| Spell / Squire | 1.46 |
Effective talent level: 7.3
Use mode: Passive
Description: Summon your loyal undead squire to your side, ready for battle. Your squire's primary stat will be improved by 57, its two secondary stats by 29, and it inherits base stats from you.
The squire wields a sword and shield, and knows unique combat techniques.
Your squire will teleport back to you if you are more than 10 tiles from you.
The squire's stat bonuses will improve with your Spellpower. Raise Dead
| 5/5 |
Effective talent level: 7.3
Use mode: Activated
Mana cost: 18
Range: 10
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You transfer your wounds to your squire, healing yourself for 42% of your maximum life and damaging them for 50% of this value.
This can be used on your other minions at 50% effectiveness and cooldown, but the minion will be destroyed.
The healing increases with your Spellpower.
Soulforge 2: Also transfers 3 negative effects if used on your squire. Death Pact
| 5/5 |
Effective talent level: 7.3
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You and your squire link your souls, causing 28% of all damage you take to be redirected to your squire, and 23% of all damage you deal to heal your squire. Soul Link
| 5/5 |
Effective talent level: 7.3
Use mode: Activated
Mana cost: 30
Range: 3
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your squire becomes a powerful undead monstrosity for 9 turns, greatly increasing their combat ability. While under this effect all damage they take is reduced by 72%, they automatically taunt all foes in radius 3 each turn, their Dusk Shield counterattack can attack at range 3, and all melee attacks trigger a shield bash for 132% shield damage as darkness.
Soulforge 5: Grants immunity to negative effects and increase global speed by 30%. Dark Transformation
| 5/5 |
| Technique / Flensing style | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You hit your target, doing 193% damage. If your attack connects, the target is crippled for 8 turns, losing 73% melee, spellcasting and mind speed.
The chance to cripple improves with your Accuracy, and the speed penalty improves with your Spellpower. Scholar of Brutality
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 4
Description: Your cruel combat style promotes offense over defense. Every 4 turns, you will make a quick, cruel cut with your offhand weapon against a nearby enemy. This attack causes 158% weapon damage as bleeding over 5 turns.
This attack takes no time, and preferentially targets enemies who are not yet bleeding, and who are not dazed. First Blood
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Stab where it hurts, attacking your target twice with each weapon for 128% damage. For each hit you score, you will put one of your victim's talents on cooldown for 6 turns. Rain of Agony
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Compound your victim's suffering, attacking with both weapons for 317% damage. For each hit you score, you extend each of your victim's existing detrimental conditions by 5 turns. No Escape
| 5/5 |
| Celestial / Shooting stars | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You fire from the shadows, doing 210% darkness damage to the target and confusing them (power 87) for 6 turns.
Doesn't break stealth when used.
Confusion scales with Spellpower. Shadow Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You fire a shot infused with the power of a comet, which pierces through all enemies in your way for 155% weapon damage as light.
The blazing shot will also leave a trail of fire on the ground that does 343.61 fire damage.
The fire damage will scale with Spellpower. Comet Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 25
Sustain negative energy cost: 25
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You channel powerful celestial energies and shape them into ammunition for your weapon.
While active, your ammo is infinite and 90% of all damage you do is converted into darkness damage.
Every shot you fire will cost 1 stamina and negative energy.
At raw talent level 5, normal shots will also be beam shaped.
Conversion rate will scale with Spellpower. Cosmic Quiver
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 30
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You fire a shot infused with brilliant starlight, doing 319% light damage the the target.
The shot will then shatter into 8 shards of starlight which do 412.17 darkness damage to whatever they hit.
Both the primary and secondary shots have a 25% chance of blinding.
Shard damage scales with Spellpower. Starburst
| 5/5 |
| Corruption / Pyre | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 4
Range: 7
Cooldown: -0
Travel Speed: 1000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a bolt of balefire that deals sticks to the target, dealing 213.59 fire and 150.51 blight damage each turn for 4 turns (total 854.35 fire and 602.03 blight damage) and healing you for half the total damage. If the target dies before the effect expires, you receive half the remaining damage as healing immediately.
The damage will increase with your Spellpower. Balefire Bolt
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 15
Range: 7
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Call forth a beam of boiling vitriol, inflicting 1465.17 acid damage in a line. Surviving enemies will also be set on fire (334.47 fire damage per turn for 11 turns, 3748.98 damage total).
The damage done will increase with your Spellpower. The base damage and the fire damage can each crit separately. Searing Beam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 15
Range: 7
Cooldown: -1
Travel Speed: 400% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hurl a bolt of burning hunger that moves toward the target and explodes into a flash of darkness and fire, doing 523.93 darkness and 677.41 fire-burn damage to enemies in radius 6.
Enemies caught in the blast must make a physical save or be slowed by 20%, and make a mental save or be numbed (reducing their damage by 20%). Each effect lasts for 11 turns.
The damage and apply chance will increase with your Spellpower. Voidburn
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 40
Range: 8
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Reach through the tortured flesh of your foes.
Choose a target within range 8 who is on fire or suffering from a disease (or both). If the target is on fire, you evoke an explosion of flames in radius 6 which causes 2033.9 fire damage over 10 turns. If the target is diseased, you evoke a spray of corrupted blood in radius 6 which inflicts 1433.2 blight damage and may cause diseases (74% chance of being infected by a random disease, doing 283.51 blight damage each turn for 6 turns (1701.06 total) and weakening the victim's Constitution, Strength or Dexterity by 61).
In the aftermath of the explosion(s), you teleport to the target's location, or to a nearby tile if the target is still alive.
The damage will increase with your Spellpower. The fire, blight and disease damage can all crit separately. Pyre Gate
| 5/5 |
| Cunning / Called Shots | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: Strike your opponent in the knee (or other critical point in an ambulatory appendage) for 194% weapon damage, knocking them down (2 turn pin) and slowing their movement by 51% for 4 turns afterwards.
This shot will bypass other enemies between you and your target.
The slow effect becomes more powerful with your Cunning. Kneecapper
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 35
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: Employ a specialized sniping shot at a target.
This shot is focused on precision at long range and deals base 161% ranged damage with a bonus that increases with distance.
The ranged bonus is -50% (penalty) at point blank range, while at your maximum range of 1 it is -50%.
This shot will bypass other enemies between you and your target. Kill Shot
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You slash wildly at your target for 153% (at 0 Hate) to 276% (at 100+ Hate) damage.
At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by 29% for 15 turns. The effect will stack.
The damage multiplier increases with your Strength. Slash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Assault nearby foes with 4 fast attacks for 48% (at 0 Hate) to 95% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Accuracy by 31 for 3 turns.
The damage multiplier and Accuracy reduction increase with your Strength. Frenzy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 8
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Charge through your opponents, attacking anyone near your path for 35% (at 0 Hate) to 70% (at 100+ Hate) damage. Big opponents may be knocked away from your path. You can attack a maximum of 6 times, and can hit targets along your path more than once. Reckless Charge
| 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 active, every swing of your weapon has a 31% (if one-handed) or 40% (if two-handed) chance of striking a second nearby target for 82% (at 0 Hate) to 90% (at 100+ Hate) damage (+25% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The Cleave chance and damage increase with your Strength. Cleave
| 5/5 |
| Spell / Blight | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Life cost: 10
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Twist the elements in the target, changing some of them to Blight. Causes 1484.67 Blight damage.
The damage will scale with Spellpower. Flux
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Life cost: 25
Range: 6
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invokes a furious storm of elemental chaos at the target point, doing 582.96 half blight, half random element damage, in a radius of 3 each turn for 18 turns.
Each turn the vortex will move at random, and will harm its creator.
The damage and duration will increase with your Spellpower. Chaos Vortex
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Sustain life cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You have mastered the fifth element, increasing all your blight damage by 10% and ignoring 50% blight resistance of your targets.
Also, 30% of any blight damage you do, will heal you as well. Grants one Taintmark while active. Quintessence
| 5/5 |
| Spell / Metal alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive metal shards that cause bleeding.
In addition all physical damage you do is increased by 28%. Metal Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Metal Infusion is active, your bombs cover your golem in a shell of shrapnel for 16 turns when they hit it.
While covered in this shell, any damage done to your golem is reduced by 16 and any melee attacker will take 153.2 physical damage.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Shrapnel Shell
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Take refuge inside your golem for 10 turns. When this effect ends, you will be healed for 667.
This will also move any buffs/debuffs from you to your golem.
Healing scales with your Spellpower. Golem Refuge
| 5/5 |
| Wild-gift / Woodland | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 6 Poison Ivys for 11 turns to poison your foes to death. Ivys are really weak in melee and die easily, but their attackers won't be feeling too good afterwards.
It will get 97 Dexterity, 97 Cunning and 92 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Poisonous Spore. Poison Ivy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 6 Sleeping Poppies for 11 turns to put your foes to sleep. Poppies are really weak in melee and die easily, but their perfume will put their attackers to sleep.
It will get 97 Willpower, 97 Cunning and 92 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Restless Night. Sleeping Poppies
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grow and animate a Hailing Oak for 11 turns. The Oak is tough and will sling acorns at your enemies.
It will get 97 Willpower, 97 Dexterity and 92 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Eye Shot. Hailing Oak
| 5/5 |
| 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: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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 |
| Technique / Two-handed weapons | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You enter an aggressive battle stance, increasing Accuracy by 49 and Physical Power by 59, at the cost of -10 Defense and -10 Armour.
While berserking, you are nearly unstoppable, granting you 55% stun and pinning resistance.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Tries to perform a killing blow, doing 135% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life ( Death Blow
| 5/5 |
| Spell / Toxic alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you augment them with noxious and highly reactive reagents which poison enemies in addition to increasing your base physical damage. The poison lasts for 9 turns, dealing 88.57 Nature damage each turn (769.76 total), and stacks with itself and other deadly poisons.
While sustained, all physical damage you do is increased by 28%. Toxic Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Toxic Infusion is active, the reagents in your bombs invigorate your golem. For 16 turns your golem gains 31% global speed and +27% resist all.
The speed increases with your talent level, the duration increases with your talent level and Spellpower. Noxious Vigor
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 9
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Imbue an alchemist gem with toxic energy.
The gem will disintagrate into a beam dealing 359.3 physical damage, which will poison enemies it hits with a vulnerability poison dealing 44.5 Arcane damage each turn over 8 turns (355.9 total), and reducing all of the victim's resistances by 43%.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Toxic Beam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 150
Range: melee/personal
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You have learned much about healing from your experience with magical toxins. You gain passive 53% immunity to poisons and diseases, and 64% resistance to Nature and Blight damage.
You can activate this talent to crush two alchemist gems and evoke a radius 4 storm of toxic vapors around yourself for 11 turns. This storm buffets enemies for 553.9 acid damage and may poison foes with a random poison for 10 turns (213.6 damage per turn, 2135.8 total).
You and your allies will not be harmed by the storm. Instead, each turn there is a 64% chance the storm will act as a medicine and cure you or your ally of one magical or physical ailment.
The damage will increase with your Spellpower, and the physical damage and poison damage can both crit separately. Toxic Storm
| 5/5 |
| Spell / Air | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 674.27 to 2022.80 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 486.24 to 1458.72 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: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 198 and increasing defense against projectiles by 52.
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: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 440.70 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 26% 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
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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 |
| Technique / Archery excellence | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 5 projectiles. Shoot Down
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 292% weapon damage and knocks back your target by 8. Bull Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a 41% chance get a defensive shot off in time to intercept the attack, fully disrupting it (including extra blows from certain talents), dealing 95% archery damage, and knocking the attacker back 3 tiles.
Activating this talent will not interrupt reloading. Intuitive Shots
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You fire a shot at your target's throat, mouth, or equivalent body part, doing 178% damage and silencing it for 6 turns.
The silence chance increases with your Accuracy. Strangling Shot
| 5/5 |
| Celestial / Twilight | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 254 negative energy.
Learning this talent will change the default level of positive and negative energies to 36% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning. Twilight
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 18 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate. Jumpgate
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Let out a mental cry that shatters the will of your targets within radius 3, confusing (47% to act randomly) them for 12 turns.
The duration will improve with your Cunning. Mind Blast
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10
Range: 5
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Creates a shadowy copy of a hostile target of up to huge size. The copy will attack its progenitor immediately and lasts for 18 turns.
The duplicate has 56% of the target's life, 56% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 5/5 |
| Spell / Earth | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 1133.87 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 39 bonus to Armour and increasing your Armour Hardiness by 39%.
These bonusses will increase with your Spellpower. Stone Skin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 979.13 physical damage in a radius of 8. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: -7
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 22 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 956.86 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 5/5 |
| Technique / Battle tactics | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Concentrate on your blows; each strike has a 68% 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
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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 (33% 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 |
| Corruption / Brutality | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Vim cost: 0
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hits the target twice, doing 137% weapon damage each hit. You gain life equal to 23% of the damage dealt, and you gain 24 vim for each attack that hits. Draining Assault
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Vim cost: 30
Range: 6
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Send out a claw of fire, striking in a line doing 197.62 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 197.62 damage per turn.
Starting from talent level 4, it will also silence.
The beam damage and damage over time will increase with your Spellpower. Fiery Grasp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 44
Vim cost: 18
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 |
| Wild-gift / Summoning (distance) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a 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 166 Willpower, 166 Cunning and 94 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: 4
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Quillfire Porcupine for 12 turns to spine your foes to death. Quillfire Porcupines are really spiky in melee and they can pin your foes from afar.
It will get 248 Dexterity, 166 Cunning and 94 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.
(Blighted Summoning talent is Bone Spear.) Quillfire Porcupine
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a 3-headed Hydra for 12 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 320 Willpower, 176 Constitution and 94 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats will increase with your Mindpower. Hydra
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 16
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Fire Drake for 12 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 253 Strength, 253 Willpower and 166 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats will increase with your Mindpower. Fire Drake
| 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 |
| Spell / Inanimation | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Range: 6
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Magically animate your melee weapon and have it fly at a nearby enemy, attacking them for 480% weapon damage.
This attack uses Spellpower in place of Accuracy and if it hits, will knock the target off balance for 4 turns.
Weapon damage multiplier scales with Spellpower.
(Will trigger when hit in melee effects on target.) Flying Weapon
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: -7
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Magically animate a weapon and command it to protect you. This enchantment will cause it to attack all nearby enemies for 17 turns. When the spell ends, the weapon will drop to the ground. Attack Speed: 154% Animate Weapon
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Summon a storm of swirling blades to slice your foes, inflicting 377.56 physical damage and bleeding to anyone who approaches, for 13 turns.
The damage and duration will increase with your Spellpower. Bladestorm
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -7
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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
Range: 5
Cooldown: -2
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 (33% 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 625.18 light damage over 5 turns and reducing opponents armour by 34.
The damage increases with your Spellpower. Righteous Strength
| 5/5 |
| 5/5 |
| Wild-gift / Symbiant | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Form a symbiotic relationship with a jelly, increasing your maximum life by 302.
There are a range of jellies to choose from, each with their own damage type.
The symbiotic relationship causes 77% of all damage you do to be converted to the jelly's damage type, and increases your resistance to and damage done with that damage type by 46%.
These bonuses scale with your Mindpower. Symbiosis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 9
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Your jelly helps you attack an adjacent target for 210% weapon damage.
If this attack hits, there is a burst of slime which does 1269 jelly's damage in a radius 3 cone at the target.
Burst damage scales with your Mindpower. Jelly Slap
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Should you take a blow that would reduce your life to less than 1, your symbiote will absorb all the damage, saving your life but it will die and explode for 1269 jelly's damage in a radius of 3.
Damage scales with your Mindpower. Mucus Martyr
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 22
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Force life energy into your symbiote making it multiply explosively for a short time.
This causes a wave of slime to erupt in a radius of 6, doing 1139 jelly's damage and spawning up to 4 friendly jellies.
Damage and jelly stats scales with your Mindpower. Oozesplosion
| 5/5 |
| Corruption / Blight | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 563.34 blight damage and removes up to 5 magical or physical effect(s) from any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower. Corrupted Negation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 12
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Infect your target with a corrosive worm that deals 339.86 acid damage per turn for 10 turns.
If the target dies while the worm is inside, it will explode, doing 1374.73 acid damage in a radius of 4.
The damage will increase with your Spellpower, and can critical. Corrosive Worm
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 36
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A furious poison storm rages around the caster in a radius of 4 for 10 turns. Each creature hit by the storm is poisoned for 566.76 nature damage over 6 turns.
Poisoning is cumulative; the longer they stay in the storm, the higher the poison damage they take.
The damage will increase with your Spellpower, and can critical. Poison Storm
| 5/5 |
| Spell / Solar alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with blazing sunlight that can blind.
While sustained, all light damage you do is increased by 28%. Solar Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your golem glows, increasing its lite radius each time you learn this talent.
While Solar Infusion is active, your explosions and your Solar Beams will heal your golem and augment its damage shields, repairing 144.8 damage and either creating a damage shield for the same amount, or reinforcing and extending its existing damage shield for an additional turn. A damage shield can be extended in this way up to 10 times, after which it will expire naturally.
The healing will increase with your spellpower, is affected by your golem's healing factor, and can crit. Solar Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 9
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Focus brilliant light through one of your alchemical gems.
The gem will disintagrate into a beam dealing 492.2 light damage, which will linger on enemies it hits, causing 61.5 light damage each turn over 6 turns (492.2 total), and reducing the target's armor by 55.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Solar Beam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your experience channeling the light of the sun has improved your health, and you passively gain +57% healing factor.
You can activate this talent to crush an alchemist gem and evoke a damage shield which will absorb up to 778 damage and last for 10 turns. The amount absorbed will increase with your Spellpower, and can crit. Solar Shield
| 5/5 |
| Corruption / Torture | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: -1
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 259.17 fire damage, spread over 3 turns.
Additionally, every time you attack, there is a 100% chance of releasing a burst of powerful fire that will deal 1024.65 fire damage to all enemies in radius 2 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 5, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 25 bonus spellpower.
The damage will increase with your Spellpower. Incinerating Blows
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Vim cost: 14
Range: 9
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hits the target doing 108% weapon damage. If the attack hits, you pull the target in and strike them again, dealing another 138% weapon damage. Abduction
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 137 fire damage. This damage will increase by 52% 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: -2
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 |
| Spell / High magic | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: The Arcanist focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases mana regen by +0.6, arcane resistance by 29 and arcane resistance cap by 12. Mind Over Mana
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: -5
Travel Speed: 300% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Unleash power similar to the original Spellblaze, but at a much smaller scale.
The primary explosion will release 5 extra uncontrolled explosions.
Each explosion will do 744.36 arcane damage and 1368.96 fire damage.
The damage will increase with your Spellpower.
Spellcraft will not protect you from this spell. Spellblaze
| 5/5 |
| Spell / Shades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them 124% evasion for 5 turns.
Also reaches through the shadows into quieter places, summoning 6 harmless creatures.
Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul.
The evasion chance will increase with your Spellpower. Shadow Tunnel
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the nether, triggering 4 random darkness explosions in the target area.
Each explosion does 957.95 darkness damage in radius 2, and will each trigger at one turn intervals.
Counts as a Nightfall spell for determining if it will hurt minions.
The damage will increase with your Spellpower. Nether Breach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: 10
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Through the shadows, you forge a temporary copy of yourself, existing for 8 turns.
The copy possesses your exact talents and stats, has 75% life and deals 100% damage. Forgery of Haze
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 10%, and ignoring 50% of the darkness resistance of your targets.
In addition, all darkness damage you take heals you for 55% of the damage. Frostdusk
| 5/5 |
| Cursed / Sins | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: -5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Fantasize your target's painful demise, and impose your cruel vision onto reality.
This attack pulls a target 4 towards you and the grim end you envision, inflicting 485.43 temporal damage which may slow the target for 11 turns. The duration will increase with your Mindpower.
Imposing your sin on reality replenishes your Hate.
This attack can never crit. This talent can never break Stealth. Sloth
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: If you can't have it, nobody can.
You unleash a surge of mental pain which will disrupt up to 6 beneficial effects (mental or magical) or sustains active on the target, and inflicts 211.38 mind damage per effect or sustain disrupted. Envy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You violently reject the obstructions the world keeps throwing in your way.
Remove 4 detrimental physical condition(s) from yourself. If you removed at least one condition, you enter a frenzy for 8 turns which increases your global speed by 23%, your physical crit by 30%, and allows you to fight on until your life reaches -50% max (currently -12232.35). Note that you will die if your Frenzy runs out while your life is below 0. Your rage replenishes you:
* Gain 15 Psi.
* Gain 30 Stamina.
* Gain 150 Mana.
This talent takes no time to use. Wrath
| 5/5 |
| 5/5 |
| Spell / Justice | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 6
Cooldown: -1
Travel Speed: 400% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning that moves toward the target and explodes into a flash of lightning, doing 1451.15 lightning damage in a radius of 6.
Any enemy hit by the flash will also be blinded by the flash for 4 turns.
The damage will increase with your Spellpower. Lightning Flash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A surge of power radiates to all your summoned creatures, increasing their Physical Power, Spellpower and Accuracy by 106, their Global Speed by 87% for 6 turns.
The effects will increase with your Spellpower. Peacemakers
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Fills you and your summoned creatures with righteous fury. This increases your lightning damage by 10%, your lightning damage penetration by 55% and adds 32.22 lightning damage to your summons' hits. Righteous Fury
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
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 374.61 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: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You breathe crippling poison in a frontal cone of radius 9. Any target caught in the area will take 271.34 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 |
| Corruption / Trauma | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Hurl yourself 10 spaces to an enemy, then attack for 128% weapon damage. Hit or miss, you will generate an explosion of acid in radius 3 around yourself which corrodes enemies for 578.12 acid damage, and reduces enemy accuracy, armor and defense by -87 for 11 turns.
The damage and penalties will increase with your Spellpower. Searing Ire
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 10
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Lash out, making two attacks for 95% weapon damage as random vile damage (acid, blight, darkness or fire). If you hit with either attack, the target will be scorched for 11 turns, reducing its blight resistance and disease immunity by -46%.
The resistance reduction will increase with your Spellpower. Vile Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Strike your opponent for 187% weapon damage. If you hit and the target survives, twist your opponent's physical vitality, forcing your physical detrimental effects onto it, and stealing its physical beneficial effects. Up to 4 effects will be stolen or imposed. Twist Vigor
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 40
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Attack your target from afar, striking through the bonds of vitality that bind all life together. Your attack may inflict more damage depending on the number of diseases on the target:
- 0 diseases: 94%
- 1 disease : 198%
- 2 diseases: 301%
- 3 diseases: 405%
- ... etc.
If the target dies, its remains will explode in a burst of infectious blight for 715.73 damage in radius 6. Each creature hit has a 74% chance of being infected by a random disease, doing 183.39 blight damage each turn for 6 turns (1100.36 total) and weakening either Constitution, Strength or Dexterity. If the target does not die, then each disease and poison afflicting it will have its duration extended by 6.
The explosion and disease damage will increase with your Spellpower. Reaping Strike
| 5/5 |
| Corruption / Scourge | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 168% damage with each hit. For each hit, the target will bleed for 70.23 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 184.66 blight damage (which also heals you for 73.86 each hit).
The damage will increase with your Spellpower.
Grants one Taintmark while active. Ruin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 168% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 759.49 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 148% darkness weapon damage. If the attack hits you attack with your second weapon, doing 148% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 5/5 |
| Chronomancy / Threaded Combat | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Attack with your bow or dual-weapons for 155% damage. If you shoot an arrow you'll teleport near the target location. If you use your dual-weapons you'll teleport up to your bow's range away.
Additionally you now go Out of Phase for five turns after any teleport, gaining 21 defense and 13% resist all.
The Out of Phase bonuses will scale with your Magic stat. Thread Walk
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you hit with a melee or arrow attack, there is a 52% chance that a warden will appear from another timeline to attack a random enemy.
The summoned warden will attempt a melee attack if you made an arrow attack, or an arrow attack if you made a melee attack.
These wardens are out of phase with your reality and deal 18% less damage, and their arrows will pass through friendly targets.
A warden can only be summoned this way once per turn and they return to their own timeline after attacking. Warden's Call
| 5/5 |
| Wild-gift / Summoning (melee) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a War Hound for 12 turns to attack your foes. War hounds are good basic melee attackers.
It will get 166 Strength, 166 Dexterity and 94 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: 4
Range: 5
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Minotaur for 12 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 248 Strength, 166 Constitution and 94 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: 8
Range: 5
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a random Giant Ant for 12 turns to attack your foes. Giant Ants cannot stay summoned for long, but they can deal elemental damage.
It will get 248 Strength, 94 Constitution/Willpower and 248 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats will increase with your Mindpower.
(Blighted Summoning talent is Corrosive Worm.) Giant Ant
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 16
Range: 5
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Stone Golem for 12 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 253 Strength, 253 Constitution and 166 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 |
| 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 sling bullets, each dealing 65% Ranged damage, at a cost of 25 Stamina per attack. Bombardment
| 5/5 |
| Spell / Storm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 5, doing 313.09 to 939.27 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 372.91 to 1118.73 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 88.37 to 265.12 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 |
| Technique / Archery training | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a calm, focused stance, increasing your Physical Power (+66), Accuracy (+66), Armour penetration (+65), and critical chance (+69%), but reducing your firing speed by 28%.
The effects will increase with your Dexterity. Aim
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You switch to a fluid and fast battle stance, increasing your firing speed by 58% at the cost of your Accuracy (-22), Physical Power (-22), and critical chance (-22%). Rapid Shot
| 5/5 |
| 5/5 |
| Chronomancy / Gravity | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Sends out a blast wave of gravity in a radius 6 cone, dealing 798.17 base physical (gravity) damage and knocking back targets caught in the area.
Targets knocked into walls or other targets take 25% additional damage and deal 25% damage to targets they're knocked into.
Closer targets will be knocked back further and the damage will scale with your Spellpower. Repulsion Blast
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 24
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Create a gravity field around you that converts 44% all damage you deal into physical damage, slows incoming projectiles by 54%, and protects you from all gravity damage and effects.
Additionally, damage dealt by Repulsion Blast has a 79% chance to reduce the target's knockback resistance by half for two turns. Gravity Locus
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 20
Range: 6
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Increases local gravity in a radius of 4 for 8 turns, dealing 221.95 physical (gravity) damage as well as decreasing the global speed of all affected targets by 32%.
The damage done will scale with your Spellpower. Gravity Well
| 5/5 |
| Spell / Phantasm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 10 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 916.54 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 611 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The caster fades from sight, granting 87 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 5/5 |
| Spell / Fire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: -0
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 2013.11 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: 30
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 1783.57 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: 40
Range: 7
Cooldown: -1
Travel Speed: 400% of base
Usage Speed: Spell (33% 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 1929.68 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: 100
Range: 10
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 538.84 fire damage in a radius of 5 each turn for 10 turns.
The damage will increase with your Spellpower. Inferno
| 5/5 |
| Spell / Power | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 42
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Fold your magic inwards, into a small feedback loop, increasing your spellpower by 83 for your next spell. Yonk
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Overloads one of your active shields, causing it to explode outwards damaging all nearby hostile creatures in a radius 6.
Damage amount and type will depend on which shield is overloaded and how powerful the shield is.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield, Elemental Shield. Shield Overload
| 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 56.
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 29 damage (10% of your offhand weapon damage) from approximately 2.3 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 33 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 (33% of a turn)
Description: When dual wielding, increases attack speed by 46%, but drains stamina quickly (-6 stamina/turn). Momentum
| 5/5 |
| Spell / Advanced necrotic minions | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: 8
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Minions are only tools. You may dispose of them... violently.
Makes the targeted minion explode for 59% of its maximum life as blight damage.
If used on a Wisp, it will do cold/freeze damage instead.
If used on a Bone Giant, it will do physical damage instead and form a temporary shield around you that prevents any attacks from doing more than 15% of your total life for 37 turns.
Beware! Don't get caught in the blast! (unless you know Dark Empthy: 100% chance to ignore damage) Undead Explosion
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 90
Range: melee/personal
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Combines 3 of your skeletons 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 7, it makes a runed bone giant.
Only one bone giant can be active at any time. Assemble
| 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
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 36 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
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 83 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 5/5 |
| 5/5 |
| Celestial / Umbra | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: -20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The darkness of your soul fades dimly, granting 25.00% darkness resistance penetration.
At raw talent level 3 it also grants cold resistance penetration.
At raw talent level 5 it also grants darkness affinity.
These effects will scale with Spellpower. Umbral Soul
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 32
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A wave of pure darkness flows from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, then shrinking back to zero, doing 519.83 darkness damage to all inside per turn.
This wave lasts for 11 turns and spreads in the chosen direction, but will hurt the caster for invoking such a terrible power.
The damage will increase with your Spellpower. Terminator
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: 50
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Call upon the deepest darkness between the stars to infest your darkness magic.
Each of your darkness field effects have a 51% chance to spawn a Tinnugoroth inside their radius each turn.
These Dusk Terrors require darkness to survive and will rapidly weaken while outside a darkness field.
Spells that this affects include Terminator, Shadow Blast, Black Hole and Circle of Shifting Shadows.
Chance to spawn Tinnugoroths scales with your Spellpower.
Blighted Summoning will grant them Moonlight Ray. Pitch Black
| 5/5 |
| Wild-gift / Volcanism | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: 200% of base
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Summons a small raging volcano for 10 turns. Every turn, it will fire 6 molten boulders toward your foes, dealing 336.05 fire and 184.48 physical damage.
The damage will scale with your Spellpower. Eruption
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Digs up to 5 grids into walls, trees or other impassable terrain.
This also breaks up open ground, potentially stunning anyone standing there. Fissure
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: The ground is shattered by a lava explosion, doing 758.68 physical (and bleeding) damage in a radius of 4.
The area will also be covered with burning rock for 5 turns, which will burn for 1382 fire damage and ignite any that stand on it.
The damage will increase with your Spellpower. Lava Burst
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Surround yourself with a cloak of noxious gasses from deep within the earth. This decreases you sight range by 5, your lite radius by 1 and does 184.17 acid damage to nearby enemies, possibly blinding them.
Increases you Equilibrium by 5 per turn and does a fail check, if it fails, Noxious Gasses will cease.
The damage will increase with your Spellpower. Noxious Gasses
| 5/5 |
| Spell / Life-giver | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a summon power
Description: Shape clay and call upon a spirit to inhabit it, bringing it to life.
The Clay Golem is strong, but not a very good fighter. Its main ability is its Clay Aura which reduces all damage allies in a radius of 6 take by 33.
The golem's stats and the aura scale with your Spellpower.
Blighted Summoning grants Empathic Hex.
Warning: Clay Golem is water soluble. Clay Golem
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Subterfuge | 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 107, 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.
When performing unstealthy actions (attacking, using objects, ...) you have a chance of remaining hidden based on 2.15 times your stealth power (currently 229) compared against the detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you, and is affected by your luck.
Your chance of successfully remaining hidden is currently 96%.
Subterfuge reduces your light radius to 0, and will not work with massive armours.
You cannot enter stealth if there are foes in sight within range 5. Subterfuge
| 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.
Precision strikes do +81.29% damage versus a normal critical hit up to 3 grids away but diminish linearly to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Precision Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You work swiftly under cover, increasing movement speed by 95% while stealthed. Your speed protects you from direct hits, causing you to take 35 less damage from all sources while Subterfuge is active.
You have also 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 321) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
Your chance of success is currently 100%.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Subterfuge talent. Undercover Operations
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You sneak up behind an enemy and attempt to break their neck from behind, comparing 0.95 times your stealth power (currently 101) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you. If the target fails a physical save, they will be killed instantly, otherwise they will take 2494.70 physical damage.
Your chance of success is currently 100%.
Enemies that are Elite rank and above have a chance to resist being instantly killed based on their rank.
This talent must be performed from stealth and does not check physical save if the victim is not targetting you.
Damage done increases with stealth power, character level, your Strength, and your physical damage bonuses. Neck Snap
| 5/5 |
| Spell / Dread | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Enemies inside your necrotic aura become weakened and drained, reducing saves by 6, resistances by 3%, and damage dealt by 3%.
Stacks each turn up to 5 times.
The first point in this talent increases the range of your Necrotic Aura by 1. Enervate
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your Enervate shackles the souls of your enemies, giving a 18% chance per Enervate stack for them to raise as a wraith after their death, serving you for 8 turns. Wraiths assault your enemies with blasts of cold that deal 431.64 cold damage each turn.
You cannot have more than 3 wraiths active at a time.
The first point in this talent increases the range of your Necrotic Aura by 1. Shackle Soul
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Drain the life of those you Enervate, causing the melee attacks of you and your allies against them to heal for 15 per stack. This effect cannot occur more than once per turn.
The first point in this talent increases the range of your Necrotic Aura by 1. Vampiric Embrace
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your necrotic aura becomes a vortex of pure death for 8 turns, dealing 302.50 cold damage and 257.25 darkness damage each turn to all within.
Foes closer to you take up to 50% more damage.
The damage will increase with your Spellpower.
The first point in this talent increases the range of your Necrotic Aura by 1.
Soulforge 4: Targets are pulled towards you. Death Vortex
| 5/5 |
| Celestial / Sigils | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: -10
Range: 5
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. All targets walking over the sigil will be blinded for 8 turns.
The sigil is a hidden trap (67 detection and 84 disarm power based on your Magic) and lasts for 10 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target. Sigil of Shrouding
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: -10
Range: 5
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. This sigil will fascinate all enemies in a radius of 4, drawing them towards it.
The sigil is a hidden trap (67 detection and 84 disarm power based on your Magic) and lasts for 10 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target. Sigil of Fascination
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: -10
Range: 5
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. All targets walking over the sigil will fall into a magical sleep for 8 turns.
The sigil is a hidden trap (67 detection and 84 disarm power based on your Magic) and lasts for 10 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target. Sigil of Sleep
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: -10
Range: 5
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. All targets walking over the sigil will take 409.40 darkness damage and be teleported up to 13 tiles away.
The sigil is a hidden trap (67 detection and 84 disarm power based on your Magic) and lasts for 10 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target.
Damage scales with Spellpower and Cunning. Sigil of Space
| 5/5 |
| Corruption / Fearfire | 1.40 |
Effective talent level: 7.0
Use mode: Activated
Vim cost: 32
Range: 9
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 1719.24 demonfire damage to everyone within 6 spaces and leaving flames which will deal an additional 1719.24 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: 7.0
Use mode: Activated
Range: melee/personal
Cooldown: -2
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: 7.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Exhale a wave of dark fire with radius 11, lasting 4 turns. Any non-demon caught in the area will take 1606.30 fire damage, and flames will be left dealing a further 380.17 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: 7.0
Use mode: Sustained
Sustain vim cost: 40
Drain vim:
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 10, dealing 1070.91 fire damage every turn.
The damage will increase with your Spellpower. Maw of Urh'rok
| 5/5 |
| Technique / Commando | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your training has made you an expert archer as well as a master of combined melee and grappling attacks. You gain 60 Physical Power when using a bow, waraxe, longsword, or mace (8.6 effective), your melee, barehand, and bow attacks deal 55% more damage, and your bow attacks use Cunning instead of Dexterity for bonus damage. These bonuses do not stack with other weapon mastery talents.
As long as your offhand remains empty, while performing basic melee attacks you will follow up with a strike for 87% barehand damage. Any damaging effects triggered by this are reduced in power as well.
When using melee or ranged talents, you will automatically switch to the appropriate weapon in your quickslot.
Knowing this talent also allows you to use grappling techniques with a one-handed weapon as long as your offhand is empty. First Blood
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You move with force and attack with precision, increasing your Stealth power by 36, your resistance to pinning effects by 41%, and your Accuracy and Physical Power by 33 (6.6 Accuracy, 4.7 Physical Power effective).
The stealth bonus and pin resistance increase with your Strength, and the Accuracy and Physical Power bonuses with your Cunning. Combined Tactics
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Stamina cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Whenever you break stealth you make a show of it, dazing all foes in range 4 and reducing their resistance to stunning and pinning effects by 60% for 3 turns.
Additionally, your larger-than-life entrances are so intimidating, your foes perceive you as one size class larger than you really are, and your physical critical chance and critical damage modifier are increased by 88% of your Precision Strike bonus (currently 71%).
The chance of dazing foes increases with your Physical Power. Explosive Entrance
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You quietly treat your wounds, recovering 1610 life and removing a detrimental effect for the next 3 turns. Moving or performing any action will end the effect early.
The amount healed increases with your Cunning.
This talent does not break stealth. Staunch Wounds
| 5/5 |
| Chronomancy / Temporal Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 253.83 temporal damage to your strikes.
Additionally you have a 31% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: For the next 8 turns, you recover 87.4 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower. Invigorate
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: -1
Description: You now have a 31% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 253.83 temporal damage to enemies in a radius of 2. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 115.38 physical and 126.92 temporal damage to enemies in a radius of 2. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 230.76 physical damage to enemies in a radius of 2. Affected targets will be slowed (30%) for 2 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Weapon Manifold
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 155% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 7 turns.
Breach chance scales with your Spellpower. Breach
| 5/5 |
| Corruption / Deviltry | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 4
Vim cost: 4
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Is: a spell
Description: Wreath your arrow in Shadowflame, doing 148% fire and darkness damage to the target and inflicting lingering burns. While suffereing from these burns the target is vulerable to disease and blight, lowering its resistance to both by -46% for 9 turns.
The vulnerability will increase with your Spellpower. Shadowflame Scorch
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Vim cost: 2
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Is: a spell
Description: You fire an arrow tipped with corrosive acid which burns through your foes, piercing multiple targets if possible with nigh infinite armor penetration, doing 128% acid damage to non-demons (but harmless to demons). Any targets damaged by the acid are corroded for 8 turns, reducing their attack, damage and defense by 53.
The corrosion effects will increase with your Spellpower. Piercing Corrosion
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8
Vim cost: 15
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Is: a spell
Description: Wreath your arrow in balefire, doing 117% fire and blight damage to the target. Your cursed flames linger, buring the target for 101.25 balefire damage each turn for 10 turns (up to 1012.55 total), and healing you for half the damage inflicted.
The burn damage (and thus the healing) will increase with your Spellpower. Balefire Siphon
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Sustain vim cost: 30
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You meditate on demonic cruelty. Your insight allows you to occasionally summons a minor demon (quasit) for 28 turns which acts as a guard and spotter, adding its sight range to your own: every turn you lack a spotter in your party, there is a 29% chance you will summon one. If the spotter dies, another will be summoned evetually. The spotter's statistics will improve with the talent level and your Magic. If you gain the Blighted Summoning prodigy, your spotter learns the talent Epidemic.
Your insight into demonic cruelty grants you +22% critical damage.
At level 3, your insight grants telepathy for minor demons.
At level 5, your insight grants telepathy for major demons. Demonseer
| 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 55% chance to throw the target to the ground. If the throw lands, the target will take 227.93 damage and be dazed for 2 turns, or 343.47 damage and be stunned for 2 turns if the target is grappled. You may attempt up to 2.9 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
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Attack your foes in a frontal arc with a roundhouse kick, which deals 698.74 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: 40
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 or friends. The chance of success is 100%.
In addition, you hone your damaging spells to spellshock their targets. This talent gives a bonus of 151 to Spellpower solely for the purposes of overcoming the target's Spell Save. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-curse / Snake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 505% weapon damage as poison over 5 turns.
If the target is unable to move, this does 758% weapon damage instead. Venomous Bite
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 10
Range: 6
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit poison at your target doing 1538.27 poison damage over 5 turns.
A bleeding target is more vulnerable to the poison and takes 2307.41 poison damage over 5 turns instead.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Venom
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 105% damage and then attempt to grapple a target up to one size category larger then yourself for 8 turns.
A grappled opponent will be unable to move, take 179 damage each turn, be silenced and slowed by 43%. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Squeeze
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a snake.
This increases your physical attack speed by 23% and your defence by 34, but lowers your armour by 10.
It also lowers the cooldowns of the Venomous Bite, Spit Venom and Squeeze talents by 5. Snake Shape
| 5/5 |
| Celestial / Glory | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: -20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The radiance of your soul shines brightly, granting 25.00% light resistance penetration.
At raw talent level 3 it also grants fire resistance penetration.
At raw talent level 5 it also grants light affinity.
These effects will scale with Spellpower. Radiant Soul
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 20
Range: 11
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Step at the speed of light to your target, blinding it for 5 turns and hitting it with all your weapons for 262% light weapon damage.
To Flashstep, you need to be able to see the target. Flashstep
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 32
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You invoke sunfire in a frontal cone of radius 9.
Any target caught in the area will take 1035.50 light damage, 688.48 fire damage and be stunned and burn for 688.48 fire damage over 9 turns.
The damage will scale with Spellpower. Prominence
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You walk in the light and the light shines where you walk.
You leave a trail of blazing light behind you for 4 turns, doing 251.53 light damage to any who touch it.
This also increases your positive energy regeneration by 0.60 per turn.
The damage will scale with Spellpower. Path of Light
| 5/5 |
| Wild-curse / Ritch aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Carve a hole into an adjacent wall.
Alternatively, carve a hole into an adjacent enemy for 210% weapon damage. If you hit, their armour is reduced by 29 for 9 turns. Carve
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 10
Range: 6
Cooldown: 31
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit fire at your target stunning them and doing 1809.28 fire damage over 4 turns.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Fire
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 565% weapon damage as blight with a 20% chance of infecting the target with a random disease doing 565% weapon damage as blight over 5 turns.
If the target is unable to move, the disease chance is 100% instead. Diseased Bite
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a ritch.
This increases your fire resistance by 34% and your armour by 34, but lowers your stealth by 10.
It also lowers the cooldowns of the Carve, Spit Fire and Diseased Bite talents by 5. Ritch Shape
| 5/5 |
| Cursed / Darkness | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 96 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
The damage will increase with your Mindpower. You do +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
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 1406 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
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 129 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 |
| Spell / Frost alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 28%. Frost Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 16 turns when they hit it.
This ice provides your golem with 43 additional armour, melee attacks against it deal 138.3 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Ice Armour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 6, doing 1622.1 Cold damage and freezing creatures to the ground for 16 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: -7
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by 22% and your physical resistance by 79%.
All direct critical hits (physical, mental, spells) against you have a 57% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 5/5 |
| Spell / Morph | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 10
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Weakens your target, decreasing its defense, damage and saves by 51 for 10 turns.
The weakening will improve with your spellpower. Enfeeble
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Focus your magic inwards, enhancing your physical form by +6 str, dex, con and 30% healing factor. Vitalise
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: All nearby enemies within radius 6 are violently desconstructed, disarming them and doing 1123.07 arcane damage.
Does +50% damage verses stoned targets.
The damage will increase with your Spellpower. Crumble
| 5/5 |
| Technique / Archery prowess | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You fire a burning shot, doing 127% fire damage to the target and lighting up the area around the target in a radius of 3.
At level 3, it also has a chance to blind for 3 turns. Flare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You fire a crippling shot, doing 155% damage and reducing your target's speed by 40% for 7 turns.
The status power and status hit chance improve with your Accuracy. Crippling Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You fire a pinning shot, doing 144% damage and pinning your target to the ground for 6 turns.
The pinning chance increases with your Dexterity. Pinning Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You fire multiple shots in a circular pattern with radius 2, doing 160% damage and stunning everyone hit for 7 turns.
The stun chance increases with your Accuracy. Scatter Shot
| 5/5 |
| Psionic / Thermal mastery | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: For 10 turns your pyrokinesis transcends your normal limits, increasing your Fire and Cold damage by 46% and your Fire and Cold resistance penetration by 26%.
In addition:
The cooldowns of Thermal Shield, Thermal Leech, Thermal Aura, Thermal Strike and Pyrokinesis are reset.
Thermal Aura effects will have their radius increased by 1.
Your Thermal Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Pyrokinesis will inflict Flameshock.
Thermal Leech will reduce enemy damage by 55%.
Thermal Strike will have its secondary cold/freeze explode in radius 1.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Pyrokinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 6
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Quickly drain the heat from your target's brain, dealing 1738.9 Cold damage.
Affected creatures will also be brainlocked for 4 turns, putting a random talent on cooldown, and freezing cooldowns.
The damage and chance to brainlock increase with your Mindpower. Brainfreeze
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 35
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Within radius 4, transfer heat from a group of enemies bodies to their equipment, freezing them to the floor while the excess heat disables their weapons and armor.
Those afflicted will be dealt 441.2 Cold and 485.2 Fire damage, and be pinned (Frozen Feet) and disarmed for 11 turns.
Targets suffering both types of damage will also have have their Armour and saves reduced by 30.
The chance to apply the effects and the duration increase with your Mindpower. Heat Shift
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 0
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: You seek balance between fire and cold based on your current Psi level.
You blast your foes with 1775.3 Fire damage based on your current Psi, 0.0 Cold damage based on your max Psi minus your current Psi, in a radius 4 ball.
This sets your current Psi to half of your maximum Psi.
The damage scales with your Mindpower. Thermal Balance
| 5/5 |
| Cunning / Advanced survivalism | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: Calling upon your hunting experience, you draw back your bow with all your strength and loose an arrow that hits for 230% ranged damage with 57 increased accuracy and 91.9% faster travel speed.
The accuracy increases with your Cunning and the travel speed with your Strength. Game Hunter
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You are always prepared, physically and mentally, to do whatever it takes to survive. You gain 16 Constitution and Willpower, 26 Physical and Mental Save (3.1 Physical Save, 3.2 Mental Save effective), and you are 36% more resistant to disarming effects.
The stat and save bonuses increase with your Cunning. Preparedness
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Once you get your hands on something, you never, ever let go. While sustained you no longer release your grapples when stepping away from foes, instead pulling them along with you. Foes you grapple also lose 36 Armor and 43% resistance to all damage.
The defense reduction increases with your Strength. Death Grip
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 35
Range: 7
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Movement (15% of a turn)
Description: You evacuate from a difficult situation, breaking your grapple and making a quick escape to the target location while preparing to make another assault. 4 of your grapple-initiating talents will have their cooldowns reset. With 5 points invested, Subterfuge and Undercover Operations will be reset as well, and you will automatically attempt to re-enter stealth.
Your chance to re-enter Stealth increases with your investment in Undercover Operations. Second Go
| 5/5 |
| Wild-gift / Sea drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 8
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Thick fog rises from the ground in a radius 3 cloud for 7 turns.
Anyone caught in the cloud will be blinded for 4 turns.
Levels in Fog Cloud additionally raise your maximum life by 114, passively.
Each point in sea drake talents also increases your global speed by 1% when in water. Fog Cloud
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You have an affinity for water. Each turn you are submerged in water you regain 23 life and 2.3 equilibrium.
Things that will trigger this include: Fog Cloud, Flood, Tidalwave and water zones.
Your Fog Cloud and Flood effects won't harm you while this is active.
Each point in sea drake talents also increases your global speed by 1% when in water. Water Dweller
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 43
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: A flood of deep water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 8, drowning all creatures caught inside.
Each turn a creature is inside the flood zone, they lose 38 air. If they do not have that much air remaining, they lose 38% of their current life instead.
The flood lasts for 13 turns.
This flood counts as water for seas drake bonuses.
The damage and duration will increase with your Willpower.
Each point in sea drake talents also increases your global speed by 1% when in water. Flood
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You breathe water in a frontal cone of radius 9. Any target caught in the area will take 774.87 cold and 467.73 physical damage, and are knocked back.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sea drake talents also increases your global speed by 1% when in water. Water Breath
| 5/5 |
| Psionic / Nightmare | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Puts targets in a radius 7 cone into a nightmarish sleep for 4 turns, rendering them unable to act. Every 60 points of damage the target suffers will reduce the effect duration by one turn.
Each turn, they'll suffer 230.16 darkness damage. This damage will not reduce the duration of the effect.
When Nightmare ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 9% sleep immunity for each turn of the Insomnia effect.
The damage threshold and mind damage will scale with your Mindpower. Nightmare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Brings the target's inner demons to the surface. Each turn, for 13 turns, there's a 36% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting.
If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early.
The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. Inner Demons
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Inflicts 232.15 darkness damage each turn for 9 turns, and has a 55% chance to randomly cause blindness, stun, or confusion (lasting 3 turns).
If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored.
The damage will scale with your Mindpower. Waking Nightmare
| 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 (33% of a turn)
Is: a mind power
Description: Increases your damage and resistance penetration on sleeping targets by 54%. Additionally, every time you slay a sleeping target, a Night Terror will be summoned for 11 turns.
The Night Terror's stats will scale with your Mindpower, as will the damage bonus to sleeping targets. Night Terror
| 5/5 |
| Wild-gift / Weather | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Grants 4 different sustains for altering the weather around you. These have passive effects and determine the effect of Invoke Weather and Focus Weather.
Clear Skies: Increases your sight and light radius, and makes you immune to Hurricane.
Mist Cloak: Increases your defence and stealth power, but decreases your light and sight radius.
Rainfall: Nearby enemies have their cold and stun resistance reduced, but also get increased fire and acid resistance.
Bolts from the Blue: Nearby enemies are randomly struck by lightning.
You may only have one Weather active at a time. Alter Weather
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Invoke your active Weather sustain to strike a single target.
Clear Skies: The target takes 1365 light damage and is blinded for 5 turns.
Mist Cloak: Wraps fog around the target, granting 54% evasion and 15 extra defence for 5 turns.
Rainfall: Cleansing water washes over the target, curing up to 3 beneficial/detrimental effects from hostile/friendly targets.
Bolts from the Blue: A lightning bolt strikes the target doing 1485 lightning damage and dazing them for 3 turns.
Damage done scales with your Spellpower. Invoke Weather
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have experienced the harshness of nature, and survived.
Increases resistance to fire, cold, lightning, acid, nature and physical damage by 12%.
You also recieve +120 maximum life. Weathered
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: 6
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Focus your active Weather sustain into a radius 2 area effect for 5 turns.
Clear Skies: Creates an area of bright sunlight, lighting up tiles and doing 517 light damage each turn.
Mist Cloak: Creates a cloud of fog for 5 turns, which blocks line of sight and blinds creatures for 2 turns.
Rainfall: Creates a puddle of deep mud for 90 turns, which slows creatures by 5% for 7 turns.
Bolts from the Blue: Instead of creating an area effect, this binds enemies in chains of lightning. If they use a talent they will take 562 lightning damage and be dazed for 3 turns.
Damage done scales with your Spellpower. Focus Weather
| 5/5 |
| Spell / Fire alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 28%. Flame Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 22
Range: 6
Cooldown: -6
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 16 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 6 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 842.16 fire damage in a radius of 3 each turn for 14 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: -7
Travel Speed: 240% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 54%, burning any creatures attacking you for 43.08 fire damage, and projecting 6 random slow-moving fire bolts per turn at targets in sight, doing 122.60 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
While this talent and Flame Infusion are both sustained, if your alchemical bombs hit your golem, there is a 52% chance that each negative physical or magical effect will be removed, up to 3 effects maximum.
The damage and resistance will increase with your Spellpower. Body of Fire
| 5/5 |
| Psionic / Absorption | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any physical/acid/nature/temporal attack, up to a maximum of 158 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 25.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any fire/cold/light/arcane attack, up to a maximum of 158 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 25.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any lightning/blight/darkness/mind attack, up to a maximum of 158 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 25.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by 67%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%. Forcefield
| 5/5 |
| Technique / Finishing moves | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: A finishing uppercut that deals 187% damage, and attempts to stun your target for 4 to 10 turns, depending on the amount of combo points you've accumulated.
The stun chance will improve with your Physical Power.
Using this talent removes your combo points. Uppercut
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: A powerful concussive punch that deals 159% weapon damage to your target. If the punch hits, all targets in a radius of 1 will take 260.35 to 1301.77 damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points. Concussive Punch
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summon-commands | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Command one of your summoned creatures to attack a target creature.
- Ritch Flamespitter: Spits stunning fire.
- Quillfire Porcupine: Fires a beam of bleeding damage.
- Hydra: Breathes lightning, acid or nature at random.
- Fire Drake: Breathes stunning fire.
- War Hound: Rushes the target.
- Minotaur: Attacks all adjacent creatures.
- Giant Ant: Spits disarming acid.
- Stone Golem: Causes an earthquake.
- Turtle: Stuns a target enemy.
- Spider: Spits insidious poison.
- Jelly: Spits slowing slime.
- Rimebark: Breathes freezing cold. Command: Attack
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Destroys one of your summons, making it detonate in radius of 8.
- Ritch Flamespitter: Explodes into a fireball.
- Quillfire Porcupine: Explodes into a physical damage and pinning ball.
- Hydra: Explodes into a ball of lightning, acid or poison.
- Fire Drake: Generates a cloud of fire.
- War Hound: Explodes into a ball of physical damage.
- Minotaur: Explodes into a sharp ball, cutting all creatures.
- Giant Ant: Explodes into a cloud of bugs which do physical damage and talent failure.
- Stone Golem: Knocks back all creatures.
- Turtle: Grants a small shell shield to all friendly creatures.
- Spider: Pins all foes around.
- Jelly: Explodes into a ball of slowing slime.
- Rimebark: Explodes into an iceball.
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 |
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, it takes 36% less damage and all its stats are increased by 36.
The damage reduction is based on your Cunning. Summon Control
| 5/5 |
| Spell / Desecration | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your melee attacks have a 40% chance to steal a soul fragment from the target, preventing you from dying until you fall below -134 life. This stacks up to 5 times, to a maximum of -670 life.
You can activate this ability to consume all soul fragments, restoring 1073 life, 402 mana and 3 souls.
The life limit, life and mana restored will increase with your Spellpower. Essence Drain
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You become as inevitable as death itself, preventing you from dying until you reach -1191 life for 8 turns.
Soulforge 3: Increases your resilience, preventing any blow from dealing more than 50% of your maximum life. Pale Rider
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your weapons cut deeper into the souls of your enemies, increasing the chance for Essence Drain to trigger by an additional 20% and causing it to deal 325.11 darkness damage. On activating Essence Drain, for the next 5 turns you gain 11% lifesteal and your melee attacks inflict an additional 458.75 cold damage.
The damage dealt will increase with your Spellpower. Hungering Blade
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: The line between life and death blurs further, increasing your healing factor by 48% while below 0 life and granting additional effects:
-On falling below 0 life, you surge with necrotic energy that extends the duration of all positive effects by 4 turns.
-On healing above 0 life, the necrotic energy animating you surges outwards, inflicting darkness damage equal 957.95 + 23% of your negative life threshold (currently 1611.55) to all enemies within radius 3 healing you for 50% of the damage dealt.
Undying
| 5/5 |
| Cursed / One with shadows | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: You are linked to your shadows for 11 turns, diverting 69% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 -521 life. However, when below 0 you cannot see how much life you have left.
Effect increases with Mindpower. Shadow Decoy
| 5/5 |
| Spell / Arcane | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 869.02 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 58%. Arcane Power
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 217.48 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: -5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.15 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 4836 total damage.
While the arcane storm rages, you also get 146% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
| Spell / Spirit | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a summon power
Description: Call spirits of the dead to inhabit Wisps of light. This creates 3 Wisps which last for 11 turns before unsummoning.
They do light damage in melee and if killed, they will explode for 831.32 light damage against enemies or healing friendly spirits.
Their stats and explosion damage scale with your Spellpower.
Critical spells increase the number of Wisps summoned instead of their strength.
This scales with your crit power strength. Current bonus gives +11.
Blighted Summoning grants Blindside. Ghost Lights
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: -1
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a bolt of light, doing 986.16 light damage to the target.
If the target is undead, they take 50% more damage.
At level 5, it will create a beam of light.
The damage will increase with your Spellpower. Rest in Peace
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your Spirits guide and protect you, granting 6 defense and saves for each Spiritmancer summoned creature you have.
This bonus cannot exceed 33. Current bonus: 0. Spirit Guide
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 24
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a spirit, allowing you to walk through walls (but not preventing suffocation) for 9 turns.
Also grants 55% resistance and affinity (heal) to light damage.
While in effect, Wisp explosions will heal you.
If you are still in a wall when the effect ends you will randomly teleport. Spirit Form
| 5/5 |
| Corruption / Spellblaze | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 8
Drain vim:
Range: 4
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 419.37 physical and 763.91 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: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 202.68 darkness damage per turn.
Damage increases with your spellpower. Tale of Destruction
| 5/5 |
| Cunning / Woodcraft | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your experience with fighting as a team makes you more deadly with friends.
You can safely shoot past your friends and recieve +17 extra defense and +42 nature damage on weapon hits, for each of your summoned creatures you can see.
These bonuses scale with Cunning. Hunter's Friend
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your time in the wilderness attunes you with Nature.
This gives you the ability to regenerate 1.2 equilibrium per turn when resting, increases your nature damage by 23% and increases your effective willpower for equilibrium checks by 55% of your Cunning (current bonus: 57). Natural Attunement
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Hide yourself in a improvised sniper den; pinning yourself to the spot, increasing your defense by 17, your stealth power by 17 and granting +1 level in Unseen Actions.
Activating this talent will not break Stealth. These bonuses scale with Cunning. Sniper Den
| 5/5 |
| Wild-gift / Summon-techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 6 turns. Phase Summon
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You focus yourself on nature, allowing you to summon creatures much faster (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: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Energise all your summoned creatures with a burst of natural energy. This heals them for 487 life, 78 stamina, reduces their equilibrium by 78 and increases their duration by 5 turns.
The life healed can mind crit and the life/resources restoration scales with your mindpower. Revitalise
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: This powerful technique allows you to be a vessel for containing the essence of a summoned creature. To use this, target yourself with a summoning wild-gift.
While no creature is summoned from doing this, the summoner will recieve a powerful buff and one of the creature's talents, as the creature's essence temporarily infuses them.
The buff will last for 9 turns and can only be activated once per 20 turns.
- Ritch Flamespitter: Increased defense, fire damage and resist. Grants Flamespit.
- Quillfire Porcupine: Increase armour and does physical retalitation damage. Grants Quillfire.
- Hydra: Increased lightning, acid and nature resistance, and increased life regeneration. Grants Acid Breath.
- Fire Drake: Increases strength, willpower and size. Grants Fire Breath.
- War Hound: Increases ability to detect hidden creatures. Grants Rush.
- Minotaur: Increases strength and constitution. Grants Stun.
- Giant Ant: Increases armour, armour hardiness, acid damage and resistance. Grants Acidic Spray.
- Stone Golem: Increases life, size, physical damage and resistance. Grants Quake.
- Turtle: Increases all damage resistance but reduces movement speed. Grants Taunt.
- Spider: Increases resistance to pins and poisons. Grants Spider Web.
- Jelly: Increases chance to ignore critical hits, increased nature damage and resistance. Grants Mucus.
- Rimebark: Increases armour, armour hardiness, size, cold damage and resistance. Grants Winter's Fury.
The strength of these effects scales with Mindpower. Summon Essence
| 5/5 |
| Corruption / Debility | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You draw your arrow across the bleeding scars of your arm as you pull back on your bow. Your corrupted blood coats each arrow head, adding 189.31 blight damage to your arrows, which has a 25% chance to inflict a random disease. Your diseases inflict 183.39 blight damage per turn for 6 turns (1100.36 total), and reduce a random physical stat by 34. The disease effects will scale with your spellpwoer, and the disease damage can crit.
Your blood also serves as a conduit for vitality, and when you hit with an archery attack, it returns you 2 Vim, plus 3.00 Vim per disease afflicting the target. Corrupted Archery
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 5
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You siphon vital energy from all creatures in a cone 8, slowing them by 30% and replenishing your own reserves: you heal 190 for each creature in the cone.
The healing will increase with your Spellpower. Foul Feast
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 10
Range: 7
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your spell befouls the area, slowing creatures in radius 4, and corrosive vapours dealing 464.35 acid damage linger in the area for 8 rounds. Corrosive Mire
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Vim cost: 20
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Is: a spell
Description: Whisper the rote of wretchedness as you draw back your arrow, transforming your shot into blinding acid. Hit or miss, your arrow will summon 4 wretchling(s) around the target. Your wretchlings will return to their native hell after 12 turns.
Your wretchlings' stats will improve with the talent level and your Magic. If you learn the Blighted Summons prodigy, your wretchlings gain the talent Virulent Diseases. Wretched Gambit
| 5/5 |
| Celestial / Heavens | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Positive energy cost: 5
Negative energy cost: 5
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your moonlight is fuelled by the sun, and your attacks blend both lights to strike your foes. You deal 34 fire and 34 light damage on hit. This damage is reduced by a quarter if you wear a shield, or half if you dual wield.
In addition, when you have more positive than negative energy, your attacks generate 4 negative energy at the cost of the same amount of positive energy.
Learning this talent enhances some of your darkness/cold talents to also benefit light/fire. Sun and Moon
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -20
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Call forth the Sun to summon a beam of light, dealing 370 light damage to all foes in a line.
The damage done will increase with your Spellpower. Twin Dawn
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 15
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Release a wave of summer heat in a radius of 4, dealing them 526 fire damage. Wet targets take 30% bonus damage but are no longer wet.
The damage done will increase with your Spellpower. Evaporate
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 6
Negative energy cost: 10
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Release all your positive energy at once, dealing 267 light damage to all foes within a radius of 4.
The damage done will increase with your Spellpower, and is greater when greater amounts are spent on it. The positive energy cost is equal to your positive energy. Nova
| 5/5 |
| Spell / Illusion | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Disrupt the target's mind, doing 1110.28 mental damage and brainlocking them for 8 turns.
This attack uses Spellpower instead of Mindpower for the save against the damage.
The damage will increase with your Spellpower. Mind Spike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Wrap the target's mind in a delusion, making them think you are their friend for 8 turns.
If you damage the target it will be free from the delusion. Charm
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Range: 8
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Cast a chaotic ray of light that bounces and hits up to 8 enemies, up to 6 grids apart.
They will be hurt for 1341.27 light damage and be confused (83 power) for 6 turns.
The damage and confusion strength will increase with your Spellpower. Prismatic Chaos
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 23
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The caster is surrounded by a modified phantasmal shield. If hit by a projectile weapon or a spell, the shield will deal 611 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Mirror
| 5/5 |
| Chronomancy / Blade Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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 |
| Spell / Enhancement | 1.40 |
Effective talent level: 7.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 288.99 fire damage per melee or ranged attack and increasing all fire damage dealt by 25%.
Each hit will also regenerate 2.33 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 114% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 5/5 |
Effective talent level: 7.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 116 lightning damage with a chance to daze (25%) per melee or ranged attack and increasing all lightning damage dealt by 25%.
Each hit will also regenerate 2.33 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
Effective talent level: 7.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 18.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
| Wild-gift / Land | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Makes the ground around you restless, sometimes causing nearby enemies to become off-balance for 1 turn.
Chance to hit is 55%. Tremors
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 12
Travel Speed: 200% of base
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Starts a nearby boulder rolling in the direction you choose, and enemies that don't get out of the way will take 1133.87 physical damage and be knocked back.
The damage will increase with your Spellpower. Rolling Boulder
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Causes the surroundings to collapse in on the target area, doing 1133.87 physical damage in a radius of 4.
Creatures caught in the collapse have a chance of being stunned.
The damage will increase with your Spellpower. Cave In
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Increases the strength of the Tremors around you, nearby enemies that loose their footing will be stunned for up to 6 turns.
Increases you Equilibrium by 5 per turn and does a fail check, if it fails, both Earthshaker and Tremors will cease.
Uses your Tremors chance to hit.
Stun strength will increase with your Spellpower. Earthshaker
| 5/5 |
| Technique / Magical combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use a melee weapon to focus your spells, granting a 74% chance per melee attack to deliver a Flame, Lightning or Earthen Missiles spell as a free action on the target.
When using a shield the chance is reduced by one fourth.
When dual wielding or using a shield the chance is halved for each weapon.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not cooling down.
The chance increases with your Cunning. Arcane Combat
| 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 Physical Power by 113.
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 347.91.
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 |
| Spell / Elementalism | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: One doesn't survive channelling the elements long, if one doesn't learn to protect themselves.
Increases fire, cold, lightning and physical resistance by 18 and their resistance cap by 6. Endure Elements
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surround yourself in shield of elemental power for 10 turns. Any physical, fire, cold or lightning damage you take is reduced by 184.
The max damage the shield can absorb will increase with your Spellpower. Elemental Shield
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: 5
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Binds an elemental into your control, giving you full control over its actions for 14 turns.
When the effect ends the elemental will be banished.
Instakill immunity will block Bind Elemental.
The duration and chance to bind will increase with your Willpower.
Each point in Bind Elemental will also increase your elemental damage penetration by 4%. Bind Elemental
| 5/5 |
| Spell / Thunderstrike | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 8
Stamina cost: 4
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: You channel the fury of a blizzard, attacking your target twice for 95% weapon damage as darkness and cold.
This talent applies to ranged and melee weapons alike.
At level 3, the darkness damage may blind the target. At level 5, the cold damage may freeze the target. Wintery Wrath
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 18
Stamina cost: 8
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The air above you rushes downward at your command, and a strong cone (8) of magical wind first attempts to push creatures away 2 tiles, then freezes any creatures remaining in the area. The wind inflicts 535.74 physical and 295.85 cold damage. Pinned or immobile targets suffer +50% physical damage.
At level 3 the cold can immobilize the targets for 4 turns.
The damage will increase with your Spellpower. Downburst
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 18
Stamina cost: 24
Range: 8
Cooldown: -7
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You can briefly turn yourself into a blinding flash of incandescent lightning. You move to the target location, and inflict 505.44 blinding light and 549.70 lightning daze damage to every enemy in radius 8 of your starting location.
By dazzling your foes, this spell resets the cooldown of your Stealth talent.
The damage will scale with your Spellpower. Flash Jump
| 5/5 |
| Spell / Aether | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 557.14 arcane damage and having 25% chance to silence the creatures it pierces.
The beam will also damage its epicenter each turn for 10% of the damage (but it will not silence).
The beam spins with incredible speed (1600%).
The damage will increase with your Spellpower. Aether Beam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 673.47 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: -4
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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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, Force and Restoration spells to be used while in Aether Avatar form. Pure Aether
| 5/5 |
| Spell / Water | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 308.99 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
Range: 10
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 7 turns and damaging it for 2294.10.
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: 25
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 7, doing 283.93 cold damage and 171.39 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 11 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: 25
Range: 10
Cooldown: -3
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: -2
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 269.42 fire and 147.90 physical damage.
The effects will improve with your Spellpower. Erupting Darkness
| 5/5 |
| Celestial / Sun | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 1434.5 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
Range: 9
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 335.5 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
Range: 10
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 50%, your spell cooldowns are reduced by 43%, 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: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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 |
| Wild-curse / Psiclaws | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain hate cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Channel your rage through your wielded mindstars, generating psionic claws sprouting from your fists.
Adds 166.01 physical damage per mindstar hit and increases your physical critical chance by +6%.
Physical damage scales with your Mindpower.
Also increases Physical Power by 60 and increases weapon damage by 55% when using mindstars.
Cannot be used at the same time as Psiblades. Psiclaws
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Slash out with your psiclaws, hitting your target twice with each weapon for 106% damage and inflicting bleeding for half the damage done. Shred
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your claws are as sharp as your mind, and your mind is sharper than a razor.
While Psiclaws is active, you gain 77% physical, mind and nature penentration. Razor Claws
| 5/5 |
| Wild-curse / Eagle aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Take a swipe at the target's eyes, attempting to blind them for 8 turns and doing 210% weapon damage.
If the target is stunned, this does 314% weapon damage instead. Eye Swipe
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Fly away in a panic, landing up to 7 tiles away.
This also increases your defence by 67 for 2 turns.
Defence bonus scales with your Strength. Flight
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: 11
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Swoop past many targets, getting a free attack against each of them at 160% weapon damage.
If you used this talent from stealth, your attack will also cause bleeding. Swoop
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an eagle.
This increases your accuracy by 34 and your physical crit chance by 12% but lowers your physical save by 10.
It also lowers the cooldowns of the Eye Swipe, Flight and Swoop talents by 5. Eagle Shape
| 5/5 |
| Technique / Two-handed assault | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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 / Charged mastery | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: For 10 turns your electrokinesis transcends your normal limits, increasing your Lightning damage by 46% and your Lightning resistance penetration by 26%.
In addition:
The cooldowns of Charged Shield, Charged Leech, Charged Aura, Charged Strike and Brainstorm are reset.
Charged Aura effects will have their radius increased by 1.
Your Charged Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Brainstorm will also inflict blindness.
Charge Leech will also inflict confusion (37% effect).
Charged Strike will have its secondary lightning burst chain to up to 3 targets in a radius of 3.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Electrokinesis
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 32
Range: 8
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Cast a net of static electricity in a radius of 4 for 6 turns.
Enemies standing in the net will take 492.9 Lightning damage and be slowed by 42%.
When you move through the net, a static charge will accumulate on your weapon which will add 243.4 additional Lightning damage to your next attack for each turn you spend within its area.
These effects scale with your Mindpower. Static Net
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Store an electric charge for saving your life at a later time.
If you are reduced to less than zero life while this is active, it will deactivate, cure you of all stun/daze/freeze effects and allow you to survive with up to 1966 negative health for 5 turns.
The negative health limit scales with your Mindpower and maxium life. Heartstart
| 5/5 |
| Spell / Charnel | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Skeletal claws reach up from the grave, grabbing hold of any creatures for 34 turns and doing 719.89 bleeding damage over 5 turns, in a radius of 6.
The damage will increase with your Spellpower. Grasping Claws
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Everytime you or one of your minions kills a creature, the fallen corpse becomes a shield for you that grants +10 armour and +10% physical resistance for 35 turns. Meat Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 50% chance to heal for 57% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 5/5 |
| Spell / Poison alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive poison that lowers healing.
In addition all nature damage you do is increased by 28%. Poison Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Poison Infusion is active, your bombs coat your golem in poison for 16 turns when they hit it.
While coated, any attack made by your golem has a 77% chance to trigger a beam of poison towards the target, that does 356.2 nature damage over 6 turns. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Poison Coat
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hurl a flask of knockout gas, which explodes on impact releasing the gas in a radius of 3.
Any creatures affected by the gas will be put to sleep (79 power) for 10 turns.
Alchemist protection reduction works as a chance to avoid hitting yourself with this.
Sleep power scales with your Spellpower. Chloroform Bomb
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Carefully administered potions and magic allow you to transform your body into a much stronger form.
This increases your physical power and physical saves by 87, your maximum life by 667, your life regeneration by 15.
Each hit you make also has a 77% chance of firing a beam of poison at the target, doing 780.8 nature damage over 6 turns. Mutation
| 5/5 |
| Corruption / Sanguisuge | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 0
Range: 9
Cooldown: -1
Travel Speed: 1500% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Fires a bolt of blight, doing 963.89 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Spellpower. Drain
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 5
Range: 10
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Absorbs the life force of your foes as you kill them.
As long as this talent is active, vim will decrease by 0.5 per turn and increase by 17.7 for each kill of a non-undead creature (in addition to the usual increase based on Willpower). Absorb Life
| 5/5 |
| 5/5 |
| Wild-gift / Slime | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 18
Travel Speed: 600% of base
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Spit slime at your target doing 972.3 nature damage and slowing it down by 30% for 3 turns.
The slime can bounce from foe to foe, hitting up to a total of 5 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 38.1% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Releases poisonous spores at an area of radius 2, infecting the foes inside with a random poison doing 1544.1 Nature damage over 10 turns.
This attack can crit and deals 62% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 43
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Your skin drips with acid, damaging all that hit you for 250.1 Acid damage.
The damage increases with your Mindpower. Acidic Skin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 6 with error margin of 1.
Doing so changes your internal structure slightly, taking 2 random talent(s) off cooldown. Slime Roots
| 5/5 |
| Psionic / Psi-fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Gather your will, and brutally smash the target with your mainhand weapon and then your telekinetically wielded weapon, doing 156% weapon damage.
If your mainhand weapon hits, you will also stun the target for 6 turns.
This attack uses 60% of your Willpower and Cunning instead of Strength and Dexterity to determine weapon damage and accuracy, for both attacks.
Any active Aura damage bonusses will extend to the weapons used for this attack. Telekinetic Smash
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While active, you give your flesh and blood body a boost in the form of precisely applied mental forces. Increases Strength and Dexterity by 33% of your Willpower and Cunning, respectively.
Strength increased by 36
Dexterity increased by 35 Augmentation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Assume a defensive mental state.
For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for 113% weapon damage.
At raw talent level 3 you will also disarm the attacker for 3 turns.
At raw talent level 5 you will be able to reflexively block up to one attack per turn with a 30% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 5/5 |
| 5/5 |
| Spell / Undeath | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 8
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You raise 2 ghouls from the ground around the target and channel an attack through each, dealing 104% weapon damage as cold. Ghouls last 6 turns.
Soulforge 3: Instead summon elite ghoul warriors, who wield greatmauls and have increased combat ability. Call of the Grave
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: -2
Description: Your ghouls taunt enemies within radius 2 when summoned, and when a single hit deals more than 14% of your maximum life a ghoul will rise to block the blow, absorbing 32% of the damage from the blow and other attacks for 3 turns. Meat Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: On your ghouls dying they explode in a radius 3 burst of necrotic energy. All enemies struck will waste away, taking 950.04 darkness damage over 6 turns and having their powers reduced by 26%.
The damage will increase with your Spellpower. Corpse Explosion
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 5
Cooldown: -7
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Creates a towering wall of flesh and bone of 7 length at the target location for 8 turns.
Each segment deals an additional 186.88 blight damage (with a 20% chance to disease) and 145.59 bleed damage over 5 turns on dealing or taking a melee hit.
Segments are extremely durable (40% resist all) and completely block line of sight.
Soulforge 5: The wall segments learn the Grasping Claws talent, allowing them to grapple and disable enemies. Necrotic Wall
| 5/5 |
| Chronomancy / Temporal infantry | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Paradox cost: 5
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Pull the fabric of space to shorten the distance as you rush towards your target. Swiftly move 10 and then shield-slam your target for 107% shield bash damage. This takes 57% of a turn.
At full talent mastery, you can use this talent even when immobilized. Ground Contraction
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 6
Paradox cost: 5
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Hit the target with your weapon and shield, doing 116% weapon and 167% shield damage as Gravity damage, which can pin the target. Heavy Impact
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Paradox cost: 10
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: You are virtually unstoppable. Your conditioning and mastery of space-time allow you to muscle your way through causality, reducing the duration of all physical conditions affecting you by half. This affects beneficial and detrimental effects alike. Any physical effects which are reduced to duration less than 2 are immediately removed.
Every point in this talent reduces its cooldown, and grants +2% physical damage resistance and +10% pinning and knockback immunity. Implacable Force
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Paradox cost: 15
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Create localized gravity spike centered on yourself which pulls creatures in a radius 7 cone. Enemies suffer 666.56 gravity damage which can pin. After the pull, all enemies who are adjacent to you suffer a shield bash attack for 130% as they slam into the unyielding anvil that is you.
The damage will scale with your Paradox and Spellpower. Pull of Gravity
| 5/5 |
| Wild-gift / Boreal | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Freeze the ground around you in a radius of 3, doing 1622.10 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move. The ground will be covered in ice for 4 turns.
The damage will increase with your Spellpower. Glaciate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Call upon the mysterious green fire from the north to light the sky. Your lite radius increases by 1.
Nearby enemies will take 184.17 darkness/nature damage and have one magical buff or talent dispelled, per turn.
Increases you Equilibrium by 5 per turn and does a fail check, if it fails, Aurora will cease.
The damage will increase with your Spellpower. Aurora
| 5/5 |
| Wild-gift / Ooze | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 3182, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.89.
You may have up to 3 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 10 turns, are very resilient (33% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 2.1 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: 28
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 8 turns.
This process releases a burst of antimagic, dealing 678.7 Manaburn damage in radius 3.
This talent allows you to restore 2.1 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: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 2 will be created with 2323 life (73% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 190% weapon damage (as Acid). Call of the Ooze
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 57% lower Critical multiplier (but always do at least normal damage).
In addition you gain 74% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 5/5 |
| Wild-curse / Tiger aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 31
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack your target for 264% weapon damage. If you hit, they bleed for half that damage over 5 turns and have their armour reduced by 29 for 9 turns. Rending Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Increases your global speed by 46% and hate regeneration by 2.4 per turn.
Each turn you must pass an Equilibrium fail check, or the fury will end. Rabid Fury
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 20
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out in all directions for 310% weapon damage. If you hit a bleeding creature they are crippled for 9 turns by this attack, reducing their physical, mind and spell speeds by 34%. Claw Frenzy
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a tiger.
This increases your physical power by 34 and your stealth power by 34, but lowers your spell save by 10.
It also lowers the cooldowns of the Rending Strike, Rabid Fury and Claw Frenzy talents by 5. Tiger Shape
| 5/5 |
| Corruption / Blood | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 944.75 blight damage.
Each creature hit has a 74% chance of being infected by a random disease, doing 1100.36 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: -0
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 1466.59 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: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Make the blood of all creatures around you in radius 7 boil, doing 908.50 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 23%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 51%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 5/5 |
| Chronomancy / Temporal Hounds | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every -2 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in -2 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, 118 Strength, 118 Dexterity, 118 Constitution, 118 Magic, 118 Willpower, and 118 Cunning, based on your Magic stat. Temporal Hounds
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 69 defense and 69% 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 87 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: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 834.55 temporal damage and reducing the three highest stats of all targets in a radius 6 cone.
Affected targets will have their stats reduced by 27 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 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: 10
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Reduces the cooldown of all summons by 30%, and adds 6.0 effective talent levels to your summon talents to determine your summons' lifetime. Master Summoner
| 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.
- Quillfire Porcupine: Grants allies armours of quills.
- Hydra: Generates a cloud of lingering poison.
- Fire Drake: Appears with 2 fire drake hatchling(s).
- War Hound: Reduce physical resistance of all foes in a radius.
- Minotaur: Reduces movement speed of all foes in a radius.
- Giant Ant: Reduces defence and disables the evasion 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.
- Jelly: Reduce nature resistance of all foes in a radius.
- Rimebark: Reduce cold resistance of all foes in a radius.
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: 38
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
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.
- Quillfire Porcupine: Has sharper claws allowing it to burrow.
- Hydra: Can disengage from melee range.
- Fire Drake: Can emit a powerful roar to silence its foes.
- War Hound: Can rage, inreasing its critical chance and armour penetration.
- Minotaur: Can rush toward its target.
- Giant Ant: Gains a poisonous bite.
- 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.
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium.
- Rimebark: Becomes more resistant to magic damage.
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: -5
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: -1
Travel Speed: 400% of base
Usage Speed: Spell (33% 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 750.81 fire damage and 580.70 darkness damage in a radius of 6.
Any demons in the area will instead be healed for 504.
The damage will increase with your Spellpower. Darkfire
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 45
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 50% fire resistance, 59% darkness resistance, and your global speed is increased by 11%.
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: 60
Drain vim:
Range: 5
Cooldown: -10
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 971.14 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape.
Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0.
The damage will increase with your Spellpower. Fearscape
| 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
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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
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 270%.
The effect increases with your Cunning. Empower Poisons
| 5/5 |
| 5/5 |
| Spell / Karma | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a summon power
Description: Call spirits of the dead to inhabit Sprites of lightning. This creates 3 Sprites which last for 11 turns before unsummoning.
They fire bolts of lightning and if killed, they will explode for 904.12 lightning damage against enemies or healing friendly spirits.
Their stats and explosion damage scale with your Spellpower.
Critical spells increase the number of Sprites summoned instead of their strength.
This scales with your crit power strength. Current bonus gives +11.
Blighted Summoning grants Shock. Sprites
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 24
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Protect yourself with a Karmic Shield that absorbs all damage for 2 turns.
When it expires, it will release the absorbed damage as a radius 4 explosion doing 167% of the damage absorbed as lightning. Karmic Shield
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vim | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 10
Range: 10
Cooldown: -0
Travel Speed: 1000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Projects a bolt of pure blight, doing 1228.23 blight damage.
This spell has an improved critical strike chance of +28.76%.
The damage will increase with your Spellpower. Soul Rot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Feel the very existence of creatures around you for 8 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 78%, but also make them aware of you.
The resistance reduction will improve with your Spellpower. Vimsense
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 7
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
All creatures (except you) traversing the portal will catch a random disease, doing 382.39 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 43.
The damage will increase with your Spellpower. Dark Portal
| 5/5 |
| Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 1304.82 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: 28
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Exhale a mist of lingering acid, dealing 352.15 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 30.
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: 25
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 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: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 1694.40 acid damage.
Enemies caught in the acid have a 66% 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Teleports you randomly within a small range of up to 21 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
Range: melee/personal
Cooldown: -3
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 52, and deals 154.47 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
Range: melee/personal
Cooldown: -3
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 7 each turn, and deals 73.45 light damage and 97.67 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
Negative energy cost: 10
Range: melee/personal
Cooldown: -3
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
Negative energy cost: 10
Range: melee/personal
Cooldown: -3
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 172%, and attempts to push all creatures other then yourself out of its radius, inflicting 99.07 light damage and 101.89 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 |
| Spell / Disenchantment | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You can undo item enchantments.
From raw talent level 1, you can undo any of your enchantments, but this will destroy any gems or runes used.
From raw talent level 2, you recover a gem/rune from an enchanted item, but this destroys the item.
From raw talent level 3, you can temporarily disrupt an enemy's items, reducing their damage by 69% for 8 turns.
From raw talent level 4, you can strip all affixes from an item. (doesn't work)
From raw talent level 5, you can remove any of your enchantments and recover any gems/runes used, at the same time.
(You cannot claim for any damages to your items, body or sanity due to misfires of this spell.) Disenchant Item
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Kinetic mastery | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: For 10 turns your telekinesis transcends your normal limits, increasing your Physical damage by 46% and you Physical resistance penetration by 26%.
In addition:
The cooldowns of Kinetic Shield, Kinetic Leech, Kinetic Aura, Kinetic Strike and Mindlash are reset.
Kinetic Aura effects will have their radius increased by 1.
Your Kinetic Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Mindlash will also inflict stun.
Kinetic Leech will put enemies to sleep.
Kinetic Strike will hit 2 adjacent enemies in a sweeping attack.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Telekinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Build telekinetic power and dump it onto an adjacent creature or yourself.
This will launch them to where ever you target in a radius of 9.
Upon landing, launched enemy takes 609.0 Physical damage and is stunned for 4 turns.
All other creatures within radius 2 of the landing point take 304.5 Physical damage and are knocked away from you.
This talent ignores 48% of the knockback resistance of the thrown target, which takes half damage if it resists being thrown.
When used on yourself, you will launch in a straight line, knocking enemies flying and doing 609.0 Physical damage to each.
You can break through 4 walls while doing this.
The damage improves with your Mindpower and the range increases with Mindpower. Kinetic Surge
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 25
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: You learn to devote a portion of your attention to mentally swatting, grabbing, or otherwise deflecting incoming projectiles.
All projectiles targeting you have a 44% chance to instead target another spot within radius 2 and move 44% slower.
If you choose, you can use your mind to grab all projectiles within radius 10 of you and hurl them toward any location within range 8 of you, but this will break your concentration.
To do this, deactivate this sustained talent. Deflect Projectiles
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 35
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 9 turns and dealing 420.0 Physical damage each turn.
The duration and damage will improve with your Mindpower. Implode
| 5/5 |
| Cursed / Punishments | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 2
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 936 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 20%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 12
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 1006 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.5. Every victim of the whisper has a 37% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 105 damage, and slowly increase to 523 on the last turn (797 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 |
| 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 167.43 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 60.
At level 3, it will also reduce Armour by 69 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
| Technique / Dual techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Attack your foes in a frontal arc, doing 177% weapon damage and making your targets bleed for 297 each turn for 8 turns.
The bleed damage increases with your main hand weapon damage and Dexterity. Sweep
| 5/5 |
| 5/5 |
| Wild-curse / Treant aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Renders the target's weapon useless for 8 turns and covers them in a slippery moss that causes their talents to have a 31% chance of failing (can mind crit).
If you have Tangling Roots active, this will target all enemies in range of your roots instead.
This talent will not break stealth. Woodcutters Bane
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 43
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Living roots extend from your feet, each turn the roots will randomly target a creature in a radius of 7.
Affected creatures are pinned to the ground and take 85.14 physical damage for 9 turns.
Targets will be free from the roots if they are at least 14 grids away from you.
While tangling roots are active your movement speed is reduced by 50%.
Each turn a creature entangled by the roots will have a chance to break free.
The damage will increase with your Willpower. Tangling Roots
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Relax and focus on harmony with nature, healing you for 860 and restoring 86 equilibrium.
Both effects will increase with your mindpower. Regrowth
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a treant.
This increases your nature resistance and armour hardiness by 34% but lowers your accuracy by 10.
It also lowers the cooldowns of the Woodcutter's Bane, Tangling Roots and Regrowth talents by 5. Treant Shape
| 5/5 |
| Spell / Advanced martial enchantments | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Socket a gem into an enchanted weapon, adding extra damage based on the colour and tier of the gem.
The weapon also gets a secondary effect which is specific to each gem type and +5% damage mod from magic per gem tier.
You can only work with gems of the same teir or less than your raw talent level in this talent. Enchanted Pommel Gem
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Adds special wards to your heavy armour enchantments, which add 16 physical save and an extra bonus depending on the item type they are used on.
Body Armour: Reduces all damage by 16.
Head: Grants 33% stun resistance.
Gauntlets: Grants 33% disarm resistance.
Boots: Grants 33% knockback resistance.
Shield: +33 projectile defense. Enchanted Bindings
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Focus magic into your weapon's gem or rune, then attack an enemy for 210% weapon damage.
The gem/rune will then flare creating a burst of damage doing 254% of your weapon damage converted to the gem/runes element.
Different elements produce different shapes.
Physical, Fire, Nature and Light explode in a radius of 2.
Cold, Acid, Blight and Temporal produce a range 4 cone.
Lightning, Arcane, Darkness and Mind hit up to 6 targets in a radius 6 chain.
Damage burst increases with Spellpower. Rune Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Focus your magic into improving your martial skill.
Increasing your accuracy by 87, physical power by 69 and weapon critical chance by 34.
These effects scale with your Spellpower. Battlesurge
| 5/5 |
| Corruption / Doom shield | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain vim cost: 5
Drain vim:
Range: 10
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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
Vim cost: 12
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 |
| Spell / Arcane surge | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You gain access to arcane surge spells, to briefly augment yourself with the power of Storm, Flame, Earth or Night.
Points in this talent will affect the damage value of all four Arcane Surge spells (current base damage 140.46) and their duration (currently 10 turns). The damage will also increase with your Spellpower. Surge Caller
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You control the energies of your arcane surge spells to protect you.
Storm: resist lightning, physical, and fire
Flame: resist fire, cold, blight, and nature
Earth: resist physical, lightning, and temporal
Night: resist light, darkness, and mind
Points in this talent will affect the resistance granted by all four Arcane Surge spells (current resistance 38.45). Surge Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your surges aid your movement and combat prowess.
Storm: +163% movement speed
Flame: +37% combat speed
Earth: ignore 106% physical damage resistance
Night: +106 accuracy
Earth's resistance penetration and Night's accuracy bonus will increase with your Spellpower. At level 3, Storm Surge will allow you to ignore some traps. Surge Velocity
| 5/5 |
| 5/5 |
| Spell / Elemental fusion | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 10
Cooldown: -1
Travel Speed: 200% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjure a molten boulder and roll it in the direction you choose, and enemies that don't get out of the way will take 1077.97 fire damage, 591.78 physical damage and be knocked back.
Burning Wake will leave a trail of flames behind the boulder.
The damage will increase with your Spellpower. Molten Boulder
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: -1
Travel Speed: 400% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Create an eruption of steam in a radius 1 at the target location, doing 1077.97 fire damage and 980.39 cold damage.
The steam will also linger for 4 turns doing another 216 damage per turn in a radius of 5.
Creatures hit will be Wet for 3 turns.
The damage will increase with your Spellpower. Scalding Geyser
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of plasma, doing 565.15 lightning damage and 691.01 fire damage.
The beam also explodes in a radius of 4 at the target doing the same damage again.
Tempest will add a daze chance to this spell.
Burning Wave will leave a trail of flames on the ground.
The damage will increase with your Spellpower. Plasma Bolt
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures an avalanche of snow, dealing 591.78 physical damage and 980.39 cold damage in a radius of 6. Any creatures caught inside will be be frozen to the ground for 4 turns.
The damage will increase with your Spellpower. Avalanche
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Thunder emanates from you in a circular wave with radius 5, doing 756.97 lightning damage, 508.10 physical damage and possibly stunning anyone affected (25% chance).
The damage will increase with your Spellpower. Thunderclap
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invokes a forking beam of liquid lightning doing 980.39 cold damage, 881.64 lightning 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.
Creatures hit will be Wet for 5 turns.
The damage will increase with your Spellpower. Liquid Lightning
| 5/5 |
| Technique / Shield offense | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (20% 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
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Shield (20% 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 |
| Spell / Martial enchantments | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Cast a heavy armour enhancing enchantment on an armour of your choice.
This makes the armour easier to use, reducing the physical stat requirements by 33 and the fatigue by 16.
At level 1, it allows you to wear enchanted heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear enchanted shields.
At level 3, it allows you to wear enchanted massive plate armour.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
This talent also acts an armour mastery talent.
You become better at using your enchanted armour to deflect blows and protect your vital areas.
Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses when wearing heavy mail or massive plate armour.)
All effects of this talent only apply to armour that has been enchanted and do not stack with another armour training talent.
These values scale with your Spellpower. Enchant Armour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Charge raw arcane power into your weapon and then attack an adjacent enemy, doing 737% weapon damage converted to arcane.
If this hits, the target will be thrown back.
This attack uses your spellpower in place of accuracy and applies all on weapon hit bonusses and effects at +254% strength.
Damage multiplier increases with Spellpower. Arcane Smite
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Focus magic into your weapons and attack your target with full force doing 319% weapon damage.
This attack gains 50% physical resistance penetration and applied effects will use your spellpower.
Each weapon style works slightly differently:
Two handed weapon users will Sunder Armour.
Dual weapon users will attack with both weapons and stuns if the mainhand hits.
Unarmed attacks will attack twice for 210% weapon damage each, gaining a combo point for each hit.
Shield users will attack with their weapon and their shield. If the shield attack hits, the target will be knocked back.
Bow users will pin their target to the ground.
Sling users will blind their target.
Damage and duration scale with talent level. Enchanted Assault
| 5/5 |
| Spell / Arcane enchantments | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Cast a light armour enhancing enchantment on an item of your choice.
This increases the defense of the item by +16, the spell save by +8 and reduces the physical stat requirements by 8.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Enchant Garments
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: -17
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Imbue a piece of jewelry with a gem (up to tier 5), granting it additional powers.
You can only imbue items once, and it is permanent. Enchant Jewelry
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: -17
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Carve extra runes onto a staff to increase its spellpower by 33.
You can also enscribe it with a rune from your inventory, using it as an extra inscription slot.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original effect.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Runestaff
| 5/5 |
| Technique / Archery - bows | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (20% 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 (20% 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 / Void | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 24
Range: 10
Cooldown: -1
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a beam of void energy, doing 798.74 darkness and 623.63 temporal damage.
The damage will increase with your Spellpower. Disintegrate
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Existence ends where you begin. All you touch turns to less than dust.
You ignore 50% of your target's darkness and temporal resistances.
Everything in a radius 1 around you takes 272.19 darkness and 212.52 temporal damage every turn.
However it also drains your light radius and life regeneration by 1, and sometimes nearby walls just turn to dust.
Damage will scale with your Spellpower. Grants one Taintmark while active. Void Avatar
| 5/5 |
| Spell / Nightfall | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: -0
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a bolt of darkness, doing 1223.46 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: 45
Range: 6
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 202.68 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: 60
Range: 7
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invoke a ball of darkness that deals 1492.46 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 61%.
The effects last for 6 turns.
The damage done and the minions' damage increase will increase with your Spellpower. Rigor Mortis
| 5/5 |
| Spell / Chaotic hedgemagic | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Randomly teleports all targets within a radius of 8 around you, including yourself. Everyone will be teleported between 8 and 16 tiles from their current location.
You will go out of phase (103) for 4 turns.
Requires your Spellpower to beat the target's Spell Save. Scatter
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Ordered hedgemagic | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Learn how to cast lesser runes. You will learn new runes as follows:
Level 1: Lesser Magic Missile
Level 2: Lesser Lightning
Level 3: Lesser Heat Beam
Level 4: Lesser Acid Wave
Level 5: Lesser Biting Gale
These lesser runes work like runes for the purposes of Runic Saturation, Quicken Inscriptions, Inscription Mastery, but do not take up an inscription slot.
They still take a turn to cast and cost mana. Lesser Runes
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Cover yourself in bright arcane fire. The flames will not hurt you, but will hurt anyone who hits you in melee for 404 fire and 220 arcane damage.
The brightness of the flames also increases your light radius by 1 and increases you defense against ranged attacks by 34.
Also increases you fire and arcane resistances by 50%.
These effects scale with your Spellpower. Arcane Fire Shield
| 5/5 |
| Spell / Frost | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Coats your shield in a thick layer of rime, increasing your block value by 16% and causing it to retaliate against attackers. On taking damage from an attacker within range 5 there is a 50% chance for your shield to shock them with frost for 137% shield damage as cold.
If you are blocking, the chance is increased to 100% and their frost resistance will be reduced by 41% for 2 turns.
You get one chance to deal this damage to a particular target each turn Rime
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 24
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Raise your shield, granting a free block and projecting a vortex of freezing air that deals 1519.32 cold damage in a radius 9 cone and pulls targets towards you. Any target pulled adjacent to you will slam into your shield, taking 234% shield damage.
The cold damage dealt will increase with your Spellpower.
Soulforge 3: After the shield slam, raise your shield for a free Block. Hungering Cold
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surrounds you in a radius 3 storm of freezing cold for 9 turns that drains the heat from those around you, dealing 625.49 cold damage over 4 turns and reducing global speed by 10%, stacking up to 5 times.
On reaching 5 stacks all stacks are consumed, dealing 2501.96 cold damage and freezing the target solid for 3 turns.
This ice block is exceptionally durable, and so ignores stun immunity and is nearly invulnerable, but damage can still pass through it as per a normal iceblock.
The damage will increase with your Spellpower.
Soulforge 5: While the storm persists you gain 30% resist all. Remorseless Winter
| 5/5 |
| Spell / Distort | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surround yourself in a temporal whirlpool with radius 6, doing 998.73 temporal damage and stunning affected creatures.
The damage will increase with your Spellpower. Time Warp
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Adds 791.88 temporal damage to Phase Door, Teleport, Congeal Time, Time Prison and Space Warp (when used on hostile targets). Time Lash
| 5/5 |
| 5/5 |
| Wild-gift / Minerals | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Hardens the crystaline structure of your bones, allowing you to hit harder and withstand harder hits.
Increases you physical power, physical save and armour by 24. Strengthen Bones
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Use the natural energies of a gem to cleanse yourself of up to 3 magical effects.
The power of the gem used will also linger for 9 turns, as though you had it equiped. Crystal Healing
| 5/5 |
| 5/5 |
| Wild-curse / Silent hunter | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Enters stealth mode (with efficiency of 107), making you harder to detect.
The efficiency increases with Cunning.
Stealth cannot work with heavy or massive armours.
While in stealth mode, light radius is reduced to 0.
There must be no foes in sight in a radius of 5 around you to enter stealth. Stealth
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 53
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Vanish into thin air... 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 100) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent and grants you 60% evasion for 6 turns. Thin Air
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Strike the target from stealth, doing 319% weapon damage and not breaking stealth.
If successful, the target will be stunned for 6 turns. Thick Air
| 5/5 |
| Corruption / Bone | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 758.68 physical damage to all targets in line.
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: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 542.71 physical damage.
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: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 5 for 699.29 physical damage.
The damage will increase with your Spellpower. Bone Nova
| 5/5 |
| 5/5 |
| Cunning / Arrow priming | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Load your quiver with 5 arrows with special effects:
Level 1: Contact Arrows: Explode for physical damage and set off nearby Timed Arrows.
Level 3: Razortip Arrows: Pierce through multiple targets, making them bleed.
Level 5: Barbed Arrows: Cripple their victims, slowing attack speed and removing sustains and beneficial effects. Arrow Priming
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You attach a decoy to an arrow and fire it, creating a target that distracts enemies within 8 spaces for 9 turns.
Foes within range of the decoy's landing spot will have their ability to detect hidden creatures reduced by 42 for 10 turns by the piercing whistle it makes.
At level 3 of above, the decoy will explode when destroyed, releasing a cloud of sticky smoke that reduces vision range by 6 for 7 turns. Affected targets can never prevent you from entering stealth, even if their proximity would normally forbid it.
The detection penalty increases with your Cunning and the chance to cloud vision is based on the target's resistance to blindness.
This talent does not break stealth or consume primed arrows. Decoy Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Archery (20% of a turn)
Description: You fire an arrow attached to a line, dealing 189% arrow damage and reeling in whatever it strikes.
If the target reaches you, you will immediately break stealth, triggering Explosive Entrance if known, and swap to your melee weapon before attempting to grapple them. The grapple effects and duration will be based off your grappling talents.
The range increases with talent investment and the quality of your bow. Reel Shot
| 5/5 |
| Corruption / Plague | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 8
Range: 5
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fires a bolt of pure filth, diseasing your target with a disease doing 331.69 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 61. The three diseases can stack.
Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
The effect will increase with your Spellpower. Virulent Disease
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 18
Range: 8
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Make your target's diseases burst, doing 404.41 blight damage for each disease it is infected with.
This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 3.
The damage will increase with your Spellpower. Cyst Burst
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: All your foes within a radius 3 ball infected with a disease enter a cataleptic state, stunning them for 4 turns and dealing 190% of all remaining disease damage instantly. Catalepsy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Infects the target with a very contagious disease, doing 330.47 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
The chance to spread increases with the blight damage dealt and is 100% if it is at least 15% of the target's maximum life.
Creatures suffering from that disease will also suffer healing reduction (63%) and diseases immunity reduction (63%).
Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt. Epidemic
| 5/5 |
| Spell / Dusk | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Shrouds your weapon in darkness, increasing your critical strike chance by 17%, darkness penetration by 25% and darkness damage by 33%.
Your critical strikes create living shadows on the target’s tile for 5 turns, which inflict 258.69 darkness damage each turn.
Requires a two-handed weapon.
The damage of the shadows increases with your Spellpower. Enshroud
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 18
Range: 6
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Slice through the shadows, moving to the target location and dealing 199% weapon damage as darkness to all in your path and leaving behind living shadows on the tiles for 5 turns.
Soulforge 3: On reaching your end location, also attacks adjacent targets and leaves living shadows. Does not attack targets already hit by Duskwake. Duskwake
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each time you make a melee attack you summon shadow blades that strike up to 4 targets within your living shadows for 64% weapon damage as darkness. This can only occur once per turn, and does not hit the target you originally struck.
In addition, you deal 12% increased damage and gain 9% lifesteal against targets within your living shadows. Night's Edge
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You form and wield a blade of pure darkness for 7 turns. This increases your disarm and silence immunity by 100%, increases the bonuses from your Enshroud ability by 100%, and causes your melee attacks to trigger shadow lightning that arcs to up to 2 targets, dealing 639.85 darkness damage that leaves behind living shadows.
The shadow lightning cannot trigger more than once per turn.
The damage dealt by the shadow lightning will increase with your Spellpower.
Soulforge 5: All damage you deal is converted to darkness. Lightbane
| 5/5 |
| Wild-gift / Wind drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Fly toward your target with incredible speed. If the target is reached, you get a free attack doing 165% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You then land at random within a radius of 3 near the target.
Levels in Flyby Slash additionally raise your Attack and Mind Speeds by 23%, passively.
Each point in wind drake talents also grants +1 defense and +1% evasion. Flyby Slash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 7
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Spin around, slashing at all targets around you for 217% weapon damage.
Each point in wind drake talents also grants +1 defense and +1% evasion. Claw Dance
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You have have learned the patience and focus of a wyrm, increasing your sight range by 3 and lowering your minimum equilibrium by 29.
The equilibrium reduction will scale with your Mindpower.
Each point in wind drake talents also grants +1 defense and +1% evasion. Cloud Seer
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You summon a powerful gust of wind, damaging your foes within a radius of 9 for 832.30 physical damage with a 25% chance of stunning them for 2 turns.
The damage will increase with your Strength.
Each point in wind drake talents also grants +1 defense and +1% evasion. Wing Buffet
| 5/5 |
| Corruption / Wretched | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 12
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Venomous fumes rise from the ground, doing 88.81 acid damage in a radius of 3 each turn for 7 turns.
The damage will increase with your Spellpower.
In addition, you receive 30% acid resistance. Wretched Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 14
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Showers the target in venom for 399 acid damage, corroding their saves and armor to reduce them by 40 for 4 turns.
The effects will increase with your Spellpower.
Bugged, deals damage but doesn't effect right. Given that this gives you a free, cooldown-less nuke, the cost has been made too high to use. Corrode
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: A venomous comet falls on a radius 2 area, doing 300.22 acid damage on impact.
Will eventually knock targets back, but the only precedent code is in Cursed/Force Of Will and is making me go cross-eyed.
The damage dealt will increase with your Spellpower. Vile Comet
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 70
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Through sheer spite, you forge three weak temporary copies of yourself, existing for 8 turns.
The copies possess your exact talents and stats, have 48% life and deal 82% damage.
Bugged, summons one copy. Venom Fodder
| 5/5 |
| Technique / Bow flexibility | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Adopt an agile stance, allowing you to make a free movement step with each shot of your bow.
Each step costs 5.0 stamina. Shootstep
| 5/5 |
| 5/5 |
| Wild-gift / Jungle | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 6 Tangling Vines for 11 turns to squeeze your foes to death. These vines will grapple nearby enemies.
It will get 97 Dexterity, 97 Strength and 92 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Tentacle Grab. Tangle Vines
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell, a nature gift and a summon power
Description: Grows and animates 6 Pitcher Plants for 11 turns to dissolve your foes. Pitcher Plants are really weak in melee and die easily, but their ranged attack will corrode enemies quickly.
It will get 97 Willpower, 97 Cunning and 92 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Acid Strike. Pitcher Plants
| 5/5 |
| 5/5 |
| Wild-curse / Fungus aspect | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 6 with error margin of 1.
Doing so changes your internal structure slightly, taking 2 random talent(s) off cooldown. Slime Roots
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 12
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Releases poisonous spores in an area of radius 4 around you, infecting the foes inside with a random poison doing 1567.3 Nature damage over 10 turns.
This attack can crit and deals 62% additional critical damage.
The damage and critical bonus increase with your Mindpower. Spore Cloud
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a fungus.
This increases your blight resistance by 34% and your spell save by 34, but lowers your physical power by 10.
It also lowers the cooldowns of the Goo Spit, Slime Roots and Spore Cloud talents by 5. Fungus Shape
| 5/5 |
| Celestial / Eclipse | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 60% 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: -5
Travel Speed: 300% of base
Usage Speed: Spell (33% 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 352.68 light damage or 362.72 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: This powerful spell grants you 42 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 517.20 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 / Temporal | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: -2
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 (847) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 18 turns. In this state, the target can neither act nor be harmed.
Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
The duration will increase with your Spellpower. Time Prison
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 60% 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 61%.
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 50% of the time. The Distressed effect reduces all saves by 45.
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 90 mind damage. The Tormented effect causes 7 apparitions to manifest and attack the target, inflicting 90 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 5/5 |
| 5/5 |
| Psionic / Far fist | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 4
Psi cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a mind power
Description: Distance is an illusion which you can overcome.
Punch through the illusion, and also your target's face, with 2 unarmed attacks for 97% damage. If you have no Combo Points, each hit earns one.
The range will increase with your Dexterity. Far Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Psi cost: 12
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Lunge through the illusion of space.
You teleport to an empty tile, a friend, or a foe. If you target a friend, you will swap places.
If you target a foe, you will attack your foe for 85% melee damage. If you hit, you will swap places. If you have any combo points, you may also transfer your detrimental physical effects to your foe (43% chance per effect, up to one effect per combo point, currently 0). If you have no combo points, hitting a foe will generate one combo point.
Being pinned or otherwise rendered immobile prevents use of this talent. The range will increase with your Dexterity. Transposition Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 40
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You can split your own mind into a tower of higher, defensive function and an aggressive, instinctive base. While your higher mind unravels mental and magical effects confounding you, your base instincts push your body beyond its conventional limits. For 11 turns (+1 turn per combo point, 11 total) you gain +30 physical power, +34 mental save, +34% global speed, and +13.55 stamina regeneration.
Each turn, your severed conscious mind will unravel one detrimental Mental or Magical effect.
This talent requires and consumes all your Combo Points. Body Over Mind
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Resonate with the energies of your telekinetically wielded weapon or focus.
Interpose the internal energy matrix of a telekinetically wielded gem or psi focus as a cloak over your physical body. This provides you with damage resistance and bonus damage (wield a gem or focus to see specific information).
If you have a weapon in your TK slot, you gain a chance for bonus attacks. In addition to its usual behavior, your Blighted Maul may attack adjacent foes (73% chance, 3 tries each turn).
Mindstars and other Psionic Focus items can provide both benefits. Your resonance cloak will end if you unequip your focus.
The cloak will last for 11 turns +1 for every Combo Point you have (current total duration: 11).
The damage and duration will increase with your Mindpower. Resonance Cloak
| 5/5 |
| Psionic / Psychic Assault | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Sends a telepathic attack, trying to destroy the brains of any target in the beam, doing 987.83 mind damage.
The damage will increase with your Mindpower. Mind Sear
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Inflicts 638.14 mind damage and cripples the target's higher mental functions, reducing cunning by 39 and confusing (42% power) the target for 6 turns.
The damage, cunning penalty, and confusion power will scale with your Mindpower. Psychic Lobotomy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Sends out a blast of telepathic static in a 5 radius, inflicting 638.14 mind damage. This attack can brainlock affected targets.
The damage will increase with your Mindpower. Synaptic Static
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Cripples the target's mind, inflicting 480.41 mind damage and reducing its Mental Save by 24 for 4 turns. This attack always hits, and the mental save reduction stacks.
Against brainlocked targets, the damage and Mental Save reduction will be doubled.
The damage and save reduction will scale with your Mindpower. Sunder Mind
| 5/5 |
| Chronomancy / Temporal assault | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your firm grip on reality grants you 65% immunity to disarm attempts and hostile teleportation.
Once per turn, there is a chance that you will reduce the duration of one detrimental effect by 1. If Spin Fate is active, its bonus is added to this check. Base chance 54%, current total 54% (with spin). Grip Fate
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Paradox cost: 12
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Woe betide those who would use the flow of time against you. Attack your target twice for 95% weapon damage as temporal damage. If you hit you will inflict Entropic Wasting for 8 turns, reducing the target's physical resistance by 25% and causing 155.91 temporal damage each turn (1247.26 total).
Targets with global speed over 100% will suffer proportionately more damage from Entropic Wasting, and each turn the Entropic Wasting is active on a high-speed target, there is a chance the distortion will disrupt a physical or magical effect or sustain.
This talent applies to ranged and melee attacks alike. Terminal Velocity
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 40
Range: melee/personal
Cooldown: -7
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Copy your current physical state, and send it to yourself up to 21 turns in the future. When the Reversion Cache expires, or when you cancel it manually, your physical state will be overwritten with the stored values.
Ending this effect will restore life, stamina, timed physical effects and talent cooldowns (albeit only for technique and cunning talents). Reversion Cache
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your assault cannot be denied. Your attacks gain 55% damage shield penetration, and you ignore 30% temporal and physical resistance. You gain 30% resistance to your own temporal damage effects.
Each time you are struck with a melee or archery attack, you regain 5.50% of a turn, allowing you to act sooner. Inexorable Assault
| 5/5 |
| Celestial / Moon magic | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10
Range: 10
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 1252.76 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 15
Negative energy cost: 15
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invoke the power of the Moons to release a pulse of alien magic that disrupts the auras of your targets within radius 3, stunning them for 8 turns, and dispelling a benficial magical effect/talent from them. Lunar Pulse
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -10
Negative energy cost: -20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 484.40 light and 498.19 darkness damage to all others within radius 2.
This skill also increases both your positive and negative energy.
The damage dealt will increase with your Spellpower. Twilight Surge
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 32
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You invoke moon waters in a frontal cone of radius 9.
Any target caught in the area will take 532.49 darkness damage, 377.96 physical damage, 626.16 cold damage and be knocked back two tiles.
The damage will scale with Spellpower. Moontide
| 5/5 |
| Wild-gift / Summoning (utility) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a 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 238 Constitution, 166 Dexterity, 22 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats will increase with your Mindpower. Turtle
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a 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 248 Dexterity, 166 Strength, 94 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: 8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a 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 248 Willpower, 248 Constitution and 94 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats stat will increase with your Mindpower. Jelly
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 16
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a mind power, a nature gift and a summon power
Description: Summon a Rimebark for 12 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing enemies in a radius of 3, allies are protected by a shell of rime instead.
It will get 253 Willpower, 253 Cunning and 166 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 |
| Celestial / Star fury | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10
Range: 10
Cooldown: -0
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Expose the target to the cold void between the stars, hurting them for 1613.09 cold and 1371.80 darkness damage over 8 turns.
NB: Repeated casts can stack.
The damage will increase with your Spellpower. Chilling Night
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 15
Range: 5
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invokes a blast of shadows that deals 594.99 darkness damage, and leaves a radius 3 field that does 208.35 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
Negative energy cost: 30
Range: 8
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The doom of thy enemies is written in the stars, invoke this doom to inscribe a constellation of darkness linking up to 8 enemies up to 6 grids apart.
They will be hurt for 1379.46 darkness damage and be spellshocked for 6 turns.
The damage will increase with your Spellpower. Star Sign
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 20
Range: 6
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A star falls on a radius 2 area, doing 888.23 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 5/5 |
| Wild-gift / Seas | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Ride on a wave of water to quickly reach an enemy. If the target is reached, you get a free attack doing 120% weapon damage.
The wave will also crash into enemies around where you end up, doing 361.00 physical/cold damage.
You must start from at least 2 tiles away.
Damage scales with Spellpower. Surf
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 14
Range: 10
Cooldown: 11
Travel Speed: 200% of base
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Summons a waterspout that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 416.90 physical/cold damage and could be knocked back.
When it reaches its target, it explodes in a radius of 1 for 727.28 physical/cold damage. All the water will also drop onto them, knocking them all back.
The waterspout will last for 18 turns, or until it reaches its target.
Damage will increase with your Spellpower. Waterspout
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Increases the strength of the Pure Spring around you, raging waters around you will hit enemies for 179.79 physical/cold damage.
Increases you Equilibrium by 5 per turn and does a fail check, if it fails, both Whirlpool and Pure Spring will cease.
The effects will increase with your Spellpower. Whirlpool
| 5/5 |
| Cursed / Rampage | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a terrible rampage for 5 turns (up to a maximum of 8 turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50% chance) when you are hit for more than 8% of your max life.
Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
Rampage Bonus: +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 125 damage each turn during your rampage. If you shrug off more than 499 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
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 123 and 246 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 |
| Spell / Ghosts | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a summon power
Description: Conjure the ghostly form of a fallen bulwark, complete with massive armour, shield and longsword.
This ghostly defender will guard you and your friends.
Its stats scale with your level and Spellpower.
Blighted Summoning grants Bone Grab. Ghostly Bulwark
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a summon power
Description: Conjure the ghostly form of a fallen berserker, complete with massive armour and greataxe.
This ghostly warrior will destroy your enemies.
Its stats scale with your level and Spellpower.
Blighted Summoning grants Execution. Ghostly Berserker
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 25 Armour, 37 Defense and your attacks will gain 58% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 201% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 67 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 34% 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: 20
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
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: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You slam the ground, shaking the area around you in a radius of 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: 28
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
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 55 of target armor and 28% 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: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 1031.04 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 |
| Wild-gift / Mucus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 0
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: For 7 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 7 turns.
At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
Your mucus will poison all foes crossing it, dealing 187.6 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 11.7 Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration. Mucus
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 7
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Calling upon nature, you cause the ground to erupt in an radius 3 acidic explosion, dealing 1150.2 acid damage to all creatures and creating mucus in the area.
Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
The damage increases with your Mindpower. Acid Splash
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your mucus is brought to near sentience.
Each turn, there is a 40% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 10 turns and will attack any of your foes by spitting slime at them.
You may have up to 5 Mucus Oozes active at any time (based on your Cunning).
Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
The spawn chance increases with your Mindpower. Living Mucus
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You temporarily merge with your mucus, cleansing yourself of 4 physical or magical effects.
You can then reemerge on any tile within sight and range that is also covered by mucus.
This is quick, requiring only 34% of a turn to perform, but you must be in contact with your mucus. Oozewalk
| 5/5 |
| Cunning / Trapping | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: 11
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (20% 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
Range: 10
Cooldown: 15
Travel Speed: 1000% of base
Usage Speed: Combat (20% 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 |
| Spell / Explosive admixtures | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Grants 100% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 15%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 32
Range: 9
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 298.45 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect. At twice the normal power.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 5/5 |
| Spell / Soul | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your melee attacks have a 25% chance to rend the target’s soul for 6 turns, stunning them for 3 turns and creating a soul fragment in an adjacent tile lasting 3 turns.
Soul fragments take no actions, and if struck the target will take 490.06 cold damage plus 11% of their current health (to a maximum of 625.13) as darkness.
Targets already affected by Soul Rend will instead take 490.06 cold damage.
At talent level 4, your melee attacks also have a 25% chance to rend the soul of those adjacent to your target.
The damage will increase with your Spellpower. Soul Rend
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Devours the souls of targets in a radius 8 cone, dealing 1281.38 darkness damage. This will consume Soul Rend to remove up to 3 beneficial physical or magical effects from the target.
Against those unaffected by Soul Rend, this has a 50% chance to inflict Soul Rend.
The damage will increase with your Spellpower.
Soulforge 2: Increase the chance of Soul Rend to 100% and increase the number of beneficial effects removed by 1. Devour Soul
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You let out a chilling wail that shatters the minds of enemies within radius 7, dealing 1262.35 cold damage. For 4 turns they have a 30% chance to fail when using a talent.
If the target is affected by Soul Rend, the effect is removed to increase damage and duration by 50%.
The damage will increase with your Spellpower.
Soulforge 3: Spellshocks and Brainlocks for the duration. Wail of Doom
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You draw out powerful soul fragments from all targets within 10 tiles under the effect of Soul Rend, removing the effect and creating an exact duplicate of them with 30% of their maximum life and 40% of their damage that lasts 7 turns.
Soulforge 5: Increases the life of fragments to 45% and damage to 60%. Black Mirror
| 5/5 |
| Spell / Arcane elements | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 22
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A wave of aetherial cold emanates from you with a radius of 6, knocking back anything caught inside, causing 616.08 cold and 368.34 arcane damage.
Affected creatures will also be wet for 4 turns.
The damage will increase with your Spellpower. Aetherial Wave
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Protect yourself with magical armour, granting a 76% reduction to critical hits chances against you.
Also increases your physical and magical saves by 65.
These bonusses will increase with your Spellpower, and physical and arcane damage bonuses. Mage Armour
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Become like the Wind, increasing your movement and spell casting speed by 54% and increasing your defence by 111.
Defence bonus scales with your Spellpower, and lightning and arcane damage bonuses. Mage Wind
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surround yourself with an aura of light, increasing your light radius by 3, and reducing self-inflicted arcane damage by 100%.
Each turn there is a 70% chance of blinding adjactent enemies for 4 turns.
Values scale with your fire and arcane damage bonuses. Bright Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 0
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Tap into mysterious deep arcane reserves to increase your maximum mana capacity by 319 and your life regeneration by 23.1 per turn.
Values scale with your Spellpower, and cold and arcane damage bonuses. Arcane Depths
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Glare balefully at your enemies. All creatures in a cone of radius of 8 will be struck with 602.15 arcane and 607.94 physical damage, and are petrified for 6 turns.
The damage will increase with your Spellpower. Medusa Gaze
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: -50
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Rupture reality to draw mana directly from the aether, triggering a dangerous cascade of magical energies.
Each turn for 4 turns, a random explosion will occur within a radius of 4 around you.
Each explosion does 375.73 arcane and 565.15 lightning damage in radius 2.
The damage will increase with your Spellpower. Arc Rift
| 5/5 |
| Spell / War alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: -0
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Turn part of your target into fire, burning the rest for 4436.70 fire damage over 8 turns.
The damage will increase with your Spellpower. Heat
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a cone of frost with radius 8. Any enemies caught in the area will suffer 1622.10 cold damage and may be slowed for up to 7 turns.
The cold crystalizes your thoughts, and those of your allies in the area of effect, removing up to 2 detrimental mental or fire effects.
The damage will increase with your Spellpower. Chill
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Call down a burst of lightning with radius 3. Any enemies caught in the area will suffer 1585.21 lightning damage and may be shocked for up to 7 turns, halving their stun and pin resistance.
The electricity stimulates you (and any of your allies in the area of effect), removing up to 2 detrimental pin or slow effects.
The damage will increase with your Spellpower. Thunderball
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 80
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invoke a terrible explosion all around you with a radius of 6, doing 1288.3 physical damage to enemies, who may also be concussed for 3 turns. Affected creatures can still act, but all attempts to use talents will fail.
Friendly creatures in the area will instead be cleansed of 1 detrimental effect. Additionally, the explosion can trigger effects which target your golem as though it were an alchemical bomb.
The damage and apply chance will increase with your Spellpower. Detonation
| 5/5 |
| Psionic / Focus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 835 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 2880.0 fire damage over six turns. Pyrokinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 1491.5 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 |
| Celestial / Glyphs | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Infernal combat | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Vim cost: 15
Range: 7
Cooldown: -0
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
Vim cost: 12
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 260 (this can only happen once per turn).
The healing power increases with your spellpower. Demon Horns
| 5/5 |
| Spell / Advanced staff combat | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Stamina cost: 10
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Lashes out with a flurry of thrusts, hitting your target three times with your staff for 106% weapon damage. Staff Flurry
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Stamina cost: 10
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Whirl around, extending your staff and damaging all enemies around you for 217% weapon damageweapon. Staff Whirl
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Stamina cost: 10
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: Unleash raw, chaotic energy from your staff. You strike an enemy for 146% weapon damage, and evoke a burst that deals 417.80 damage to enemies in radius 4, regardless of if you hit with the blow.
You must wield a staff to use this talent. Reckless Invocation
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Sustain stamina cost: 50
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You grip your staff in an aggressive posture, reducing the cooldown of your staff-combat talents by 6 and increasing your physical critical chance by 32.22%. This bonus increases with your Spellpower.
However, your attacks are less precise and you expose yourself to danger, imposing -10 Accuracy and -10 Defense while active. Reckless Posture
| 5/5 |
| Wild-curse / Wolf aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a wolf.
This increases your light and darkness resistance by 34% but lowers your mental save by 10.
It also lowers the cooldowns of the Dread Howl, Pounce and Wolf Pack talents by 5. Wolf Shape
| 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
Sustain stamina cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Control your movements to conserve your energy. While this talent is activated, you are globally slowed by 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 |
| Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 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: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 12% and your Armour by 38.
You also deal 193.89 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: 28
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
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 78.33 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: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 1770.83 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 5/5 |
| Spell / Necrosis | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The line between life and death blurs for you; you can only die when you reach -250 life.
However, when below 0 HP, you cannot see how much life you have left.
Grants one Taintmark while active. Blurred Mortality
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: 7
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your target's doom draws near. Its healing factor is reduced by 100%, and will take 134% of its remaining life (or 1800.90, 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: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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
| 5/5 |
| Technique / Berserker's strength | 1.20 |
| 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 enter an aggressive battle rage, increasing Accuracy by 49 and Physical Power by 59 and making you nearly unstoppable, granting 55% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker Rage
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Hits the target with your weapon, doing 146% damage. If the attack hits, the target's armour and saves are reduced by 29 for 9 turns.
Also if the target is protected by a temporary damage shield there is 88% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 5/5 |
| 5/5 |
| Celestial / Guidance | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Wrap yourself in protective celestial magic, increasing your defense by 87, your armour hardiness by 87% and your light and dark resistance by 87%.
These effects will scale with Spellpower. Celestial Aegis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 40
Range: 8
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invokes the stars to guide you into attacking up to 8 enemies near your target, up to 8 grids apart.
Each attack made will do 210% weapon damage as darkness and will daze them for 5 turns. Constellation Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Imbue your blood with magic from the heavens, increasing your healing by 185%.
When you take damage you will also gain 1 point of negative energy per 10 damage taken.
Healing factor scales with Spellpower. Blood of the Heavens
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: -8
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Celestial Intervention, deactivating the talent and granting you a damage shield of 7095. Celestial Intervention
| 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: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% 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
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 |
| Cunning / Ambush | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Stamina cost: 15
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a spell
Description: For an instant, your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for 6 turns.
The chance to hit improves with your Accuracy. Shadow Leash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Stamina cost: 15
Range: 7
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Combat (20% of a turn)
Is: a spell
Description: You reach out with shadowy vines toward your target, pulling it to you and silencing it for 6 turns and dazing it for 2 turns.
The chance to hit improves with your Accuracy. Shadow Ambush
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 35
Stamina cost: 35
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You take full control of your own shadow for 8 turns.
Your shadow possesses your talents and stats, has 75% life and deals 104% damage, -30% all resistances, -100% light resistance and 100% darkness resistance.
Your shadow is permanently stealthed (109 power), and all melee damage it deals is converted to darkness damage.
If you release control early or if it leaves your sight for too long, your shadow will dissipate. Ambuscade
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Stamina cost: 30
Range: 5
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You veil yourself in shadows for 8 turns, and let them control you.
While veiled, you become immune to status effects and gain 38% all damage reduction. Each turn, you blink to a nearby foe (within range 7), hitting it for 210% darkness weapon damage.
The shadow cannot teleport.
While this goes on, you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil
| 5/5 |
| Spell / Advanced-golemancy | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 5
Gem changing is done in the golem's inventory. Gem Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 129.86 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 |
| Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: You transform into pure lightning, moving 809% faster for 4 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any damage done while using this talent will be converted into lightning damage.
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: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 48.7% of its current life (32.5% if the target is Elite or Rare, 24.4% if the target is a Unique or Boss, and 19.5% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 803.56 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: 28
Travel Speed: 400% of base
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 552.60 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 967.88 lightning damage and 649.66 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: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 686.98 to 2060.95 lightning damage, and have a 66% 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 |
| Corruption / Wrath | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Vim cost: 24
Range: 3
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% 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
Vim cost: 18
Range: 10
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 336 damage.
You must charge from at least 2 tiles away. Detonating Charge
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: -1
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: -5
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 57, and your disarm and stun immunity by 100%.
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 |
| Spell / Dawn | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 6
Cooldown: -1
Travel Speed: 400% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Conjures up a bolt of light that moves toward the target and explodes into a flash of light, doing 1451.15 light damage in a radius of 6.
Any enemy hit by the flash will also be bound by chains of light, pinning them for 4 turns.
The damage will increase with your Spellpower. Shining Binds
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Create a magical pool of ethereal light, healing all friendly creatures within a radius of 2 for 182.13 per turn. The effect lasts for 7 turns.
Enemies touching the pool will take 523.93 light damage per turn and have a 25% chance of being blinded.
It also lights up the affected zone.
The healing and damage scales with your Spellpower. Pool of Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 42
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: The origin of the Holy Word is lost, but its power is not.
Speaking the Holy Word will inflict 1018.84 light and 736.67 arcane damage on all undead, horrors and demons within a radius of 8 from you.
All enemy creatures will also be stunned for 4 turns.
Damage scales with your Spellpower. Holy Word
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Tap into the Endless Light, increasing all your light damage by 10%, ignoring 55% of your target's light resistance and reducing spell cooldowns by 22%. Endless Light
| 5/5 |
| Technique / Close quarters combat | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 15
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You rush at a distant enemy, striking them with your melee weapon for 140% weapon damage and following up with a grab for 70% barehand damage, attempting to grapple them.
You will automatically break stealth once you reach your target, triggering Explosive Entrance if known, and the grapple effects and duration will be based off your grappling talents.
All Close Quarter Combat techniques require a one-handed melee weapon and an empty offhand in your active equipment or quickslot. Charging Chop
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You throw your foe to the ground, dealing 100% barehand damage and stunning them for 7 turns. You then strike them with your melee weapon for 130% weapon damage as you drag them back to their feet.
If the target is grappled the performed attacks cannot miss and the stun is applied without checking their Physical Save. Otherwise, the chance of stunning the target increases with your Physical Power. Takedown Slash
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You slam your knee into your foe's face (or most facelike area) to stagger them, dealing 110% barehand damage. With your target momentarily off guard, you follow up with two automatic critical hits with your melee weapon for 143% weapon damage.
If the target is grappled the performed attacks cannot miss. Stagger Knee
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You pull a stunned foe close and headbutt them repeatedly, dealing 40% barehand damage and putting a talent in cooldown for each turn of stun or daze duration on them (max 5 attacks.) Afterward you strike them with your melee weapon for 80% weapon damage, stunning them again for 6 turns if it connects.
The stun effect can not be resisted or saved against, and the headbutt damage increases with the quality of your headgear. Pounding Headache
| 5/5 |
| Wild-gift / Fire drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Your skin forms firey embers, damaging anyone that gets close to you for 123.31 fire damage.
This also increases you light radius by 1 and adds a trail for flames behind you at raw talent level 5.
Every level in Ember Scales additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%.
The damage will scale with your Willpower. Ember Scales
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7.
The sound wave is so strong, your foes also take 399.24 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: 33
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Spit a cloud of flames, doing 356.87 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: 19
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 2453.65 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 |
| Spell / Energy alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 28%. Lightning Infusion
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 4
Cooldown: -7
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +17%.
Each turn, a foe within range 4 will be struck by lightning and be dealt 388.2 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 4893 life (20% of your maximum life) since your last turn, you will gain 147% of a turn.
The effects increase with your Spellpower. Living Lightning
| 5/5 |
| Spell / Grave | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: 7
Cooldown: -1
Travel Speed: 400% of base
Usage Speed: Spell (33% 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 1754.98 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surround yourself with ghostly energies, increasing you cold damage and resistance by 12%. 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 1966.14 cold damage.
Also, when you hit an enemy with a spell you have a 12% chance of summoning a wisp.
The damage will increase with your Spellpower. Will o' the Wisp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 5
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 560.57 cold damage, and have a chance of freezing.
These flames will also slowly burn physical and magical status effects, beneficial from enemies, detrimental form allies.
Damage improves with your Spellpower. Cold Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 5
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Curse your target with a deathly chill, weakening their mind save, cold resistance and stun resistance by 180 for 10 turns.
Becomes radius 1 with Essence of the Dead.
The curse will increase with your Spellpower. Ghost Touch
| 5/5 |
| Celestial / Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 316.1 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 55.
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
Range: 14
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 80.1% at the maximum range of 14.
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: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 760, 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 11188. Second Life
| 5/5 |
| Spell / Necrotic minions | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Soul cost: 1
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 -47 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: 0%
Barrow wight: 4%
Dread: 6%
Lich: 4%
Mummy lord: 4% Create Minions
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 35
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Absorb up to 21% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for half of the total amount absorbed.
The healing will increase with your Spellpower. Undeath Link
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by 106, their Armour penetration by 87 and their critical hit chance by 43 for 6 turns.
The effects will increase with your Spellpower. Surge of Undeath
| 5/5 |
| 5/5 |
| Technique / Grappling | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Make a melee attack for 100% barehand damage and then attempt to grapple a target up to one size category larger then yourself for 7 turns. A grappled opponent will have any stealth effects negated, be unable to move, take 100 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.
You will automatically break stealth before attempting to grapple your target, triggering Explosive Entrance if known. Clinch
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Rushes forward and attempts to take the target to the ground, making a barehand attack for 109% 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 1959 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.
You will automatically break stealth once you reach your target, triggering Explosive Entrance if known. Take Down
| 5/5 |
| 5/5 |
| Technique / Pugilism | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Deliver two quick punches that deal 83% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points. Double Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Attack your foes in a frontal arc with a spinning backhand, doing 177% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 56% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater). Spinning Backhand
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Deliver a devastating axe kick dealing 211% damage. If the blow connects your target is brain damaged, causing all talents to fail for 4 turns and earning 2 combo points.
This effect cannot be saved against, though it can be dodged and checks confusion immunity. Axe Kick
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Lashes out at the target with three quick punches that each deal 107% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects. Flurry of Fists
| 5/5 |
| Technique / Superiority | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Juggernaut
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to 5 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 63% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 5/5 |
| Chronomancy / Stasis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: -3
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 (847) 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: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Inflicts 921.51 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 |
| 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 (33% 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 315.12 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 (33% 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 233.64, 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: 25
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 78% critical power.
If the target is killed, the effect will end early.
The damage bonus will scale with your Mindpower. Focused Wrath
| 5/5 |
| Celestial / Deep space | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 20
Range: melee/personal
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You fire a shot into orbit around the target. Every turn for 8 turns, this shot will hit the adjacent creatures, but not the one it orbits. Orbit
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Cosmic energies warp space around you, increasing your firing and movement speed by 30%, and your Accuracy by 30.
These effects will scale with Spellpower. Warped Space
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 40
Range: melee/personal
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You step out of phase with reality.
For 8 turns, you can walk through walls and gain +53 defense, +53% resist all and debuff duration reduction.
These effects will scale with Spellpower. Phase Shift
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 40
Range: 10
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Opens a small portal to the depths of the darkest of stars, doing 519.83 darkness damage per turn while trying to pull creatures towards it, in a radius of 5 each turn for 9 turns.
The damage done will scale with your Spellpower. Black Hole
| 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 |
| Spell / Animus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Soul cost: 1
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Crush and consume one of your captured souls, healing you for 1039 life and restoring 346 mana.
The life and mana healed will increase with your Spellpower. Consume Soul
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your hunger for souls grows ever more. When you kill a creature you rip away its animus with great force, granting you a 92% chance to gain one additional soul.
In addition you are able to store 9 more souls. Animus Hoarder
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Soul cost: 4
Range: 6
Cooldown: -2
Travel Speed: 2000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Try to crush the soul of your foe, doing 1748.21 darkness damage (that can never kill the target).
If the target is left with less than 27% life you try to take control of its body.
Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.
Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.
Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created.
Bosses, other undeads and summoned creatures can not be turned into husks.
The damage and chance will increase with your Spellpower. Animus Purge
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Soul cost: 2
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Crush and consume two souls to empower your next 5 spells, granting them a special effect.
Affected spells are:
- Undeath Link: in addition to the heal a shield is created for half the heal power
- Create Minions: allows you to summon 2 more minions
- Assemble: allows you to summon a second bone golem
- Invoke Darkness: becomes a cone of darkness
- Shadow Tunnel: teleported minions will also be healed for 30% of their max life
- Cold Flames: freeze chance increased to 100%
- Ice Shards: each shard becomes a beam
- Consume Soul: effect increased by 50% Essence of the Dead
| 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 199.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 67 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: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 177.8 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
Range: 8
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 71 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 268 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 |
| Spell / Necrotic might | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Channel necrotic forces through your weapon, dealing 188% weapon damage split evenly between darkness and cold.
The darkness numbs the target and the cold slows the target, reducing the target's damage dealt and global speed by 20% for 7 turns.
All your Necrotic Might attacks also attack with your shield at 50% damage.
Soulforge 1: Enemies within radius 2 of the target are also numbed and slowed. Necrotic Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 18
Range: 6
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Warp through the darkness to the target, attacking for 208% weapon damage and claiming their soul for 5 turns. When the claim expires they will take cold damage equal to 21% of their missing health (to a maximum of 1878).
If they die while marked you consume their soul, gaining 3 extra souls.
Soulforge 4: Gain 50% resistance penetration for 8 turns. Soul Reaper
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 14
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Sweep your weapon forward, striking targets in front of you for 167% weapon damage as cold and projecting a radius 8 wave of darkness that inflicts a bane of blindness or confusion. Banes last 5 turns and deal 68.50 darkness damage each turn.
Soulforge 3: The wave also deals 125% weapon damage as darkness. Dark Tide
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (20% 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
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (20% 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 |
| 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 |
| 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 55% chance to get a free, automatic attack against the attacker for 94% damage, up to 2.3 times per turn.
Unarmed fighters using it do consider it a strike for the purpose of stance damage bonuses (if they have any), and will have a damage bonus as a result.
Armed fighters get a normal physical attack.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (20% of a turn)
Description: Increases Defense by 45 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 26% and reducing their saving throws by 26.
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 (20% 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 |
| Psionic / Projection | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 129.5 Physical damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 129.5 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 1295 physical damage and sending them flying.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Kinetic Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 236.0 Fire damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 236.0 Fire damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of thermal energy is released as a conical blast (radius 6) of superheated air. Anybody caught in it will suffer up to 2360 fire damage over several turns.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Thermal Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 193.0 Lightning damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 193.0 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 6 nearby targets, doing up to 1929.8 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 8 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 4 enemies per turn, also increases the radius by 4.
A mindstar will attempt to pull in all enemies within its normal range.
A gem will fire an energy bolt at a random enemy in range 6, each turn for 328.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 5/5 |
| Cursed / Endless hunt | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +25 Accuracy, +15% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +35 Accuracy, +29% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +43 Accuracy, +44% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength. Stalk
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 17 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 53% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 28 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower. Beckon
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Harass your stalked victim with two quick attacks for 35% (at 0 Hate) to 67% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for 7 turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by 77% for 2 turns.
Damage reduction increases with the Willpower stat. Harass Prey
| 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: Let hate fuel your movements. While active, you gain 119% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 33 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 5/5 |
| Psionic / Slumber | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 248 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 9% 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 11%.
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: 40
Range: 7
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 160%.
The damage bonus will improve with your Mindpower. Dreamscape
| 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 102, 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
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 308) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent. Hide in Plain Sight
| 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 220) to the stealth detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you.
Your base chance of success is 100% if you are not directly observed, and good or bad luck may also affect it. Unseen Actions
| 5/5 |
| Technique / Combat techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 2
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage.
If the attack hits, the target is dazed for 3 turns.
You must rush from at least 2 tiles away. Rush
| 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 (33% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 45 and critical chance by 32%.
The effects will increase with your Dexterity. Precise Strikes
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +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
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 |
| Chronomancy / Spacetime Folding | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 379.34 physical and 417.28 temporal (warp) damage.
The mines are hidden traps (67 detection and 84 disarm power based on your Magic), last for 10 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.
Current Spacetime Folding Range: 9 Warp Mines
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Tether the target to the location for 8 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 379.34 physical and 417.28 temporal (warp) damage to all enemies in a radius of 2 at both the entrance and exit locations.
The damage will scale with your Spellpower. Spatial Tether
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 8 and 17 tiles from you and may be stunned, blinded, confused, or pinned for 4 turns.
The chance of teleportion will scale with your Spellpower. Banish
| 5/5 |
| 5/5 |
| Wild-curse / Shark aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack the target for 210% physical weapon damage, if it hits you are healed for life equal to the target's level.
If the target cannot move, this attack does 314% physical weapon damage instead.
If the attack brings your target below 28% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life, and restoring equilibrium equal to the target's level. Maul
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: The scent of blood drives you wild, curing a detriment effect and increasing your hate by 6 for each bleeding creature in range (5).
The range is equal to the larger of 5 and your bleeding sense range. Bloodscent
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: 8
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Charge through your opponents, attacking anyone in the way for 319% weapon damage. Opponents of your size or less may be knocked away from your path.
You can attack a maximum of 6 times, and can hit targets along your path more than once.
At raw talent level 5, you get +1 effective size for this talent.
Does +50% damage against stunned targets.
This talent will not reduce the duration of Rampage. Ram
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an shark.
This allows you to breath in water and sense bleeding creatures in a range of 17, but lowers your defence by 10.
It also lowers the cooldowns of the Maul, Bloodscent and Ram talents by 5. Shark Shape
| 5/5 |
| Spell / Ice | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Blast a wave of cold all around you with a radius of 6, doing 1825.01 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move.
For each affected creature that is also wet the cooldown of Shatter decreases by 2.
The damage will increase with your Spellpower. Frozen Ground
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 2096.89 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: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 |
| Spell / Acid alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
In addition all acid damage you do is increased by 28%. Acid Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 16 turns when they hit it.
While coated, any melee hit agaist your golem has a 77% chance to trigger a radius 4 cone of acid towards the attacker that does 242.2 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 342.5 Acid damage each turn for 10 turns.
All creatures caught in the mire will also suffer a 45% slowness effect.
The damage will increase with your Spellpower. Caustic Mire
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: -2
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Acid errupts all around your target, dealing 1874.6 acid damage.
The acid attack is extremely distracting, and may remove up to 3 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower. Dissolving Acid
| 5/5 |
| Cursed / Shadows | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Hate cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 3 level 50 shadows to aid you in battle. Each shadow costs 6 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 5), Blindside their opponents (level 5), and Phase Door from place to place. 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
Hate cost: 0
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% 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.
This talent has no cost. Focus Shadows
| 5/5 |
| Technique / Warcries | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Release a powerful shout, doing 837.78 physical damage in a radius 8 cone in front of you.
At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
The damage increases with your Strength. Shattering Shout
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Boost your life and stamina by 27.1% for 16 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost. Battle Shout
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: Your battle cry shatters the will of your foes within a radius of 8, lowering their Defense by 42 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power. Battle Cry
| 5/5 |
| Celestial / Sunlight | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 1068.86 damage to the target and leaving a spot on the ground for 4 turns that does 180.70 light damage to anyone within it.
The damage dealt will increase with your Spellpower. Searing Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -15
Range: melee/personal
Cooldown: -3
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 8 turns and lighting up your immediate area (radius 8).
At level 3 it will also do 416.55 light damage within radius 4.
The damage done will increase with your Spellpower. Sun Flare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -20
Range: 9
Cooldown: -1
Travel Speed: 6000% of base
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: You can release a bolt of light with a range of 9, striking the first foe it encounters for 1285.52 light damage.
The damage done will increase with your Spellpower.
In addition, your light is bright enough that foes are blinded by it. Once per turn, if you deal 18% of a target's health with Light damage, they are blinded for one turn. Dazzling Flare
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: -0
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: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 419, 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 8.17 health and 4.80 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 459 fire damage on spreading. Devouring Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: -4
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 |
| Chronomancy / Bow Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Archery (20% 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: -2
Travel Speed: instantaneous
Usage Speed: Archery (20% 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 |
| 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 16, Armour hardiness by 71%, and reduces chance to be critically hit by 25% 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: 40
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 |
| Wild-curse / Croc aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 210% damage, inflicting an extra 50% bleeding damage and then attempt to grapple a target up to one size category larger then yourself for 8 turns.
A grappled opponent will be unable to move, take 179 damage each turn. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Crushing Bite
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 28
Description: Your blood cools and your metabolism slows.
If you are hit with fire damage, your global speed is increased by 46% for 10 turns.
If you are hit with cold damage, your poison, disease, nature and blight resistances increase by 46% for 10 turns.
This can only trigger once per 15 turns. Cold Blood
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out with a powerful tail smack for 210% weapon damage.
If this hits, the target is knocked up to 9 tiles away.
If they hit a wall, they take 1251 more physical damage.
The extra physical damage scales with your Physical power. Tail Smack
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a crocadile.
This increases your physical resist by 34% and your maximum air by 117, but lowers your mind power by 10.
It also lowers the cooldowns of the Crushing Bite, Cold Blood and Tail Smack talents by 5. Croc Shape
| 5/5 |
| Wild-gift / Winds | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Befriend the winds around you, increasing your movement speed by 69% and slowing enemies by the same amount.
Haste/Slow will scale with your Spellpower. Zephyr
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 14
Range: 10
Cooldown: 11
Travel Speed: 200% of base
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 416.90 physical damage and could be blinded.
When it reaches its target, it explodes in a radius of 1 for 727.28 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns.
The sandstorm will last for 18 turns, or until it reaches its target.
Damage will increase with your Spellpower. Sandstorm
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 0
Range: 3
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell and a nature gift
Description: Intensify the Zephyr into a strong windstorm. Each turn enemies have a 55% chance of being blown away for 179.79 physical damage.
Enemy projectiles are also deflected by the strong winds. This gives a 180% chance of deflecting an incoming projectile to a tile in a radius of 3.
Increases you Equilibrium by 5 per turn and does a fail check, if it fails, both Typhoon and Zephyr will cease.
The effects will increase with your Spellpower. Typhoon
| 5/5 |
| Wild-curse / Bear aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 105% damage and then attempt to grapple a target up to one size category larger then yourself for 8 turns.
A grappled opponent will be unable to move, take 179 damage each turn, have their physical power reduced by 43, and 50% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Bear Hug
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Go into a deep sleep (power 64) for 8 turns. While asleep your cooldowns and any debuffs on you will decrease at twice the normal rate.
Should you be woken early from your sleep, your Hate will be restored by 10 points per turn you are worken early.
The sleep power scales with your Constitution. Hibernation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 9
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You slam up to 5 adjacent opponents, stunning them for 4 turns and damaging them for 1251 physical damage.
Damage increases with your Physical Power. Bear Slam
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a bear.
This increases your cold resist by 34% and your physical save by 34, but lowers your attack speed by 10%.
It also lowers the cooldowns of the Bear Hug, Hibernation and Bear Slam talents by 5. Bear Shape
| 5/5 |
| Cursed / Horror | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Your shadow elongates horribly, and you sink into it, only to emerge at the other end in a burst of darkness. You teleport to the target location, and if there is a creature in the target location you will attempt to attack it for 117% weapon damage.
You will spread Creeping Darkness in your wake. The teleportation never breaks Stealth, but the attack is treated normally, and may break Stealth. This talent's cooldown has been reduced by Void Mastery. Shadow Scuttle
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Is: a mind power
Description: For a split second you thrust your weapons through time itself, striking your target's immediate history, and feeding on its mental energy as you devour memoires of its recent past.
Make two melee attacks as Temporal and Mind damage. If either attack hits, you will attempt to disrupt 6 of the target's active talents, putting them on cooldown for 5 turns. For each talent disrupted, you restore yourself:
* Gain 8 Stamina.
* Reduce your Equilibrium by 5.00.
* Reduce your Paradox by 17.00.
Devour Memory
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 12
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Tear reality around your victim, forcing the target to experience the horror of the Void.
Inflict 472.96 darkness and 369.27 temporal damage, and if the target survives it will be subject to the Echos of the Void for 12 turns (which inflicts 52.49 mind damage and drains resources each turn).
If the target dies, however, your bolt twists the jagged scraps of its shattered fate into 4 friendly void shards which last for 21 turns. Voidwrack
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain hate cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Gaze deep into the Abyss, and let the Abyss gaze also into you.
While you sustain this talent, you resonate with darkness, temporal and mind energies, inflicting +11% damage with these types, penetrating +55% resistance for each, and gaining resistance and affinity +22%. Once per turn, when you strike in melee a foe who is suffering a poison, slow, fear or blindness effect, you may drink their pain as power to regain 5.7 Hate.
However, your horrific meditation carries a heavy mental cost: you suffer -29 to your mental save, and your resistance to fear and confusion are lowered by -45%. Void Communion
| 5/5 |
| Celestial / Lunar combat | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -20
Negative energy cost: 10
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Attack the target with your weapon doing 155% damage. If the strike connects, it will explode in a burst of light that inflicts 1039.29 light damage on all targets except yourself within radius 4 of the target.
The light damage will increase with your Spellpower. Wax
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: -20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Attack the target with your weapon doing 155% damage. If the strike connects, it will explode in a burst of darkness that inflicts 1068.88 darkness damage on all targets except yourself within radius 4 of the target.
The light damage will increase with your Spellpower. Wane
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 20
Negative energy cost: 20
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Two Moons, Two Weapons, Two Strikes, Two Targets. Channel the power of the Moons into a devastating attack.
First strike with your main weapon doing light damage, then your offhand for fire damage.
Then strike again with your main hand weapon for darkness damage, then your offhand for cold damage.
You may select a different target for the second attack. You may use a shield as the offhand weapon.
Each hit does 158% weapon damage. Twin Moons
| 5/5 |
| Celestial / Guardian | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Infuse your shield with light, healing you for 37.71 each time you take damage at the expense of up to 2 positive energy.
If you do not have any positive energy, the effect will not trigger.
Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing 104% light damage.
The healing done will increase with your Spellpower. Shield of Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 25
Range: melee/personal
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 319% damage, and with a shield strike doing 234% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts 1039.29 light damage on all targets except yourself within radius 4 of the target, and light up all tiles in that radius.
The light damage will increase with your Spellpower. Brandish
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 6
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Retribution negates half of all damage you take while it is active. Once Retribution has negated 715.73 damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of 6 and deactivating the talent.
The amount absorbed will increase with your Spellpower.
Retribution
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (33% 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
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You hit your target, doing 199% damage. If your attack connects, the target is crippled for 8 turns, losing 58% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 5/5 |
| Spell / Wildfire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: -0
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 1218.77 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% 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 369.33 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 50% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: -5
Travel Speed: instantaneous
Usage Speed: Spell (33% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 10%, ignoring 55% fire resistance of your targets and reducing self-inflicted fire damage by 84%. Wildfire
| 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 (20% of a turn)
Description: Enter a protective battle stance, increasing Defense by 48 and Armour by 39 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
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (20% 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 15 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 (20% of a turn)
Description: You brace yourself for the final stand, increasing Defense by 30, maximum and current life by 3378, 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 -3378 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 |
| Cursed / Force of will | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 998 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 345%)
Damage increases with your Mindpower. Willful Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50% of incoming damage with the force of your will, up to 405 damage. The barrier charges at a rate of 1/35th of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 345%)
The maximum damage deflected increases with your Mindpower. Deflection
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 3 in all directions. The blast causes 1072 damage and 2 knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 345%)
Damage increases with your Mindpower. Blast
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 10 turns you strike 1 (0% chance for 2) nearby target(s) within range 5 doing 485 damage and 2 knockback. The number of extra strikes increases at higher talent levels.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 345%)
Damage increases with your Mindpower. Unseen Force
| 5/5 |