| Celestial / Sun | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -16.5
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 260.8 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 4 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -20.6
Range: 9
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 73.1 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
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 12%.
Each time you crit with a physical attack or a spell you have 78% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -15.5
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 33%, your spell cooldowns are reduced by 39%, and you cannot take more than 67% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 5/5 |
| Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases Physical Power by 60, and increases weapon damage by 55% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (90% 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 31% critical chance and critical strike power while you take 31% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 5/5 |
| Technique / Two-handed assault | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8.2
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Hits the target with your weapon, doing 155% damage. If the attack hits, the target is stunned for 7 turns.
The stun chance increases with your Physical Power. Stunning Blow
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Spin around, extending your weapon and damaging all targets around you for 217% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 112% damage over 5 turns Death Dance
| 5/5 |
| 5/5 |
| Psionic / Discharge | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain feedback cost: 0
Range: 7
Cooldown: 12
Travel Speed: 1000% of base
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Unleash your subconscious on the world around you. While active, you fire up to 5 bolts each turn (one per hostile target) that deal 79.43 mind damage. Each bolt consumes 5 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per 14 excess Feedback per target), but no more then 5 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Activate to invert your Feedback decay for 10 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
| 5/5 |
Effective talent level: 6.0
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 58.89, whichever is lower.
This effect can only happen once per creature per turn.
The damage will scale with your Mindpower. Backlash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Feedback cost: 26.6
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus your mind on a single target, diverting all offensive Discharge talent effects to it for 7 turns. While this effect is active, all Discharge talents gain 39% critical power.
If the target is killed, the effect will end early.
The damage bonus will scale with your Mindpower. Focused Wrath
| 5/5 |
| Wild-gift / Fire drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 6 up to 3 tiles away and damaging them for 165% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7.
The sound wave is so strong, your foes also take 208.98 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 63.35 fire damage in a radius of 5 each turn for 9 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 445.35 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath
| 5/5 |
| Technique / Bloodthirst | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 23% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 14%.
The daze chance increase with your Physical Power. Mortal Terror
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by 12%, your life regeneration by 5.57 per turn, and your stamina regeneration by 1.11 per turn for 10 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 27.85 and 5.57 each turn, respectively. Bloodbath
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 123.7
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You enter a battle frenzy for 7 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain 20% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 5/5 |
| Corruption / Infernal combat | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10.3
Vim cost: 15
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Using demonic forces you create a link of pain from a source creature to a victim for 8 turns.
Each time the source creature takes damage the victim takes 82% of the damage.
If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. Link of Pain
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Vim cost: 12
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Demon horns temporarily grow on your shield as you bash a foe with it for 234% damage.
If the attack hits the creature is impaled by the horns, causing it to bleed black blood for 50% of the damage done as darkness over 5 turns.
Any time you damage this foe in melee while it bleeds you get healed for 158 (this can only happen once per turn).
The healing power increases with your spellpower. Demon Horns
| 5/5 |
| Spell / Air | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10.6
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 162.15 to 486.45 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 42.5
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 112.11 to 336.34 damage and forking to another target.
It can hit up to 8 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 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 117 and increasing defense against projectiles by 30.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 29% movement speed and removes 15 fatigue. Feather Wind
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 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 6 of your foes for 1 to 103.87 damage in a radius of 1.
This powerful spell will drain 7.50 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 5/5 |
| Technique / Buckler Training | 1.20 |
Effective talent level: 6.0
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 25% chance to deflect the attack with your shield, completely evading it.
The chance to deflect increases with your Cunning. Buckler Expertise
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Bash an enemy in melee range with your shield (twice for talent level 5 or more), doing 210% damage and knocking them back 3 squares. You may then follow with a deadly short-range sling attack, dealing 314% damage. The shield bash will use Dexterity instead of Strength for the shield's bonus damage. Bash and Smash
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you are hit by a projectile, physical or otherwise, you have a 42% chance to deflect it up to 4 squares away. At talent level 5, your Bash and Smash shield hits are guaranteed criticals. Buckler Mastery
| 5/5 |
| 5/5 |
| Spell / Earth | 1.40 |
Effective talent level: 7.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 25 bonus to Armour.
The bonus to Armour will increase with your Spellpower. Stone Skin
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 15.9
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5.
The beam also affect any creatures in its path, dealing 426.92 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 42.5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 341.05 physical damage in a radius of 9. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 53.1
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 14 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 347.62 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 5/5 |
| Psionic / Voracity | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw kinetic energy from your surroundings to replenish your Psi.
This will slow all targets within radius 4 by 18% (max 23%) for four turns, draining 16.8 (max 50.3) stamina from each.
You replenish 11 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Kinetic Leech
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw thermal energy from your surroundings to replenish your Psi.
This will freeze all targets within radius 4 for 3 (max 5) turns, and deal 60.5 (max 181.4) Cold damage.
You replenish 11 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The damage and the strength of these effects increases as your Psi depletes and with your Mindpower. Thermal Leech
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 55.0 (max 164.9) Lightning damage to all targets around you within radius 4, and has a 40% (max 62%) chance to daze them for 3 turns.
You replenish 11 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Charge Leech
| 5/5 |
| 5/5 |
| Corruption / Brutality | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20.6
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target twice, doing 137% weapon damage each hit. You gain life equal to 23% of the damage dealt, and you gain 24 vim for each attack that hits. Draining Assault
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Vim cost: 30
Range: 6
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Send out a claw of fire, striking in a line doing 39.95 damage leading to a target. The target is caught in the claw's grasp, taking 147% weapon damage as fire damage and becoming unable to move for 5 turns, while also taking 39.95 damage per turn.
Starting from talent level 4, it will also silence.
The beam damage and damage over time will increase with your Spellpower. Fiery Grasp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 45.4
Vim cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target doing 319% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. Reckless Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You revel in the heat of battle. Whenever an enemy damages you within melee range, you have a 45% chance to counter with an attack for 78% weapon damage.
You get once chance to deal this damage to a particular target each turn. Share the Pain
| 5/5 |
| Technique / Shield offense | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8.2
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (54% of a turn)
Description: Hits the target with two shield strikes, doing 194% and 241% shield damage. If it hits a second time, it stuns the target for 4 turns.
The stun chance increases with your Accuracy and your Strength. Shield Pummel
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 16.5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (54% of a turn)
Description: Hits the target with your shield, doing 167% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 155% base damage each. Assault
| 5/5 |
| Cursed / Gloom | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 17% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: +23). Gloom
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 17% chance to be crippled by fear for 3 turns, reducing damage they inflict by -29%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: +23). Weakness
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 8.6% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +23). Dismay
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -7.2
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 241% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 23% and their damage reduced by 18% for 5 turns. Absorption Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 20.6
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 55% of the damage done. Mark of Light
| 5/5 |
Effective talent level: 6.0
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 11%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 17%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 136.21 light damage over 5 turns and reducing opponents armour by 34.
The damage increases with your Spellpower. Righteous Strength
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every 15 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in 15 turns.
Your hounds inherit your increased damage percent, have 27% physical resistance and 100% temporal resistance, and are immune to teleportation effects.
Hounds will get, 92 Strength, 92 Dexterity, 92 Constitution, 92 Magic, 92 Willpower, and 92 Cunning, based on your Magic stat. Temporal Hounds
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Command your Temporal Hounds to teleport to the targeted location. If you target an enemy your hounds will set that enemy as their target.
When you learn this talent, your hounds gain 41 defense and 41% resist all after any teleport.
At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
The teleportation bonuses scale with your Spellpower. Command Hounds: Blink
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your hounds can now survive for up to 3 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 52 life per turn and increase their global speed by 53% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain 55% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 240.63 temporal damage and reducing the three highest stats of all targets in a radius 6 cone.
Affected targets will have their stats reduced by 17 for 3 turns. You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
When you learn this talent, your hounds gain 55% temporal damage affinity. Command Hounds: Breathe
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
- Ritch Flamespitter: Reduce fire resistance of all foes in a radius
- Hydra: Generates a cloud of lingering poison
- Rimebark: Reduce cold resistance of all foes in a radius
- Fire Drake: Appears with 2 fire drake hatchling(s)
- War Hound: Reduce physical resistance of all foes in a radius
- Jelly: Reduce nature resistance of all foes in a radius
- Minotaur: Reduces movement speed of all foes in a radius
- Stone Golem: Dazes all foes in a radius
- Turtle: Heals all friendly targets in a radius
- Spider: The spider is so hideous that foes around it are repelled
Radius for effects is 3, and the duration of each lasting effect is 9 turns.
The effects improve with your Willpower. Grand Arrival
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
100% chance to reduce them by 3. Nature's Cycle
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 5 turn(s), you have 100% chance that your summons appear as a wild version.
Each turn the chance disminishes.
Wild creatures have one more talent/power than the base versions:
- Ritch Flamespitter: sends a blast of flames around it, knocking foes away
- Hydra: Can disengage from melee range
- Rimebark: Becomes more resistant to magic damage
- Fire Drake: Can emit a powerful roar to silence its foes
- War Hound: Can rage, inreasing its critical chance and armour penetration
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium
- Minotaur: Can rush toward its target
- Stone Golem: Melee blows can deal a small area of effect damage
- Turtle: Can force all foes in a radius into melee range
- Spider: Can project an insidious poison at its foes, reducing their healing
This talent requires Master Summoner to be active to be used. Wild Summon
| 5/5 |
| Corruption / Shadowflame | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 9 turns.
Also increases your defense and armour by 23 and 18, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 15
Range: 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 164.48 fire damage and 138.32 darkness damage in a radius of 6.
The damage will increase with your Spellpower. Darkfire
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 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 31% fire resistance, 36% darkness resistance, and your global speed is increased by 18%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower. Flame of Urh'Rok
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 5
Drains vim: 5
Range: 5
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 199.94 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape.
Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0, the amount drained increases by one each turn.
The damage will increase with your Spellpower. Fearscape
| 5/5 |
| Cunning / Poisons | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Learn how to coat your melee weapons, sling and bow ammo with poison. Each level, you will learn a new kind of poison:
Level 1: Deadly Poison
Level 2: Numbing Poison
Level 3: Insidious Poison
Level 4: Crippling Poison
Level 5: Stoning Poison
New poisons can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 120%. (The effect varies for each poison.)
Coating your weapons in poisons does not break stealth.
You may only have two poisons active at once.
Every time you hit a creature with one of your weapons, you have a 50% chance to randomly apply one of your active poisons.
The chance to apply a poison lowers if the target is already poisoned. Vile Poisons
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 7.2
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You hit your target, doing nature damage depending on the number of poisons on the target:
- 0 poisons: 94%
- 1 poisons: 198%
- 2 poisons: 301%
- 3 poisons: 405%
If you wield a bow or sling you shoot instead.
Venomous Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Reduces the duration of all poisons on the target by 50%, but increases their damage by 240%.
The effect increases with your Cunning. Empower Poisons
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 6
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 55.15 fire damage, spread over 3 turns.
Additionally, every time you attack, there is a 25% chance of releasing a burst of powerful fire that will deal 218.05 fire damage to all enemies in radius 2 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 5, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 25 bonus spellpower.
The damage will increase with your Spellpower. Incinerating Blows
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25.8
Vim cost: 14
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target doing 108% weapon damage. If the attack hits, you pull the target in and strike them again, dealing another 138% weapon damage. Abduction
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12.4
Vim cost: 20
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 118% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 47%.
When Fiery Torment ends the victim will take 87 fire damage. This damage will increase by 30% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape. Fiery Torment
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (57%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 3 turn(s).
This can only trigger on any particular target once every 6 turns. Eternal Suffering
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: 11
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (54% of a turn)
Description: Project a noisy lure for 9 turns that attracts all creatures in a radius 8 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10.3
Range: 10
Cooldown: 15
Travel Speed: 1000% of base
Usage Speed: Combat (54% of a turn)
Description: Throws a vial of sticky smoke that explodes in radius 2 on your foes, reducing their vision range by 6 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
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 208% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 198.99 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 11%. Prismatic Slash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 9. Any target caught in the area will take 78.80 nature damage each turn for 6 turns.
The poison also gives enemies a 22% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 10, and your breath attack cooldowns are reduced by 6.
You gain 55% knockback resistance, and your blindness and stun resistances are increased by 28%. Wyrmic Guile
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and your mastery over the elements is complete.
Increases physical, fire, cold, lightning and acid damage by 10%, and your resistance penetration in those elements by 20%.
Each point in Chromatic Fury also increases your resistances to physical, fire, cold, lightning and acid by 0.5%. Chromatic Fury
| 5/5 |
| Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 257.38 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 65.36 acid damage that can critical in a radius of 4 each turn for 7 turns.
Enemies in this mist will be corroded for 4 turns, lowering their Accuracy, their Armour and their Defense by 14.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Mist
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 65% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%. Dissolve
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 320.84 acid damage.
Enemies caught in the acid have a 43% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 5/5 |
| Corruption / Demonic pact | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your knowledge of demonic forces grows, allowing you to bind more seeds to you and to summon demons.
You channel your arcane corruption through a demon seed to temporarily summon the corresponding demon for 14 turns.
Summoned demons can regen their life and resummoning them keeps the life they had when they were last used.
If the demon dies it will not be available for summoning anymore.
As you learn to bind more easily you can also use more seeds:
At level 2 it lets you bind a seed to your first ring.
At level 3 it lets you bind a seed to your shield.
At level 4 it lets you bind a seed to your second ring.
At level 5 it lets you bind a seed to your main body armour.
Bind Demon
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 17 grids with 2 precision.
In the spot you left you will summon a random demon from your seeds for 6 turns.
If the target area is not in line of sight, there is a chance the spell will fizzle.
This spell requires an unsummoned, alive, demon seed to work.
The range will increase with your Spellpower. Twisted Portal
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You drain the life of your foes to replinish yours and those of your demon seeds.
Each time you kill a creature a random worn demon seed with less than 100% life will be healed for 11% life.
If the creature is an elite or more you also have 100% chance to resurrect a dead demon seed.
At level 5 you also start to leech energies to heal yourself, all damage you do heals you for 9%. Suffuse Life
| 5/5 |
| Celestial / Circles | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10.3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle increases your Defense by 30, and deals 33.29 darkness damage per turn to everyone else with in its radius. The circle lasts 8 turns.
The damage will increase with your Spellpower. Circle of Shifting Shadows
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10.3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 5 each turn, and deals 15.38 light damage and 19.16 fire damage per turn to everyone else within its radius. The circle lasts 8 turns.
The damage will increase with your Spellpower. Circle of Blazing Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10.3
Negative energy cost: 10.3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 8 turns. Circle of Sanctity
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10.3
Negative energy cost: 10.3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 98%, and attempts to push all creatures other then yourself out of its radius, inflicting 20.75 light damage and 21.73 darkness damage per turn as it does so. The circle lasts 8 turns.
The effects will increase with your Spellpower. Circle of Warding
| 5/5 |
| Wild-gift / Summoning (melee) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a War Hound for 12 turns to attack your foes. War hounds are good basic melee attackers.
It will get 162 Strength, 162 Dexterity and 26 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Jelly for 12 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 149 Constitution and 22 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Minotaur for 9 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 179 Strength, 33 Constitution and 144 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Stone Golem for 12 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 162 Strength, 33 Constitution and 155 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
| 5/5 |
| Technique / Skirmisher - Slings | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Double Archery (27% of a turn)
Description: Fire off a quick sling bullet for 171% damage, at double your normal attack speed. Moving lowers the cooldown by 1. Swift Shot
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: While activated, your basic Shot talent now fires 3 times, with each attack dealing 65% Ranged damage, at a cost of 26 Stamina per attack. Bombardment
| 5/5 |
| Cursed / Punishments | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5.2
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 249 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 9%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 12.4
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 233 mind damage and feed you 6 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 37% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5.2
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 24 damage, and slowly increase to 121 on the last turn (364 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Every time you inflict mental damage, there is a 19% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mental damage by 37%. Madness
| 5/5 |
| Chronomancy / Speed Control | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 17% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 71%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 116% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 6 Spellpower per turn, 35 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 6 turns, and the bonus decreases by 16.7% of its current value each turn you don't deal damage. Bloodlust
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 34.87 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 36.
At level 3, it will also reduce Armour by 41 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
| Spell / Fire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12.7
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 436.43 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 31.9
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 8. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 363.91 fire damage over 7 turns.
The damage will increase with your Spellpower. Flameshock
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 42.5
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 422.75 fire damage in a radius of 6.
The damage will increase with your Spellpower. Fireflash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 106.2
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 112.38 fire damage in a radius of 5 each turn for 10 turns.
The damage will increase with your Spellpower. Inferno
| 5/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 41.
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 17% chance to deflect up to 0 damage (10% of your offhand weapon damage) from approximately 1.8 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 5/5 |
Effective talent level: 6.0
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 22 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: When dual wielding, increases attack speed by 46%, but drains stamina quickly (-6 stamina/turn). Momentum
| 5/5 |
| Technique / Archery - slings | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (54% of a turn)
Description: You fire a shot into your target's eyes, blinding it for 7 turns and doing 155% damage.
The blind chance increases with your Accuracy. Eye Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (54% of a turn)
Description: You fire a mighty shot at your target, doing 155% damage and knocking it back.
The knockback chance increases with your Accuracy. Inertial Shot
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 8.59% greater chance to be critical hits, and your critical hits do 28.7% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You hit your target, doing 146% damage. If your attack hits, you gain 28 armour penetration for 10 turns.
The APR will increase with your Cunning. Deadly Strikes
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25.8
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: For 12 turns, you put all your will into your blows, adding 61 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 5/5 |
| 5/5 |
| Technique / Archery - bows | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (54% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 155% damage. Piercing Arrow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (54% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 197% damage
This talent does not use any stamina. Dual Arrows
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12.7
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 288.38 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 47.8
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 6 turns, and also deal 45.96 darkness damage.
The damage will increase with your Spellpower. Circle of Death
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 63.7
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 355.49 darkness damage in a radius of 1. Every creature hit will start to become closer to death, reducing their global speed by 39%.
Necrotic minions' damage against those creatures is increased by 40%.
The effects last for 6 turns.
The damage done and the minions' damage increase will increase with your Spellpower. Rigor Mortis
| 5/5 |
| Celestial / Star fury | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10.3
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 282.87 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 15.5
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 128.86 darkness damage, and leaves a radius 3 field that does 44.90 darkness damage per turn for 6 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -10.3
Negative energy cost: -20.6
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 107.11 light and 112.17 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 20.6
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A star falls on a radius 2 area, doing 211.57 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 5/5 |
| Spell / Golemancy | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Improves your golem's armour training and damage resistance.
Increases all damage resistance by 15%; increases Armour value by 5, Armour hardiness by 20%, and reduces chance to be critically hit by 7% when wearing heavy mail or massive plate armour; and increases healing factor by 50%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 42.5
Range: melee/personal
Cooldown: 10
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 100% chance to target your golem instead. Golem Portal
| 5/5 |
| Psionic / Solipsism | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 55% of all damage you receive into Psi damage and 55% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 35.7% (27.3% from character level with the remainder further reduced by 11.5% 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 50%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now substitute 70% of your Mental Save for 70% 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 50%). Balance
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: For every percent that your Psi pool exceeds 61%, you gain 1% global speed (up to a maximum of +39%).
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 50%). Clarity
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each time you take damage, you roll 66% 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 50%). Dismissal
| 5/5 |
| Psionic / Thought-Forms | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 37, its two secondary stats by 19, and it will have Magic, Cunning, and Willpower equal to your own.
At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
Thought forms can only be maintained up to a range of 10, and will rematerialize next to you if this range is exceeded.
Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower. Thought-Forms
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 37%, but leaving your body a defenseless shell.
At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
The secondary bonuses apply whether or not this talent is currently active.
The life, damage, and speed bonus will improve with your Mindpower. Over Mind
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now gain 11% mind speed while Thought-Form: Bowman is active, 23 Mindpower while Thought-Form: Warrior is active, and 7% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 5/5 |
| Wild-gift / Summoning (utility) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Turtle for 12 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 168 Constitution, 22 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Spider for 12 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 150 Dexterity, 22 Strength, 18 Willpower and 21 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You focus yourself on nature, allowing you to summon creatures much faster (21% of a normal summon time) and with no chance to fail from high equilibrium for 6 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
| 5/5 |
Effective talent level: 6.0
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 19 turns, and it takes 29% less damage.
The damage reduction is based on your Cunning. Summon Control
| 5/5 |
| Psionic / Focus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10.6
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 227 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 21.2
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 6 squares at the molecular level, setting them ablaze. This does 527.9 fire damage over six turns. Pyrokinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 15.9
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Mentally focus electricity into a ball of plasma and hurl it at the target.
The plasma will explode on impact, dealing 308.9 Lightning damage within radius 3.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you avoid a melee blow while unarmed, you have a 51% chance to throw the target to the ground. If the throw lands, the target will take 86.85 damage and be dazed for 2 turns, or 132.86 damage and be stunned for 2 turns if the target is grappled. You may attempt up to 1.9 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
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18.6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Attack your foes in a frontal arc with a roundhouse kick, which deals 274.02 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
| 5/5 |
| Spell / Meta | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 42.5
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 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 100%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 89 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 242% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 12% and your Armour by 18.
You also deal 35.98 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 9 length for 8 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 11.62 damage for each ice wall within radius 2 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 293.78 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 5/5 |
| Cunning / Stealth | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 61, 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 5. Stealth
| 5/5 |
Effective talent level: 6.0
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 +81.29% 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20.6
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 3.01 times your stealth power (currently 185) 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.
This resets the cooldown of your Stealth talent, and, if successful, all creatures currently following you will lose track of your position.
You estimate your current chance to hide as 100.0%. Hide in Plain Sight
| 5/5 |
Effective talent level: 6.0
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 2.15 times your stealth power (currently 132) 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.
You estimate your current chance to maintain stealth as 100.0%. Unseen Actions
| 5/5 |
| Cursed / Darkness | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8.2
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 48.50 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
The damage will increase with your Mindpower. You do +40% damage to anything that has entered your creeping dark. Creeping Darkness
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8.2
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 241 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 +40% damage to anything that has entered your creeping dark. Dark Torrent
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10.3
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 4 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 59 damage per turn.
The damage will increase with your Mindpower. You do +40% damage to anything that has entered your creeping dark. Dark Tendrils
| 5/5 |
| Technique / Tireless Combatant | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Any time you do not have an opponent in a square adjacent to you, you gain 8.3 Stamina regeneration. With the third talent point, you also gain an equal amount of life regen when Breathing Room is active. Breathing Room
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Control your movements to conserve your energy. While this talent is activated, you are globally slowed by 4.3%, and your fatigue is decreased by 33% (to a minimum of 0%). Pace Yourself
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When the going gets tough, you get tougher. You gain 2.1 Stamina regen per enemy in sight, and beginning with the third talent point, you also gain 7.0 life regen per enemy. The bonuses cap at 4 enemies. Dauntless Challenger
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: For each turn you spend stamina, you gain 2.8% resist all and 0.6% 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
| 5/5 |
| Cursed / Strife | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4.1
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 17 Armour, 25 Defense and your attacks will gain 50% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4.1
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 201% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 25% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 5/5 |
| Wild-gift / Sand drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 259% Nature weapon damage.
If the attack brings your target below 27% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 11%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You slam the ground, shaking the area around you in a radius of 4.
Creatures caught by the quake will be damaged for 218% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 7 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 33 of target armor and 17% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%. Burrow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 296.15 physical damage, and will be blinded for 4 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 5/5 |
| Psionic / Augmented striking | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 214% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 189.3 Cold damage and also freeze them for 7 turns.
If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
The cold burst damage will scale with your Mindpower. Thermal Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 214% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 209.92 lightning damage and halving their stun/daze/freeze/pin resistance for 7 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 314.88.
If the target frozen the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
The discharge damage will scale with your Mindpower. Charged Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 10 and allowing you to siphon excess energy from each weapon hit you land, gaining 3.3 psi per hit. Psi Tap
| 5/5 |
| Celestial / Radiance | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 8, even in dark places.
Your vision adapts to this glow, giving you 79% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 5/5 |
Effective talent level: 6.0
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 119.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 40 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 8
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 37.0 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has 22% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 20.6
Range: 8
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 40 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 165 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
| 5/5 |
| Corruption / Heart of Fire | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 5
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 121% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 204% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 6 turns with a power of 299, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 5 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 4.62 health and 2.71 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 100 fire damage on spreading. Devouring Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Restore yourself to full health, but take damage equal to the damage healed over 9 turns. This damage is split evenly among you and all burning enemies in radius 5. Damage you take is irresistable. Damage to enemies is fire damage. Blazing Rebirth
| 5/5 |
| Corruption / Wrath | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24.7
Vim cost: 24
Range: 3
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 193% weapon damage to all targets.
Starting from talent level 5, all targets hit will have their armour and saves reduced by 22.
This attack can not miss. Obliterating Smash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24.7
Vim cost: 18
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Launch yourself toward a target. If the target is reached you get a free attack doing 203% weapon damage.
If the attack hits you release a massive burst of fire in radius 5, knocking away all enemies except your target and dealing 215 damage.
You must charge from at least 2 tiles away. Detonating Charge
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 10
Description: Your blade drinks in death. Whenever you score a kill with this talent off cooldown, your next 4 melee attacks within 6 turns will always critically strike, and you gain 34% critical multiplier for the duration.
Additionally, you gain an extra 5 vim per kill. Voracious Blade
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 38
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your body overflows with the power of the Fearscape, turning you into a powerful demon for 7 turns. This increases your stamina regen and physical power by 36, and your disarm and stun immunity by 90%.
The physical power, stamina regen, and status resistances increase with your spellpower.
Your other talents also gain a variety of bonuses:
-Draining Assault: Reduces cooldown by 2.
-Reckless Strike: Gain 50% resistance penetration for all elements for 6 turns.
-Obliterating Smash: Increases range by 2.
-Abduction: If it hits, get an additional 3 attacks at 35% weapon damage.
-Incinerating Blows: Increases chance of bonus damage to 75%.
-Fearfeast: Gain 2.0 vim per stack.
-Maw of Urh'rok: Increases cone width by 50 degrees. Destroyer
| 5/5 |
| Cursed / Predator | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Mark a single opponent as your prey, gaining bonuses against the targeted creature's type and sub-type. Bonuses scale with the experience you gain from killing your marked type (+0.25 kill experience) and marked sub-type (+1 kill experience). At 10.0 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +16% damage, while those against the marked sub-type gain +37% damage. Every kill of a marked sub-type gives you an additional +11 hate regardless of your current effectiveness.
Each point in Mark Prey reduces the kill experience required to reach 100% effectivess as a Predator. Mark Prey
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +7 Accuracy, while those against the marked sub-type gain +18 Accuracy. Melee hits also gain a 7.6% chance to stun the marked sub-type for 3 turns with each attack.
Each point in Anatomy reduces the kill experience required to reach 100% effectivess as a Predator. Anatomy
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by 19% and reducing their highest statistic by 10. Subject to your effectiveness against the marked prey, there is a 9.8% chance to outmaneuver your marked type and a 24.1% maximum chance to outmaneuver your marked sub-type. The effects last for 10 turns, and can accumulate.
Each point in Outmaneuver reduces the kill experience required to reach 100% effectivess as a Predator. Outmaneuver
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You learn to mimic the strengths of your prey. Killing a marked sub-type raises your stats to match the strengths of the victim (up to a maximum of 25 total points, subject to your current effectiveness). The effect lasts indefinitely, but only the effects of the latest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 5/5 |
| Corruption / Fearfire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 32
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 340.11 demonfire damage to everyone within 6 spaces and leaving flames which will deal an additional 340.11 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 10 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level. Fearscape Shift
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Removes all detrimental effects but causes you to burn for 5% of your max health per effect, over 7 turns.
This ignores all resists, defenses, and affinities.
This does not take a turn. Cauterize Spirit
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Exhale a wave of dark fire with radius 10, lasting 4 turns. Any non-demon caught in the area will take 272.60 fire damage, and flames will be left dealing a further 63.68 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat, but critically hit as a spell. Infernal Breath
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Drains vim: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your body becomes a nexus for the Fearscape, causing you to drag enemies towards you in a cone with a radius of 9, dealing 223.09 fire damage every turn.
The damage will increase with your Spellpower. Maw of Urh'rok
| 5/5 |
| Corruption / Spellblaze | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 8
Drains vim: 4
Range: 4
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash the fury of the Spellblaze, constantly draining your vim.
While this spell is active at most two meteors will fall near your per turn, dealing 132.57 physical and 152.17 fire damage in radius 2.
This spell disabled automatically on rest or run.
The effects increase with spellpower. Rain of Fire
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you block an attack the shock ripples through your attacker, spreading the force of the Spellblaze in its mind for 5 turns.
While affected the creature will suffer 26% chances to fail using talents and 80 reduced physical, mental and spell saves. Shattered Mind
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You chant the destruction of Mal'Rok, the demon's homeworld.
Each time you kill a creature you send out a magical ripple in radius 5 that applies a bane of blindness or confusion for 6 turns.
Baned creatures also suffer 45.96 darkness damage per turn.
Damage increases with your spellpower. Tale of Destruction
| 5/5 |
| Cursed / Fears | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8.2
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 42% 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 31%.
Fear effects improve with your Mindpower. Instill Fear
| 5/5 |
Effective talent level: 6.0
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 7 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 36% of the time. The Distressed effect reduces all saves by 23.
Fear effects improve with your Mindpower. Heighten Fear
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 17 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 53 mind damage. The Tormented effect causes 7 apparitions to manifest and attack the target, inflicting 53 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 5/5 |
| 5/5 |
| Spell / Grave | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 31.9
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 352.29 cold damage in a radius of 6.
The damage will increase with your Spellpower. Chill of the Tomb
| 5/5 |
Effective talent level: 6.0
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 90% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 398.75 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 42.5
Range: 5
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 10 spots in a radius of 3 around the targeted location. The flames deal 104.80 cold damage, and have a chance of freezing.
Damage improves with your Spellpower. Cold Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 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 48% chance to heal for 27% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 5/5 |
| Technique / Grappling | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5.2
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (90% 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 7 turns. A grappled opponent will be unable to move, take 72 damage each turn, and 28% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple. Clinch
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Rushes forward and attempts to take the target to the ground, making a melee attack for 125% 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 758 physical damage and breaking your grapple.
The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power. Take Down
| 5/5 |
| 5/5 |
| Corruption / Doom shield | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain vim cost: 5
Drains vim: 3
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You infuse your shield with the energies of Urh'Rok, bringing about a magical shield that heals you for the first points of all damage you receive (based on your shield's block value) over 3 turns. This effect stacks.
Amount is 5 + 42% of your shield block value (currently 0).
At level 3 if a damage dealt is at least twice as high you have 74% chance to also remove a physical detrimental effect. This effect can only happen once per turn.
This spell disabled automatically on rest or run.
Activating the shield takes no time but de-activating it does.
The damage increases with spellpower. Osmosis Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 18
Sustain vim cost: 18
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Taking example from Mal'Rok, the demon's homeworld you harden yourself.
Increases total armour by 69% + 10 and spellpower by 44% of your Strength. Hardened Core
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Vim cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You spin around madly with your shield, bashing all those around you for 254% shield damage as darkness, confusing your foes for 5 turns.
At level 4 you also automatically block at the end. Demonic Madness
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.20 |
Effective talent level: 6.0
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 256.22 physical damage to all targets in line, and inflicting bleeding for another 128.11 damage over 5 turns.
The damage will increase with your Spellpower. Bone Spear
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 28
Range: 9
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 8 turns.
The bone will also deal 171.57 physical damage, inflicting bleeding for another 85.78 damage over 5 turns.
The damage will increase with your Spellpower. Bone Grab
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 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 5 for 224.33 physical damage, and inflicting bleeding for another 112.16 damage over 5 turns.
The damage will increase with your Spellpower. Bone Nova
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.20 |
| 5/5 |
Effective talent level: 3.6
Use mode: Activated
Hate cost: 10.3
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You are linked to your shadows for 8 turns, diverting 28% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 3/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Your shadows guard you with their lifes.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -30 life. However, when below 0 you cannot see how much life you have left.
Effect increases with Mindpower. Shadow Decoy
| 0/5 |
| Spell / Arcane | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 23 and arcane resistance by 35%. Arcane Power
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10.6
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 257.66 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 37.2
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 64.48 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower. Arcane Vortex
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 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 0.81 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 3366 total damage.
While the arcane storm rages, you also get 107% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
| Chronomancy / Stasis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (589) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
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 265.70 temporal damage, and attempts to stun all targets in a radius 2 ball for 5 turns.
The damage will scale with your Spellpower. Stop
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12.7
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 267.00 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 5/5 |
Effective talent level: 3.6
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your Flame, Flameshock, Fireflash and Blastwave spells leave a burning wake on the ground, burning all within for 59.40 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 3/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 0% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 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 Wildfire, increasing all your fire damage by 0%, ignoring 1% fire resistance of your targets and reducing self-inflicted fire damage by 0%. Wildfire
| 0/5 |
| Spell / Advanced-golemancy | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 5
Gem changing is done in the golem's inventory. Gem Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 21.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 81.88 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 59% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 5.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots. Runic Golem
| 5/5 |
| Spell / Advanced necrotic minions | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 95.6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Combines 3 of your minions into a bone giant.
At level 1, it makes a bone giant.
At level 3, it makes a heavy bone giant.
At level 5, it makes an eternal bone giant.
At level 6, it has a 20% chance to produce a runed bone giant.
Only one bone giant can be active at any time. Assemble
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5.3
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Sacrifice a bone giant minion. Using its bones, you make a temporary shield around you that prevents any attacks from doing more than 15% of your total life.
The effect lasts 23 turns. Sacrifice
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5.3
Souls cost: 5
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 5 minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
The minions level is your level +3.
Each minion has a chance to be (Minion Mastery effects included):
Degenerated skeleton warrior: 0%
Skeleton warrior: 19%
Armoured skeleton warrior: 11%
Skeleton archer: 7%
Skeleton master archer: 7%
Skeleton mage: 11%
Ghoul: 4%
Ghast: 7%
Ghoulking: 7%
Vampire: 4%
Master vampire: 4%
Grave wight: 4%
Barrow wight: 4%
Dread: 6%
Lich: 4% Create Minions
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 47.8
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 62, their Armour penetration by 52 and their critical hit chance by 25 for 6 turns.
The effects will increase with your Spellpower. Surge of Undeath
| 5/5 |
| 5/5 |
| Chronomancy / Timeline Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rethread the timeline, dealing 278.27 temporal damage to the target before moving on to a second target.
Rethread can hit up to 3 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. Rethread
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: For the next 8 turns two alternate versions of you enter your timeline. While the effect is active all damage done by you or your copies is reduced by two thirds and all damage received is split between the three of you.
Temporal Fugue does not normally cooldown while active. You may take direct control of your clones, give them orders, and set their talent usage.
Damage you deal to Fugue Clones or that they deal to you or each other is reduced to zero. Temporal Fugue
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Over the next 9 turns, you attempt to remove the target from the timeline, lowering its resistance to physical and temporal damage by 55%.
If you manage to kill the target while the spell is in effect, you'll be returned to the point in time you cast this spell and the target will be slain.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The resistance penalty will scale with your Spellpower. Cease to Exist
| 5/5 |
| Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You transform into pure lightning, moving 809% faster for 4 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 46%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 33.3% of its current life (22.2% if the target is Elite or Rare, 16.6% if the target is a Unique or Boss, and 13.3% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 166.45 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%. Static Field
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 14
Range: 6
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 107.00 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 194.17 lightning damage and 183.03 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 6 turns. The blast will ignore the talent user.
The tornado will last for 6 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 140.95 to 422.85 lightning damage, and have a 43% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 5/5 |
| Technique / Shield defense | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (54% of a turn)
Description: Enter a protective battle stance, increasing Defense by 40 and Armour by 33 at the cost of -20% physical damage. The Defense and Armor increase is based on your Dexterity.
It also grants 55% resistance to stunning and knockback. Shield Wall
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (54% 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 7 grids.
In addition, all creatures knocked back will also be dazed for 9 turns.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Shield (54% of a turn)
Description: You brace yourself for the final stand, increasing Defense by 23, maximum and current life by 831, 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 -831 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
| 5/5 |
| Psionic / Slumber | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10.6
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 124 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Mindpower. Slumber
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by 55%, and reduces the sleep immunity of your Insomnia effects by 10%.
These effects will be directly reflected in the appropriate talent descriptions.
The damage threshold bonus will scale with your Mindpower. Sandman
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 42.5
Range: 7
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Enter a sleeping target's dreams for 15 turns. While in the Dreamscape, you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every other turn to defend its mind.
Projections inflict 50% less damage than the original, unless the target has Lucid Dreamer active.
When the Dreamscape ends, for each projection destroyed, the target's life will be reduced by 10% and it will be brainlocked for one turn.
In the Dreamscape, your damage will be improved by 79%.
The damage bonus will improve with your Mindpower. Dreamscape
| 5/5 |
| Technique / Combat techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 22.7
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away. Rush
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 33 and critical chance by 20%.
The effects will increase with your Dexterity. Precise Strikes
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10.3
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 +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Perfect Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25.8
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 51% for 5 turns. Blinding Speed
| 5/5 |
| Spell / Necrosis | 1.20 |
Effective talent level: 6.0
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 -526 life.
However, when below 0 HP, you cannot see how much life you have left. Blurred Mortality
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 74.4
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 126% of its remaining life (or 1216.38, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower. Impending Doom
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 37.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Absorb up to 75% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
The healing will increase with your Spellpower. Undeath Link
| 5/5 |
Effective talent level: 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 |
| Technique / Dual techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Attack with your offhand weapon for 158% damage. If the attack hits, the target is stunned for 7 turns, and you hit it with your mainhand weapon doing 158% damage.
The stun chance increases with your Accuracy. Dual Strike
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Attack your foes in a frontal arc, doing 177% weapon damage and making your targets bleed for 0 each turn for 8 turns.
The bleed damage increases with your main hand weapon damage and Dexterity. Sweep
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Concentrate on your blows; each strike has a 54% chance to deal another, similar, blow for 11 turns.
This works for all blows, even ones from other talents and from shield bashes.
The chance increases with your Dexterity. Greater Weapon Focus
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: After killing a foe, you have a 100% chance to gain a 1000% movement speed bonus for 1 game turn.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly. Step Up
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24.7
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Lashes at the target, doing 177% weapon damage.
If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 55%. Bleeding Edge
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 48% of your missing health.
(So if you have lost 70% of your life, you gain 34% all resistance.)
In addition, your all damage resistance cap increases 54.7% closer to 100%.
This consumes stamina rapidly (-5 stamina/turn).
The effects are refreshed at the start of each turn. True Grit
| 5/5 |
| Spell / Storm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12.7
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 5, doing 77.51 to 232.54 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 8.5
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 91.36 to 274.08 lightning damage and dazing the target for 3 turns.
If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
The damage will increase with your Spellpower. Shock
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 60% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 3.
Each turn, the afflicted creature and all creatures around it will take 55.52 to 166.57 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 10% and ignoring 55% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 54% chance to daze, and your Thunderstorm spell gains a 27% chance to daze. Tempest
| 5/5 |
| Spell / Ice | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12.7
Range: 10
Cooldown: 3
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 244.22 ice damage, hitting all adjacent targets on impact.
This spell will never hit the caster.
If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%.
The damage will increase with your Spellpower. Ice Shards
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 26.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 6, doing 341.19 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move.
For each affected creature that is also wet the cooldown of Shatter decreases by 2.
The damage will increase with your Spellpower. Frozen Ground
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 26.6
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Shatter all frozen targets in your line of sight, doing 392.02 cold damage.
Depending on the target's rank, there will also be an additional effect:
* Critters will be instantly killed
* +50% critical chance against Normal rank
* +25% critical chance against Elites or Bosses
All affected foes will get the wet effect.
At most, it will affect 8 foes.
The damage will increase with your Spellpower. Shatter
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with Uttercold, increasing all your cold damage by 10% and ignoring 55% cold resistance of your targets
In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by 100%. Uttercold
| 5/5 |
| Cursed / Shadows | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 3 level 29 shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 5), Blindside their opponents (level 5), and Phase Door from place to place.
Shadows ignore 99% of the damage dealt to them by their master. Call Shadows
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 44% extra Accuracy and 68% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 5, 17% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (3 turn cooldown). Shadow Warriors
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 17 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 5, 17% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 5, 17% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 11 turns. Hostile targets will be attacked, with a 83% chance the shadows will blindside the target.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10.3
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You hit your target doing 75% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 8 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
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15.5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (90% 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 6 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20.6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Description: You hit your target, doing 199% damage. If your attack connects, the target is crippled for 8 turns, losing 53% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 5/5 |
| Cursed / Rampage | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 15.5
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: +349% movement speed.
Rampage Bonus: +56% attack speed Rampage
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 62 damage each turn during your rampage. If you shrug off more than 247 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength. Tenacity
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 3.1
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While rampaging, you slam up to 5 adjacent opponents, stunning them for 2 turns and damaging them for between 87 and 174 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power. Slam
| 5/5 |
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 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 1.32 mana per turn, and your physical and spell attack speed increases by 12.8%. Shadow Feed
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30.9
Range: 10
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 5 turns and hitting it with all your weapons for 262% 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
| 5/5 |
| Chronomancy / Blade Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Is: a spell
Description: Attack with your melee weapons for 198% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 7 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (90% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 106% damage. Then teleport next to a second random enemy, attacking for 106% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 51% chance to get a free, automatic attack against the attacker for 94% damage, up to 2.0 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (54% of a turn)
Description: Increases Defense by 35 for 7 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 21% and reducing their saving throws by 21.
The effects will scale with your Cunning. Set Up
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (54% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of 40%.
Exploit Weakness
| 5/5 |
| Chronomancy / Bow Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (54% of a turn)
Is: a spell
Description: Fire an arrow for 106% 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
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (54% 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 138% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 69% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Flame, Pulverizing Auger, Lightning, Earthen Missiles
Currently selected spell: Random Arcane Combat
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.81 of your Magic (current bonus: 59).
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 200.00.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 5/5 |
| Wild-gift / Ooze | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 793, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.74.
You may have up to 3 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 10 turns, are very resilient (33% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 1.1 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning. Mitosis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 8 turns.
This process releases a burst of antimagic, dealing 167.9 Manaburn damage in radius 3.
This talent allows you to restore 1.1 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 2 will be created with 579 life (73% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 190% weapon damage (as Acid). Call of the Ooze
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 57% lower Critical multiplier (but always do at least normal damage).
In addition you gain 74% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 5/5 |
| Celestial / Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 70.1 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 33.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower. Weapon of Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 15.5
Range: 9
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 210% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 144% weapon damage.
The second strike chance (which increases with distance) is 35.5% at range 2 and 71.5% at the maximum range of 9.
The range will increase with your Strength. Wave of Power
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing 83% of your lost HP as additional Fire damage (up to 449, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take 28% of all damage they deal for 4 turns. Weapon of Wrath
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for 2118. Second Life
| 5/5 |
| Celestial / Eclipse | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10.3
Negative energy cost: 10.3
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 53% for 9 turns, and reduces the cooldown of all Celestial skills by 6.
The resistance penetration will increase with your Cunning. Totality
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 5 targets within radius 6, doing 78.54 light damage or 82.25 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This powerful spell grants you 37 bonus invisibility, but converts 1 negative energy into positive energy each turn. Once your positive energy exceeds your negative energy, or you deactivate the talent, the effect ends in an explosion of light, converting all of your positive energy into damage and inflicting an additional 112.69 damage to everything in a radius of 4.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower. Darkest Light
| 5/5 |
| Spell / Aether | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 21.2
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 165.19 arcane damage and having 25% chance to silence the creatures it pierces.
The beam will also damage its epicenter each turn for 10% of the damage (but it will not silence).
The beam spins with incredible speed (1600%).
The damage will increase with your Spellpower. Aether Beam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 53.1
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 4 random arcane explosions in the target area.
Each explosion does 199.68 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 63.7
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 9 turns.
While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%. Aether Avatar
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 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 10% and ignoring 50% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 5/5 |
| Corruption / Blood | 1.20 |
Effective talent level: 6.0
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 8 for 207.24 blight damage.
Each creature hit has a 74% chance of being infected by a random disease, doing 241.37 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower. Blood Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 321.70 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower. Blood Grasp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 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 7 boil, doing 213.98 blight damage and slowing them by 20%.
The damage will increase with your Spellpower. Blood Boil
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 60
Range: melee/personal
Cooldown: 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 14%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 30%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 5/5 |
| Wild-gift / Summoning (distance) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Ritch Flamespitter for 12 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 150 Willpower, 130 Cunning and 21 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a 3-headed Hydra for 12 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 123 Willpower, 33 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Rimebark for 12 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 150 Willpower, 123 Cunning and 21 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
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Fire Drake for 9 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 150 Strength, 133 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
| 5/5 |
| Spell / Water | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12.7
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 56.11 cold damage in a radius of 3 each turn for 7 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower. Glacial Vapour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 14.9
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 7 turns and damaging it for 432.77.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 26.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 51.82 cold damage and 54.18 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 8 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 26.6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 10 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 5, gain 100% resistance to cuts and stuns, gain 50% cold resistance, and all cold damage heals you for 150% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 5/5 |
| Corruption / Doom covenant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: When Dread End creates pools of darkness you can focus your raging thoughts on them to make them erupt into volcanos.
Up to 3 pools in radius 7 will erupt, producing a volcano for 5 turns.
Each turn the volcano will send out fiery boulders that deal 56.19 fire and 48.95 physical damage.
The effects will improve with your Spellpower. Erupting Darkness
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Destroys one of your summons, making it detonate in radius of 8.
- 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
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 6 turns. Phase Summon
| 5/5 |
| Spell / Stone | 1.30 |
Effective talent level: 6.5
Use mode: Activated
Mana cost: 10.6
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures 3 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 133.05 physical damage, and an additional 22.18 bleeding damage every turn for 5 turns.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Earthen Missiles
| 5/5 |
Effective talent level: 6.5
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.
Your stone form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 38%.
* Grants 87% Fire Resistance, 53% Lightning Resistance, 20% Acid Resistance, and 65% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 5/5 |
Effective talent level: 6.5
Use mode: Activated
Mana cost: 53.1
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Causes a violent earthquake that deals 101.68 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower. Earthquake
| 5/5 |
Effective talent level: 6.5
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: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 10% and ignoring 50% physical resistance of your targets.
Also raises your physical and magical saves by 32. Crystalline Focus
| 5/5 |