| Ego / Mantis | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Range: 3
Cooldown: 48
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: You appear suddenly behind the target and attack them with a guaranteed critical hit that deals bleeding damage and silences.
If the target ends up below 2.0% life after the attack, you will behead them, killing them instantly and unleashing an eruption of their blood (30.0% of the victim's maximum life), which in turn will trigger all of your "Ego/Mantis" talents.
Additionally, you will gain a clawing natural attack that quickly finishes off weakened foes.
Beware, if the target cannot bleed, this talent will have no effect whatsoever. Guillotine
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You indulge in the suffering you cause to your victims, restoring life and stamina by 2.2% of the power of any adjacent targets' (including yourself) fire, bleed, or blight effects.
Bleed effects will provide twice the bonus. Blood Feast
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Wing Pod | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 51.1
Range: melee/personal
Cooldown: 36
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With little concern for your destination, you hop and fly off to somewhere up to 0 tiles away, landing randomly within 13 tiles.
If you are indoors, you can only hop 0 tiles away and without passing over terrain, but you can jump twice.
Talent levels will improve the amount of control you have over the hop, increasing the range and shrinking the radius.
Currently: Outdoors Buzz-Off
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 22
Range: melee/personal
Cooldown: 42
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Natural Attacks: Body Slam
Description: You ram into your target at maximum speed, bashing them for 0 physical damage and dazing them.
If they are not killed by this, you will bleed for 89% the amount dealt and lose 50% movement speed for that turn.
The damage dealt increases with your physical power.
This talent takes no time to use. Batter
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 43.3
Range: 4
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Waiting for the target's attention to slip, you disappear from their sight, sneaking up behind them.
If the target fails a 7 power blind and stealth check (or they are currently dazed), you will silently slip behind them, causing them to lose sight of you for 0 turns. Otherwise, you will miss a turn.
While blinded, your next melee attack on the target is a guaranteed critical hit, but the blinding effect will end.
If you kill the target while they are blinded, the cooldown of this talent will be refreshed.
The power of the stealth increases with your Dexterity. Predator's Stride
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 80
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You maintain a controlled, but chaotic hovering flight, staying just out of the reach of your enemies.
You gain 0 defense, but lose that much accuracy due to your chaotic movements.
You will also completely dodge projectiles (such as arrows or spells) -13% of the time.
Finally, due to the confusion of your movements, you will have a -13% possibility of switching places with enemies you bump into instead of attacking (use "Attack" talent instead to attack).
The chance of dodging projectiles and shoving enemies increases significantly with Luck and talent levels. Flutter
| 0/5 |
| Wild-heart / Inner Animal | 0.90 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: -46
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Your natural attacks have a(n) 6% chance of repeating up to 0 time(s), each repeat reducing your equilibrium by 10.
At talent level 5, equilibrium will not drain while resting if this talent is sustained.
The chance of repeating is based on your equilibrium failure rate (without willpower) and increases with your Wild Power. Wild Savagery
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You embody all that represents the heart of nature, gaining 5 equilibrium each turn, then performing several checks to maintain your focus.
While effective, you gain 0% nature affinity and your physical power is absolutely increased by 8% of your Wildness. Heart of Nature
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +3 Infravision, +2 See Stealth
Active (3 turns): Reveal terrain and detect traps in a 7 radius around self (32 detection power, diminishing with distance) Keen Awareness
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: -4% Fatigue, +4 Max Encumbrance
Active (12 turns): +100% Fatigue, die at -67 life (35% of maximum life). Max Encumbrance is not lost when activated. Sturdy Heart
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +6% Critical Power, +1% All Resist Penetration
Active (6 turns): +16% Life Steal Hungry Eyes
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 4.5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: 2% Ferocity Transfer, +0.20 Stamina Regeneration
Active (until gained exp): +9% Bonus Experience Primal Rhythm
| 0/10 |
| Wild-heart / Bloodletting Beast | 1.10 |
Effective talent level: 1.1
Use mode: Passive
Description: The sight of red drives you wild-- and blood... The thought simply gives you chills.
Receiving or causing Fire or Bleed effects will send you into a blood frenzy for the same duration:
- Fire effect: Global Speed +11%, Physical damage +5%.
- Bleed effect: Life Steal +10%, Physical damage +5%. Blood Heat
| 1/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Simply killing something does not let loose the most blood that it can!
Your intentional physical damage increases by 2%, then 0% of your intentional physical damage is converted into bleeding over a few turns.
You will also gain a clawing natural attack that causes profuse bleeding in its victim. Open Veins
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Blood speaks to you, and you want to speak with it. Furthermore, you want to liberate it...
You literally beckon forth the blood oozing from all beings within a 2 radius, immediately dealing 32% of their Bleed effects' remaining power as Physical damage and ending the effect, as well as healing yourself for 32% of whatever they deal each turn. Bloody Roar
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 3
Description: The color red is so glorious-- The elation you feel, seeing a world of creatures filled with it!!
As long as there are red enemies in sight, you will gain 8% movement speed and will not die until reaching -6% of your maximum life.
If an enemy in sight has a bleed effect and red blood, you will gain another instance of this effect, doubling the bonuses. Sight of Red
| 0/5 |
| Wild-child / Cold-Blooded | 1.30 |
Effective talent level: 0.0
Use mode: Passive
Description: They cry and they scream at you... But what they don't understand is that you aren't killing out of grudge or for pleasure-- It's all just business.
Dealing excessive fatal damage to an enemy will increase their exp bounty.
The increase goes up to 1.7% based on how much damage you've caused beyond their remaining life (capping at 30% of their maximum life). If they are being Overkilled, their overkilled value will be used instead.
- 150 damage vs 100 maximum life: 1.7% bonus
- 130 damage vs 100 maximum life: 1.7% bonus
- 115 damage vs 100 maximum life: 0.9% bonus
- You have mercilessly killed 0 and are generally 0% ruthless. Merciless Killing
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 20
Description: Seems they walked in at a good time. If the bodies mount up here, there will be less cleaning up to do afterwards.
Upon killing an enemy, a 0 radius zone will appear where they died for 4 turns.
Enemies within this zone will provide 1.1% more EXP when killed, decreasing the further they are from the center.
When you are within this zone, your critical hit chance increases by 5.4%, decreasing the closer you are to the center.
This effect has a cooldown. Killing Floor
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Now that you have a pretty good understanding of what you can harvest here, it's time to start reaping in the benefits.
If an enemy is killed with a critical hit (or brutal touch) or without causing more than 0.4% of their maximum life in additional damage, they will leave behind a trophy that can be sold for gold (based on their level, rank and rareness.)
At higher talent levels, you learn to collect heads in better condition (currently a 0% bonus).
This effect only applies to enemies that are Normal rank or higher, and they must provide an exp bounty and not be temporary or summoned. Hunting bosses or uniques will provide the most significant amount of gold.
- Value of a Lv2 normal rank: 0.20 gold
- Value of a Lv2 boss: 0.80 gold
- Value of a Lv2 unique: 1.33 gold
- You have successfully headhunted 0 time(s), earning a total of 0.00 gold (0.00 gold per kill).
(Warning: Many objects still being tested!) Headhunter
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: If there's one thing you've learned about your line of work-- There's no 'gentle' way to murder someone-- Only the brutal way.
Your melee attacks have a 6% chance of becoming a crushing blow, causing 16% more damage if this would cause the target to die. Brutal Touch
| 0/5 |
| Wild-child / Cutting Edge | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: A sharp blade on a handle is nothing you haven't seen before.
You can create impermanent weapons out of blades (Daggers, Swords, Greatswords) and certain other objects. The material levels you may work with increases with this talent's level (currently tier 1 or lower.)
Temporary weapons have no offhand penalties, improve your armor rating, and have 12.0 durability per material level, but they lose 1 durability after a successful hit. Upon reaching 0 durability. it will break and become lost.
Beware, crafting a weapon will take some time. Also, removing a weapon after it has been equipped will cause it to break. Killing Blade
| 1/5 |
Effective talent level: 1.0
Use mode: Passive
Description: Using natural heat and flames like a forge, you perform additional treatment to your impermanence weaponry, increasing their durability and armor penetration by 40% upon creation.
The potency of this bonus will increase by 80% of your bonus fire damage.
- Current bonus: 40% Tempered Steel
| 1/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
This is a Toggled talent:
Description: If something would cause your impermanence weapons to break or become unequipped, you will automatically switch to your quick-swap weaponry without consuming a turn.
Additionally, you become skilled at drawing and withdrawing your blades, gaining 0% immunity to disarms (and thus reducing the likelihood of spontaneous weapon breakage.)
At talent level 5, you'll have mastered arming impermanent weapons, allowing you to ignore their weight value as long as they're equipped. Concealed Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Through some ingenuinity, you embed blades into your body/armor, turning yourself into a weapon as well!
You may engraft Impermanence weapons into yourself, granting yourself a buff that increases your armor and causes bleeding when attacked (based on the weapon's apr, damage, and weight), as well as transferring all wielder and certain on-hit properties. The weapon's current armor value is also doubled.
When you are attacked in melee, the engrafted weapon will lose 1 durability, breaking when it reaches 0 and removing the buff.
Talent levels increase the material level you are allowed to engraft upon yourself (currently tier 0 or lower).
- Armor = 17% of weapon's power * encumbrance
- Armor from a 1 encumbrance, 25 power weapon: 4.2
- Retaliation = 112% of weapon's penetration / encumbrance
- Retaliation from a 1 encumbrance, 25 penetration weapon: 28.0 Bladed Mail
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses: First Discipline
Description: Passive: +10 Accuracy, +0 Sight Range
Active (6 turns): +60 See Stealth, +60 See Invisible Eagle Eyes
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +8 Physical Power, +1% Physical Critical Chance
Active (6 turns): +48 Armor Penetration Savage Strength
| 1/10 |
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 Physical Save, +18 Maximum Stamina
Active (3 turns): +143% Movement Speed, +66% chance to avoid traps Elusiveness
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +6.31% Healing Mod, +0.8% Shrug Off criticals chance
Active (4 turns): Disinfect 3 poison(s) and/or wound(s); become 52% immune to further poisons/wounds. Lick Wounds
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 damage reduction on your turn, +0.04 equilibrium on hit
Active (6 turns): Reduce equilibrium by 13% of all damage received Tolerance
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 Defense, +0 Luck
Active (6 turns): Removes 0 to 2 random detrimental physical effects and all cross-tier effects Rabbit's Foot
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +0 Maximum Life, -1 Size Category
Active (6 turns): Reduce all damage by 9 and "reverse" your Size Category Growing Bones
| 0/10 |