Cunning / Subterfuge | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 66, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
When performing unstealthy actions (attacking, using objects, ...) you have a chance of remaining hidden based on 1.89 times your stealth power (currently 126) compared against the detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you, and is affected by your luck.
Your chance of successfully remaining hidden is currently 100%.
Subterfuge reduces your light radius to 0, and will not work with massive armours.
You cannot enter stealth if there are foes in sight within range 5. Subterfuge
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When striking from stealth, the attack is automatically critical if the target does not notice you just before you land it.
Precision strikes do +71.43% damage versus a normal critical hit up to 3 grids away but diminish linearly to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Precision Strike
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You work swiftly under cover, increasing movement speed by 84% while stealthed. Your speed protects you from direct hits, causing you to take 21 less damage from all sources while Subterfuge is active.
You have also learned how to be stealthy even when in plain sight of your foes. You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 2.70 times your stealth power (currently 179) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
Your chance of success is currently 100%.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Subterfuge talent. Undercover Operations
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You sneak up behind an enemy and attempt to break their neck from behind, comparing 0.84 times your stealth power (currently 56) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you. If the target fails a physical save, they will be killed instantly, otherwise they will take 348.00 physical damage.
Your chance of success is currently 100%.
Enemies that are Elite rank and above have a chance to resist being instantly killed based on their rank.
This talent must be performed from stealth and does not check physical save if the victim is not targetting you.
Damage done increases with stealth power, character level, your Strength, and your physical damage bonuses. Neck Snap
| 5/5 |
Corruption / Bone | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 258.58 physical damage to all targets in line, and inflicting bleeding for another 129.29 damage over 5 turns.
The damage will increase with your Spellpower. Bone Spear
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Vim cost: 28
Range: 9
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 166.17 physical damage, inflicting bleeding for another 83.09 damage over 5 turns.
The damage will increase with your Spellpower. Bone Grab
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 5 for 219.35 physical damage, and inflicting bleeding for another 109.67 damage over 5 turns.
The damage will increase with your Spellpower. Bone Nova
| 5/5 |
| 5/5 |
Technique / Transcending | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 20
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Through force of will, transcend the physical realm and reach out to influence your foes on a spiritual level, targeting an enemy up to 7 tiles away.
If the target is afflicted with Enervate, you will cause their depleted energy to resonate with those around them, spreading the effect to all hostile targets within 2 tiles.
Otherwise, the target will be afflicted with 3 stacks of Enervate for 4 turns. Because you are direcctly manipulating their spiritual energy, this cannot be resisted.
This will allow the effect to stack up to 6 times; each stack will reduce movement speed by 25.0% .
Each point in Transcending talents will increase your Global Speed by 0.75%. Current bonus: 6.00% Enervate
| 5/5 |
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 28
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Through force of will, transcend the physical realm and reach out to influence an enemy on a spiritual level, targeting a foe afflicted with Enervate up to 8 tiles away.
You bridge the divide between spirit and body, transforming the target's physical exhaustion into a spiritual one. This will remove the Eneverate effect and afflict the target with the Enfeeble effect, reducing all damage dealt by 0.0% for each stack of Enervate the target had, lasting 6 turns.
Targets afflicted with Enfeeble cannot be affected by Enervate, however, Enfeeblee will count as 6 stacks of Enervate for the purposes of Rending talents.
Each point in Transcending talents will increase your Global Speed by 0.75%. Current bonus: 6.00% Deplete Spirit
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Through force of will, transcend the physical and project your spirit out of your body to assail all near-by enemies.
For 3 turns you will be unable to act, your resistance to all damage is increased by 50% , your damage resistance caps are all increased by 25%, and the duration of new status ailments will be reduced by 50%.
Each turn you will attack every foe within 8 tiles twice, with a melee attack dealing 50% damage with each strike. Each hit that connects will attempt to apply one stack of Enervate, reducing the target's movement speed by 20%.
Each point in Transcending talents will increase your Global Speed by 0.75%. Current bonus: 6.00% Transcend
| 0/5 |
Technique / Willful Hunter | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: You augment every strike with your Will. Increases physical power by 34 and physical crit rate by 11.94% . Power increases with your Willpower and crit rate with Dexterity.
Also, when using knives, you now use your Willpower instead of your Strength for bonus damage. Willful Hunter
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: You know nature's deadly secrets. You use your knowledge to craft a potent acid and through force of Will you project it through your daggers. While active, your dagger hits will deal 80 Acid damage and increase your Equilibrium by 1. Critical hits will cause an acid splash, dealing 60 Acid damage to all targets in a radius 2 of the attacker, including the primary target. At raw talent level 3 the damage will become blinding acid. Hunter's Helper
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Waiting for the right moment is as important as striking from the right spot. You are a master hunter and anticipation heightens your power. Passively, your critical multiplier is increased by 25.00% and your mind crit rate is increased by 14.29% .
Additionally, when moving you will gain the Anticipation effect, increasing your physical, nature and acid damage by 14.78% and APR by 17 for one turn. Further moves will refresh the effect and the damage, APR and duration will stack up to 3 times. APR is based on Willpower and damage is based on Dexterity. This effect will only occur when there are enemies nearby. Anticipation
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: -30
Sustain equilibrium cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: You dominate the battle through force of will, tipping the balance of nature in your favor. Activating this talent will restore 50% of your maximum stamina and while active your Physical and Mind Power are increased by 32 and your Physical and Mind crit rates are increased by 16.00% . All melee attacks will restore 10.00 Stamina and increase your Equilibrium by 5.00 . Critical hits will have 22.61% chance, based on Cunning, to instead restore twice the amount of Stamina and reduce, rather than increase, your Equilibrium. Each turn that Tip the Balance is active your Equilibrium will increase by 3 and a check will be made. The talent will deactivate if the check fails. Tip the Balance
| 5/5 |
Technique / Commando | 1.00 |
Effective talent level: 4.0
Use mode: Passive
Description: Your training has made you an expert archer as well as a master of combined melee and grappling attacks. You gain 40 Physical Power when using a bow, waraxe, longsword, or mace (8.0 effective), your melee, barehand, and bow attacks deal 45% more damage, and your bow attacks use Cunning instead of Dexterity for bonus damage. These bonuses do not stack with other weapon mastery talents.
As long as your offhand remains empty, while performing basic melee attacks you will follow up with a strike for 99% barehand damage. Any damaging effects triggered by this are reduced in power as well.
When using melee or ranged talents, you will automatically switch to the appropriate weapon in your quickslot.
Knowing this talent also allows you to use grappling techniques with a one-handed weapon as long as your offhand is empty. First Blood
| 4/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You move with force and attack with precision, increasing your Stealth power by 20, your resistance to pinning effects by 22%, and your Accuracy and Physical Power by 24 (5.0 Accuracy, 5.0 Physical Power effective).
The stealth bonus and pin resistance increase with your Strength, and the Accuracy and Physical Power bonuses with your Cunning. Combined Tactics
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Stamina cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Whenever you break stealth you make a show of it, dazing all foes in range 4 and reducing their resistance to stunning and pinning effects by 55% for 3 turns.
Additionally, your larger-than-life entrances are so intimidating, your foes perceive you as one size class larger than you really are, and your physical critical chance and critical damage modifier are increased by 85% of your Precision Strike bonus (currently 61%).
The chance of dazing foes increases with your Physical Power. Explosive Entrance
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You quietly treat your wounds, recovering 129 life and removing a detrimental effect for the next 1 turns. Moving or performing any action will end the effect early.
The amount healed increases with your Cunning.
This talent does not break stealth. Staunch Wounds
| 0/5 |
Wild-gift / Fire drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 6 up to 3 tiles away and damaging them for 160% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7.
The sound wave is so strong, your foes also take 129.92 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 72.37 fire damage in a radius of 5 each turn for 9 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 345.61 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath
| 5/5 |
Technique / Fading flourish | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Focus cost: 7.8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You attempt to stop the next arcane or physical attack made against you with your hands, blocking up to 106.34 damage plus an additional 50% for each stack of Concentration active (currently 106.34.) If successful, the attacker will be caught off guard and become vulnerable, taking double damage from the next 3 melee strikes. If the block is incomplete, the remaining damage will be taken as bleeding over 5 turns, ignoring cut immunity and damage resistance.
This ability can trigger automatically when off cooldown against an attack that would kill you, going on cooldown for 18 turns.
The amount of damage blocked increases with your Willpower, and additional damage types can be blocked based on the resistances and on-hit damage provided by your gloves or gauntlets. Blade Grasp
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Focus cost: 10.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: You perform a violent and reckless lunge, dealing 220% weapon damage, but taking 14% of the amount done as bleeding over 5 turns, ignoring cut immunity and damage resistance. Crimson Pain
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You fight recklessly, placing yourself in the way of your own attacks. With each attack, you take 6.3 damage (1/10 of your Constitution) per turn as bleeding for 5 turns, ignoring cut immunity and damage resistance. Your melee damage is increased by 1% for every point of bleed damage active on you.
In addition, you gain 40% poison and disease resistance, can only die when you reach -146 life, and 60% of any attack that would put you below 0 life is taken as bleeding damage over 3 turns. This bleeding is not affected by talents that remove effects.
The negative life threshhold scales with your Willpower.
Bloody Maelstrom
| 5/5 |
Effective talent level: 3.0
Use mode: Activated
Focus cost: 26
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: You rain blows down around yourself. For each adjacent enemy, you will perform 2.6 attacks on a random target for half damage. 61% of the retaliation damage you take performing this attack will be taken as bleeding over 5 turns, ignoring cut immunity and damage resistance.
The number of attacks performed scales with your Strength. Dying Lotus
| 3/5 |
Wild-gift / Cold drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 230% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 10% and your Armour by 17.
You also deal 47.94 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 7 length for 8 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 15.07 damage for each ice wall within radius 2 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 258.45 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 5/5 |
Cunning / Stealth | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 66, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 5. Stealth
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When striking from stealth, the attack is automatically critical if the target does not notice you just before you land it.
Shadowstrikes do +71.43% damage versus a normal critical hit up to 3 grids away and then disminishes to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Shadowstrike
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned how to be stealthy even when in plain sight of your foes. You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 2.70 times your stealth power (currently 179) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
This resets the cooldown of your Stealth talent, and, if successful, all creatures currently following you will lose track of your position.
You estimate your current chance to hide as 100.0%. Hide in Plain Sight
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You are able to perform usually unstealthy actions (attacking, using objects, ...) without breaking stealth. When you perform such an action while stealthed, you have a chance to stay hidden.
Success is more likely against fewer opponents and is determined by comparing 1.89 times your stealth power (currently 126) to the stealth detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you.
Your base chance of success is 100% if you are not directly observed, and good or bad luck may also affect it.
You estimate your current chance to maintain stealth as 100.0%. Unseen Actions
| 5/5 |
Spell / Frost alchemy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 25%. Frost Infusion
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 10 turns when they hit it.
This ice provides your golem with 18 additional armour, melee attacks against it deal 0.0 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Ice Armour
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 6, doing 311.8 Cold damage and freezing creatures to the ground for 10 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by 20% and your physical resistance by 33%.
All direct critical hits (physical, mental, spells) against you have a 50% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 5/5 |
Cursed / Strife | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 46% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 57% (at 0 Hate) to 190% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 5/5 |
Effective talent level: 3.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 16% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 3/5 |
Wild-gift / Sand drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 250% Nature weapon damage.
If the attack brings your target below 25% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 10%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You slam the ground, shaking the area around you in a radius of 4.
Creatures caught by the quake will be damaged for 210% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 7 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 31 of target armor and 16% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%. Burrow
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 249.14 physical damage, and will be blinded for 4 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 5/5 |
Spell / Temporal | 1.00 |
| 5/5 |
Effective talent level: 5.0
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 (474) is absorbed, or the time runs out (10 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 50%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 12 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 |
Spell / Air | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 172.96 to 518.87 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 116.55 to 349.66 damage and forking to another target.
It can hit up to 8 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 85 and increasing defense against projectiles by 21.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 25% movement speed and removes 12 fatigue. Feather Wind
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 5 of your foes for 1 to 109.46 damage in a radius of 1.
This powerful spell will drain 7.50 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 5/5 |
Celestial / Twilight | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 135 negative energy.
Learning this talent will change the default level of positive and negative energies to 34% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning. Twilight
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 8 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate. Jumpgate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Let out a mental cry that shatters the will of your targets within radius 3, confusing (-30% to act randomly) them for 6 turns.
The duration will improve with your Cunning. Mind Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10
Range: 5
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Creates a shadowy copy of a hostile target of up to medium size. The copy will attack its progenitor immediately and lasts for 10 turns.
The duplicate has 0% of the target's life, 0% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 0/5 |
Spell / Earth | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 17 bonus to Armour.
The bonus to Armour will increase with your Spellpower. Stone Skin
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 15
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5.
The beam also affect any creatures in its path, dealing 408.83 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 311.84 physical damage in a radius of 8. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 3 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 29.92 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 0/5 |
Cunning / Dirty fighting | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: You hit your target doing 70% 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: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (43% 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 0 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: You hit your target, doing 100% damage. If your attack connects, the target is crippled for 0 turns, losing 24% melee, spellcasting and mind speed.
The chance to land the status improves with Accuracy, and the status power improves with Cunning. Cripple
| 0/5 |
Spell / Fire alchemy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 25%. Flame Infusion
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 32
Range: 6
Cooldown: 34
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 10 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 4 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 149.61 fire damage in a radius of 3 each turn for 12 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: 5.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 40
Travel Speed: 240% of base
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 33%, burning any creatures attacking you for 17.82 fire damage, and projecting 5 random slow-moving fire bolts per turn at targets in sight, doing 54.67 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 |
Cursed / Predator | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Mark a single opponent as your prey, gaining bonuses against the targeted creature's type and sub-type. Bonuses scale with the experience you gain from killing your marked type (+0.25 kill experience) and marked sub-type (+1 kill experience). At 10.0 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +15% damage, while those against the marked sub-type gain +34% damage. Every kill of a marked sub-type gives you an additional +10 hate regardless of your current effectiveness.
Each point in Mark Prey reduces the kill experience required to reach 100% effectivess as a Predator. Mark Prey
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +6 Accuracy, while those against the marked sub-type gain +15 Accuracy. Melee hits also gain a 6.9% chance to stun the marked sub-type for 3 turns with each attack.
Each point in Anatomy reduces the kill experience required to reach 100% effectivess as a Predator. Anatomy
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by 18% and reducing their highest statistic by 9. Subject to your effectiveness against the marked prey, there is a 9.0% chance to outmaneuver your marked type and a 22.4% maximum chance to outmaneuver your marked sub-type. The effects last for 10 turns, and can accumulate.
Each point in Outmaneuver reduces the kill experience required to reach 100% effectivess as a Predator. Outmaneuver
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You learn to mimic the strengths of your prey. Killing a marked sub-type raises your stats to match the strengths of the victim (up to a maximum of 22 total points, subject to your current effectiveness). The effect lasts indefinitely, but only the effects of the latest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 5/5 |
Spell / Energy alchemy | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 25%. Lightning Infusion
| 5/5 |
| 3/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +2%.
Each turn, a foe within range 0 will be struck by lightning and be dealt 8.5 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 100 life (20% of your maximum life) since your last turn, you will gain 54% of a turn.
The effects increase with your Spellpower. Living Lightning
| 0/5 |
Technique / Martial Arts | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: Increases Physical Power by 50, and increases all unarmed damage by 25% .
If you know another unarmed mastery talent, only the highest level talent will be used.
This will also allow you to equip heavy gauntlets, and increases accuracy by 50 .
Additionally, your hand gear will use base 60% Dexterity and 60% Willpower damage modifiers.
Note that White Monks naturally gain 0.5 Physical Power per character level while unarmed (current physical power bonus: 8.0) and attack 40% faster while unarmed.
Each point in Martial Arts talents will reduce incoming damage by 2. Current bonus: 40.0 Guided Hand
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Spin around, striking all adjacent foes a crushing blow, dealing 185% damage. Any target hit by the attack will have a a chance to be stunned for 4 turns.
Chance to stun improves with Accuracy.
Each point in Martial Arts talents will reduce incoming damage by 2. Current bonus: 40.0 Spin Fist
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: You strike methodically, aiming to land blows on your targets' most vulnerable points. While active, you will gain 25.1% physical resistance penetration and 23.2 APR.
Additionally, while active, each time you land a melee critical, you have a 25% chance to trigger a second, similar blow. This can occur at most 5 times per turn.
Each point in Martial Arts talents will reduce incoming damage by 2. Current bonus: 40.0 Measured Blows
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 32
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Adopt an offensive posture, preparing to pummel your foes. For 4 turns, each unarmed strike that connects will trigger two follow-up strikes for 30% damage each. This can only occur once per target, per turn.
Each point in Martial Arts talents will reduce incoming damage by 2. Current bonus: 40.0 Pummel
| 5/5 |
Spell / Arcane | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 20 and arcane resistance by 24%. Arcane Power
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 306.73 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 76.76 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: 5.0
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 0.72 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 840 total damage.
While the arcane storm rages, you also get 91% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Black Belt | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Make a precise blow targeting a vital pressure point on your enemy. You sacrifice power for accuracy, dealing only 40% damage but striking with 100 additional accuracy.
If the attack connects, the target will experience bursts of wracking pain over the next 4 turns. Each turn, the target will take an unarmed blow at 40% damage, stacking each turn, such that the final blow will deal 160% damage. If the target is left with 20% life or less after the last blow, they may be instantly slain. If they resist the instant kill, they will instead take one final blow for 200% damage.
Each turn, the wracking pain will have a 95% chance to also cause one random talent to go on cooldown for 3 turns.
All strikes from this effect will have nigh infinite armor penetration and 100 additional accuracy.
Each point in Black Belt talents will increase your Critical Power by 2%. Current bonus: 16.0% Secret Fist
| 5/5 |
Effective talent level: 3.0
Use mode: Activated
Stamina cost: 32
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Adopt a defensive posture, preparing to counter melee attacks.
For 5 turns, your Defense is increased by 75 and each time you are missed by a melee attack from an adjacent target you will counter the blow, attacking for 168% damage and attempting to knock the target back up to 3 tiles and daze them for 5 turns.
Each point in Black Belt talents will increasse your Critical Power by 2%. Current bonus: 16.0% Blink Counter
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Special (100% of a turn)
Description: Unleash a special technique that transfers your own pain onto your enemy, becoming stronger as your life energy fades.
Strike the target for 100% damage, plus 2.1% additional damage for each 1% of life you are missing. The time required to perform this action will decrease in proportion to your life.
Current damage: 100%
Each point in Black Belt talents will increase your Critical Power by 2%. Current bonus: 16.0% Withering Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Remaining flexible allows you to react to enemy blows, enhancing your defences while wearing leather or lighter armor.
Whenever you take damage greater than 10% of your maximum life, you will gain 0.0% resistance to all damage and 0.9% chance to shrug off critical hits for 5 turns.
This effect can stack up to 3 times, and each new stack will refresh the duration.
Each point in Black Belt talents will increase your Critical Power by 2%. Current bonus: 16.0% Reflex
| 0/5 |
Wild-gift / Serpent | 1.00 |
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (35% of a turn)
Is: a nature gift and a mind power
Description: You hypnotise the target with your gaze, attempting to daze them (with a 90% chance). If you succeed, you attack instantly for 220% damage. Even if you fail, you attack for normal damage. Hypnotic Glare
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Grants 100% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 15%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 5/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 32
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 1.55 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 0/5 |
Technique / Psiblade Combat | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Wielding Psiblades is far less encumbering than traditional weapons, and you are able to move more freely in battle. While Piercing Mind is active you will gain 100 Ranged Defense and Physical Save and each time you move you will have a 32% chance to gain 20% global speed for one turn. Chance to boost speed will increase with talent level and points invested in Mindstar Mastery. This effect will only occur when there are enemies nearby. Nimble Combatant
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 15
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You focus your mind on combat to boost your physical speed and power. Attack speed will increase by 30% and physical crit rate by 32% . Concentrating on combat slows your mind, reducing your mind speed by 10% . Speed is based on Willpower and crit rate is based on Dexterity. All values are affected by a bonus from points invested in Mindstar Mastery. Combat Focus
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your training with Mindstars has made you a master over them and the forces they manipulate. You passively gain 23% Mind, Nature and Physical resistance penetration. You are completely in tune with your weapons and all attacks made while Psiblades is active will have a 30% chance to increase your Mind, Nature, and Physical resistance penetration and damage by 19% for 3 turns. Base power scales with your Cunning and all values will gain a bonus based on points invested in Mindstar Mastery. Psiblade Master
| 5/5 |
Wild-gift / Higher draconic abilities | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 200% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 182.65 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 10%. Prismatic Slash
| 5/5 |
Effective talent level: 3.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 7. Any target caught in the area will take 62.02 nature damage each turn for 6 turns.
The poison also gives enemies a 16% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 3/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 0, and your breath attack cooldowns are reduced by -11.
You gain 1% knockback resistance, and your blindness and stun resistances are increased by 1%. Wyrmic Guile
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and your mastery over the elements is complete.
Increases physical, fire, cold, lightning and acid damage by 0%, and your resistance penetration in those elements by 0%.
Each point in Chromatic Fury also increases your resistances to physical, fire, cold, lightning and acid by 0.5%. Chromatic Fury
| 0/5 |
Wild-gift / Stalker | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 8
Equilibrium cost: 6
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Leap on your prey. If you hit your foe you get a free attack at 125.0% weapon damage and pin it to the ground for 5 turns. At raw talent level 3 and above, Pounce will also attempt to stun the target for 3 turns, applied based on your Mindpower. Points in Strider will reduce the cooldown. Strider talent levels above 3 will reduce the cooldown by 3 turns, and talent levels above 5 will reduce it by an additional 3 turns. Pounce
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: A lifetime of stalking has honed your control of both body and mind. Passively increases Armor by 34 and Spell Save by 23. The Armor bonus will scale with your Dexterity, and the Save bonus with your Cunning.
Additionally, your intent focus allows you to withdraw from your physical body, effectively shielding you from harm. Taking damage greater than 33% of your maximum life will cause you to withdraw into your mind, reducing all damage recieved and dealt by 100% for 3 turns. Focus
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 10
Equilibrium cost: 4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Shred your foe, hitting them multiple times with each weapon. Number of attacks and damage dealt scale with talent level. Currently you will attack 4 times for 80% damage.
Points in this talent will also passively increase your attack speed by 13% based on your Dexterity. Shred
| 5/5 |
Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 1.12 mana per turn, and your physical and spell attack speed increases by 11.0%. Shadow Feed
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 30
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 250% 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 / Mending | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Cooldown: 15
Description: Life springs from within. You move with purpose, energizing your mind and body. You will heal for 10 life each time you move.
When your life force wanes, your will to fight on summons a burst of healing energy from the depths of your spirit. When your life falls below 50%, you will gain 71% healing modifier and 211% movement speed, and the base amount healed when moving will double, for 2 turns. This effect has a cooldown.
Each point in Mending talents will increase your healing factor by 2.5%. Current bonus: 50.0% Lifefont
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 32
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Align your chakras to create a pulse of purifying energy which will remove up to 2 random detrimental physical effects from yourself and any adjacent creatures, friend and foe alike.
The cleansing power will wash over you, regnerating 31 life each turn. The regeneration will last one turn for each effect removed, up to 8 turns. If more than 8 effects are removed, you will instantly heal 31 life for each additional effect.
Each point in Mending talents will increase your healing factor by 2.5%. Current bonus: 50.0% Chakra
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Fixed Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Prepare a healing rite which will activate when your lifeforce fades away.
While sustained, taking damage that would normally be fatal will instead set your life to 1 and reduce the triggering damage and all subsequent damage for one turn by 100%.
At raw talent level 3 and above, you will also trigger your Lifefont talent, ignoring cooldown.
At raw talent level 5 and above, you will also trigger your Chakra talent at no cost, ignoring cooldown, and acting as though 8 additional effects were removed.
Each point in Mending talents will increase your healing factor by 2.5%. Current bonus: 50.0% Revive
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 40
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Project a sign of spiritual purity, negating up to 5 magical effects from the target.
This technique will remove beneficial effects and/or sustains from enemies, or detrimental effects from yourself or allies.
Each point in Mending talents will increase your healing factor by 2.5%. Current bonus: 50.0% Holy Sign
| 5/5 |
Technique / Rending | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 4
Range: 9
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Through force of will, project an attack dealing 100% damage up to 9 tiles away.
If the target is hit, the force of the blow has a chance to enervate the them, slowing movement by 25.0% for 2 turns. This cannot reduce an actor's movement speed below 25%, however, it will continue to stack even when the limit is reached, up to 4 times.
When hit by Air Render, any target with at least 1 stack of Enervate will have a 25% chance to spread to the effect to each adjacent target, and any target with 3 or more stacks will have a chance to be pinned for 2 turns.
Your strong will allows you to strike with great precision. This attack will bypass any actors between yourself and the target.
This counts as a melee attack for the purpose of on-hit effects. Chance to apply statuses increases with Accuracy.
Each point in Rending talents will increases your Physical Power by 2.5. Current bonus: 50.0 Air Render
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 15
Range: 8
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Focus your will to project an attack through the ground, striking all foes in a beam with an attack for 165% damage and attempting to knock them back 2 tiles.
If the attack strikes a target afflicted with Enervate it will also rend their armor, reducing armor hardiness by 45% for 3 turns, to a minimum of 0%. Hardiness reduction increases with Willpower and chance to apply the status increases with Accuracy.
The attack will also rupture the ground, leaving a jagged terrain which will cause hostile actors in the area to bleed for 61.1 damage over a few turns. Bleeding damage increasses with Willpower and can stack. You are highly nimble and step with care, allowing you to avoid the bleeding effect.
You strike with precision, avoiding any friendly targets in the area. Each hit counts as a melee attack for the purpose of on-hit effects.
Each point in Rending talents will increasse your Physical Power by 2.5. Current bonus: 50.0 Earth Render
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Project an explosive attack dealing 165% damage to each target in a cone of radius 4 .
All targets hit by the attack will be weakened for 6 turns, reducing Physical resistance by 16%. The power of the status increases with Willpower.
If the attack strikes a target afflicted with Enervate, the force of the blow will resonate with their depleted essence, creating an echo of the first strike dealing 55% damage per stack of the effect.
You strike with precision, avoiding any friendly targets in the area. Each hit counts as a melee attack for the purpose of on-hit effects.
Each point in Rending talents will increasse your Physical Power by 2.5. Current bonus: 50.0 Aura Blast
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 24
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: Project a barrage of strikes each dealing 165% damage, in an area of radius 2 up to 8 tiles away.
All targets hit by the attack will have a chance to become destablized for 4 turns. This will set up the target, increasing your chance to score a crit against them by 24% and reducing their saves by 24 each. Chance to apply the status improves with Accuracy.
If the attack strikes a target afflicted with Enervate, the force of the blow will resonate with their depleted essence, creating an echo of the first strike dealing 82% damage per stack of the effect.
You strike with precision, avoiding any friendly targets in the area. Each hit counts as a melee attack for the purpose of on-hit effects.
Each point in Rending talents will increasse your Physical Power by 2.5. Current bonus: 50.0 Far Fist
| 5/5 |
Technique / Tireless Combatant | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: Any time you do not have an opponent in a square adjacent to you, you gain 7.2 Stamina regeneration. With the third talent point, you also gain an equal amount of life regen when Breathing Room is active. Breathing Room
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Control your movements to conserve your energy. While this talent is activated, you are globally slowed by 5.0%, and your fatigue is decreased by 30% (to a minimum of 0%). Pace Yourself
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When the going gets tough, you get tougher. You gain 1.8 Stamina regen per enemy in sight, and beginning with the third talent point, you also gain 6.0 life regen per enemy. The bonuses cap at 4 enemies. Dauntless Challenger
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: For each turn you spend stamina, you gain 2.5% resist all and 0.5% all resistances cap for 3 turns. The buff stacks up to 5 times, and each new application refreshes the duration.
Additionally, at the fifth talent point, Breathing Room and Dauntless Challenger are 20% more effective. The Eternal Warrior
| 5/5 |
Spell / Stone | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Conjures 3 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 129.29 physical damage, and an additional 21.55 bleeding damage every turn for 5 turns.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Earthen Missiles
| 5/5 |
Effective talent level: 3.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.
Your stone form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 30%.
* Grants 47% Fire Resistance, 29% Lightning Resistance, 11% Acid Resistance, and 30% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Causes a violent earthquake that deals 8.96 physical damage in a radius of 0 each turn for 0 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower. Earthquake
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 0% and ignoring 1% physical resistance of your targets.
Also raises your physical and magical saves by 0. Crystalline Focus
| 0/5 |
Corruption / Scourge | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 160% damage with each hit. For each hit, the target will bleed for 29.06 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 47.48 blight damage (which also heals you for 18.99 each hit).
The damage will increase with your Spellpower. Ruin
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 160% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 157.97 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 60% darkness weapon damage. If the attack hits you attack with your second weapon, doing 60% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 0/5 |
Cursed / Shadows | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 2 level 16 shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 5), Blindside their opponents (level 5), and Phase Door from place to place.
Shadows ignore 85% of the damage dealt to them by their master. Call Shadows
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 39% extra Accuracy and 60% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 5, 16% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (3 turn cooldown). Shadow Warriors
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 15 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 5, 16% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 5, 16% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 10 turns. Hostile targets will be attacked, with a 80% chance the shadows will blindside the target.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 5/5 |
Spell / Storm | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 5, doing 84.07 to 252.22 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 3.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 77.83 to 233.48 lightning damage and dazing the target for 3 turns.
If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
The damage will increase with your Spellpower. Shock
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 30% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 2.
Each turn, the afflicted creature and all creatures around it will take 3.84 to 11.53 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 0% and ignoring 1% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 0% chance to daze, and your Thunderstorm spell gains a 0% chance to daze. Tempest
| 0/5 |
Spell / Meta | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (41% 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: 5.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 65 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Dual weapons | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 38.
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 0% chance to deflect up to 0 damage (0% of your offhand weapon damage) from approximately 1.2 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 5/5 |
Effective talent level: 5.0
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 20 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (43% of a turn)
Description: When dual wielding, increases attack speed by 40%, but drains stamina quickly (-6 stamina/turn). Momentum
| 5/5 |
Wild-gift / Venom drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 316.53 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 80.38 acid damage that can critical in a radius of 4 each turn for 7 turns.
Enemies in this mist will be corroded for 3 turns, lowering their Accuracy, their Armour and their Defense by 13.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Mist
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 60% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%. Dissolve
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 267.71 acid damage.
Enemies caught in the acid have a 41% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 5/5 |
Spell / Enhancement | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 47.73 fire damage per melee attack and increasing all fire damage dealt by 10%.
Each hit will also regenerate 1.67 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 45% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 24 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 10%.
Each hit will also regenerate 1.67 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 6.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 38% 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: 5.0
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 (41% 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 95.90 light damage or 86.60 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: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: This powerful spell grants you 5 bonus invisibility, but converts 6 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 12.45 damage to everything in a radius of 0.
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
| 0/5 |
Spell / Phantasm | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 10 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 269.45 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 172 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: The caster fades from sight, granting 3 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 0/5 |
Spell / Aether | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 196.65 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: 3.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 187.80 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 47
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 3 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 0% and ignoring 1% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 0/5 |
Corruption / Reaving combat | 1.00 |
Effective talent level: 5.0
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 69%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 110% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 5.0
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, 30 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: 3.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 26.45 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 21.
At level 3, it will also reduce Armour by 24 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 3/5 |
Wild-gift / Storm drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You transform into pure lightning, moving 750% faster for 4 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 40%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 31.5% of its current life (21.0% if the target is Elite or Rare, 15.8% if the target is a Unique or Boss, and 12.6% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 218.23 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%. Static Field
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 14
Range: 6
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 140.29 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 254.59 lightning damage and 227.06 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 6 turns. The blast will ignore the talent user.
The tornado will last for 6 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (270% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 125.58 to 376.73 lightning damage, and have a 41% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 5/5 |
Wild-gift / Elementomancy | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: Taking this talent will teach you to call the elements that constitute nature: Fire, Water, Lightning and Nature. Calling an element will cause melee attacks to deal damage based on the element, and your ability to channel the elements also passively increases your resistance and resistance penetration for each element. Additional points in this talent will increase the bonus to on-hit damage and the passive resistance and resistance penetration rating granted, and at raw talent level 3 using a call will not break stealth. Current bonuses:
Attacks deal 35 elemental damage, resistance and penetration is increased by 11% .
You will also gain a different effect for each element:
Nature: melee hits restore 4.00 equilibrium.
Storm: you movement speed will increase by 400% .
Fire: melee hits have a 15% chance to burn away one detrimental effect.
Water: melee hits restore 20.00 health. Call Elements
| 5/5 |
| 3/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Channeling the elements sharpens your senses and heightens your focus. Each element you channel will increase your Defense, Ranged Defense, all Saves, Mindpower and Physical Power by 0 . These effects will stack. Additionally, while channeling an element you will gain a bonus to that element's resistance and penetration equal to 100% of the passive bonus. Elemental Focus
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: -50
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Flood your being with elemental power. Your Nature, Acid, Lightning, Fire and Cold damage as well as your Physical and Mind critical rate will increase by 3% . Activating one of your Calls while Elemental Revenant is active will create an elemental overload. The overload will cause the Call to release a wave of elemental power, causing targets in a radius of 5 to take 25 elemental damage based on the element. Damage will increase with your Willpower.
Harnessing the elements in this manner increases you control over the natural world, reducing your equilibrium. However, wielding the elements so recklessly will quickly throw nature off balance. Each turn your equilibrium will increase by 5 and a check will be made. If the check fails, Elemental Revenant will automatically be deactivated. Elemental Revenant
| 0/5 |
Spell / Wildfire | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 252.31 fire damage over 3 turns.
The damage will increase with your Spellpower. Blastwave
| 5/5 |
Effective talent level: 3.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% 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 53.92 fire damage for 4 turns.
The damage will increase with your Spellpower. Burning Wake
| 3/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When your Burning Wake talent is active, your Inferno and Burning Wake effects have a 0% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.
If the target is hostile, it will remove a beneficial effect.
If the target is friendly, it will remove a detrimental effect (but still burn). Cleansing Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (41% of a turn)
Is: a spell
Description: Surround yourself with Wildfire, increasing all your fire damage by 0%, ignoring 1% fire resistance of your targets and reducing self-inflicted fire damage by 0%. Wildfire
| 0/5 |
Cursed / Gloom | 1.00 |
Effective talent level: 5.0
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 16% 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: +20). Gloom
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 16% chance to be crippled by fear for 3 turns, reducing damage they inflict by -27%. 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: +20). Weakness
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 7.9% 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: +20). Dismay
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 7.50% greater chance to be critical hits, and your critical hits do 25.0% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 0.0
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 80% damage. If your attack hits, you gain 2 armour penetration for 0 turns.
The APR will increase with your Cunning. Deadly Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: For 3 turns, you put all your will into your blows, adding 46 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 43% chance to get a free, automatic attack against the attacker for 90% damage, up to 1.7 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: 5.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (35% of a turn)
Description: Increases Defense by 23 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 15% and reducing their saving throws by 15.
The effects will scale with your Cunning. Set Up
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (35% 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 35%.
Exploit Weakness
| 5/5 |