Steamtech / Gunslinging | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You have learned to fire while moving.
In one motion, you fire your double steamguns (100% weapon damage, 1 tile range penalty) and may then move to an adjacent tile (unless pinned to the ground or immobilized).
This talent can be activated for up to 0 consecutive turns before it goes on cooldown, and takes time according to your steamtech speed or movement speed (if you move), whichever is slower.
When Strafe ends you may instantly reload between 0 and 0 ammo (based on the number of strafes you performed and your ammo capacity). Strafe
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You deliberately fire a missing shot at a target, startling it for 3 turns.
If the target fails a mental save it instinctively recoils two steps back.
The next shot that hits the startled creature will deal 150% more damage. Startling Shot
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 25
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Your cunning and dexterity allow you to fire incredible trick shots that can hit multiple targets.
You precisely aim your trick shot to ricochet amongst foes you can see so that whenever it hits something solid (creature or solid wall), it will bounce towards the next closest foe.
It may ricochet up to 1 times (or until it misses) within range 5 of your first target and will not target the same foe twice.
Your shot deals 60% weapon damage on its first strike, but loses 69% damage and 0(80%) accuracy with each bounce. Trick Shot
| 0/5 |
Celestial / Sun | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 63.8 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 2 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: 34
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 1.9 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower. Path of the Sun
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 0%.
Each time you crit with a physical attack or a spell you have -27% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn. Sun's Vengeance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -15
Range: 10
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
While the cloak is active, your spell casting speed is increased by 1%, your spell cooldowns are reduced by -4%, and you cannot take more than 99% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 0/5 |
Steamtech / Butchery | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Channel hot steam around your saws, burning foes you strike in melee for 4.36 fire damage over 3 turns (which can stack)!
Hot, steamy maiming! Overheat Saws
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Continuously swing your steamsaws around you, dealing 30% weapon damage to adjacent foes each time you attack.
Your chaotic motions make it difficult for anything to hit you, granting 6% chance to completely negate all damage.
Damage avoidance chance increases with Steampower.
Make the metal talk! Tempest of Metal
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: You temporarily overcharge the saw motors, increasing the effective talent level of all saw talents by 20% for 1 turns.
The pain shall never stop! Overcharge Saws
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases Physical Power by 0, and increases weapon damage by 0% 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
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 10 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain -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: 0.0
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 0 foes in a line.
After passing the targets, you will quickly run 0 tiles away. Slip Away
| 0/5 |
Effective talent level: 0.0
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 0 around you, you gain 20% movement speed (up to 0%).
Current bonus: 0%. Agile Gunner
| 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: 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 |
Technique / Two-handed assault | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Hits the target with your weapon, doing 135% damage. If the attack hits, the target is stunned for 4 turns.
The stun chance increases with your Physical Power. Stunning Blow
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns Death Dance
| 0/5 |
| 0/5 |
Psionic / Discharge | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain feedback cost: 0
Range: 7
Cooldown: 12
Travel Speed: 1000% of base
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Unleash your subconscious on the world around you. While active, you fire up to 1 bolts each turn (one per hostile target) that deal 3.45 mind damage. Each bolt consumes 5 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per 21 excess Feedback per target), but no more then 1 extra bolts per turn.
This effect is a psionic channel, and will break if you move.
The damage will scale with your Mindpower. Mind Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Activate to invert your Feedback decay for 1 turns. This effect can be a critical hit, increasing the duration even further.
You must have some Feedback in order to start the loop.
The maximum Feedback gain will scale with your Mindpower. Feedback Loop
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your subconscious now retaliates when you take damage. If the attacker is within range (7), you'll inflict mind damage equal to the Feedback gained from the attack or 2.56, whichever is lower.
This effect can only happen once per creature per turn.
The damage will scale with your Mindpower. Backlash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Feedback cost: 25
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus your mind on a single target, diverting all offensive Discharge talent effects to it for 0 turns. While this effect is active, all Discharge talents gain 2% critical power.
If the target is killed, the effect will end early.
The damage bonus will scale with your Mindpower. Focused Wrath
| 0/5 |
Wild-gift / Fire drake aspect | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 4 up to 3 tiles away and damaging them for 145% 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
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 0.
The sound wave is so strong, your foes also take 13.10 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 2.22 fire damage in a radius of 0 each turn for 1 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 1. Any target caught in the area will take 21.46 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath
| 0/5 |
Cursed / Slaughter | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You slash wildly at your target for 113% (at 0 Hate) to 143% (at 100+ Hate) damage.
At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by 31% for 15 turns. The effect will stack.
The damage multiplier increases with your Strength. Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Assault nearby foes with 4 fast attacks for 16% (at 0 Hate) to 32% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Accuracy by 11 for 3 turns.
The damage multiplier and Accuracy reduction increase with your Strength. Frenzy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Charge through your opponents, attacking anyone near your path for 35% (at 0 Hate) to 70% (at 100+ Hate) damage. Small opponents may be knocked away from your path. You can attack a maximum of 2 times, and can hit targets along your path more than once. Reckless Charge
| 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: While active, every swing of your weapon has a 12% (if one-handed) or 25% (if two-handed) chance of striking a second nearby target for 0% (at 0 Hate) to 0% (at 100+ Hate) damage (+25% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The Cleave chance and damage increase with your Strength. Cleave
| 0/5 |
Wild-gift / Slime | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 92.8 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 3 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 46.0% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 0, infecting the foes inside with a random poison doing 18.9 Nature damage over 10 turns.
This attack can crit and deals 1% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 1.7 disarming acid damage.
The damage increases with your Mindpower. Acidic Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 2 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: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Gather your will, and brutally smash the target with your mainhand weapon and then your telekinetically wielded weapon, doing 90% weapon damage.
If your mainhand weapon hits, you will also stun the target for 0 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While active, you give your flesh and blood body a boost in the form of precisely applied mental forces. Increases Strength and Dexterity by 0% of your Willpower and Cunning, respectively.
Strength increased by 0
Dexterity increased by 0 Augmentation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Assume a defensive mental state.
For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for 75% weapon damage.
At raw talent level 3 you will also disarm the attacker for 3 turns.
At raw talent level 5 you will be able to reflexively block up to one attack per turn with a 9% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 4
Steam cost: 5
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Increases Physical Power by 0 and increases weapon damage by 0% when using steamguns.
When your bullets hit a target your instinctively reach out to the impact and use the kinetic force to project a mindstar attack doing 70% damage (guaranteed hit), if you wield one in the offhand.
This projection requires a pure mindstar, it will no work if extended into a psiblade.
Also activable for a shoot that deals 90% weapon damage as mind damage. Psyshot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Steam cost: 25
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Using psionic energies you overheat your shot, making it deal 80% damage.
If the shot hits a wet foe it will vaporize, removing the wet effect and dealing 15.26 fire damage in a radius 4. Boiling Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Steam cost: 25
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Fire a relatively low-powered shot at a foe doing 50% weapon damage, if it hits a cone-shaped shockwave of radius 4 emanates from the impact, stunning it and all creatures caught inside for 0 turns. Blunt Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Attach a psionic steam device to a shot doing 110% weapon damage.
When it hits a foe the device activates, violently sucking all the air nearby, pulling in all creatures in radius 0. Vacuum Shot
| 0/5 |
Technique / Two-handed weapons | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You enter an aggressive battle stance, increasing Accuracy by 5 and Physical Power by 5, at the cost of -10 Defense and -10 Armour.
While berserking, you are nearly unstoppable, granting you 1% stun and pinning resistance.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Tries to perform a killing blow, doing 80% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life ( Death Blow
| 0/5 |
Spell / Air | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 34.48 to 103.45 damage
The damage will increase with your Spellpower. Lightning
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 2.55 to 7.66 damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 3 and increasing defense against projectiles by 1.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 0% movement speed and removes 0 fatigue. Feather Wind
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 0 of your foes for 1 to 2.61 damage in a radius of 1.
This powerful spell will drain 0.00 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 0/5 |
Technique / Pugilism | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Deliver two quick punches that deal 71% 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
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Attack your foes in a frontal arc with a spinning backhand, doing 100% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 27% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Deliver a devastating axe kick dealing 80% damage. If the blow connects your target is brain damaged, causing all talents to fail for -11 turns and earning 2 combo points.
This effect cannot be saved against, though it can be dodged and checks confusion immunity. Axe Kick
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Lashes out at the target with three quick punches that each deal 30% 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
| 0/5 |
Celestial / Twilight | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 50 negative energy.
Learning this talent will change the default level of positive and negative energies to 28% 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
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% 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: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 5 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: 5
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 8 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: 2.4
Use mode: Activated
Mana cost: 15
Range: 4
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3.
The beam also affect any creatures in its path, dealing 101.75 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 1 bonus to Armour.
Each time you are hit in melee, you have a 240% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower. Stone Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 7.66 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: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 2 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 9.36 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Psionic / Voracity | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 0 by 15% (max 15%) for four turns, draining 0.7 (max 2.0) stamina from each.
You replenish 1 (max 3) 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 0 for 0 (max 0) turns, and deal 2.7 (max 8.0) Cold damage.
You replenish 1 (max 3) 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 2.7 (max 8.0) Lightning damage to all targets around you within radius 0, and has a 14% (max 14%) chance to daze them for 3 turns.
You replenish 1 (max 3) 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
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target twice, doing 60% weapon damage each hit. You gain life equal to 9% of the damage dealt, and you gain 2 vim for each attack that hits. Draining Assault
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Vim cost: 30
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Send out a claw of fire, striking in a line doing 0.80 damage leading to a target. The target is caught in the claw's grasp, taking 65% weapon damage as fire damage and becoming unable to move for 1 turns, while also taking 0.80 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 44
Vim cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target doing 100% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 0% chance to counter with an attack for 40% weapon damage.
You get once chance to deal this damage to a particular target each turn. Share the Pain
| 0/5 |
Technique / Shield offense | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Hits the target with two shield strikes, doing 148% and 182% shield damage. If it hits a second time, it stuns the target for 3 turns.
The stun chance increases with your Accuracy and your Strength. Shield Pummel
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Hits the target with your shield, doing 80% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 80% base damage each. Assault
| 0/5 |
Technique / Throwing knives | 1.20 |
Effective talent level: 1.2
Use mode: Activated
Range: 4
Travel Speed: 1000% of base
Usage Speed: Throwing (100% of a turn)
Description: Equip a bandolier holding up to 6 throwing knives, allowing you to attack from range. You automatically reload 2 knives per turn while resting, or half as many while moving.
The base power, Accuracy, Armour penetration, and critical strike chance of your knives increase with talent level, and damage is improved with Dagger Mastery.
Throwing Knives count as melee attacks for the purpose of on-hit effects.
Effective Throwing Knife Stats:
Range: 4
Net Damage: 31 - 43
Accuracy: 41 (knife)
APR: 3
Crit Chance: +24%
Crit mult: 164%
Uses Stats: 50% Cun, 70% Dex
Throwing Knives
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: 1000% of base
Usage Speed: Throwing (100% of a turn)
Description: You keep a special stash of 0 throwing knives in your bandolier, which you can throw all at once at enemies within a radius 2 cone, for 53% damage each.
Each target can be hit up to 3 times, if the number of knives exceeds the number of enemies. Creatures block knives from hitting targets behind them. Fan of Knives
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are able to target your throwing knives with pinpoint accuracy, increasing their critical strike chance by 0% and critical strike damage by 0%.
In addition, your critical strikes with throwing knives have a 2% chance to randomly disable your target, possibly disarming, silencing or pinning them for 2 turns. Precise Aim
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: 7
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You can throw knives with lightning speed, increasing your attack speed with them by 0% and giving you a 2% chance when striking a target in melee to throw a knife at a random foe within 7 tiles for 100% damage.
This bonus attack can only trigger once per turn, and does not trigger from throwing knife attacks. Quickdraw
| 0/5 |
Cursed / Gloom | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an -1% 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: -1). Gloom
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an -1% chance to be crippled by fear for 3 turns, reducing damage they inflict by 12%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: -1). Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an -0.3% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: -1). Dismay
| 0/5 |
| 0/5 |
Corruption / Blood | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You extract corrupted blood from your own body, hitting everything in a frontal cone of radius 5 for 44.86 blight damage.
Each creature hit has a 52% chance of being infected by a random disease, doing 52.24 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower. Blood Spray
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 8.94 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower. Blood Grasp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Make the blood of all creatures around you in radius 0 boil, doing 7.92 blight damage and slowing them by 20%.
The damage will increase with your Spellpower. Blood Boil
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 0%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 1%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 0/5 |
Celestial / Crusader | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -7
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You strike your foe with your two handed weapon, dealing 110% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 0% and their damage reduced by 0% for 5 turns. Absorption Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for -3% of the damage done. Mark of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: While wielding a two handed weapon, your critical strike chance is increased by 0%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 0%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 3.57 light damage over 5 turns and reducing opponents armour by 0.
The damage increases with your Spellpower. Righteous Strength
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 12.3 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You gain 1% Nature resistance.
When you deal Acid damage to a creature, you gain a 0.3% bonus to Nature damage for 2 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 0.7%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 0% 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 (100% 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 |
Corruption / Shadowflame | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 30
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 3 turns.
Also increases your defense and armour by 0 and 0, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Range: 6
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% 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 4.61 fire damage and 4.61 darkness damage in a radius of 0.
The damage will increase with your Spellpower. Darkfire
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 1% fire resistance, 1% darkness resistance, and your global speed is increased by 0%.
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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 5
Drains vim: 5
Range: 5
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 4.39 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 |
Steamtech / Dread | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power and a mind power
Description: Fire a powerful shot at a foe doing 150% weapon damage.
If the creature, or any creatures in radius 3, was affected by a fear or nightmare effect it violently wakes up, shaking it off only to find itself disoriented, unable to discern friends from foes for 0 turns. Lucid Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Steam cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power and a mind power
Description: Fire a psionic-enhanced shot at a foe doing 50% mind weapon damage and infecting it with a psy worm for 8 turns.
Each turn the worm will do 2.11 mind damage and restore 1 psi to you, double if stunned or feared.
Also each turn the worm has 25% chances to spread to a nearby foe in radius 3.
When a creature infected by Psy Worm dies it spreads to all enemies in a radius of 3. Psy Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 50
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power and a mind power
Description: Entering the mind of your foe you manipulate it to make it loose hope of defeating you, reducing all its damage by 40% for 0 turns. No Hope
| 0/5 |
Chronomancy / Matter | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fires a beam that turns matter into dust, inflicting 4.29 temporal damage and 4.29 physical (warp) damage.
Alternatively you may target yourself, creating a field of radius 0 around you that will inflict the damage over three turns.
The damage will scale with your Spellpower. Dust to Dust
| 0/5 |
Effective talent level: 0.0
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: Weave matter into your flesh, becoming incredibly resilient to damage. While active you gain 1 armour, -3% resistance to stunning, and -3% resistance to cuts.
The bonus to armour will scale with your Magic. Matter Weaving
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 15
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create a tightly bound matter wall of up to a length of 3 that lasts 4 turns.
If any part of this wall is dug out it will explode, causing targets in a radius of 0 to bleed for 7.42 physical damage over six turns. Materialize Barrier
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Won't Break Stealth: 100%
Description: Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a 33% chance to poison the target for 14 nature damage per turn for 5 turns. Every application of the poison stacks, up to a maximum of 56 nature damage per turn.
The damage scales with your Cunning. Apply Poison
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
Level 1: Numbing Poison
Level 2: Insidious Poison
Level 3: Crippling Poison
Level 4: Leeching Poison
Level 5: Volatile Poison
New poison enhancements can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 0%. (The effect varies for each poison.)
Adjusting your weapon coating takes no time and does not break stealth.
You may only have two poison enhancements active at once; applying a third will cause one of the existing ones to be cancelled at random. Vile Poisons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You strike your target with your melee or ranged weapon, doing 120% weapon damage as nature and inflicting additional effects based on your active vile poisons:
Numbing Poison - Reduces global speed by -3% for 5 turns.
Insidious Poison - Applies a standard poison that deals 20.01 nature damage over 5 turns.
Crippling Poison - Places 1 talents on cooldown for 1 turns.
Leeching Poison - Heals you for 20.
Volatile Poison - Deals a further 12.00 nature damage to foes in a radius 1 ball.
Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
Venomous Strike
| 0/5 |
Corruption / Torture | 1.20 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 6
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 1.39 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 5.50 fire damage to all enemies in radius 0 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 1, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 0 bonus spellpower.
The damage will increase with your Spellpower. Incinerating Blows
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Vim cost: 14
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target doing 70% weapon damage. If the attack hits, you pull the target in and strike them again, dealing another 100% weapon damage. Abduction
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 80% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 0%.
When Fiery Torment ends the victim will take 3 fire damage. This damage will increase by 1% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape. Fiery Torment
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (0%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 0 turn(s).
This can only trigger on any particular target once every 6 turns. Eternal Suffering
| 0/5 |
Technique / Combat veteran | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.20 |
| 0/5 |
Effective talent level: 0.0
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 10 (current 10).
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
| 0/5 |
Effective talent level: 0.0
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 12.49 fire damage at 10 molten points (currently 0.00).
All molten points are consumed.
The damage will increase with your Steampower.
By fire be purged!
Furnace Vent
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 24
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 0 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
| 0/5 |
Corruption / Vim | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Vim cost: 10
Range: 10
Cooldown: 4
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Projects a bolt of pure blight, doing 72.90 blight damage.
This spell has an improved critical strike chance of +14.13%.
The damage will increase with your Spellpower. Soul Rot
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Feel the very existence of creatures around you for 0 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 1%, but also make them aware of you.
The resistance reduction will improve with your Spellpower. Vimsense
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
All creatures (except you) traversing the portal will catch a random disease, doing 2.45 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 1.
The damage will increase with your Spellpower. Dark Portal
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 120% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 9.67 of that damage to enemies in radius 0, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 0%. Prismatic Slash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 1. Any target caught in the area will take 4.97 nature damage each turn for 6 turns.
The poison also gives enemies a 7% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 0, and your breath attack cooldowns are reduced by -11.
You gain 1% knockback resistance, and your blindness and stun resistances are increased by 1%. Wyrmic Guile
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 0.0% and all damage you deal with them is increased by 0.0% with 0.3% resistance penetration. Chromatic Fury
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 3
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 87.68 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
| 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: Exhale a mist of lingering acid, dealing 2.60 acid damage that can critical in a radius of 0 each turn for 6 turns.
Enemies in this mist will be corroded for 1 turns, lowering their Accuracy, their Armour and their Defense by 1.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Mist
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 10% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%. Dissolve
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 1. Any target caught in the area will take 17.49 acid damage.
Enemies caught in the acid have a 21% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 0/5 |
Corruption / Scourge | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 135% damage with each hit. For each hit, the target will bleed for 7.76 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 1.27 blight damage (which also heals you for 0.51 each hit).
The damage will increase with your Spellpower. Ruin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 80% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 3.88 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 60% darkness weapon damage. If the attack hits you attack with your second weapon, doing 60% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 0/5 |
Corruption / Demonic pact | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your knowledge of demonic forces grows, allowing you to bind more seeds to you and to summon demons.
You channel your arcane corruption through a demon seed to temporarily summon the corresponding demon for 0 turns.
Summoned demons can regen their life and resummoning them keeps the life they had when they were last used.
If the demon dies it will not be available for summoning anymore.
As you learn to bind more easily you can also use more seeds:
At level 2 it lets you bind a seed to your first ring.
At level 3 it lets you bind a seed to your shield.
At level 4 it lets you bind a seed to your second ring.
At level 5 it lets you bind a seed to your main body armour.
Bind Demon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 5 grids with 10 precision.
In the spot you left you will summon a random demon from your seeds for 0 turns.
If the target area is not in line of sight, there is a chance the spell will fizzle.
This spell requires an unsummoned, alive, demon seed to work.
The range will increase with your Spellpower. Twisted Portal
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You drain the life of your foes to replinish yours and those of your demon seeds.
Each time you kill a creature a random worn demon seed with less than 100% life will be healed for 0% life.
If the creature is an elite or more you also have 100% chance to resurrect a dead demon seed.
At level 5 you also start to leech energies to heal yourself, all damage you do heals you for 0%. Suffuse Life
| 0/5 |
Wild-gift / Summoning (melee) | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a War Hound for 8 turns to attack your foes. War hounds are good basic melee attackers.
It will get 47 Strength, 47 Dexterity and 15 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. War Hound
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Jelly for 5 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 10 Constitution and 10 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution stat will increase with your Mindpower. Jelly
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Minotaur for 2 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 25 Strength, 10 Constitution and 10 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Minotaur
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Stone Golem for 5 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 15 Strength, 10 Constitution and 15 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Stone Golem
| 0/5 |
Steamtech / Sawmaiming | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You "gently" slam your saws into the wounds of a creature, dealing 30% weapon damage and deepening the wounds.
All bleeding wounds durations are increased by 1 turns and the damage by 13% (this may be done only once per bleeding effect).
When this happens a gush of blood is projected in a narrow cone of radius 4, dealing 12.05 physical damage to all creatures.
The power and damage improves with your Steampower.
The marvels of technology, now at the service of true butchery! Bloodstream
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You try to sever the spine of your foe, reducing its global speed by -100% for 4 turns and dealing 60% weapon damage.
The power of the blow also removes up to 1 physical effects.
If your talent level is at least 3 1 physical or magical sustains are also removed.
Break them, grind them, mow them down! Spinal Break
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: When you kill a foe you place small explosives with shrapnels inside its body, making it explode in radius 5.
Any foes hit will bleed for 0.92 damage per turn for 6 turns. The shrapnels also damage the vocal cords (or related organ), silencing them for -2 turns.
Use the finest of wartech now: shrapnels. For blood and mayhem! Goresplosion
| 0/5 |
Cursed / Punishments | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 9 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 85%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 9 mind damage and feed you 0 hate. For the first 0 turns, the whisper will travel from the original victim to a new one within a range of 0.0. Every victim of the whisper has a 0% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 1 damage, and slowly increase to 4 on the last turn (13 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Every time you inflict mental damage, there is a -2% 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 -2%. Madness
| 0/5 |
Technique / Archery training | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fire a steady shot, doing 155% damage with a 25% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Steady Shot
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire a shot for 100% damage that attempts to pin your target to the ground for 0 turns, as well as giving your next Steady Shot or Shoot 100% increased chance to critically hit and mark (regardless of whether the pin succeeds).
This shot has a 20% chance to mark the target.
The chance to pin increases with your Accuracy. Pin Down
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fires a shot that explodes into a radius 0 ball of razor sharp fragments on impact, dealing 100% weapon damage and leaving targets crippled for 0 turns, reducing their attack, spell and mind speed by -110%.
Each target struck has a 20% chance to be marked.
The status chance increases with your Accuracy. Fragmentation Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fires a wave of projectiles in a radius 4 cone, dealing 70% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for 2 turns.
Each target struck has a 20% chance to be marked.
The chance to knockback and stun increases with your Accuracy. Scatter Shot
| 0/5 |
Chronomancy / Gravity | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Sends out a blast wave of gravity in a radius 2 cone, dealing 7.81 base physical (gravity) damage and knocking back targets caught in the area.
Targets knocked into walls or other targets take 25% additional damage and deal 25% damage to targets they're knocked into.
Closer targets will be knocked back further and the damage will scale with your Spellpower. Repulsion Blast
| 0/5 |
| 0/5 |
Effective talent level: 0.0
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: Create a gravity field around you that converts -6% all damage you deal into physical damage, slows incoming projectiles by -25%, and protects you from all gravity damage and effects.
Additionally, damage dealt by Repulsion Blast has a -157% chance to reduce the target's knockback resistance by half for two turns. Gravity Locus
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Increases local gravity in a radius of 4 for 1 turns, dealing 1.74 physical (gravity) damage as well as decreasing the global speed of all affected targets by -3%.
The damage done will scale with your Spellpower. Gravity Well
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 0% attack, spell, and mind speed for 1 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
Effective talent level: 2.4
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 60%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 92% blight damage. Corrupted Strength
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 0 Spellpower per turn, 0 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 0 turns, and the bonus decreases by inf% of its current value each turn you don't deal damage. Bloodlust
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 0.74 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 1.
At level 3, it will also reduce Armour by 1 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 0/5 |
Corruption / Rot | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your body has become a mass of living corruption, increasing your blight and acid resistance by 0% and blight affinity by -80%.
On taking damage greater than 15% of your maximum health, the damage will be reduced by 5% 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 2.04 blight damage each turn and healing you for 2. Infestation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You disperse into a mass of carrion worms, reforming near the target location (7 teleport accuracy).
If used on a worm mass, you merge with it, moving to it's location, healing you for 5% of your maximum health, restoring 8 vim, and destroying the mass. Worm Walk
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 6
Description: You have a 0% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 0 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 0% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 6
Cooldown: 8
Travel Speed: 600% of base
Usage Speed: Spell (100% 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 0.79 acid and 0.79 blight damage.
If not cleared after five turns it will inflict 4.50 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 |
Technique / Dual techniques | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Attack with your offhand weapon for 125% damage. If the attack hits, the target is stunned for 4 turns, and you hit it with your mainhand weapon doing 125% damage.
The stun chance increases with your Accuracy. Dual Strike
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Swiftly leap to your target and strike at their vital points with both weapons, dealing 100% weapon damage. This attack deals -3% increased critical strike damage. Heartseeker
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Weapon (80% of a turn)
Description: You quickly move up to 0 tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way. During your movement, you attack all foes within one grid of your path with both weapons for 60% weapon damage, causing those struck to bleed for 50% of the damage dealt over 5 turns. Whirlwind
| 0/5 |
Corruption / Doom shield | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain vim cost: 5
Drains vim: 3
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You infuse your shield with the energies of Urh'Rok, bringing about a magical shield that heals you for the first points of all damage you receive (based on your shield's block value) over 3 turns. This effect stacks.
Amount is 5 + -43% of your shield block value (currently 0).
At level 3 if a damage dealt is at least twice as high you have -37% chance to also remove a physical detrimental effect. This effect can only happen once per turn.
This spell disabled automatically on rest or run.
Activating the shield takes no time but de-activating it does.
The damage increases with spellpower. Osmosis Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 18
Sustain vim cost: 18
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Taking example from Mal'Rok, the demon's homeworld you harden yourself.
Increases total armour by -30% + 10 and spellpower by 11% of your Strength. Hardened Core
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Vim cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You spin around madly with your shield, bashing all those around you for 120% shield damage as darkness, confusing your foes for -1 turns.
At level 4 you also automatically block at the end. Demonic Madness
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 5.0% greater chance to be critical hits, and your critical hits do 14.0% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for 80% damage.
For 2 turns thereafter, your attacks against that target gain 3 (effective) accuracy for each probing strike that missed, plus 4.5 (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 |
| 0/5 |
Spell / Animus | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Souls cost: 1
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Crush and consume one of your captured souls, healing you for 168 life and restoring 56 mana.
The life and mana healed will increase with your Spellpower. Consume Soul
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Souls cost: 2
Range: 6
Cooldown: 15
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Try to crush the soul of your foe, doing 15.29 darkness damage (that can never kill the target).
If the target is left with less than 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: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Crush and consume two souls to empower your next 0 spells, granting them a special effect.
Affected spells are:
- Undeath Link: in addition to the heal a shield is created for half the heal power
- Create Minions: allows you to summon 2 more minions
- Assemble: allows you to summon a second bone golem
- Invoke Darkness: becomes a cone of darkness
- Shadow Tunnel: teleported minions will also be healed for 30% of their max life
- Cold Flames: freeze chance increased to 100%
- Ice Shards: each shard becomes a beam
- Consume Soul: effect increased by 50% Essence of the Dead
| 0/5 |
Spell / Nightfall | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of darkness, doing 72.21 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower. Invoke Darkness
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 6
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Dark fumes erupt from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
Only one bane can affect a creature.
Banes last for 2 turns, and also deal 1.27 darkness damage.
The damage will increase with your Spellpower. Circle of Death
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invoke a ball of darkness that deals 11.85 darkness damage in a radius of 1. Every creature hit will start to become closer to death, reducing their global speed by 0%.
Necrotic minions' damage against those creatures is increased by 11%.
The effects last for 1 turns.
The damage done and the minions' damage increase will increase with your Spellpower. Rigor Mortis
| 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 (+117% 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 |
Celestial / Star fury | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Negative energy cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 59.81 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a blast of shadows that deals 2.85 darkness damage, and leaves a radius 3 field that does 0.97 darkness damage per turn for 0 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -10
Negative energy cost: -20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 10.00 light and 10.00 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A star falls on a radius 0 area, doing 7.05 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 0/5 |
Spell / Golemancy | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Improves your golem's armour training, damage resistance, and healing efficiency.
Increases all damage resistance by 0%; increases Armour value by 5, Armour hardiness by 30%, reduces chance to be critically hit by 6% when wearing heavy mail or massive plate armour, and increases healing factor by -3%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 25% chance to target your golem instead. Golem Portal
| 0/5 |
Spell / Undead drake | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 0.65 darkness damage.
Additionally, you gain 0 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 1
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a cloud of deadly miasma over a targeted area, dealing 1.45 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 2 turns.
The damage will scale with the highest of your spell or mind power. Infectious Miasma
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Souls cost: 2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 16.92 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 |
Cunning / Trapping | 1.20 |
Effective talent level: 1.2
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: This talent allows you to prepare up to 1 different trap(s) of tier 1 or less for later deployment. (Use this ability to select which to prepare.)
Designs known:
Tier 1: Disarming Trap
Deals 84.31 acid damage, disarms for 2 turns.
Tier 1: Bear Trap
Deals 44.77 physical damage and pins, slows (30%), and wounds for an additional 44.77 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 61.93 physical damage, reduces accuracy, armour, and defence by 7.
Tier 3: Pitfall Trap
Deals 71.93 physical damage. Target removed from combat or pinned 5 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 86.93 physical damage, 50% blind/daze for 4 turns.
Tier 5: Bladestorm Trap
Construct attacks all adjacent enemies each turn for 6 turns.
Traps prepared this way are difficult to detect (17 detection 'power') and disarm (21 disarm 'power') based on your Cunning. They gain +31% effectiveness, and can be deployed without breaking stealth 25% of the time.
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.
Most traps last 9 turns if not triggered, and refund 80% of their stamina cost on expiration.
More designs may be discovered or learned from special instructors in the world. Trap Mastery
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (80% of a turn)
Won't Break Stealth: 100%
Description: Deploy a noisy lure that attracts all creatures within radius 0 to it for 0 turns.
It has 14 life (based on your Cunning) and is very durable, with 0 armor and 60% resistance to non-physical damage.
At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual trap descriptions to see if they are triggered).
Use of this talent will not break stealth. Lure
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You learn new techniques for setting traps.
Deploying one of your traps is possible up to 1 grids from you, takes 0% less time than normal, and has 0% less chance to break stealth. Advanced Trap Deployment
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You prepare an additional trap (up to tier 0) with a special primed trigger that causes it to activate immediately when deployed. (Use this ability to select the trap.)
Not all traps can be prepared this way and each trap can have only one type of preparation.
Known primable designs:
Tier 1: Bear Trap
Deals 38.94 physical damage and pins, slows (30%), and wounds for an additional 38.94 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 47.35 physical damage, reduces accuracy, armour, and defence by 5.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 72.35 physical damage, 50% blind/daze for 3 turns.
A trap with a primed trigger gains +0% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 19% of the time.
Current primed trap: none Trap Priming
| 0/5 |
Psionic / Action at a distance | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 10
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Condensate hot steam around your foes in radius -2, burning them for 13.61 fire damage and applying the wet effect for 4 turns, halving their stun resistances.
The damage will increase with your Mindpower. Condensate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You concentrate your will in a cone in front of you, condensing the air into a tangible, solid form.
Any creatures caught inside take 18.35 physical damage.
Any places with no creatures will be filled with solid air, blocking the way for -22 turns.
The damage will increase with your Mindpower. Solidify Air
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 10
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Call a streak of lightning on your target, dealing 6.12 to 18.35 lightning damage.
If it is wet the lightning propagates to all foes in radius -2, doing the same damage to each.
All affected foes are seared for 4 turns, reducing their fire resistance by 0% and and mind save by 0.
The damage will increase with your Mindpower. Superconduction
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 50
Drains steam: 2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Any time your deal damage with a psionic ability you incur a negative biofeedback in your foes, stacking up to 0 times for 5 turns.
Each stack reduces their physical save by 0, defense and armour by 0.
This effect may only occur once per turn. Negative Biofeedback
| 0/5 |
Corruption / Bone | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 57.80 physical damage to all targets in line, and inflicting bleeding for another 28.90 damage over 5 turns.
The damage will increase with your Spellpower. Bone Spear
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 28
Range: 34
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 0 turns.
The bone will also deal 3.66 physical damage, inflicting bleeding for another 1.83 damage over 5 turns.
The damage will increase with your Spellpower. Bone Grab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 0 for 5.18 physical damage, and inflicting bleeding for another 2.59 damage over 5 turns.
The damage will increase with your Spellpower. Bone Nova
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Vim cost: 8
Range: 5
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fires a bolt of pure filth, diseasing your target with a disease doing 20.23 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 7. The three diseases can stack.
Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
The effect will increase with your Spellpower. Virulent Disease
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: 8
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Make your target's diseases burst, doing 2.78 blight damage for each disease it is infected with.
This will also spread any diseases to any nearby foes in a radius of 0.
The damage will increase with your Spellpower. Cyst Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: All your foes within a radius 1 ball infected with a disease enter a cataleptic state, stunning them for 0 turns and dealing 101% of all remaining disease damage instantly. Catalepsy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infects the target with a very contagious disease, doing 2.27 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
The chance to spread increases with the blight damage dealt and is 100% if it is at least 53% of the target's maximum life.
Creatures suffering from that disease will also suffer healing reduction (28%) and diseases immunity reduction (25%).
Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt. Epidemic
| 0/5 |
Psionic / Gestalt | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You let your mind tap into your steam generators for energy, increasing your Mindpower in proportion to your steam level: 1 when at full steam and 0 when at 0 steam.
Using a psionic talent will feedback into your generators, increasing your Steam power by 1 for your next steamtech talent.
Using a steamtech talent will feedback into psionic focus, increasing your psi level by 0.
The effects increase with your Willpower. Gestalt
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Steam cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Temporarily expand your mind to force your Gestalt upon your foes in a radius of 5. Up to -1 foe(s) will be affected.
The Gestalt will drain each affected foe's powers (physical power, mind power, spell power and steam power) by 2 for 5 turns.
Your own powers will be increased in return by the drained amount (reduced for each additional foe).
In addition for 5 turns you can sense creatures beyond your sight, even through walls in radius 68.
The effects improve with your Mindpower. Forced Gestalt
| 0/5 |
Steamtech / Mechstar | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 6
Steam cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Quickly aggregate particles of metal around your mindstar and focus psionic energies into it.
The metal explodes like shrapnel, knocking back (1 away) and dazing (0 duration) all foes in radius 0. Metalstar
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you fire your metalstar, your also establish a psionic bloodlink with the shrapnel still inside for 0 turns.
Each turn the victims are drained for 1.69 physical damage, half of which heals you (each additional victim healing is reduced by half).
If the victim move more than twice away from the radius of Metalstar (currently 0) the effect stops.
This damage does not break daze and increases with your Steampower. Bloodstar
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your bloodstar effect also burns part of your victim's flesh, dealing 1.69 fire damage.
The intensity of the fire generates steam which you psionically absorb through gestalt, providing 0 steam each turn (each additional victim steam generation is reduced by 66%).
This damage does not break daze and increases with your Steampower. Steamstar
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 4
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Using psionic energies you temporarily alter your blood, turning it into molten iron.
When affected by molten blood all creatures that hit you in melee take 1.14 fire damage, all your resistances are increased by -3% and all new detrimental effects on you have their duration reduced by -12%.
Damage increases with your Steampower.
Molten Iron Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 10
Cooldown: 12
Travel Speed: 200% of base
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Melding psionics with steamtech you create 5 mind drones at your sides that fly towards your target.
If they encounter a creature they will latch on it and bore into its skull for 6 turns, disrupting its thoughts.
Disrupted creatures have 8% chances to fail to use talents and suffer a -115% reduction to fear and sleep immunity. Mind Drones
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: You cleanse your mind of 0 mental debuffs.
Cleansed effects will be randomly sent to closeby foes (range 5, subject to a mental save). Psionic Mirror
| 0/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Turtle for 8 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 43 Constitution, 15 Dexterity and 18 willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution will increase with your Mindpower. Turtle
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Spider for 5 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 15 Dexterity, 10 Strength, 18 Willpower and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Dexterity will increase with your Mindpower. Spider
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You focus yourself on nature, allowing you to summon creatures much faster (150% of a normal summon time) and with no chance to fail from high equilibrium for 1 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1. Frantic Summoning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to take direct control of any of your summons.
The summons will appear on the interface; a simple click on them will let you switch control.
You can also press control+tab to switch.
When taking control, your summon has its lifetime increased by 5 turns, and it takes 0% less damage.
The damage reduction is based on your Cunning. Summon Control
| 0/5 |
Psionic / Slumber | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Puts the target into a deep sleep for 1 turns, rendering it unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber 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.
The damage threshold will scale with your Mindpower. Slumber
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by -13%, and reduces the sleep immunity of your Insomnia effects by -60%.
These effects will be directly reflected in the appropriate talent descriptions.
The damage threshold bonus will scale with your Mindpower. Sandman
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 40
Range: 7
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Enter a sleeping target's dreams for 1 turns. While in the Dreamscape, you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every other turn to defend its mind.
Projections inflict 50% less damage than the original, unless the target has Lucid Dreamer active.
When the Dreamscape ends, for each projection destroyed, the target's life will be reduced by 10% and it will be brainlocked for one turn.
In the Dreamscape, your damage will be improved by 3%.
The damage bonus will improve with your Mindpower. Dreamscape
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 7.00 temporal damage to your strikes.
Additionally you have a -20% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: For the next 2 turns, you recover 1.4 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower. Invigorate
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 8
Description: You now have a -20% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 7.00 temporal damage to enemies in a radius of 1. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 3.50 physical and 3.50 temporal damage to enemies in a radius of 1. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 7.00 physical damage to enemies in a radius of 1. Affected targets will be slowed (30%) for 2 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Weapon Manifold
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 100% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 1 turns.
Breach chance scales with your Spellpower. Breach
| 0/5 |
Chronomancy / Timetravel | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 10
Fixed Cooldown: 3
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Pull a bolt of temporal energy back through time. The bolt will home in on your location, dealing 5.02 temporal damage to targets, and reducing the cooldown of one chronomancy talent on cooldown by one turn per enemy hit.
The bolt gains 5% damage each time it moves and the damage will scale with your Spellpower.
At talent level five cooldowns are reduced by two. Temporal Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 10.11 temporal damage. If your target survives, it may be removed from time for 2 turns.
The damage will scale with your Spellpower. Time Skip
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a temporal echo in a radius of 0 around you. Affected targets take 8.20 temporal damage, as well as up to 7% of the difference between their current life and max life as additional temporal damage.
The additional damage will be divided by the target's rank and the damage scales with your Spellpower. Echoes From The Past
| 0/5 |
Psionic / Focus | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 2
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 9 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 2 squares at the molecular level, setting them ablaze. This does 19.4 fire damage over six turns. Pyrokinesis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 12.3 Lightning damage within radius 1.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 66.85 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 0 and arcane resistance by 6%. Arcane Power
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing 2.15 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower. Arcane Vortex
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 2.94 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 320 total damage.
While the arcane storm rages, you also get 52% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 0/5 |
Chronomancy / Flux | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Create an anomaly, reducing your Paradox by 3. This spell will never produce a major anomaly.
Induced Anomalies may not be held by Twist Fate, nor do they cause held anomalies to trigger. However upon learning Twist Fate you may target Induced Anomalies.
The Paradox reduction will increase with your Spellpower. Induce Anomaly
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: -22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: If Twist Fate is not on cooldown minor anomalies will be held for 1 turns, allowing your spell to cast as normal. While held you may cast Twist Fate in order to trigger the anomaly and may choose the target area.
If a second anomaly occurs while a prior one is held or the timed effect expires the first anomaly will trigger immediately, interrupting your current turn or action.
Paradox reductions from held anomalies occur when triggered.
Current Anomaly: None
Twist Fate
| 0/5 |
Cursed / Fears | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 2% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 1%.
Fear effects improve with your Mindpower. Instill Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of 0 and in sight of you for 5 (non-consecutive) turns, will gain a new fear that lasts for 8 turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%.
You gain 2 new fears: The Terrified effect causes talents and attacks to fail 2% of the time. The Distressed effect reduces all saves by 1.
Fear effects improve with your Mindpower. Heighten Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 0 against foes who attempt to resist your fears.
You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict 3 mind damage. The Tormented effect causes 4 apparitions to manifest and attack the target, inflicting 3 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 2.4
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 581% faster for 2 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 21%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 0. Any creature caught inside will lose up to 2.2% of its current life (1.5% if the target is Elite or Rare, 1.1% if the target is a Unique or Boss, and 0.9% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 6.63 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%. Static Field
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: melee/personal
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 3.81 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 7.36 lightning damage and 7.36 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 1 turns. The blast will ignore the talent user.
The tornado will last for 0 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 1. Any target caught in the area will take 7.36 to 22.07 lightning damage, and have a 21% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 0/5 |
Steamtech / Battle machinery | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Throw a small, unstable steam engine on the battlefield that will go critical after 2 turns.
It will then create an explosion of hot vapour in radius 1, burning all foes for 11.32 fire damage.
Any bleeding foe caught in the flames will take 40% more damage.
Damage scales with your Steampower.
Tick Tock Tick BOOM! Explosive Steam Engine
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Explosive Steam Engine vapour now lingers for 5 turns.
Each turn, bleeding foes inside the cloud will take 3.05 fire damage.
Any steamtech-using creature will also regenerate 0 additional steam per turn while inside the cloud.
Damage scales with your Steampower.
Modern technology at the service of burnination! Lingering Cloud
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Throw a tremor engine on the battlefield that will trigger after 2 turns.
For 5 turns after triggering, it will constantly shake the ground and stun, pin, or disarm any creature in radius 1 for 0 turns.
The ground is mere paper to you! Tremor Engine
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: On its last pulse, your Tremor Engine shakes violently, raising a volcano for 0 turns.
Each turn, the volcano will send out fiery boulders that deal 3.04 fire and 3.04 physical damage.
Damage scales with your Steampower.
All the fury of fire at your disposal! Seismic Activity
| 0/5 |
Spell / Meta | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 0%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 2 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 152, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.09.
You may have up to 2 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 7 turns, are very resilient (21% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
The chance to split increases with your Cunning. Mitosis
| 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: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 0 turns.
This process releases a burst of antimagic, dealing 7.8 Manaburn damage in radius 3.
This talent allows you to restore 0.2 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 1 will be created with 50 life (33% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 70% weapon damage (as Acid). Call of the Ooze
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 0% lower Critical multiplier (but always do at least normal damage).
In addition you gain -37% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 0/5 |
Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 191% weapon damage as Ice damage in a cone of 1. 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
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 0% and your Armour by 1.
You also deal 10.99 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 3 length for 0 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 0.41 damage for each ice wall within radius 0 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 1. Any target caught in the area will take 16.87 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 0/5 |
Technique / Berserker's strength | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter an aggressive battle rage, increasing Accuracy by 5 and Physical Power by 5 and making you nearly unstoppable, granting 1% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker Rage
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Hits the target with your weapon, doing 80% damage. If the attack hits, the target's armour and saves are reduced by 0 for 1 turns.
Also if the target is protected by a temporary damage shield there is 460% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 30, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 7.
Any non-instant, non-movement action will break stealth if not otherwise specified. Stealth
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You know how to make the most out of being unseen.
When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it. (Spell and mind attacks critically strike even if the target notices you.)
Your critical multiplier against targets that cannot see you is increased by up to 0%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
Also, after exiting stealth for any reason, the critical multiplier persists for 3 turns (with no range limitation). Shadowstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have a special affinity for darkness and shadows.
When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by 0.
While stealthed, your life regeneration is increased by 1.3 (based on your Cunning) and your stamina regeneration is increased by 0.0. The regeneration effects persist for 3 turns after exiting stealth, with 5 times the normal life regeneration rate. Soothing Darkness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your mastery of stealth allows you to vanish from sight at any time.
You automatically enter stealth mode, reset its cooldown, and cause it to not break from unstealthy actions for -1 turns. If you were not already stealthed, all enemies in a direct line of sight completely lose track of you.
When your Shadow Dance ends, you must make a stealth check against targets in radius 12 or be revealed. Shadow Dance
| 0/5 |
Cursed / Darkness | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Creeping dark slowly spreads from 2 spots in a radius of 3 around the targeted location. The dark deals 1.60 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Creeping Darkness
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 8 damage. There is a 25% chance the rushing darkness will blind them for 3 turns, and cause them to forget their target.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Dark Torrent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 0 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 2 damage per turn.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Dark Tendrils
| 0/5 |
Spell / Frost alchemy | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 14%.
You cannot have more than one alchemist infusion sustain active at once. Frost Infusion
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 2 turns when they hit it.
This ice provides your golem with 1 additional armour, melee attacks against it deal 1.8 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 0, doing 7.7 Cold damage and freezing creatures to the ground for 2 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by -1% and your physical resistance by 1%.
All direct critical hits (physical, mental, spells) against you have a 0% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 0/5 |
Cursed / Strife | 1.20 |
Effective talent level: 0.0
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 2 turns and vulnerable to attacks. They will lose 1 Armour, 1 Defense and your attacks will gain 6% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 21% (at 0 Hate) to 70% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 2 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 2% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 0/5 |
Wild-gift / Sand drake aspect | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 222% Nature weapon damage.
If the attack brings your target below 18% 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 6%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You slam the ground, shaking the area around you in a radius of 0.
Creatures caught by the quake will be damaged for 130% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: -110
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 1 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 11 of target armor and 6% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%. Burrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 1. Any target caught in the area will take 16.25 physical damage, and will be blinded for 2 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 0/5 |
Spell / Temporal | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (74) is absorbed, or the time runs out (5 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (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 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 4 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
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 5
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 39% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 100% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 2 turns with a power of 15, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 0 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 0.10 health and 0.06 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 3 fire damage on spreading. Devouring Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 / Infernal combat | 1.20 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Vim cost: 15
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Using demonic forces you create a link of pain from a source creature to a victim for 0 turns.
Each time the source creature takes damage the victim takes -20% of the damage.
If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. Link of Pain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Vim cost: 12
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Demon horns temporarily grow on your shield as you bash a foe with it for 100% damage.
If the attack hits the creature is impaled by the horns, causing it to bleed black blood for 50% of the damage done as darkness over 5 turns.
Any time you damage this foe in melee while it bleeds you get healed for 14 (this can only happen once per turn).
The healing power increases with your spellpower. Demon Horns
| 0/5 |
Technique / Archery prowess | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fire a precise shot dealing 193% weapon damage, with 9 increased armor penetration and 100 increased accuracy. This shot will bypass other enemies between you and your target.
Only usable against marked targets, and consumes the mark on hit.
The armor penetration increases with your Dexterity. Headshot
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire countless shots into the sky to rain down around your target, inflicting 60% weapon damage to all within radius 0.
If the primary target is marked, you consume the mark to fire a second volley of arrows for 45% damage at no ammo cost. Volley
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire a disabling shot at a target's throat (or equivalent), dealing 70% weapon damage and silencing them for 0 turns.
If the target is marked, you consume the mark to fire two secondary shots at their arms and legs (or other appendages) dealing 18% damage, reducing their movement speed by 50% and disarming them for the duration.
The status chance increases with your Accuracy. Called Shots
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.20 |
Effective talent level: 0.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 2, its two secondary stats by 1, 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
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 2%, 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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You now gain 0% mind speed while Thought-Form: Bowman is active, 1 Mindpower while Thought-Form: Warrior is active, and 0% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 0/5 |
Psionic / Solipsism | 1.20 |
Effective talent level: 0.0
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert -3% of all damage you receive into Psi damage and -3% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 2.6% (2.4% from character level with the remainder further reduced by 0.2% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 0%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You now substitute 10% of your Mental Save for 10% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 0%). Balance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: For every percent that your Psi pool exceeds 98%, you gain 1% global speed (up to a maximum of +2%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 0%). Exceptional focus on this talent can suppress your solipsism threshold. Clarity
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you take damage, you roll 0% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 0%). Dismissal
| 0/5 |
Steamtech / Avoidance | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You tessellate your cloak with small pieces of metal, providing 1 damage reduction against all attacks.
The myriad metal scraps also help against incoming projectiles, providing a 11% chance of deflecting them to a nearby spot. Automated Cloak Tessellation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: With a gesture of your cloak, you drop a small incendiary device in front of you, creating a wall of thick steam of 3 length that burns creatures passing it for 5.82 fire damage and blocks sight for 5 turns.
At level 5 the action is so perfect that your foes even lose track of you entirely.
Damage increases with your steampower. Cloak Gesture
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Drains steam: 2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Your cloak is lined with an automated health system that activate when no enemies are visible.
When it triggers, you will be healed for 9 life.
At talent level 3, it will also remove one detrimental physical effect.
The system can only trigger once every 13 turns. Embedded Restoration Systems
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 45
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Trigger an array of small mirrors to appear all over your cloak.
The mirrors are positioned to reflect all light shining on you, granting 4 stealth power for 10 turns.
Stealth power increases with your steampower. Cloaking Device
| 0/5 |
Psionic / Psychic Assault | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Sends a telepathic attack, trying to destroy the brains of any target in the beam, doing 10.82 mind damage.
The damage will increase with your Mindpower. Mind Sear
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Inflicts 8.37 mind damage and cripples the target's higher mental functions, reducing cunning by 1 and confusing (5% power) the target for 0 turns.
The damage, cunning penalty, and confusion power will scale with your Mindpower. Psychic Lobotomy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Sends out a blast of telepathic static in a 2 radius, inflicting 8.37 mind damage. This attack can brainlock affected targets.
The damage will increase with your Mindpower. Synaptic Static
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Cripples the target's mind, inflicting 5.26 mind damage and reducing its Mental Save by 1 for 4 turns. This attack always hits, and the mental save reduction stacks.
Against brainlocked targets, the damage and Mental Save reduction will be doubled.
The damage and save reduction will scale with your Mindpower. Sunder Mind
| 0/5 |
Psionic / Augmented striking | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 50% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 8.4 Cold damage and also freeze them for 0 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 50% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 8.37 lightning damage and halving their stun/daze/freeze/pin resistance for 0 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 12.55.
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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 0 and allowing you to siphon excess energy from each weapon hit you land, gaining 0.0 psi per hit. Psi Tap
| 0/5 |
Psionic / Nightmare | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Puts targets in a radius 7 cone into a nightmarish sleep for 0 turns, rendering them unable to act. Every 1 points of damage the target suffers will reduce the effect duration by one turn.
Each turn, they'll suffer 1.68 darkness damage. This damage will not reduce the duration of the effect.
When Nightmare 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.
The damage threshold and mind damage will scale with your Mindpower. Nightmare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Brings the target's inner demons to the surface. Each turn, for 0 turns, there's a 1% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting.
If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early.
The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. Inner Demons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Inflicts 1.51 darkness damage each turn for 1 turns, and has a 3% chance to randomly cause blindness, stun, or confusion (lasting 3 turns).
If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored.
The damage will scale with your Mindpower. Waking Nightmare
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Increases your damage and resistance penetration on sleeping targets by 3%. Additionally, every time you slay a sleeping target, a Night Terror will be summoned for 0 turns.
The Night Terror's stats will scale with your Mindpower, as will the damage bonus to sleeping targets. Night Terror
| 0/5 |
Psionic / Dream Smith | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Smith a hammer from the dream forge and strike a nearby foe, inflicting 140% weapon damage. If the attack hits, it will bring one random Dream Smith talent off cooldown.
At talent level 5, you'll bring a second random talent off cooldown.
The base power, Accuracy, Armour penetration, and critical strike chance of the weapon will scale with your Mindpower.
Current Dream Hammer Stats
Base Power: 16.00 - 24.00
Uses Stats: 120% Wil
Damage Type: Physical
Accuracy is based on willpower for this weapon.
Accuracy Bonus: +0
Armour Penetration: +0
Physical Crit. Chance: +0 Dream Smith's Hammer
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 2
Cooldown: 8
Travel Speed: 1000% of base
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Throw your Dream Hammer at a distant location, inflicting 100% weapon damage on all targets between you and it. After reaching its destination, the Dream Hammer will return, potentially hitting targets a second time.
Learning this talent increases the Accuracy of your Dream Hammer by 0. Hammer Toss
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Crush your enemy with your Dream Hammer, inflicting 100% weapon damage. If the attack hits, the target is stunned for 0 turns.
Stun chance improves with your Mindpower. Learning this talent increases your Physical Power for Dream Hammer damage calculations by 0 and all damage with Dream Hammer attacks by 0%.
Dream Crusher
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Strike the target with a mighty blow from the forge, inflicting 100% weapon damage. If the attack hits, the echo of the attack will lash out at all enemies in a 0 radius.
Learning this talent adds 0.84 mind damage and 0.84 burning damage to your Dream Hammer strikes.
The mind and fire damage will scale with your Mindpower. Forge Echoes
| 0/5 |
Psionic / Distortion | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 5
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fire a bolt of distortion that ignores resistance and inflicts 5.26 physical damage. This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
If the bolt comes in contact with a target that's already distorted, a detonation will occur, inflicting 150% of the base damage in a radius of 0.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
At talent level 5, you learn to shape your distortion effects, preventing them from hitting you or your allies.
The damage will scale with your Mindpower. Distortion Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Creates a distortion wave in a radius 0 cone that deals 5.26 physical damage and knocks back targets in the blast radius.
This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
If the target is already distorted, they'll be stunned for 0 turns as well.
The damage will scale with your Mindpower. Distortion Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Ravages the target with distortion, inflicting 1.68 physical damage each turn for 1 turns.
This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
If the target is already distorted when Ravage is applied, the damage will be increased by 50% and the target will lose one beneficial physical effect or sustain each turn.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower. Ravage
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Create a powerful maelstorm for 1 turns. Each turn, the maelstrom will pull in targets within a radius of 1, and inflict 1.68 physical damage.
This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower. Maelstrom
| 0/5 |
Celestial / Radiance | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 5, even in dark places.
Your vision adapts to this glow, giving you 56% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The light of your Radiance allows you to see that which would normally be unseen.
All enemies in your Radiance aura have their invisibility and stealth power reduced by 17.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 6 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 0.8 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has -5% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: 5
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing 1 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 6 light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns. Judgement
| 0/5 |
Technique / Marksmanship | 1.20 |
Effective talent level: 1.2
Use mode: Passive
Description: Increases Physical Power by 12 and increases weapon damage by 24% when using bows or slings, as well as your reload rate by 0.
In addition, your Shoot has a 15% chance to mark targets on hit.
The mark lasts for 5 turns, grants you visibility of the target (even through walls and other concealment), and causes them to become vulnerable to Headshot, Volley and Called Shots. Master Marksman
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You take advantage of unwary foes (those at or above 90% life). Against these targets, Shoot, Steady Shot and Headshot bleed targets for 0% additional damage over 5 turns and have a 50% increased chance to mark (if capable of marking).
In addition, your Steady Shot, Shoot and Headshot now restore 0.0 stamina on hit. First Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 4
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Fire a shot at the target tile that blinds enemies for 0 turns, marks them for 2 turns and illuminates the area within radius 2 for 1 turns. Enemies within the illuminated area lose 1 defence and stealth power and cannot benefit from concealment.
The status chance increases with your Accuracy, and the defense reduction with your Dexterity. Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enter a state of heightened focus for 1 turns. While in this state your ranged attack speed is increased by -30%, your shots do not consume ammo, and all shots capable of marking have their chance to mark doubled. Trueshot
| 0/5 |
Psionic / Projection | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 1.3 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 1.3 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 13 physical damage and sending them flying.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Kinetic Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 1.3 Fire damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 1.3 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 13 fire damage over several turns.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Thermal Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 1.3 Lightning damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 1.3 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 3 nearby targets, doing up to 13.3 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 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 7.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
Spell / Fire alchemy | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 14%.
You cannot have more than one alchemist infusion sustain active at once. Flame Infusion
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 82
Range: 6
Cooldown: 34
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 2 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 1 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 3.12 fire damage in a radius of 3 each turn for 7 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 40
Travel Speed: 240% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 1%, burning any creatures attacking you for 0.61 fire damage, and projecting 0 random slow-moving fire bolts per turn at targets in sight, doing 2.27 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.00 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 0/5 |
Cursed / Predator | 1.20 |
Effective talent level: 0.0
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 20.5 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +0% damage, while those against the marked sub-type gain +0% damage. Every kill of a marked sub-type gives you an additional +3 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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +0 Accuracy, while those against the marked sub-type gain +1 Accuracy. Melee hits also gain a -0.3% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by -2% and reducing their highest statistic by 0. Subject to your effectiveness against the marked prey, there is a -0.4% chance to outmaneuver your marked type and a -3.3% 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
| 0/5 |
Effective talent level: 0.0
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 1 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
| 0/5 |
Psionic / Absorption | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any physical/acid/nature/temporal attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.5 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any fire/cold/light/arcane attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.5 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any lightning/blight/darkness/mind attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.5 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by -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: 2.4
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: A finishing uppercut that deals 158% damage, and attempts to stun your target for 3 to 6 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
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: A powerful concussive punch that deals 60% weapon damage to your target. If the punch hits, all targets in a radius of 1 will take 3.00 to 14.99 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
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 30
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% 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 92.32 cold damage in a radius of 3.
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
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 30% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 32.22 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 5
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 2 spots in a radius of 3 around the targeted location. The flames deal 2.65 cold damage, and have a chance of freezing.
Damage improves with your Spellpower. Cold Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 18% chance to heal for 1% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 0/5 |
Technique / Grappling | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (80% 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 4 turns. A grappled opponent will be unable to move, take 22 damage each turn, and 14% 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
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Rushes forward and attempts to take the target to the ground, making a melee attack for 10% 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 22 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
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Is: a spell
Description: Fire an arrow for 40% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal 50% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner. Arrow Stitching
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Is: a spell
Description: Over the next 4 turns you'll fire up to 4 arrows at this target from this location, each dealing 50% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: By sending a stream of hot steam over your bullets you overheat them. For the next 0 turns, each bullet will set the target ablaze, making it burn for 5.66 fire damage over 5 turns (most of your shooting talents fire two bullets at once).
Damage will increase with Steampower.
Only one bullet enhancement can be used at once. Overheat Bullets
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 30
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: You swap your bullets for more massive ones for 0 turns.
When striking a creature, these bullets have a 22% chance of knocking it back 3 tiles and a 7% chance of stunning it for 3 turns.
The chances to knockback and stun increase with your Steampower.
Only one bullet enhancement can be used at once. Percussive Bullets
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 40
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: You coat your bullets with flammable materials, for the next 0 turns each bullet will explode when it hits its target, dealing 4.68 fire damage to all foes within radius 2 (most of your shooting talents fire two bullets at once).
Damage will increase with Steampower.
Only one bullet enhancement can be used at once. Combustive Bullets
| 0/5 |
Technique / Reflexes | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 3 projectiles.
In addition, your heightened senses also reduce the speed of incoming projectiles by 31%, and prevents your own projectiles from striking you. Shoot Down
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a -49% chance to fire off a defensive shot off in time to intercept the attack, evading it and dealing 40% archery damage.
This cannot damage the same target more than once per turn. Intuitive Shots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Fixed Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You take close notice of the target for the next 5 turns. If they attempt to use a non-instant talent you react with incredible speed, firing a shot dealing 25% damage that causes the talent to fail and go on cooldown.
This shot is instant, cannot miss, and puts 0 other talents on cooldown for 0 turns. Sentinel
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You put all your focus into escaping combat for 4 turns. While under this effect you gain 510% increased resistance to all damage, 1.9 increased stamina regeneration, immunity to stun, pin, daze and slowing effects and 0% increased movement speed.
This breaks if you make a melee or ranged attack. Escape
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (74) is absorbed, or the time runs out (5 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 8.20 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 |
Wild-gift / Eyal's fury | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You focus the inexorable pull of nature against a single creature, eroding it and allowing it to be reclaimed by the cycle of life.
This deals 6.8 Nature and 6.8 Acid damage to the target, and is particularly devastating against undead and constructs, dealing 25% more damage to them.
The damage increases with your Mindpower. Reclaim
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your devotion to nature has made your body more attuned to the natural world and resistant to unnatural energies.
You gain 2 Spell save, 1.2% Arcane resistance, and -1.4% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 0.2 Equilibrium each turn for 0 turns.
The effects increase with your Mindpower. Nature's Defiance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 8
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You call upon the earth to create a blinding, corrosive cloud in an area of radius 4 for 2 turns.
Each turn, this cloud deals 2.4 acid damage to each foe with a 25% chance to blind and a (13% chance) of burning away one beneficial magical effect.
The damage increases with your Mindpower. Acidfire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift, an antimagic ability and a mind power
Description: You draw deeply from your connection with nature to create a radius 3 storm of natural forces around you for 0 turns.
This storm moves with you and deals 3.5 Nature damage each turn to all foes it hits.
In addtion, it will drain up to 1 Mana, 0 Vim, 0 Positive, and 0 Negative energy from each enemy within it's area every turn, while you restore Equilibrium equal to 10% of the amount drained.
The damage and drain increase with your Mindpower. Eyal's Wrath
| 0/5 |
Cursed / Endless hunt | 1.20 |
Effective talent level: 0.0
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: +0 Accuracy, +5% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +1 Accuracy, +9% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +1 Accuracy, +14% 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
| 0/5 |
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 1 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 8% 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 3% 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 1 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 0/5 |
Cunning / Tactical | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 0% chance to get a free, automatic melee attack against the attacker for 50% damage, up to 1.3 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (80% of a turn)
Description: Increases Defense by 6 for 0 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 6% and reducing their saving throws by 6.
The effects will scale with your Cunning. Set Up
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (80% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of -5%.
Exploit Weakness
| 0/5 |
Spell / Necrotic minions | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 5
Souls cost: 1
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 3 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:
Degenerated skeleton warrior: 33%
Skeleton warrior: 14%
Armoured skeleton warrior: 4%
Skeleton archer: 18%
Skeleton master archer: 3%
Skeleton mage: 8%
Ghoul: 15%
Ghast: 3%
Ghoulking: 1% Create Minions
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 0, and reduces the decay rate of your minions outside the aura by 0%.
At level 3, necrotic minions inside your aura have a 25% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead. Aura Mastery
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by 2, their Armour penetration by 1 and their critical hit chance by 1 for 6 turns.
The effects will increase with your Spellpower. Surge of Undeath
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 14.1 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 7.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower. Weapon of Light
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 90% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 24% weapon damage.
The second strike chance (which increases with distance) is -1.1% at range 2 and -1.1% at the maximum range of 5.
The range will increase with your Strength. Wave of Power
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing -620% of your lost HP as additional Fire damage (up to 12, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take -6% of all damage they deal for 4 turns. Weapon of Wrath
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for -3. Second Life
| 0/5 |
Corruption / Blight | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 4.91 blight damage and removes up to 1 magical or physical effect(s) from any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower. Corrupted Negation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 0% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 2 acid damage in a 4 radius ball. This damage will increase by 1% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower. Corrosive Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 28
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 1.02 blight damage and is poisoned for 4.07 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 |
Technique / Shield defense | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Enter a protective battle stance, increasing Defense by 3, Armour by 3, and Block value by 37. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants 32% resistance to stunning and knockback. Shield Wall
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Smash your shield into the face of all adjacent foes dealing 100% shield damage and knocking them back 0 grids.
In addition, all creatures knocked back will also be dazed for 5 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You brace yourself for the final stand, increasing Defense and Armor by 1, maximum and current life by 16, 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 -16 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 |
Spell / Phantasm | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 7 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 58.31 light damage. Illuminate
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 4 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster fades from sight, granting 1 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 / Corrosive blades | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 12.3 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You gain 1% Acid resistance.
When you deal Nature damage to a creature, you gain a 0.3% bonus to Acid damage for 2 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 0.7%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You focus on a target zone of radius 2 to make up to 2 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 3 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 12.3 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring -3% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 2.6 life regeneration per turn. Acidic Soil
| 0/5 |
Steamtech / Gunner training | 1.20 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: In an overpowering display of marksmanship, you fire your steamgun(s) twice in rapid succession.
Each shot (targeted separately) deals 20% damage and stuns its target for 0 turns.
The stun chance increases with your Steampower. Double Shots
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Steam cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: You fire a special, electrically charged shot with your steamgun(s) at a spot within range.
When each shot reaches its target, it bursts into electrified shrapnel within radius 2, which shocks each target hit and deals 60% weapon damage as lightning.
Shocked targets lose up to 1 non-magical effects (for the first shot that hits).
This talent does not use ammo. Static Shot
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 0.00 mana per turn, and your physical and spell attack speed increases by 0.0%. Shadow Feed
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% 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: 2.4
Use mode: Activated
Stamina cost: 22
Range: 7
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Weapon (80% 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
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 4 and critical chance by 2%.
The effects will increase with your Dexterity. Precise Strikes
| 0/5 |
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 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 7
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 58% of its remaining life (or 237.62, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower. Impending Doom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Absorb up to 25% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
The healing will increase with your Spellpower. Undeath Link
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
All liches gain the following intrinsics:
- Poison, cut, and fear immunity.
- 100% disease and stun resistance.
- 20% cold and darkness resistance.
- No need to breathe.
- Infusions do not work.
Also:
At level 1: -3 to all stats, -10% to all resistances. Such meagre devotion!
At level 2: Nothing.
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration.
At level 7: Your power becomes overwhelming! +12 Magic, Willpower and Cunning, 60% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.
The undead cannot use this talent.
While active, it will drain 4 mana per turn.
Once you die and turn into a Lich you can not invest any more in this talent. Lichform
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 3.71 physical and 3.71 temporal (warp) damage.
The mines are hidden traps (1 detection and 1 disarm power based on your Magic), last for 2 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.
Current Spacetime Folding Range: 3 Warp Mines
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Tether the target to the location for 4 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 3.71 physical and 3.71 temporal (warp) damage to all enemies in a radius of 0 at both the entrance and exit locations.
The damage will scale with your Spellpower. Spatial Tether
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: 3
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 0 and 1 tiles from you and may be stunned, blinded, confused, or pinned for 1 turns.
The chance of teleportion will scale with your Spellpower. Banish
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 4 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 4 turns.
At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
Your mucus will poison all foes crossing it, dealing 13.1 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 1.6 Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration. Mucus
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Calling upon nature, you cause the ground to erupt in an radius 2 acidic explosion, dealing 9.2 acid damage to all creatures and creating mucus in the area.
Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
The damage increases with your Mindpower. Acid Splash
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mucus is brought to near sentience.
Each turn, there is a 9% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 2 turns and will attack any of your foes by spitting slime at them.
You may have up to 1 Mucus Oozes active at any time (based on your Cunning).
Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
The spawn chance increases with your Mindpower. Living Mucus
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You temporarily merge with your mucus, cleansing yourself of 2 physical or magical detrimental effects.
You can then reemerge on any tile within sight and range that is also covered by mucus.
This is quick, requiring only 100% of a turn to perform, but you must be in contact with your mucus. Oozewalk
| 0/5 |
Cunning / Dirty fighting | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You make a low blow against a sensitive point on the target, dealing 192% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 13 and their stun, blind, confusion and pin immunities to 50% of normal for 6 turns.
This effect bypasses saves. Dirty Fighting
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 0% for each disabling effect the target is under, to a maximum of 0%.
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 0% (to a maximum of -1%) 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
| 0/5 |
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 (80% 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 |
Psionic / Psionic fog | 1.20 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 18
Drains steam: 1
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power and a mind power
Description: You concentrate your will to psychoport some of the steam of your generator to a remote location. Each turn steam accumulates there, up to 0 charges.
When you deactivate the effect you release the accumulated psionic and steam energies, instantly switching places with the target location and releasing the charges in a fiery explosion of hot wet steam in radius 4.
The explosion will do 6.01 fire damage, multiplied by 33% (diminutive) for each charge and apply the wet effect.
The effect will fizzle is the charged grid is currently occupied by a creature or not in sight.
The damage will increase with your Steampower. Vaporous Step
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you deactivate Vaporous Step, if the psychoport succeeds you inhale some of the vapours, regenerating 0 steam and 30 life.
The effects will be multiplied by 33% (diminutive) for each charge of Vaporous Step.
The healing done will increase with your Mindpower. Inhale Vapours
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Steam cost: 30
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Using the steam of your generators you shape it into a psionic fog that lasts 0 turns. Any foes caught inside will take 2.56 damage per turn and be seared, reducing their fire resistance by 0% and and mind save by 0.
The damage will increase with your Mindpower. Psionic Fog
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
In addition all acid damage you do is increased by 14%.
You cannot have more than one alchemist infusion sustain active at once. Acid Infusion
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 2 turns when they hit it.
While coated, any melee hit agaist your golem has a 20% chance to trigger a radius 4 cone of acid towards the attacker that does 3.1 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 1.6 Acid damage each turn for 2 turns.
All creatures caught in the mire will also suffer a -3% slowness effect.
The damage will increase with your Spellpower. Caustic Mire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Acid errupts all around your target, dealing 13.1 acid damage.
The acid attack is extremely distracting, and may remove up to 1 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower. Dissolving Acid
| 0/5 |
Cursed / Shadows | 1.20 |
Effective talent level: 0.0
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 1 level 1 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 0), Blindside their opponents (level 0), and Phase Door from place to place.
Shadows ignore 0% of the damage dealt to them by their master. Call Shadows
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain -12% extra Accuracy and -18% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 0, 0% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (8 turn cooldown). Shadow Warriors
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 0 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 0, 0% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 0, 0% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 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 |
Technique / Duelist | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Your offhand weapon damage penalty is reduced to 30%.
Up to 2.2 times a turn, you have a 28% chance to parry up to 0 damage (based on your offhand weapon damage) from a melee or ranged attack. The number of parries increases with your Cunning. (A fractional parry has a reduced chance to succeed.)
A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes. It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar. Dual Weapon Mastery
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The flow of battle invigorates you, allowing you to press your advantage as the fight progresses.
Up to once each per turn, while dual wielding, you may:
Riposte -- If a melee or archery attack misses you or you parry it, you instantly restore -0.0 stamina and gain 3% of a turn.
Recover -- On performing a critical strike with your offhand weapon, you instantly restore -0.0 stamina. Tempo
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Make a cunning feint that tricks your target into swapping places with you. While moving, you take the opportunity to trip them, pinning and dazing them for 2 turns.
Switching places distracts your foes and allows you to improve your defenses: For 1 turns, Dual Weapon Mastery yields one extra parry each turn and you are -18% less likely to miss your parry opportunities.
The chance to pin and to daze increases with your Accuracy Feint
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Exploiting a gap in your target's defenses, you make a lethal strike with your offhand weapon for 180% damage that causes them to drop their weapon, disarming them for -1 turns.
Tempo will reduce the cooldown of this talent by 1 turn each time it is triggered defensively.
The chance to disarm increases with your Accuracy. Lunge
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Is: a spell
Description: Attack with your melee weapons for 110% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 1 turns.
Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots. Additionally you may use the Attack talent in a similar manner. Warp Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 40% damage. Then teleport next to a second random enemy, attacking for 40% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 7.76 fire damage per melee attack and increasing all fire damage dealt by 3%.
Each hit will also regenerate 0.80 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 2% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 0 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 0%.
Each hit will also regenerate 0.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 0.
The stat increase will improve with your Spellpower. Inner Power
| 0/5 |
Celestial / Eclipse | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 5% for 1 turns, and reduces the cooldown of all Celestial skills by 3.
The resistance penetration will increase with your Cunning. Totality
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 0 targets within radius 6, doing 2.27 light damage or 2.27 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This powerful spell grants you 5 bonus invisibility, but converts 6 negative energy into positive energy each turn. Once your positive energy exceeds your negative energy, or you deactivate the talent, the effect ends in an explosion of light, converting all of your positive energy into damage and inflicting an additional 2.95 damage to everything in a radius of 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: 2.4
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 35% 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 Arcane Combat
| 2/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.00 of your Magic (current bonus: 0).
Each time you crit with a melee blow, you will unleash a radius 1 ball of either fire, lightning or arcane damage, doing 14.70.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 0/5 |
Spell / Explosive admixtures | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Grants 0% 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 0%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 1.00 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 |
Corruption / Sanguisuge | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Range: 6
Cooldown: 9
Travel Speed: 1500% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fires a bolt of blight, doing 62.45 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Spellpower. Drain
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 5
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Absorbs the life force of your foes as you kill them.
As long as this talent is active, vim will decrease by 0.5 per turn and increase by 0.0 for each kill of a non-undead creature (in addition to the usual increase based on Willpower). Absorb Life
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 2/5 |
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 (80% of a turn)
Description: Using your deep knowledge of anatomy, you strike a target in a vital pressure point for 20% 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 90% 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 |
Spell / Aether | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 5.50 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 2 random arcane explosions in the target area.
Each explosion does 6.65 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 47
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 3 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
| 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 Pure Aether, increasing all your arcane damage by 0.0% and ignoring 1% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 0/5 |
Wild-gift / Summoning (distance) | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Ritch Flamespitter for 8 turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar.
It will get 42 Willpower, 38 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower. Ritch Flamespitter
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a 3-headed Hydra for 5 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 15 Willpower, 10 Constitution and 18 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower will increase with your Mindpower. Hydra
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Rimebark for 5 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 15 Willpower, 15 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower. Rimebark
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Fire Drake for 2 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath.
It will get 15 Strength, 20 Constitution and 38 Willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Constitution will increase with your Mindpower. Fire Drake
| 0/5 |
Celestial / Sunlight | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 33.77 damage to the target and leaving a spot on the ground for 4 turns that does 16.42 light damage to anyone within it.
The damage dealt will increase with your Spellpower. Searing Light
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -15
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes the Sun to cause a flare within radius 0, blinding your foes for 0 turns and lighting up your immediate area (radius 0).
At level 3 it will also do 1.99 light damage within radius 0.
The damage done will increase with your Spellpower. Sun Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -20
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call forth the Sun to summon a fiery beam, burning all targets in a line for 6.08 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 0/5 |
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: Conjures a furious burst of Sunlight, dealing 4.82 light damage to all around you in a radius of 3.
The damage done will increase with your Spellpower. Sunburst
| 0/5 |
Spell / Water | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 9.48 cold damage in a radius of 3 each turn for 4 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower. Glacial Vapour
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 0 turns and damaging it for 5.70.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 1.16 cold damage and 1.16 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 4 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 0, gain 15% resistance to cuts and stuns, gain 7% cold resistance, and all cold damage heals you for 65% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 0/5 |
Cursed / Rampage | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a terrible rampage for 5 turns (up to a maximum of 8 turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50% chance) when you are hit for more than 8% of your max life.
Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
Rampage Bonus: +66% movement speed.
Rampage Bonus: +11% attack speed Rampage
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 3 damage each turn during your rampage. If you shrug off more than 14 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength. Tenacity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While rampaging, you slam up to 2 adjacent opponents, stunning them for 2 turns and damaging them for between 3 and 6 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power. Slam
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Destroys one of your summons, making it detonate in radius of 0.
- Ritch Flamespitter: Explodes into a fireball
- Hydra: Explodes into a ball of lightning, acid or poison
- Rimebark: Explodes into an iceball
- Fire Drake: Generates a cloud of fire
- War Hound: Explodes into a ball of physical damage
- Jelly: Explodes into a ball of slowing slime
- Minotaur: Explodes into a sharp ball, cutting all creatures
- Stone Golem: Knocks back all creatures
- Turtle: Grants a small shell shield to all friendly creatures
- Spider: Pins all foes around
In addition, a random summon will come off cooldown.
Hostile effects will not hit you or your other summons.
The effects improve with your Willpower. Detonate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 0 turns. Phase Summon
| 0/5 |
Spell / Fire | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 91.90 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% 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 7.66 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: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% 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 11.85 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: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 2.61 fire damage in a radius of 5 each turn for 2 turns.
The damage will increase with your Spellpower. Inferno
| 0/5 |
Cursed / Force of will | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 8 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 14%)
Damage increases with your Mindpower. Willful Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50% of incoming damage with the force of your will, up to 11 damage. The barrier charges at a rate of 1/-115 of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 14%)
The maximum damage deflected increases with your Mindpower. Deflection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 1 in all directions. The blast causes 9 damage and 2 knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 14%)
Damage increases with your Mindpower. Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 2 turns you strike 1 (0% chance for 2) nearby target(s) within range 5 doing 4 damage and 2 knockback. The number of extra strikes increases at higher talent levels.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 14%)
Damage increases with your Mindpower. Unseen Force
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