| 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 (59% of a turn)
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 154% damage. Piercing Arrow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 196% damage
This talent does not use any stamina. Dual Arrows
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 380.2 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: 15
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 85.7 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 11%.
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 (99% 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 35%, your spell cooldowns are reduced by 39%, and you cannot take more than 66% 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 54% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (99% 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 |
| Corruption / Bone | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 256.79 physical damage to all targets in line, and inflicting bleeding for another 128.40 damage over 5 turns.
The damage will increase with your Spellpower. Bone Spear
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 28
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 173.30 physical damage, inflicting bleeding for another 86.65 damage over 5 turns.
The damage will increase with your Spellpower. Bone Grab
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 5 for 226.19 physical damage, and inflicting bleeding for another 113.09 damage over 5 turns.
The damage will increase with your Spellpower. Bone Nova
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 38, its two secondary stats by 19, and it will have Magic, Cunning, and Willpower equal to your own.
At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
Thought forms can only be maintained up to a range of 10, and will rematerialize next to you if this range is exceeded.
Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower. Thought-Forms
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 38%, but leaving your body a defenseless shell.
At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
The secondary bonuses apply whether or not this talent is currently active.
The life, damage, and speed bonus will improve with your Mindpower. Over Mind
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now gain 10% mind speed while Thought-Form: Bowman is active, 23 Mindpower while Thought-Form: Warrior is active, and 6% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 5/5 |
| Chronomancy / Temporal Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 76.49 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 (99% of a turn)
Is: a spell
Description: For the next 8 turns, you recover 54.4 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: 8
Description: You now have a 31% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 76.49 temporal damage to enemies in a radius of 2. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 38.24 physical and 38.24 temporal damage to enemies in a radius of 2. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 76.49 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: 8
Travel Speed: instantaneous
Usage Speed: Weapon (99% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 154% 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 |
| 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 (100% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 221 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 (100% 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 565.5 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 (100% of a turn)
Is: a mind power
Description: Mentally focus electricity into a ball of plasma and hurl it at the target.
The plasma will explode on impact, dealing 283.5 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 |
| 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 49% chance to get a free, automatic attack against the attacker for 93% damage, up to 1.9 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 (59% of a turn)
Description: Increases Defense by 31 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 19% and reducing their saving throws by 19.
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 (59% 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 |
| 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 11%, 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: 3.6
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (99% of a turn)
Description: You enter a battle frenzy for 5 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 13% 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
| 3/5 |
| Spell / Temporal | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (608) 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: 40
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 15 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 |
| Psionic / Augmented striking | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 214% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 192.6 Cold damage and also freeze them for 6 turns.
If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
The cold burst damage will scale with your Mindpower. Thermal Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 214% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 192.60 lightning damage and halving their stun/daze/freeze/pin resistance for 6 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 288.90.
If the target frozen the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
The discharge damage will scale with your Mindpower. Charged Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 10 and allowing you to siphon excess energy from each weapon hit you land, gaining 3.3 psi per hit. Psi Tap
| 5/5 |
| 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 (99% of a turn)
Description: Concentrate on your blows; each strike has a 59% 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 (99% of a turn)
Description: Lashes at the target, doing 176% weapon damage.
If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 54%. Bleeding Edge
| 5/5 |
Effective talent level: 3.6
Use mode: Sustained
Sustain stamina cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (99% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 39% of your missing health.
(So if you have lost 70% of your life, you gain 27% all resistance.)
In addition, your all damage resistance cap increases 41.6% closer to 100%.
This consumes stamina rapidly (-7 stamina/turn).
The effects are refreshed at the start of each turn. True Grit
| 3/5 |
| 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 (99% of a turn)
Description: You hit your target doing 74% 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 (99% 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 (99% of a turn)
Description: You hit your target, doing 198% damage. If your attack connects, the target is crippled for 8 turns, losing 50% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 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 7, even in dark places.
Your vision adapts to this glow, giving you 78% 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 125.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 41 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: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 43.6 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has 21% 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: 7
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 42 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 172 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 |
| 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 -28%. 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 / Fire alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% 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: 34
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 13 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 5 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: 20
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 186.50 fire damage in a radius of 3 each turn for 13 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: 40
Travel Speed: 240% of base
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 48%, burning any creatures attacking you for 26.23 fire damage, and projecting 6 random slow-moving fire bolts per turn at targets in sight, doing 77.73 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.50 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 5/5 |
| Celestial / Crusader | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -7
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 17% for 5 turns. Absorption Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 20
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for 54% 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 (99% 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 16%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 159.65 light damage over 5 turns and reducing opponents armour by 34.
The damage increases with your Spellpower. Righteous Strength
| 5/5 |
| 3/5 |
| Corruption / Blight | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 156.57 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: 12
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 40% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 66 acid damage in a 4 radius ball. This damage will increase by 48% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower. Corrosive Worm
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 28
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 10 turns. Each creature hit by the storm takes 41.67 blight damage and is poisoned for 166.67 blight damage over 4 turns.
At talent level 2 you have a chance to inflict Insidious Blight, reducing healing factor by 108%.
At talent level 4 you have a chance to inflict Numbing Blight, reducing damage dealt by 65%.
At talent level 6 you have a chance to inflict Crippling Blight, giving a 54% chance for talent failure.
The chance is evenly split between possible effects.
The damage and secondary effects will increase with your Spellpower. Poison Storm
| 5/5 |
| Spell / Arcane | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 38%. Arcane Power
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 296.97 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 74.32 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower. Arcane Vortex
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.70 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 1006 total damage.
While the arcane storm rages, you also get 109% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
| Chronomancy / Stasis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (608) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Inflicts 283.55 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 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 82.0 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 34.
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: 9
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 143% weapon damage.
The second strike chance (which increases with distance) is 35.5% at range 2 and 73.2% at the maximum range of 9.
The range will increase with your Strength. Wave of Power
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 472, Current: 472).
Targets struck are also afflicted with a Martyrdom effect that causes them to take 27% of all damage they deal for 4 turns. Weapon of Wrath
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 307. Second Life
| 5/5 |
| Corruption / Heart of Fire | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 5
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 121% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 204% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 308, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 5 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 4.88 health and 2.87 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 109 fire damage on spreading. Devouring Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Restore yourself to full health, but take damage equal to the damage healed over 9 turns. This damage is split evenly among you and all burning enemies in radius 5. Damage you take is irresistable. Damage to enemies is fire damage. Blazing Rebirth
| 5/5 |
| Corruption / Wrath | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Vim cost: 24
Range: 3
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (99% 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: 12
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 223 damage.
You must charge from at least 2 tiles away. Detonating Charge
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 10
Description: Your blade drinks in death. Whenever you score a kill with this talent off cooldown, your next 4 melee attacks within 6 turns will always critically strike, and you gain 34% critical multiplier for the duration.
Additionally, you gain an extra 5 vim per kill. Voracious Blade
| 5/5 |
Effective talent level: 1.2
Use mode: Activated
Vim cost: 38
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your body overflows with the power of the Fearscape, turning you into a powerful demon for 4 turns. This increases your stamina regen and physical power by 21, and your disarm and stun immunity by 53%.
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 1.
-Reckless Strike: Gain 10% resistance penetration for all elements for 4 turns.
-Obliterating Smash: Increases range by 1.
-Abduction: If it hits, get an additional 1 attacks at 35% weapon damage.
-Incinerating Blows: Increases chance of bonus damage to 35%.
-Fearfeast: Gain 0.4 vim per stack.
-Maw of Urh'rok: Increases cone width by 10 degrees. Destroyer
| 1/5 |
| Corruption / Torture | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 6
Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 60.84 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 240.52 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: 10
Travel Speed: instantaneous
Usage Speed: Spell (99% 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: 14
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 90 fire damage. This damage will increase by 31% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape. Fiery Torment
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (57%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 3 turn(s).
This can only trigger on any particular target once every 6 turns. Eternal Suffering
| 5/5 |
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (99% 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: 6
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 |
| Technique / Combat techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 22
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (99% of a turn)
Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away. Rush
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (99% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 37 and critical chance by 23%.
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 +112 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 |
| Psionic / Solipsism | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 54% of all damage you receive into Psi damage and 54% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 32.6% (23.8% from character level with the remainder further reduced by 11.5% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 50%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now substitute 70% of your Mental Save for 70% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 50%). Balance
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: For every percent that your Psi pool exceeds 60%, you gain 1% global speed (up to a maximum of +39%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 50%). Clarity
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each time you take damage, you roll 66% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 50%). Dismissal
| 5/5 |
| Psionic / 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 85 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 55.5 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 85 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 55.5 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 85 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 55.5 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 |
| 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 (100% of a turn)
Is: a mind power
Description: You are linked to your shadows for 11 turns, diverting 34% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 5/5 |
| 5/5 |
Effective talent level: 1.2
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 -125 life. However, when below 0 you cannot see how much life you have left.
Effect increases with Mindpower. Shadow Decoy
| 1/5 |
| 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 (59% of a turn)
Description: Hits the target with two shield strikes, doing 193% and 240% 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 (59% 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 154% base damage each. Assault
| 5/5 |
| Corruption / Blood | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 246.57 blight damage.
Each creature hit has a 73% chance of being infected by a random disease, doing 287.18 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower. Blood Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 382.77 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower. Blood Grasp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Make the blood of all creatures around you in radius 7 boil, doing 252.50 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: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 14%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 31%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 5/5 |
| Psionic / Projection | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 34.4 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 34.4 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 6 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 343 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 (100% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 43.4 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 43.4 Fire damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 6 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 434 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 (100% of a turn)
Is: a mind power
Description: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 34.4 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 34.4 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 6 energy, a massive spike of electrical energy jumps between up to 6 nearby targets, doing up to 343.6 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 (100% 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 166.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 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 45.
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 16% chance to deflect up to 0 damage (10% of your offhand weapon damage) from approximately 1.6 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 25 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 (99% of a turn)
Description: When dual wielding, increases attack speed by 46%, but drains stamina quickly (-6 stamina/turn). Momentum
| 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 (+54), Accuracy (+54), Armour penetration (+53), and critical chance (+57%), but reducing your firing speed by 27%.
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 (-21%). Rapid Shot
| 5/5 |
| 5/5 |
| Spell / Aether | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 190.39 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: 8
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 230.14 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: 24
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 9 turns.
While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%. Aether Avatar
| 5/5 |
Effective talent level: 3.6
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 6% and ignoring 37% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 3/5 |
| 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 (99% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 49% for 9 turns, and reduces the cooldown of all Celestial skills by 6.
The resistance penetration will increase with your Cunning. Totality
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (99% 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 91.82 light damage or 92.60 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: This powerful spell grants you 34 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 132.07 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 |
| Technique / Magical combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 66% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Flame, Pulverizing Auger, Lightning, Earthen Missiles 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 68.
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 211.17.
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 |
| 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 16% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to 71%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 115% 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 5 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 39.67 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 37.
At level 3, it will also reduce Armour by 43 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
| Spell / Meta | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: You learn to finely craft and tune your offensive spells.
You try to carve a hole in spells that affect an area to avoid damaging yourself. The chance of success is 100%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 93 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Rot | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Your body has become a mass of living corruption, increasing your blight and acid resistance by 30%, blight affinity by 24% and allowing you to heal from your carrion worm blight pools. On taking damage greater than 14% of your maximum health, the damage will be reduced by 24% and a carrion worm mass will burst forth onto an adjacent tile, attacking your foes for 10 turns.
Also increases the damage dealt by your carrion worms by 30% and grants them the Infectious Bite spell at level 5. Carrion worms fully inherit your Spellpower. Infestation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: 9
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Gain the ability to merge and seperate carrion worm masses.
If used on a worm mass, you merge with it, moving to it's location, healing you for 21% of your maximum health, restoring 30 vim, and destroying the mass.
If used on another target, you sacrifice 9% of your current health to create a worm mass at their location.
Also increases the damage and healing of your carrion worm's blight pool by 48%. Worm Walk
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 6
Description: You have a 65% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 4 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 24% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower. Pestilent Blight
| 5/5 |
Effective talent level: 3.6
Use mode: Activated
Vim cost: 10
Range: 6
Cooldown: 8
Travel Speed: 600% of base
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 29.61 acid and 26.77 blight damage.
If not cleared after five turns it will inflict 168.11 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
The damage dealt will increase with your Spellpower. Worm Rot
| 3/5 |
| Spell / Fire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 480.39 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: 18
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 403.40 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: 8
Travel Speed: 400% of base
Usage Speed: Spell (99% 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 464.78 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: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 124.25 fire damage in a radius of 5 each turn for 10 turns.
The damage will increase with your Spellpower. Inferno
| 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 (59% of a turn)
Description: Enter a protective battle stance, increasing Defense by 42 and Armour by 35 at the cost of -20% physical damage. The Defense and Armor increase is based on your Dexterity.
It also grants 54% 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 (59% 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 10 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 (59% of a turn)
Description: You brace yourself for the final stand, increasing Defense by 25, maximum and current life by 352, 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 -352 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 |
| 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 (59% of a turn)
Description: You fire a shot into your target's eyes, blinding it for 7 turns and doing 154% 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 (59% of a turn)
Description: You fire a mighty shot at your target, doing 154% damage and knocking it back.
The knockback chance increases with your Accuracy. Inertial Shot
| 5/5 |
| 5/5 |
| Corruption / Doom covenant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 3.6
Use mode: Activated
Vim cost: 8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: When Dread End creates pools of darkness you can focus your raging thoughts on them to make them erupt into volcanos.
Up to 2 pools in radius 7 will erupt, producing a volcano for 5 turns.
Each turn the volcano will send out fiery boulders that deal 48.97 fire and 38.76 physical damage.
The effects will improve with your Spellpower. Erupting Darkness
| 3/5 |
| Spell / Wildfire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 293.55 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: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% 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 83.53 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: 3.6
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (99% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 6%, ignoring 41% fire resistance of your targets and reducing self-inflicted fire damage by 50%. Wildfire
| 3/5 |
| 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 145% damage. If your attack hits, you gain 24 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 55 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 5/5 |
| 5/5 |