| Technique / Archery - bows | 1.20 |
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 100% damage. Piercing Arrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 120% damage
This talent does not use any stamina. Dual Arrows
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 13.4
Range: 10
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of darkness, doing 73.85 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: 50.4
Range: 6
Cooldown: 18
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 1.31 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: 67.2
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 12.11 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 |
| Celestial / Star fury | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Negative energy cost: 10.6
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 61.59 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15.9
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 2.97 darkness damage, and leaves a radius 3 field that does 1.01 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: -10.6
Negative energy cost: -21.2
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: 21.2
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 7.20 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 and damage resistance.
Increases all damage resistance by 0%; increases Armour value by 5, Armour hardiness by 30%, and reduces chance to be critically hit by 10% when wearing heavy mail or massive plate armour; and increases healing factor by 0%.
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: 44.8
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 |
| Celestial / Sun | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Positive energy cost: -17
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 65.4 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: -21.2
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 2.0 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: -15.9
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 |
| Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Increases Physical Power by 24, and increases weapon damage by 35% 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
| 2/5 |
| 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 (100% 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 |
| 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 59.27 physical damage to all targets in line.
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 3.81 physical damage.
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 5.36 physical damage.
The damage will increase with your Spellpower. Bone Nova
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 12, its two secondary stats by 6, 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
| 2/5 |
| 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 |
| Technique / Two-handed assault | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 8.5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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: 31.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 |
| 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 mind power and a nature gift
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 mind power and a nature gift
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 11.61 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 mind power and a nature gift
Description: Spit a cloud of flames, doing 2.29 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 mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 1. Any target caught in the area will take 19.03 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 |
| Psionic / Focus | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Psi cost: 11.2
Range: 4
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 69 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 22.4
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 20.0 fire damage over six turns. Pyrokinesis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 16.8
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 12.7 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 |
| Technique / Unarmed discipline | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you avoid a melee blow while unarmed, you have a 0% chance to throw the target to the ground. If the throw lands, the target will take 2.26 damage and be dazed for 2 turns, or 3.71 damage and be stunned for 2 turns if the target is grappled. You may attempt up to 0.8 throws per turn.
The chance of throwing increases with your Accuracy, the damage scales with your Physical Power, and the number of attempts with your Strength and Dexterity. Defensive Throw
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.1
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attack your foes in a frontal arc with a roundhouse kick, which deals 8.10 physical damage and knocks your foes back.
This will break any grapples you're maintaining, and the damage will scale with your Physical Power. Roundhouse Kick
| 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 attack against the attacker for 50% damage, up to 1.3 times per turn.
Unarmed fighters using it do consider it a strike for the purpose of stance damage bonuses (if they have any), and will have a damage bonus as a result.
Armed fighters get a normal physical attack.
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: 12.7
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (80% of a turn)
Description: Increases Defense by 6 for 0 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 6% and reducing their saving throws by 6.
The effects will scale with your Cunning. Set Up
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (80% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of -5%.
Exploit Weakness
| 0/5 |
| Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 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 mind power and a nature gift
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 mind power and a nature gift
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 0% and your Armour by 1.
You also deal 11.03 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 mind power and a nature gift
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 0.43 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 mind power and a nature gift
Description: You breathe ice in a frontal cone of radius 1. Any target caught in the area will take 14.95 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 0/5 |
| Cunning / Stealth | 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 26, 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. Stealth
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When striking from stealth, the attack is automatically critical if the target does not notice you just before you land it.
Shadowstrikes do +0.00% damage versus a normal critical hit up to 3 grids away and then disminishes to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Shadowstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned how to be stealthy even when in plain sight of your foes. You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 0.00 times your stealth power (currently 0) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent. Hide in Plain Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are able to perform usually unstealthy actions (attacking, using objects, ...) without breaking stealth. When you perform such an action while stealthed, you have a chance to stay hidden. Success is more likely against fewer opponents and is determined by comparing 0.00 times your stealth power (currently 0) to the stealth detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you.
Your base chance of success is 100% if you are not directly observed, and good or bad luck may also affect it. Unseen Actions
| 0/5 |
| Cursed / Rampage | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Hate cost: 16.8
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: +209% movement speed.
Rampage Bonus: +33% attack speed Rampage
| 2/5 |
| 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 12 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: 3.4
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 |
| Technique / Tireless Combatant | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Any time you do not have an opponent in a square adjacent to you, you gain 3.3 Stamina regeneration. With the third talent point, you also gain an equal amount of life regen when Breathing Room is active. Breathing Room
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Control your movements to conserve your energy. While this talent is activated, you are globally slowed by 30.0%, and your fatigue is decreased by 0% (to a minimum of 0%). Pace Yourself
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When the going gets tough, you get tougher. You gain 0.0 Stamina regen per enemy in sight, and beginning with the third talent point, you also gain 0.0 life regen per enemy. The bonuses cap at 4 enemies. Dauntless Challenger
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: For each turn you spend stamina, you gain 0.0% resist all and 0.0% all resistances cap for 3 turns. The buff stacks up to 5 times, and each new application refreshes the duration.
Additionally, at the fifth talent point, Breathing Room and Dauntless Challenger are 20% more effective. The Eternal Warrior
| 0/5 |
| Cursed / Strife | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Hate cost: 4.5
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 4 turns and vulnerable to attacks. They will lose 5 Armour, 8 Defense and your attacks will gain 29% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.5
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 mind power and a nature gift
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 mind power and a nature gift
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 mind power and a nature gift
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 mind power and a nature gift
Description: You breathe sand in a frontal cone of radius 1. Any target caught in the area will take 14.40 physical damage, and will be blinded for 2 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 0/5 |
| Wild-gift / Ooze | 1.20 |
Effective talent level: 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 mind power and a nature gift
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 329, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.10.
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 mind power and a nature gift
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 8.0 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 mind power and a nature gift
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 107 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 |
| Technique / Buckler Training | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Description: Allows shields to be equipped, using Cunning instead of strength as a requirement.
When you are attacked in melee, you have a 12% chance to deflect the attack with your shield, completely evading it.
The chance to deflect increases with your Cunning. Buckler Expertise
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Bash an enemy in melee range with your shield (twice for talent level 5 or more), doing 100% damage and knocking them back 2 squares. You may then follow with a deadly short-range sling attack, dealing 150% damage. The shield bash will use Dexterity instead of Strength for the shield's bonus damage. Bash and Smash
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you are hit by a projectile, physical or otherwise, you have a -5% chance to deflect it up to 1 squares away. At talent level 5, your Bash and Smash shield hit is a guaranteed critical. Buckler Mastery
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
Effective talent level: 2.4
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 5 bonus to Armour.
The bonus to Armour will increase with your Spellpower. Stone Skin
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 1.
The beam also affect any creatures in its path, dealing 13.33 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 7.92 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: 56
Range: 7
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 9.60 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
| Psionic / Augmented striking | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 11.2
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 8.6 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: 11.2
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 8.62 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 12.93.
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 / Voracity | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 19
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 2 by 16% (max 19%) for four turns, draining 5.7 (max 16.5) stamina from each.
You replenish 7 (max 22) 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
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
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 2.8 (max 8.3) 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
Psi cost: 0
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 2.8 (max 8.3) 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 |
| Psionic / Solipsism | 1.20 |
Effective talent level: 2.4
Use mode: Passive
Psi cost: 0
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 32% of all damage you receive into Psi damage and 32% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 7.7% (2.4% from character level with the remainder further reduced by 5.4% 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 20%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 2/5 |
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 20%). 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 20%). 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 20%). Dismissal
| 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 mind power, a nature gift 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 43 Willpower, 39 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 mind power, a nature gift 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 mind power, a nature gift 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 mind power, a nature gift 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 / 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: 21.2
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 |
| Celestial / Crusader | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: -7.4
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: 21.2
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 3.69 light damage over 5 turns and reducing opponents armour by 0.
The damage increases with your Spellpower. Righteous Strength
| 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 3.59 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 2.66, 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: 28
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 |
| Cunning / Called Shots | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 10.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Strike your opponent in the knee (or other critical point in an ambulatory appendage) for 178% weapon damage, knocking them down (1 turn pin) and slowing their movement by 37% for 3 turns afterwards.
This shot will bypass other enemies between you and your target.
The slow effect becomes more powerful with your Cunning. Kneecapper
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 37.1
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Employ a specialized sniping shot at a target.
This shot is focused on precision at long range and deals base 30% ranged damage with a bonus that increases with distance.
The ranged bonus is -50% (penalty) at point blank range, while at your maximum range of 1 it is -50%.
This shot will bypass other enemies between you and your target. Kill Shot
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 33.6
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 94.28 cold damage in a radius of 3.
The damage will increase with your Spellpower. 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 32.50 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: 44.8
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 2.74 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 / Shield defense | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Enter a protective battle stance, increasing Defense by 12 and Armour by 15 at the cost of -20% physical damage. The Defense and Armor increase is based on your Dexterity.
It also grants 32% resistance to stunning and knockback. Shield Wall
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away 0 grids.
In addition, all creatures knocked back will also be dazed for 5 turns.
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: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: You brace yourself for the final stand, increasing Defense by 5, maximum and current life by 8, 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 -8 life; however below 0 life you can not see how much you have left.
The increase in Defense is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 0/5 |
| Technique / Grappling | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 5.3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger then yourself for 4 turns. A grappled opponent will be unable to move, take 23 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: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 21 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 |
| Cunning / Trapping | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (80% of a turn)
Description: Project a noisy lure for 1 turns that attracts all creatures in a radius 0 to it.
At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual traps to see if they are triggered).
Use of this talent will not break stealth. Lure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Range: 10
Cooldown: 15
Travel Speed: 1000% of base
Usage Speed: Combat (80% of a turn)
Description: Throws a vial of sticky smoke that explodes in radius 0 on your foes, reducing their vision range by 1 for 5 turns.
Creatures affected by smoke bomb can never prevent you from stealthing, even if their proximity would normally forbid it.
Use of this will not break stealth. Sticky Smoke
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.20 |
Effective talent level: 2.4
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 11 and arcane resistance by 12%. Arcane Power
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
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 8.80 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 39.2
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 2.20 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 2600 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 / Stasis | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 48
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 (75) 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 8.40 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 |
| Technique / Combat veteran | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.20 |
Effective talent level: 2.4
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 82% 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
| 2/5 |
| 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 |
| Technique / Shield offense | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 8.5
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: 17
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (80% of a turn)
Description: Hits the target with your shield, doing 100% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 100% base damage each. Assault
| 0/5 |
| Cursed / Fears | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Hate cost: 9
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 18% 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 12%.
Fear effects improve with your Mindpower. Instill Fear
| 2/5 |
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 |
| Spell / Necrotic minions | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 5.6
Soul 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 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50.4
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 |
| 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 mind power, a nature gift 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 45 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 mind power, a nature gift 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 mind power and a nature gift
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 |
| Cursed / Darkness | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Hate cost: 9
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 13 damage, 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 +9% damage to anything that has entered your creeping dark. Creeping Darkness
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9
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 +9% damage to anything that has entered your creeping dark. Dark Torrent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 11.2
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 +9% damage to anything that has entered your creeping dark. Dark Tendrils
| 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 mind power and a nature gift
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 90.09 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 mind power and a nature gift
Description: Exhale a mist of lingering acid, dealing 2.69 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 mind power and a nature gift
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 mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 1. Any target caught in the area will take 15.50 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 |
| Cursed / Predator | 1.20 |
Effective talent level: 2.4
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 18.6 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +10% damage, while those against the marked sub-type gain +23% damage. Every kill of a marked sub-type gives you an additional +7 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
| 2/5 |
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 lastest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 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: 31.8
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 |
| Cursed / Gloom | 1.20 |
Effective talent level: 2.4
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 11% 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: +3). Gloom
| 2/5 |
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: +3). 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: +3). Dismay
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 23.3
Range: 7
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage.
If the attack hits, the target is dazed for 3 turns.
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 (100% 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: 10.6
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: 26.5
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 |
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: The line between life and death blurs for you; you can only die when you reach -177 life.
However, when below 0 HP, you cannot see how much life you have left. Blurred Mortality
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 78.4
Range: 7
Cooldown: 30
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 100%, and will take 58% of its remaining life (or 238.42, 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: 39.2
Range: melee/personal
Cooldown: 20
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.
- 50% 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. Fear my power!
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 |
| Corruption / Shadowflame | 1.20 |
Effective talent level: 2.4
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 6 turns.
Also increases your defense and armour by 12 and 10, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 2/5 |
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 4.71 fire damage and 4.71 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: 90
Drain vim:
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 4.53 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 damage will increase with your Spellpower. Fearscape
| 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 46.36 blight damage.
Each creature hit has a 52% chance of being infected by a random disease, doing 54.00 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 9.24 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 8.09 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 |
| 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 mind power, a nature gift 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 48 Strength, 48 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 mind power, a nature gift 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 mind power, a nature gift 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 mind power, a nature gift 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 |
| Spell / Air | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 11.2
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 35.36 to 106.07 damage
The damage will increase with your Spellpower. Lightning
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
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 2.64 to 7.92 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 2.69 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 |
| Cursed / Shadows | 1.20 |
Effective talent level: 2.4
Use mode: Sustained
Hate cost: 0
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 6 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 2), Blindside their opponents (level 2), and Phase Door from place to place. Call Shadows
| 2/5 |
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
Hate cost: 0
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.
This talent has no cost. Focus Shadows
| 0/5 |
| Cursed / Punishments | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Hate cost: 5.6
Range: 2
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 65 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 20%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 13.4
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 2 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: 5.6
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 5 on the last turn (14 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 |
| Cunning / Dirty fighting | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Stamina cost: 10.6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You hit your target doing 55% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 5 turns.
Stun chance increase with your Accuracy.
If you fail to stun the target (or if it shrugs off the effect), you quickly recover; the use of the skill does not take a turn. Dirty Fighting
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Using a series of tricks and maneuvers, you switch places with your target.
Switching places will confuse your foes, granting you Evasion (50%) for 0 turns.
While switching places, your weapon(s) will connect with the target; this will not do weapon damage, but on hit effects of the weapons can trigger. Switch Place
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You hit your target, doing 100% damage. If your attack connects, the target is crippled for 0 turns, losing 22% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 0/5 |
| Chronomancy / Blade Threading | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Attack with your melee weapons for 165% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 4 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
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 / Fire | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 13.4
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 93.98 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: 33.6
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 7.92 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: 44.8
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 12.11 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: 112
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 2.69 fire damage in a radius of 5 each turn for 2 turns.
The damage will increase with your Spellpower. Inferno
| 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 mind power and a nature gift
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 mind power and a nature gift
Description: Generate an electrical field around you in a radius of 0. Any creature caught inside will lose up to 2.3% of its current life (1.5% if the target is Elite or Rare, 1.2% 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 6.84 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 mind power and a nature gift
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 3.96 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 7.61 lightning damage and 7.61 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 mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 1. Any target caught in the area will take 6.52 to 19.57 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 |
| 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 a melee weapon to focus your spells, granting a 36% chance per melee attack to deliver a Flame, Lightning or Earthen Missiles spell as a free action on the target.
When using a shield the chance is reduced by one fourth.
When dual wielding or using a shield the chance is halved for each weapon.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not cooling down.
The chance increases with your Cunning. 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 Physical Power by 0.
Each time you crit with a melee blow, you will unleash a radius 1 ball of either fire, lightning or arcane damage, doing 15.40.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 0/5 |
| Chronomancy / Speed Control | 1.20 |
| 2/5 |
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 0 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 0.77 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 1.
At level 3, it will also reduce Armour by 1 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 0/5 |
| Spell / Aether | 1.20 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
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 5.64 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: 56
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 6.82 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: 67.2
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% 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 |
| Spell / Meta | 1.20 |
Effective talent level: 2.4
Use mode: Activated
Mana cost: 44.8
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 3 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.20 |
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Double Archery (40% of a turn)
Description: Fire off a quick sling bullet for 40% damage, at double your normal attack speed. Moving lowers the cooldown by 1. Swift Shot
| 0/5 |
| 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 activated, your basic Shot talent now fires 3 sling bullets, each dealing 10% Ranged damage, at a cost of 26 Stamina per attack. Bombardment
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 4.
The Defense bonus scales with your Dexterity. At talent levels higher than 5, you may parry melee attacks with your offhand weapon (except mindstars).
(You currently have a 0% chance to deflect up to 0 damage (0% of your offhand weapon damage) from approximately 0.5 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 0/5 |
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 have learned to hit the right spot, increasing your armor penetration by 4 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: When dual wielding, increases attack speed by 0%, but drains stamina quickly (-6 stamina/turn). Momentum
| 0/5 |
| Technique / Archery - slings | 1.20 |
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire a shot into your target's eyes, blinding it for 0 turns and doing 100% damage.
The blind chance increases with your Accuracy. Eye Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire a mighty shot at your target, doing 100% damage and knocking it back.
The knockback chance increases with your Accuracy. Inertial Shot
| 0/5 |
| 0/5 |
| 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 mind power and a nature gift
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 mind power and a nature gift
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 |
| 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 4.36% greater chance to be critical hits, and your critical hits do 14.4% more damage.
Also, when using 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: 15.9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You hit your target, doing 80% damage. If your attack hits, you gain 1 armour penetration for 0 turns.
The APR will increase with your Cunning. Deadly Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: For 3 turns, you put all your will into your blows, adding 22 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |