| Wild-heart / Prudence | 1.10 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Upon receiving damage from a visible, non-adjacent source, your attention will become fixated upon them for 0 turns.
While fixated, you will begin making efforts to evade and mitigate their attacks, receiving 0% less damage from them.
At talent level 4 or higher, you will also gain 0 Defense and Ranged Defense as well.
The highest ranked enemy will always take priority. Discretion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Whenever you receive a physical effect from an enemy, you will grow wary of their craftiness, increasing your save against physical effects by 0.
After 3 turns of receiving no physical effects, the bonus will decrease by 10 each turn. Avoidance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Upon receiving damage from an adjacent source, you will track who damaged you and how much life you had at that point.
Then, upon killing the source, you will be healed by 0.0% of the difference between your life now and when this effect started or 0.0% of your maximum life (whichever is higher).
The healing effect will diminish the further you are from the target when they die.
The highest ranked enemy will always take priority. Triumph
| 0/5 |
| Ego / Serpent | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: With a little prudence, you can get the drop on your pursuers. Afterall, discretion is always an option.
While active, your next attack will become venomous, inflicting a 3 turn poison, dealing 49 nature damage.
After -22 turns of being active, you will become stealthed at 7 power (based on Cunning). Moving or acting will break this stealth.
Finally, when you break the stealth, you will startle everything immediately around you, temporarily nullifying their defense and armor.
If a victim is killed by this poison, this talent will immediately reactivate. Slyness
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You've found your stalker-- And nothing brings you greater joy than knowing that you've cornered them.
You gain 0% of a turn (based on Cunning) whenever placing a Grapple, Pin, or Fear effect on an enemy.
You can only store up to 1 additional turn this way. Cruel Elation
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You need but a moment to ensure the end of your assailants-- With a little patience, you'll make them pay.
All Poison effects from you will last 0 turns longer, effectively increasing the total damage. Sadistic Calm
| 0/5 |
| Wild-heart / Hoarding Beast | 1.10 |
Effective talent level: 1.1
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You ingest an object, placing it into a special "Stomach" inventory.
Note, however, that the contents of your stomach cannot willfully be accessed and, upon death, you will immediately drop any items you have consumed.
Consuming Inscriptions will immediately unleash their effects, but will also destroy the object in the process.
Because of your alignment with nature, consuming Infusions will destroy the object, increase your maximum life by 1 to 5, and reduce corruption by 100 to 500 (each based on its tier.)
You can currently consume up to tier 1 items. Consume
| 1/5 |
Effective talent level: 1.1
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Clasp a gem, mindstar, or jewelry in the mouth, allowing you to wear an additional object.
The material level you are allowed to clasp is increased by your talent's level (currently 1 tier items). Unique objects and higher material levels are harder to clasp.
The chance of clasping improves with your Willpower, Cunning, then Constitution; this order being their respective levels of influence. Clasp
| 1/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Upon sustaining, you can select 1 of several objects to upchuck, as well as granting a(n) 0% chance of having these effects occur with a random object:
- Receiving physical or blight damage beyond 20% of your maximum life will reduce the damage by X%.
- Upon receiving a poison or disease effect, you will reduce its power by X%.
*** X is 0.0 times the object's encumbrance value. Relief
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Knowing that all the valuable treasure you have amassed is yours and yours only brings you great delight... And power. The more you have to protect, the harder you will fight to protect it!
Every 15 points of encumbrance caused by items you've consumed will grant bonus effects. If the item is more powerful or precious, it will count for more.
- Master-crafted: +2 Armor (0.0).
- Antimagic-powered: +1.6 Mind Power, -0.8 Spell Power (0.0, -0.0).
- Nature-infused: +0.8 Physical Power (0.0).
- Psionic-infused: +1.1 Mind Power (0.0).
- Arcane-infused: +1.4 Spell Power (0.0).
- Unknown-powered: +5 to all stats (0).
The magnitude of these bonuses cap at your maximum encumbrance. Treasure Hoarder's Will
| 0/5 |
| Wild-heart / Hydragon | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Description: You can sprout some feral heads; their bite could tear anything that approaches apart in an instant.
They are necessary in order to use Feral Hydra talents, and in combat, Feral heads are relentless and efficient, unaffected by any offhand penalties.
Every 29 turns, you will generate a new Feral head, up to a maximum of 1. Feral heads are smitten by stuns and sleeps, negating the effect but removing a head.
You are granted 3 Physical Save for each head you currently have. The fifth talent point will not add a head, but will increase your Physical Save by 20. Three Bites
| 1/5 |
Effective talent level: 1.3
Use mode: Passive
Description: You can sprout some glaring heads; their eyes strike terror in the heart of your enemies.
They are necessary in order to use Glare Hydra talents, and in combat, Glare heads are deadly and precise, always striking at a foe's weak points.
Every 29 turns, you will generate a new Glare head, up to a maximum of 1. Glare heads are smitten by confusions and blinds, negating the effect but removing a head.
You are granted 3 Mental Save for each head you currently have. The fifth talent point will not add a head, but will increase your Mental Save by 20. Three Gazes
| 1/5 |
Effective talent level: 1.3
Use mode: Passive
Description: You can sprout some drooling heads; their acids are powerful enough to melt your foes down.
They are necessary in order to use Breath Hydra talents, and in combat, Drool heads are nimble and toxic, dealing either Acid, Poison, or Lightning damage and completely ignoring armor.
Every 29 turns, you will generate a new Drool head, up to a maximum of 1. Drool heads are smitten by silences and fears, negating the effect but removing a head.
You are granted 3 Spell Save for each head you currently have. The fifth talent point will not add a head, but will increase your Spell Save by 20. Three Breaths
| 1/5 |
Effective talent level: 1.3
Use mode: Passive
Description: You can sprout some deceiving heads; they look and act exactly like any one of your other heads.
They can seamlessly act as any other existing head, and in combat, Decoy heads are tricky and deceptive, never missing your foes.
Every 38 turns, you will generate a new Decoy head, up to a maximum of 1. Decoy heads imitate your other heads, possibly being smitten instead of your real ones.
You are granted 3 Defense for each head you currently have. The fifth talent point will not add a head, but will increase your Defense by 20. Three Triads
| 1/5 |
| Wild-heart / Regenerate | 1.30 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Whenever you receive a Bleed effect, you will recuperate for 0% of its total damage over 16 turns.
Additionally, if you receive physical damage beyond 40% your maximum life, it will cause a harmless, hygienic bleed that triggers this talent, as well as reducing the duration of your Poisons and Diseases by 1 each turn.
Deactivating Ceaseless Blood will immediately remove all Cuts and Bleeds currently affecting you. Ceaseless Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Upon receiving intentional physical damage, you will begin Recuperating, undoing 0% of the damage dealt over 19 turns. For other damage types (except Fire), you will only recuperate 0% of the damage dealt.
Deactivating Recuperate will immediately restore you for the remaining power of any active Recuperation effects. Recuperate
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Every 10 points of intentional physical damage you receive will consume 10.24 stamina and increase your maximum life by 0.00 for 5 turns, up to a maximum of 47 life. Other forms of intentional damage (except Fire) will increase every 100 points.
Upon reaching the maximum life value, you attain maximum mass, gaining 1 Size category and 5% Physical resist.
Deactivating Splitting Wounds will start a Recuperation effect for the amount of max life you gained over 10 turns. Splitting Wounds
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When damage would kill you, you instead fall unconscious, assuming a facade of death for 0 turns and holding on until your life falls below -2. While you are in this state, Recuperation will become 4% more effective, but you will no longer deal damage.
Upon your facade of death, you may deceive nearby enemies, causing them to completely forget about you. When Still As Death ends, all currently deceived foes will become dazed.
The death threshold scales on Willpower, the recuperation boost scales on Constitution, and the likelihood of deception is based on your Cunning vs their Cunning. Still as Death
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a wild power
Description: Passive: 5 Accuracy, 3% Crit Damage
Active (6 turns): 13 See Stealth, 5 See Invisible Eagle Eyes
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a wild power
Description: Passive: -0.04 equilibrium on hit, -0.02 equilibrium when hit
Active (scaling 6 turns): Raise equilibrium failure threshold by 53 Natural Cycle
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |