40% of the heal value (and no healing at all goes to the target).
Each heal leeched will also restore 5 equilibrium. Healing Nexus
| 0/5 |
Steamtech / Engineering | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You open all steam valves at once, releasing a radius 3 wave of superheated steam around yourself which deals 105.67 fire damage.
If you had at least 50 steam, the vapours will be so hot that they can burn sensory organs, blinding affected creatures for 0 turns.
The effects scale with your current steam value; at 1 steam they are only 15% as effective as at 100 (current factor 15%). Emergency Steam Purge
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your knowledge of physical laws allows you to use and improve equipment in ways their creators never dreamed.
Increases all stats, saves, armour, and defense bonuses by 0% on equipment that is crafted by a master or powered by steamtech. Innovation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 60
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Using a huge amount of steam, you temporarily supercharge your tinkers and other steam-powered talents.
For 1 turns, you gain 20 steampower and 0% steamtech critical chance. Supercharge Tinkers
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Sometimes, being a master tinker requires taking risks; yours are more calculated than others.
Gain 0 cunning, 0 physical save, 2% resistance to self-inflicted damage, and 1% chance to avoid being critically hit. Last Engineer Standing
| 0/5 |
Corruption / Oppression | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your successful melee hits apply a stacking effect that decreases damage done by 2%.
You can have up to 8 stacks per target and further attacks refresh the duration, but any turn you are farther than 3 spaces from the victim the fear will wear off quickly.
At level 3 it also slows by 0.00% per stack.
At level 5 you can horrify enemies in a radius of 0.
This talent ignores saves and immunities.
Horrifying Blows
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 40
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You consume the fear of enemies in radius 10, healing for 0 life and gaining 1.6% of a turn for each stack up to a max of 4.0 turns. Fearfeast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 80
Range: 5
Cooldown: 65
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You crush the spirit of a target with at least 8 fear stacks, consuming all stacks and making it unable to act for 0 turns.
This talent ignores saves and immunities. Hope Wanes
| 0/5 |
Psionic / Augmented mobility | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You telekinetically float just off the ground.
This allows you to slide around the battle quickly, increasing your movement speed by 32%.
It also makes you more vulnerable to being pushed around (-48% knockback resistance). Skate
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles.
Increases Accuracy by 10, your critical strike chance by 5.2% and your global speed by 0% for 7 turns.
The duration improves with your Mindpower. Quick as Thought
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you.
Works on enemies up to -1 squares away.
The cooldown decreases, and the range increases, with additional talent points spent. Mindhook
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You perform a precise, telekinetically-enhanced leap, landing up to 1 squares away. Telekinetic Leap
| 0/5 |
Steamtech / Chemistry | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Allows you to create therapeutic tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):
* Fiery Salve
* Botanical Shell
* Second Skin
* Alchemist's Helper
* Moss Tread
* Pain Suppressor Salve (known)
* Healing Salve
* Antimagic Shell
* Water Salve
* Frost Salve
* Air Recycler
* Power Distributor
* Poison Groove
* Fungal Web
* Viral Injector
* Unstoppable Force Salve
* ...perhaps more to discover... Therapeutics
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to create chemical tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):
* Fireproof Coating
* Waterproof Coating
* Black Light Emitter
* Rustproof Coating
* Alchemist's Helper
* Acid Groove
* Flash Powder
* White Light Emitter
* Corrosive Shell
* Winterchill Edge
* Toxic Shell
* Itching Powder
* ...perhaps more to discover... Chemistry
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to create explosive tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):
* Botanical Shell
* Incendiary Groove
* Ablative Armour
* Flare Shell
* Solid Shell
* Steamgun
* Magnetic Shell
* Thunder Grenade
* Voltaic Shell
* Hook Shell
* Corrosive Shell
* Antimagic Shell
* Saw Shell
* Explosive Shell
* Hand Cannon
* Toxic Shell
* Thunderclap Coating
* Headlamp
* ...perhaps more to discover... Explosives
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Arcane Eye
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You focus your senses, getting information from moments in the future.
Improves your capacity to see invisible foes by +9, to see through stealth by +4, and to perform a critical spell cast by +2%.
The effects will improve with your Spellpower. Keen Senses
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 120
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
If the attack is not physical, you will erect a temporary shield that reduces all damage of this type by 15% for 5 turns.
This effect can only happen once every 5 turns, and happens before damage is taken.
The bonus will increase with your Spellpower. Premonition
| 0/5 |
Technique / Conditioning | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Cooldown: 15
Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 33%.
Additionally, when your life falls below 50%, you heal for a base 10092.6 health plus 1.4% of your maximum life (currently 10150.4 total) each turn for 8 turns. This effect can only happen once every 15 turns.
The base healing scales with your Constitution. Vitality
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You've learned to recover quickly from effects that would disable you. Each turn, you have a -33% chance to recover from a single stun effect.
At talent level 2 you may also recover from blindness, at level 3 confusion, level 4 pins, and level 5 slows and wounds.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution. Unflinching Resolve
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (60% of a turn)
Description: Enemies are intimidated by how composed you remain under fire. When you take more then 5% of your maximum life in a single hit, all enemies in a radius of 0 will be intimidated, reducing their Physical Power, Mindpower, and Spellpower by 8 for 4 turns.
If your health drops below 2575, you'll be unable to maintain your daunting presence, and the sustain will deactivate.
The power of the intimidation effect improves with your Physical power, and it's chance to affect your enemies improves with your Strength. Daunting Presence
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You release a surge of adrenaline that increases your Physical Power by 19 for 1 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
Your stamina based sustains will not be disabled if your stamina reaches zero, and you may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn. Adrenaline Surge
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You now gain 0 combat accuracy, physical power, spellpower, and mindpower per Spin. Fateweaver
| 0/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 18
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you kill a creature, the remainder of the damage done will not be lost. Instead, 44% of it will splash in a radius 2 as blight damage.
The splash damage will increase with your Spellpower. Overkill
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 22
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you are dealt a blow that reduces your life by at least 18%, you have a 32% chance to reduce the remaining cooldown of all your spells by 1.
The chance will increase with your Spellpower. Blood Vengeance
| 0/5 |
Technique / Thuggery | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (60% of a turn)
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 622.1 Physical damage.
If the attack hits, the target is confused (49% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power and chance increase with your Dexterity and Accuracy. Skullcracker
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You go all out, trying to burn down your foes as fast as possible.
Every hit in battle has +22% critical chance and +34% physical resistance penetration, but each strike drains 13.9 stamina. Total Thuggery
| 0/5 |
Steamtech / Physics | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Allows you to create smithed tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):
* Incendiary Groove
* Spike Attachment
* Ablative Armour
* Saw Projector
* Shocking Edge
* Rustproof Coating
* Solid Shell
* Focus Lens
* Steamgun
* Silver Filigree
* Razor Edge
* Crystal Edge
* Back Support
* Acid Groove
* Mana Coil
* Grounding Strap
* Steamsaw
* Fatal Attractor
* Viral Needlegun
* Weapon Automaton: One Handed
* Armour Reinforcement (known)
* Winterchill Edge
* Crystal Plating
* Toxic Cannister Launcher
* Viral Injector
* ...perhaps more to discover... Smith
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to create mechanical tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):
* Voltaic Sentry
* Saw Projector
* Kinetic Stabiliser
* Rocket Boots
* Back Support
* Steamsaw
* Fatal Attractor
* Hook Shell
* Saw Shell
* Weapon Automaton: One Handed
* Iron Grip
* Spring Grapple
* Air Recycler
* Hand Cannon
* ...perhaps more to discover... Mechanical
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to create electrical tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):
* Voltaic Sentry
* Black Light Emitter
* Shocking Edge
* Magnetic Shell
* Galvanic Retributor
* Mana Coil
* Shocking Touch
* Grounding Strap
* Fatal Attractor
* Lightning Coil
* White Light Emitter
* Voltaic Shell
* Weapon Automaton: One Handed
* Power Distributor
* Mental Stimulator
* Deflection Field
* ...perhaps more to discover... Electricity
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Working iron has honed your body into an amazing shape, granting 5 strength and constitution.
At talent level 5, you are so incredibly built that you gain one size category. Massive Physique
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Slaving for many years at the forge has made you more resilient to physical pain and fire burns.
Your fire resistance is increased by 0% and your physical resistance by 0%.
At talent level 5, you are so accustomed to the flames that you become immune to the fireburn effect. Life in the Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You can easily see the weak points in your enemy's defenses. After all, you know to look for the same flaws in your own work.
This grants 0 armour penetration and 0% critical strike multiplier.
At talent level 5, you can also fight stealthed and invisible creatures without penalty. Craftsman's Eye
| 0/5 |
Psionic / Feedback | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Your Feedback decay now heals you for 8.2 times the loss, and the decay rate is reduced to 69% of the normal rate (up to 6.9% per turn). As a result, you are healed for 56.61% of your feedback pool each turn.
The healing effect improves with your Willpower. Biofeedback
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Feedback cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Activate to create a resonance field that will absorb 50% of all damage you take (100 max absorption). The field will not interfere with Feedback gain.
The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. Resonance Field
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Feedback cost: 25
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Use Feedback to replenish yourself. This heals you for 106 life, and restores 11 stamina, 19 mana, 16 equilibrium, 11 vim, 5 positive and negative energies, 7 psi energy, and 3 hate.
The heal and resource gain will improve with your Mindpower. Conversion
| 0/5 |
Corruption / Black-magic | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain vim cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your actions foreshadow a bleak outcome for your foes.
Each time you deal darkness, fire, blight or acid damage you curse your foe with an effect that stacks up to 6 times (this can affect only one creature per turn).
The vim you get for killing the creature is increased by 100% for every stack of Bleak Outcome.
The vim's worth of a creature depends on your Willpower. Bleak Outcome
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Positive energy cost: -10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: An invigorating ray of Sunlight shines upon you, healing your body for 722 life.
The amount healed will increase with your Spellpower. Healing Light
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 16.82 per turn and increasing healing effects on everyone within by 8%. The effect lasts for 1 turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected zone.
The amount healed will increase with the Magic stat Bathe in Light
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Places you under the protection of Light itself. For 0 turns, the light heals 10 life and removes a single negative effect from you.
The amount healed will increase with your Spellpower. Providence
| 0/5 |
Psionic / Dream Forge | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: When an attack would deal 15% or more of your effective total health, you forge the Dream Shield to protect yourself, reducing the damage of all attacks of that type by 6.36 for the next 0 turn(s).
You may block multiple damage types at one time, but the base damage threshold increases by 15% per damage type the shield is already blocking.
If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (a normal melee or ranged attack will instead deal 200% damage) for one turn.
At talent level 5, the block effect will last two turns.
This damage reduction scales with your Mindpower. Forge Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Release the bellows of the forge upon your surroundings, inflicting 10.86 mind damage, 10.86 burning damage, and knocking back your enemies in a radius 2 cone.
Empty terrain may be changed (50% chance) for 0 turns into forge walls, which block movement and inflict 1.04 mind and 1.04 fire damage on nearby enemies.
The damage and knockback chance will scale with your Mindpower. Forge Bellows
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your Forge Shield talent now increases your Armour by 3, your Defense by 3, and gives you 2.07 psi when you're hit by a melee or ranged attack.
The bonuses will scale with your Mindpower. Forge Armor
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: The pounding forge of thought in your mind is released upon your surroundings. Each turn that you remain stationary, you'll strike the dreamforge, inflicting mind and burning damage on enemies around you.
The effect will build over five turns, until it reaches a maximum radius of 1, maximum mind damage of 3.50, and maximum burning damage of 3.50.
At this point you'll begin breaking the dreams of enemies who hear the forge, reducing their Mental Save by 5 and giving them a 6% chance of spell failure due to the tremendous echo in their minds for 0 turns.
Broken Dreams has a -2% chance to brainlock your enemies.
The damage and dream breaking effect will scale with your Mindpower. Dreamforge
| 0/5 |
Chronomancy / Spacetime Weaving | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Paradox cost: 10
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Teleports you to up to 6 tiles away, to a targeted location in line of sight.
At talent level 5 you may swap positions with a target creature. Dimensional Step
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 17 accuracy).
The wormholes will last 2 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower. Wormhole
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 36
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you teleport you fire a pulse that jolts enemies out of phase in a radius of 0 around both the start and the destination point.
Each target has a 2% chance per tile you travelled to be stunned, blinded, confused, or pinned for 1 turns. Phase Pulse
| 0/5 |
Spell / Staff combat | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 5
Range: 8
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%. Channel Staff
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hit a target for 100% melee damage and stun it for 0 turns.
Stun chance will improve with Spellpower.
At level 5, this attack cannot miss. Blunt Thrust
| 0/5 |
Corruption / Demonic strength | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Your melee attacks cripple your targets when they critically strike, lowering their movement speed by 21% and their accuracy by 14 for 3 turns.
Additionally, you gain 7% chance to critically strike with your melee attacks. Dismember
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 16
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Use your stored vim to supercharge your body, recovering 3% of your maximum stamina (87) and 3% of your maximum life (134).
Additionally, you will be able to survive your HP going under 0, down to -52 HP, for the next 8 turns.
This does not take a turn. These values will increase with your Spellpower. Surge of Power
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Demonic Blood flows through your veins, increasing your spellpower by 0 and your maximum vim by 0.
Additionally, you will recieve a bonus to all damage equal to 3% of your current vim (Currently 3%). Demonic Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 15
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with a defensive aura, increasing armor by 0, and inflicting 6.04 fire and 6.04 blight damage to all attacking foes.
Additionally, your vim will enhance your defences, reducing all damage by 0% of your current vim (currently 0), but never reducing by more than half of the original damage. This will cost vim equal to 5% of the damage blocked.
The damage will scale with your Spellpower. Abyssal Shield
| 0/5 |
Psionic / Mentalism | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Resonate with psionic, nature, and anti-magic powered objects you wear, increasing your physical and mind power by 1.00 or 50% of the object's material level (whichever is lower).
This effect stacks and applies for each qualifying object worn. Psychometry
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 1 mental effects will be affected. Mental Shielding
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Activate to project your mind from your body for 0 turns. In this state you're invisible (+4 power), can see invisible and stealthed creatures (+9 detection power), can move through walls, and do not need air to survive.
All damage you suffer is shared with your physical body, and while in this form you may only deal damage to 'ghosts' or through an active mind link (mind damage only in the second case.)
To return to your body, simply release control of the projection. Projection
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 50
Range: 7
Cooldown: 132
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Link minds with the target. While your minds are linked, you'll inflict 6% more mind damage to the target and gain telepathy for its creature type.
Only one mindlink can be maintained at a time, and the effect will break if the target dies or goes beyond range (14)).
The mind damage bonus will scale with your Mindpower. Mind Link
| 0/5 |
Psionic / Dreaming | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 41 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower. Sleep
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Slip into a lucid dream. While in this state, you are considered sleeping, but can still act, are immune to insomnia, inflict 5% more damage to targets under the effects of Insomnia, and your Physical, Mental, and Spell saves are increased by 5.
Note that being asleep may make you more vulnerable to certain effects (such as Inner Demons, Night Terror, and Waking Nightmare).
The saving throw bonuses scale with your Mindpower. Lucid Dreamer
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You move through the dream world, reappearing near the target location (7 teleport accuracy). If the target is a sleeping creature, you'll instead appear as close to them as possible. Dream Walk
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 40
Range: 7
Cooldown: 56
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Imprisons all sleeping targets within range in their dream state, effectively extending sleeping effects for as long as Dream Prison is maintainted.
This powerful effect constantly drains 5.00% of your maximum Psi per turn, and is considered a psionic channel; as such it will break if you move.
(Note that sleeping effects that happen each turn, such as Nightmare's damage and Sleep's contagion, will cease to function for the duration of the effect.) Dream Prison
| 0/5 |
Cursed / Cursed form | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Your body's strength is fed by your hatred. This causes most forms of healing to be between 50% effective (at 0 Hate) to 100% effective (at 100+ Hate). In addition, after each kill, you store the waning life force to invigorate yourself, restoring 491 life (limited by the foe's maximum life, up to a maximum of 1053 at any time). You can heal no more than 241.8 life per turn this way, and it is not affected by your hatred level or other effects.
Healing from kills improves with your Willpower. Unnatural Body
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learned to hold onto your hate and use your suffering to fuel your body's rage. Every turn you take damage, the damage you inflict increases, until it reaches a maximum of +7% after 5 turns. Any turn in which you do not take damage will reduce the bonus. Seethe
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You rise to meet the pain that others would inflict on you. Every turn you take damage, your Strength and Willpower increase until they reach a maximum of +0 after 5 turns. Any turn in which you do not take damage will reduce the bonus. While in effect, your body also has a 5% chance to overcome poisons and diseases each turn. Grim Resolve
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Meditate on your link with Nature.
While meditating, you regenerate 22 equilibrium per turn, your Mental Save is increased by 70, and your healing factor increases by 53%.
Your deep meditation does not, however, let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that lets you regenerate 1.00 equilibrium per turn.
The effects will increase with your Mindpower. Meditation
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Touch a target (or yourself) to infuse it with Nature, healing it for 131 (this heal does not work on undead).
The amount healed will increase with your Mindpower. Nature's Touch
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Using your connection to Nature, you can see your surrounding area in a radius of 2.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 1. Earth's Eyes
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (60% of a turn)
Description: You hit your target, doing 82% damage, distracting it while you jump back 3 squares away. Hack'n'Back
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are light on your feet, handling your armour better. Each step you take regenerates 0.00 stamina, and your fatigue is permanently reduced by -0.1%.
At level 3 you are able to walk so lightly that you never trigger traps that require pressure. Light of Foot
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You literally dance around your foes, increasing your movement speed by 0% and reducing the cooldown of Hack'n'Back, Rush, Disengage and Evasion by -3 turns. Strider
| 0/5 |
Cunning / Scoundrel | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Rend your foe with every attack you do. All attacks now have a 41% chance of inflicting an additional 29% of your attack's damage in Bleeding damage, divided over ten turns. Lacerating Strikes
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn to take advantage of your enemy's pain.
If your enemy is bleeding and attempts to attack you, their critical hit rate is reduced by 0%, as their wounds make them more predictable.
If you attack a bleeding enemy, there is a 4% chance that, for 2 turns, they are disabled as you take advantage of openings (reducing their movement speed by 26% and Accuracy by 20) or anguished as you strike their painful wounds (reducing their Willpower by 20 and their Cunning by 20).
The statistical reductions will increase with your Cunning.
Scoundrel's Strategies
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your abilities in sowing confusion and chaos have reached their peak. Now, even your most simple moves confuse your enemies, rendering their offense less effective.
Your Defense increases by 0%, and enemies have a -1% chance of targetting a random square within 1 squares of you.
The bonus to Defense will increase with Cunning. Misdirection
| 0/5 |
Cursed / Gestures | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Use a gesture of pain in place of a normal attack to assault the minds of your enemies, inflicting between 116.7 and 233.3 mind damage. If the attack succeeds, there is a 15% chance to stun your opponent for 3 turns.
This strike replaces your melee physical and checks your Mindpower against your opponent's Mental Save, and is thus not affected by your Accuracy or the enemy's Defense. The base damage (doubled) and the critical chance of any Mindstars equipped are added in when this attack is performed.
This talent requires two free or mindstar-equipped hands and has a 25% chance to inflict cross tier effects which can be critical hits. The damage will increase with your Mindpower.
If attacking with two mindstars the attack will trigger their proc effects, if any.
Mindstars bonuses from damage and physical criticals: (+0 damage, +0 critical chance) Gesture of Pain
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 10
Description: You guard against melee damage with a sweep of your hand. So long as you can use Gestures (Requires two free or mindstar-equipped hands), you deflect up to -472 damage (-123.1% of your best free hand melee damage) from up to 9.4 melee attack(s) each turn (based on your cunning).
If Gesture of Pain is active, you also have a 2.6% chance to counterattack. Gesture of Guarding
| 0/5 |
Technique / Acrobatics | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 19.2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (60% of a turn)
Description: Use an adjacent friend or foe as a springboard, vaulting over them to another tile within range.
This maneuver grants you a burst of speed from your momentum, allowing you run 76% faster (movement speed bonus) in the same direction you vaulted for 3 turns.
The increased speed ends if you change directions or stop moving.
Vault
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Move to a spot within range, bounding around, over, or through any enemies in the way.
This maneuver can surprise your foes and improves your tactical position, improving your physical critical chance by 0% for 1 turn. Tumble
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (60% of a turn)
Description: While this talent is sustained, you anticipate deadly attacks against you.
Any time you would lose more than 52% of your life in a single hit, you instead duck out of the way and assume a defensive posture.
This reduces the triggering damage and all further damage in the same turn by 0%.
You need 31.2 Stamina and an adjacent open tile to perform this feat (though it does not cause you to move). Trained Reactions
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You gain greater facility with your acrobatic moves, lowering the cooldowns of Vault, Tumble, and Trained Reactions by 0, and their stamina costs by -1.2.
At Rank 3 you also gain 10% global speed for 1 turn after Trained Reactions activates. At rank 5 this speed bonus improves to 20% and lasts for 2 turns. Superb Agility
| 0/5 |
Spell / Aegis | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbues your body with arcane forces, reconstructing it to a default state, healing for 933 life.
The life healed will increase with your Spellpower. Arcane Reconstruction
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by 29%.
At level 5, it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower. Shielding
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect), you automatically gain a damage shield equal to 36% of the heal value for 3 turns.
This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.
The shield value will increase with your Spellpower. Arcane Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Release arcane energies into any magical shield currently protecting you, further charging it by 51% of its max absorb value.
It will affect at most 3 shield effects.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, and Disruption Shield.
The charging will increase with your Spellpower. Aegis
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbue a body armour with a gem (up to tier 0), granting it additional powers.
You can only imbue items once, and it is permanent. Imbue Item
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Crush 5 alchemist gems into dust to mark impassable terrain next to you. You immediately enter it and appear on the other side of the obstacle, up to 4 grids away. Gem Portal
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Touch your foe and turn it to stone for 1 turns.
Stoned creatures are unable to act or regen life, and are very brittle.
If a stoned creature is hit by an attack that deals more than 30% of its life, it will shatter and be destroyed.
Stoned creatures are highly resistant to fire and lightning, and somewhat resistant to physical attacks.
At level 3 the touch will become a beam.
This spell may fail against creatures resistant to being stunned, that are specifically immune to stoning, or certain bosses. Stone Touch
| 0/5 |
Technique / Field control | 1.20 |
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (60% of a turn)
Description: A mighty kick that pushes your target away 0 grids.
If another creature is in the way, it will also be pushed away.
The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heave
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 80
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (60% of a turn)
Description: Your great dexterity allows you to see incoming projectiles (spells, arrows, ...), effectively slowing them down by 15%. Slow Motion
| 0/5 |
Cursed / Dark sustenance | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Feed from the essence of your enemy. Draws 7.1 hate per turn from a targeted foe, as long as they remain in your line of sight.
Hate gain improves with your Mindpower. Feed
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Devours life from the target of your feeding. 32 life from the victim will be added to your own. This healing cannot be reduced. At level 5, Devour Life can be used like the Feed talent to begin feeding.
Improves with your Mindpower. Devour Life
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: You stand in the way of magical damage. That which does not kill you will make you stronger.
Each time you are hit by non-physical, non-mind damage, you get a 65% resistance to that element for 7 turns.
If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by 2.61 each hit.
The effects will increase with your Mindpower. Resolve
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: Let out a burst of sound that silences for 2 turns all those affected in a radius of 0, including the user.
The silence chance will increase with your Mindpower. Aura of Silence
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 30
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: Surround yourself with a shield that will absorb at most 17 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
The damage the shield can absorb will increase with your Mindpower. Antimagic Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: Drain 102 mana, 51 vim, 25 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher.
The effect will increase with your Mindpower. Mana Clash
| 0/5 |
Celestial / Chants | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain positive energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, granting you 113 Physical Save and Spell Save and increasing your maximum life by 10.9% (Currently: 447).
In addition, this talent surrounds you with a shield of light, dealing 38.9 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The saves and light damage will increase with your Spellpower and the life with talent level. Chant of Fortitude
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, reducing the damage enemies 3 or more spaces away deal by 5%.
In addition, this talent surrounds you with a shield of light, dealing 5.0 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The damage reduction will increase with talent level and light damage will increase with your Spellpower. Chant of Fortress
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, granting you 5% resistance to all damage.
In addition, this talent surrounds you with a shield of light, dealing 5.0 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The effects will increase with your Spellpower. Chant of Resistance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 5
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You chant the glory of the Sun, empowering your light and fire elemental attacks so that they do 10% additional damage.
In addition, this talent surrounds you with a shield of light, dealing 5.0 light damage to anything that hits you in melee.
Your lite radius is also increased by 2.
You may only have one Chant active at once and this Chant costs less power to sustain.
The effects will increase with your Spellpower. Chant of Light
| 0/5 |
Corruption / Curses | 1.20 |
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Curses your target, stopping any natural healing and dealing 14.25 darkness damage each turn for 10 turns.
The damage will increase with your Spellpower. Curse of Death
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 20 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 3).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
The range will increase with your Spellpower. Phase Door
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleports you randomly within a large range (291).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 21).
Random teleports have a minimum range of 15.
The range will increase with your Spellpower. Teleport
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 8
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
Any time the caster should take damage, there is a 40% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (134) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
The max damage the shield can absorb will increase with your Spellpower. Displacement Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 200
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to 450% of the number of tiles you blinked through.
The range will improve with your Spellpower. Probability Travel
| 0/5 |
Corruption / Hexes | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hexes your target, dazing it and everything in a 2 radius ball around it for 3 turns, and giving 53% chance to daze affected targets again each turn for 20 turns.
The chance will increase with your Spellpower. Pacification Hex
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hexes your target and everything within a radius 2 ball around it for 20 turns. Each time an affected target uses a resource (stamina, mana, vim, ...), it takes 19.01 fire damage.
In addition, the cooldown of any talent used while so hexed is increased by 0% + 1 turn.
The damage will increase with your Spellpower. Burning Hex
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hexes your target and everything within a radius 2 ball around it. Each time they do damage, they take 4% of the same damage for 20 turns.
The damage will increase with your Spellpower. Empathic Hex
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hexes your target, forcing it to be your thrall for 0 turns.
If you damage the target, it will be freed from the hex. Domination Hex
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Psi cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Realign and readjust your body with the power of your mind, curing up to 2 detrimental physical effects and healing you for 531 life.
The life healed increases with your Mindpower. Realign
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Manipulate forces on the molecular level to realign, rebalance, and hone a weapon, set of body armor, or a shield. (Mindstars resist being adjusted because they are already in an ideal natural state.)
The accuracy and damage of any weapon will act as if 4 higher.
Your total armour will increase by 4 and your fatigue rating by 2 for each body armour and shield worn.
The effects increase with your Mindpower. Reshape Weapon/Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Matter is energy, as any good Mindslayer knows. Unfortunately, the various bonds and particles involved are just too numerous and complex to make the conversion feasible in most cases. The ordered, crystalline structure of a gem, however, make it possible to transform a small percentage of its matter into usable energy.
This talent consumes one gem and grants 8 energy per turn for between 5 and 13 turns, depending on the quality of the gem used.
This process also creates a resonance field that provides the (imbued) effects of the gem to you while this effect lasts. Matter is Energy
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: By carefully synchronizing your mind to the resonant frequencies of your psionic focus, you strengthen its effects.
For conventional weapons, this increases the percentage of your willpower and cunning that is used in place of strength and dexterity for all weapon attacks, from 60% to 60%.
For mindstars, this increases the chance to pull enemies to you by +0%.
For gems, this increases the bonus stats by 0. Resonant Focus
| 0/5 |