| Spell / Squire | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Summon your loyal undead squire to your side, ready for battle. Your squire's primary stat will be improved by 0, its two secondary stats by 0, and it inherits base stats from you.
The squire wields a sword and shield, and knows unique combat techniques.
Your squire will teleport back to you if you are more than 10 tiles from you.
The squire's stat bonuses will improve with your Spellpower. Raise Dead
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.2
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You transfer your wounds to your squire, healing yourself for 3% of your maximum life and damaging them for 50% of this value.
This can be used on your other minions at 50% effectiveness and cooldown, but the minion will be destroyed.
The healing increases with your Spellpower.
Soulforge 2: Also transfers 3 negative effects if used on your squire. Death Pact
| 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 (100% of a turn)
Is: a spell
Description: You and your squire link your souls, causing 1% of all damage you take to be redirected to your squire, and 1% of all damage you deal to heal your squire. Soul Link
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your squire becomes a powerful undead monstrosity for 3 turns, greatly increasing their combat ability. While under this effect all damage they take is reduced by -12%, they automatically taunt all foes in radius 0 each turn, their Dusk Shield counterattack can attack at range 0, and all melee attacks trigger a shield bash for 60% shield damage as darkness.
Soulforge 5: Grants immunity to negative effects and increase global speed by 30%. Dark Transformation
| 0/5 |
| Psionic / Consumption | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: 8
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Drain energy from your target's mind, dealing 4.1 mind damage and restoring 0% of your max psi.
The damage and percent drained will scale with your mindpower. Mind Drain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Form a wicked shield of your own life force, using 20% of your current life and turning it into a damage shield with a conversion rate of 0.25 and lasting for 2 turns.
If your life is above 50% at the time you use the talent then the duration of the shield will be extended by 50%, but if your life is under 50% then the shield strength will act as if 30 more life had been converted (7 extra shield).
The conversion ratio will increase with your spellpower.
This talent is instant.
Current Shield Strength (without bonus shield from bonus shield from being under 50% life): 4
This talent cannot crit! Life Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 25
Drains psi: 6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: When activated, you will drain life and vim from enemies in a 2 radius around you. Each turn, afflicted targets will take 1.7 darkness damage. You will heal for 25% of the damage dealt and 0.1 vim will be restored every time a target is hit.
The damage will scale with your mindpower and the amount of vim drained will scale with your spellpower.
This talent drains 6 psi while active! Siphon
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Vim cost: 25
Sustain vim cost: 10
Psi cost: 56
Sustain psi cost: 50
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: When activated, you create a maelstorm of radius 1 on the ground that draws in everyone and slows their movement speed by 20% in its radius. When deactivated, a mouth of darkness will swallow all of those in the same radius, dealing 7.3 darkness damage.
The damage will scale with your mindpower and spellpower.
This talent can mind crit upon deactivation. Gaping Maw/Snap
| 0/5 |
| Spell / Malediction | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Bless all those before you with a Dark Word.
All enemies within a radius 1 cone will be unhealed for 7.7 Life and afflicted with the Dark Unhealing effect, increasing healing factor by 25% and unhealing the target for 1.5 life each turn for 5 turns.
The unhealing will increase with your Spellpower. Dark Word
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 47
Range: 10
Cooldown: 20
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Afflict an enemy with a life-sapping malediction.
Your target will be unhealed for 18 life and afflicted with the Dark Unhealing effect, increasing healing factor by 25% and unhealing them for 4 life each turn for 5 turns.
You will heal yourself for 18 life and gain the Dark Transfusion effect, increasing healing factor by 25% and healing 4 life each turn for 5 turns. Dark Transfusion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50.4
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke a powerful malediction upon all foes within your presence.
All enemies within a radius of 0 will be unhealed for 17 life and afflicted with Dark Siphoning, reducing life regneration by 0.5 for 6 turns.
You will gain the Dark Siphoner effect, increasing your life regneration by 0.5 for each enemy afflicted with Dark Siphoning, for 6 turns.
Unhealing increases with Spellpower. Siphon Vigor
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 89.6
Range: melee/personal
Fixed Cooldown: 42
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Anoint your foe with a Dark Touch, granting them the gift of a swift demise.
The target will be unhealed for -0.6% of their maximum life instantly and an additional -0.6% over the next 5 turns. Dark Touch
| 0/5 |
| Celestial / Calm | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15.9
Range: 6
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A glittering rainbow stuns those in a radius 0 area, also healing you of 10 damage.
The healing and radius will increase with your Spellpower. Rainbow
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The darkest winters come from the longest summers. You are accustomed to light and life.
You receive a 2% bonus to your healing factor.
This talent also grants you a significantly larger negative energy pool while active, increasing it by 0.
At raw talent level 5 the negative energy bonus is doubled to 0. Long Summers
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15.9
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of cold light emanates from you with a radius of 0, striking your foes dumb and doing 3.03 cold and 3.03 light damage.
The damage will increase with your Spellpower. Savor the Silence
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: -20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with the power of the dawn, increasing all your light and cold damage by 0%, and ignoring 3% of the light and cold resistance of your targets.
In addition, shield effects you create are enhanced by 6%, as with Aegis Shielding. Aura of the Dawn
| 0/5 |
| Cunning / Toxins | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Coat your weapons with a unique toxin that causes your attacks to reduce bleed and poison resistance by -3% for 2 turns, and further reacts to bleed and poison effects.
Bleeding targets take 4% increased nature damage, and poisoned targets take 4% increased physical damage. Hemotoxin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14.8
Range: 5
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: If armed with a bow, you strike your foe brutally with a serrated edge, knocking them back 1 tiles.
Otherwise, you fire a barbed dart at a target within 5. Either way, you bleed them for 25.22 physical damage over 6 turns and poison them for 25.22 nature damage over 6 turns.
If you know the Vile Poisons talent, the poison applied will be randomly chosen from your unused effects.
This talent takes no time to use. Barbed Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.1
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Make a vicious assault against the target, striking twice with melee attacks or once with a ranged attack.
If dual wielding, the first (mainhand) attack strikes for 100% weapon damage as nature and the second (offhand) deals 100% physical weapon damage.
The first strike enhances poisons, inflicting instant nature damage equal to 116% of the total poisons damage.
The second strike opens up wounds, inflicting instant physical damage equal to 116% of the total bleed damage.
Ranged attackers launch a single ranged attack for 100% weapon damage, half physical and half nature, and apply both effects.
Users of throwing knives also learn the Deadly Throw talent, allowing them to use this ability with Throwing Knives. Mutilate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Imbibe a potion that transmutes your blood to venom for 1 turns, increasing nature resistance by -5% and causing 50% of all non-nature damage you take to instead be dealt to you as nature damage over 5 turns.
Attacks against you from adjacent targets will splash the attacker with poisoned blood, poisoning them for 13.78 nature damage over 5 turns. Serpent Blood
| 0/5 |
| Celestial / Shooting stars | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You fire from the shadows, doing 100% darkness damage to the target and confusing them (power 1) for 0 turns.
Doesn't break stealth when used.
Confusion scales with Spellpower. Shadow Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 21.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You fire a shot infused with the power of a comet, which pierces through all enemies in your way for 100% weapon damage as light.
The blazing shot will also leave a trail of fire on the ground that does 0.59 fire damage.
The fire damage will scale with Spellpower. Comet Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 25
Sustain negative energy cost: 25
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You channel powerful celestial energies and shape them into ammunition for your weapon.
While active, your ammo is infinite and 1% of all damage you do is converted into darkness damage.
Every shot you fire will cost 1 stamina and negative energy.
At raw talent level 5, normal shots will also be beam shaped.
Conversion rate will scale with Spellpower. Cosmic Quiver
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 31.8
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You fire a shot infused with brilliant starlight, doing 100% light damage the the target.
The shot will then shatter into 2 shards of starlight which do 2.21 darkness damage to whatever they hit.
Both the primary and secondary shots have a 25% chance of blinding.
Shard damage scales with Spellpower. Starburst
| 0/5 |
| Cunning / Called Shots | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Moonlight | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 5.3
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You conjure alternate flares of moonlight and darkness, and the contrast blinds foes within radius 1 for 1 turns while lighting up your immediate area (radius 2).
At level 3 it will also do 4.97 darkness damage within radius 1.
The damage done will increase with your Spellpower. Twilight Fades
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.3
Negative energy cost: 3.2
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke the crescent moon to cleave all foes in front of you, doing 121% weapon damage as light and darkness in a cone of 2. Moonsilver Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 6.4
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures an aura of light that harms adjacent foes for 5.74 light damage, while shielding you for a base value of 12 that is increased by your light damage bonuses.
The values will increase with your Spellpower. Pale Cascade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 2
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: An explosion of dark light pulses from you, doing 10.00 light and 10.00 darkness damage to all others within radius 2, while causing them to run in fear for 3 turns.
The damage dealt and fear power will increase with your Spellpower, but the fear is resisted as a mental effect. Dark Nova
| 0/5 |
| Spell / Battle channeling | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Channel a rite of deepsight, greatly enhancing your senses.
While sustained you will gain telepathy of all creatures within range 3, as well as 1.0 Accuracy and 0 APR.
This requires great concentration, increasing your fatigue by 10% while active.
While sustaining any one or more Battle Channels while foes are nearby your movement speed is reduced by 25% as you concentrate on channeling.
Accuracy and APR will improve with Spellpower. Deepsight
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Channel a rite of blinkguard, allowing you to temporarily teleport out of harm's way when assaulted.
While sustained, you will have a chance to instantly teleport to an empty tile within a radius of 1 whenever any direct damage (not from status effects, etc.) would hit you for more than 15% of your maximum life, completely avoiding the damage and then instantly teleporting back to your original location.
The chance is equal to the percent of your maximum life dealt by the damage plus 1% (for a minimum of 16% chance at exactly 15% max life in damage.)
This requires at least one empty tile within range and can occur up to 1 times per turn.
Each teleport requires and consumes 106 mana, increased by fatigue (currently 112 mana).
This requires great concentration, increasing your fatigue by 10% while active.
While sustaining any one or more Battle Channels while foes are nearby your movement speed is reduced by 25% as you concentrate on channeling.
Chance will improve with Spellpower. Blinkguard
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 4
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Channel a rite of boltfury, assaulting all nearby foes when you cast a non-instant spell or after a teleport.
While sustained, the base range of Channel Staff will be reduced by 4 and you will cast Channel Staff once at each target within range 4 each time you cast a non-instant spell and after each teleport.
You will have an additional 0.8% critical chance and deal 1% more critical damage when casting Channel Staff in this manner.
Casting in this manner costs no mana, cannot fail, and will bypass actors between yourself and the target, but the base damage dealt will be reduced by 75%.
This requires great concentration, increasing your fatigue by 10% while active.
While sustaining any one or more Battle Channels while foes are nearby your movement speed is reduced by 25% as you concentrate on channeling.
Critical chance and power will improve with Spellpower. Boltfury
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Channel a rite of phasestride, allowing you to teleport quickly over short distances.
While sustained, each time you attempt to move onto an adjacent tile you will instead teleport to the location.
Traveling in this manner is very fast with each teleport consuming only 97% of a turn. Each teleport requires and consumes 5 mana, increased by fatigue (currently 5.3 mana).
This requires great concentration, increasing your fatigue by 10% while active.
While sustaining any one or more Battle Channels while foes are nearby your movement speed is reduced by 25% as you concentrate on channeling.
This does not affect your teleport speed, but normal movements may still occur in some situations, such as while you are Confused or if you swap places with another actor.
The effect will not occur if your are Confused, Sleeping, Encased in Ice, or traveling on the world map.
This talent will deactivate automatically when you rest.
Teleport speed improves with Spellpower.
Phasestride
| 0/5 |
| Cursed / Slaughter | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Mana cost: 33.6
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of pure mana energy, dealing 6 arcane damage to all targets in a line. Damage improves with your Spellpower. At talent level 3, the raw energy overloads enemy magic - targets also lose 0% of their arcane resources.
Mana Flare talents can be used while in Aether Avatar form.
This spell can be triggered by Eldritch Combat. Mana Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of pure mana energy, dealing 7 damage in a radius 3 cone. Damage improves with your Spellpower. At talent level 3, the wave wipes away forces in its path, removing any temporary map effects it touches (other than your own) and purging 2 beneficial temporary effects on its targets. Magical effects overload destructively when purged in this manner, increasing the damage to that target by 0% each.
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Mana cost: 56
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of pure mana energy, dealing 8 damage to all in a radius of 2. Damage improves with your Spellpower. At talent level 3, the burst of raw magic is enough to shut down latent forces, putting 2 talents of each target on cooldown for 2 turns. Latent spell energy is violently disrupted, increasing the damage done to that target by 0% per spell shut down.).
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Mana cost: 67.2
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of pure mana energy, dealing 9 damage to all in a radius of 1. Damage improves with your Spellpower. At talent level 3, this tremendous blast of magic disjoins active powers, ending up to 1 sustains each target has active. Magical sustains are destructively disjoined, increasing the damage done to that target by 0% per spell disjoined.
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Blast
| 0/5 |
| Spell / Blight | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
Life cost: 10
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Twist the elements in the target, changing some of them to Blight. Causes 8.74 Blight damage.
The damage will scale with Spellpower. Flux
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Life cost: 25
Range: 6
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a furious storm of elemental chaos at the target point, doing 2.69 half blight, half random element damage, in a radius of 3 each turn for 6 turns.
Each turn the vortex will move at random, and will harm its creator.
The damage and duration will increase with your Spellpower. Chaos Vortex
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Sustain life cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have mastered the fifth element, increasing all your blight damage by 0% and ignoring 3% blight resistance of your targets.
Also, 0% of any blight damage you do, will heal you as well. Quintessence
| 0/5 |
| Corruption / Doom | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 5
Range: 10
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflict a disease designed to ruin upon your target, reducing their global speed by 0% and dealing 2.1 blight damage per turn for 3 turns.
The blight damage will additionally drain vim, scaled by the target's rank.
The damage and global speed slow will scale with your spellpower. This talent uses spell crit, increasing the damage dealt.
Additionally, every point put into talents in the Doom tree will increase the apply power of all talents within the tree. (Currently +-1) Erode
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Project very hot flames upon your target for 3 turns, causing them to burn for half fire damage (1.0) and half darkness damage (1.0) while reducing their all resistance by 0.2% for each turn they burn.
The damage, apply chance and all resistance reduction will scale with your spellpower. This talent uses spell crit, increasing the damage dealt.
Additionally, every point put into talents in the Doom tree will increase the apply power of all talents within the tree. (Currently +-1) Hellfire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Erase some of your target away, removing 1 beneficial effects from them upon cast and dealing 7.0 darkness damage per turn for -7 turns.
If the talent level is 4 or greater, Erase will also remove one sustain per turn on the affected target. The darkness damage per turn will scale with your spellpower.
Additionally, every point put into talents in the Doom tree will increase the apply power of all talents within the tree. (Currently +-1) Erase
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Seal your targets DOOOOOOOOOM by extending the length of all status effects on them by up to 4 (but never to twice the effects duration) and applying a new debuff (after the extension, not before) that deals 5.9 blight damage per turn for 3 turns.
The damage per turn will scale with your spellpower.
Additionally, every point put into talents in the Doom tree will increase the apply power of all talents within the tree. (Currently +-1) Doom
| 0/5 |
| Spell / Sorcerous might | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Empower your shield with a spell that will allow it to absorb and transfer energy from the force of blocked assaults.
Each time you Block damage, you will gain the Sorcerous Might effect for 4 turns. If you know Mystic Ward, you will also have a 25% chance to trigger Sorcerous Might each time you reduce damage with the talent, at most once per turn.
Each charge will increase Spell Power by 3, the effect can stack up to 4 times, and new stacks will refresh the duration.
Additionally, the range of all of your spells with a range greater than 1 will be increased by 0.1 per stack of Sorcerous Might, up to 3 at most and not beyond 10. Ensorcelled Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.2
Range: melee/personal
Fixed Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Release some of the energy stored in your ensorcelled shield to cast a spell of quickenig.
Consume 2 charges of Sorcerous Might to increase your attack speed by 7% for the next 6 turns.
Each melee attack that lands against a hostile target while you are Quickened will reduce the cooldown of a random spell by 1/3 (rounded up, minimum 1 turn). This can occur up to 0 times per turn.
This can affect the same spell multiple times. This will not affect spells with a fixed cooldown. Quickening
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You focus your Sorcerous Might on those who would assail you from afar, attempting to invoke a damage amplifying Mark of Retribution.
You will have a 10% chance to gain one stack of Sorcerous Might any time a hostile target 5 or more tiles away damages you or applies a negative effect to you, at most once per turn.
If you also have at least 4 stacks of Sorcerous Might, you will attempt to apply a Mark of Retribution to the source for 3 turns.
Any damage you deal to a target afflicted with Mark of Retribution will be increased by 1.9% for each stack of Sorcerous Might you have, so long as the target is 5 or more tiles away.
Addtionally, you are able to store up to 1 more charges of Sorcerous Might.
Mark of Retribution is applied with Spellpower. Sorcerous Retribution
| 0/5 |
| Spell / Metal alchemy | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive metal shards that cause bleeding.
In addition all physical damage you do is increased by 0%. Metal Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Metal Infusion is active, your bombs cover your golem in a shell of shrapnel for 2 turns when they hit it.
While covered in this shell, any damage done to your golem is reduced by 0 and any melee attacker will take 0.0 physical damage.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Shrapnel Shell
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Take refuge inside your golem for 3 turns. When this effect ends, you will be healed for 26.
This will also move any buffs/debuffs from you to your golem.
Healing scales with your Spellpower. Golem Refuge
| 0/5 |
| Wild-gift / Woodland | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Poison Ivys for 5 turns to poison your foes to death. Ivys are really weak in melee and die easily, but they are poisonous to touch.
It will get 21 Dexterity, 21 Cunning and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Poisonous Spores. Poison Ivy
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Sleeping Poppies for 5 turns to put your foes to sleep. Poppies are really weak in melee and die easily, but their perfume will put their attackers to sleep.
It will get 21 Willpower, 21 Cunning and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Restless Night. Sleeping Poppies
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grow and animate a Hailing Oak for 5 turns. The Oak is tough and will sling acorns at your enemies.
It will get 21 Willpower, 21 Dexterity and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Eye Shot. Hailing Oak
| 0/5 |
| 0/5 |
| Technique / Rending | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 4.2
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Through force of will, project an attack dealing 100% damage up to -15 tiles away.
Additionally, you focus your will into all of your melee attacks, giving them a chance to Enervate the target, slowing movement by 3.8% 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.
Any target with at least 1 stack of Enervate already will have a 33% chance to spread the effect to each adjacent target.
When hit by Air Render, any target with 2 or more stacks of Enervate 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 3.0. Current bonus: 0.0 Air Render
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.7
Range: 8
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Focus your will to project an attack through the ground, striking all foes in a beam with an attack for 80% damage and attempting to knock them back 2 tiles. Targets nearer to you may be struck more than once if they are knocked back.
The attack will also rupture the ground, leaving a jagged terrain which will cause hostile actors in the area to bleed for 14.0 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.
If the attack strikes a target afflicted with Enervate it will also rend their armor, reducing armor hardiness by 5% for 3 turns, to a minimum of 0%. Hardiness reduction increases with Willpower and chance to apply the status increases with Accuracy.
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 3.0. Current bonus: 0.0 Earth Render
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 17
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Project an explosive attack dealing 100% damage to each target in a cone of radius 1 .
All targets hit by the attack will be weakened for 2 turns, reducing Physical resistance by 11%. 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 33% 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 3.0. Current bonus: 0.0 Aura Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Project a barrage of strikes each dealing 100% damage, in an area of radius -1 up to 2 tiles away.
All targets hit by the attack will have a chance to become destablized for 1 turns. This will set up the target, increasing your chance to score a crit against them by 2% and reducing their saves by 2 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 50% 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 3.0. Current bonus: 0.0 Far Fist
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Toxic alchemy | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you augment them with noxious and highly reactive reagents which poison enemies in addition to increasing your base physical damage. The poison lasts for 2 turns, dealing 0.81 Nature damage each turn (1.44 total), and stacks with itself and other deadly poisons.
While sustained, all physical damage you do is increased by 0%. Toxic Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Toxic Infusion is active, the reagents in your bombs invigorate your golem. For 2 turns your golem gains -15% global speed and +4% resist all.
The speed increases with your talent level, the duration increases with your talent level and Spellpower. Noxious Vigor
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Range: 8
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbue an alchemist gem with toxic energy.
The gem will disintagrate into a beam dealing 1.0 physical damage, which will poison enemies it hits with a vulnerability poison dealing 0.1 Arcane damage each turn over 8 turns (1.0 total), and reducing all of the victim's resistances by -15%.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Toxic Beam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 168
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have learned much about healing from your experience with magical toxins. You gain passive -27% immunity to poisons and diseases, and -10% resistance to Nature and Blight damage.
You can activate this talent to crush two alchemist gems and evoke a radius 1 storm of toxic vapors around yourself for 2 turns. This storm buffets enemies for 3.4 acid damage and may poison foes with a random poison for 10 turns (0.8 damage per turn, 8.1 total).
You and your allies will not be harmed by the storm. Instead, each turn there is a 16% chance the storm will act as a medicine and cure you or your ally of one magical or physical ailment.
The damage will increase with your Spellpower, and the physical damage and poison damage can both crit separately. Toxic Storm
| 0/5 |
| Spell / Air | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Range: 2
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Half Spell (200% of a turn)
Is: a spell
Description: Gather sunlight for one turn, before releasing a massive, fiery beam, striking all targets in a line 2 tiles long for 7.66 light damage and burning them for 7.66 more over three turns.
The damage done will increase with your Spellpower. Solarbeam
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronosummons | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Swift Spell (100% of a turn)
Is: a spell and a summon power
Description: Conjure a teluvorta from the weave of time for 5 turns. These living Time Storms disintegrate and stun enemies as they teleport around.
Its attacks improve with your level and talent level
It will get 15 Magic and 15 Willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their magic and willpower will increase with your Spellpower.
Blighted Summoning: Dark Portal (Warning: teluvorta is willing to affect allies who are in the portal area)
Summon: Teluvorata
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summon raw temporal energy from the weave and funnel it into yourself, causing your talents to recharge twice as fast. This will increase your paradox by 122 per turn, possibly causing an anomaly. If it causes an major anomaly, the spell will be forcibly dectivated. Time Flood
| 0/5 |
| Chronomancy / Timeline Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Ascendance | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your blood burns with solar fire and glorious power. Increases Fire and Light Resistance by 2% and Blind and Fear Resistance by 1%, scaling with Strength. Also increases Fire and Light Resistance Cap by 0%. However, intense cold can suppress your inner fires - you take a -0% penalty on your cold resistance and cold resistance cap.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Heart
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The iconic power of the phoenix is its ability to rise anew from the ashes. Phoenix knights emulate this power with potent regenerative abilities. While sustained, this talent raises your life regeneration by 0.42 and your healing modifier by 1%. These values increase with Strength.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The glory of the phoenix sleeps in your soul, causing regeneration to occur fast enough to instantly close minor injuries as they are inflicted; whenever you take damage, you instantly heal 0 life, up to a maximum equal to the damage dealt. Note that your Healing Modifier will apply to the damage healed, but the maximum healing is counting your Healing Modifier (in other words, you can't actually regain health through this ability, but you can potentially completely offset an attack's damage). The strength of your regenerative abilities also lets you keep fighting through otherwise mortal injuries; you don't die until your life falls at least 7 below 0. Values scale with Strength.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The glory of the phoenix slumbers within you, building up as you do battle until you unleash its full force upon your foes. While this talent is sustained, if your first attack of the round fails to trigger Eldritch Combat, your eldritch combat chance increases by 0% and your fallback damage increases by 1%. These effects stack with each failure and reset on a successful trigger. Values scale with Strength.
In addition, your critical multiplier is increased by 1%. Glory Rising
| 0/5 |
| Technique / Agile Combatant | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.4
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: With a sudden burst of speed, you quickly dash to an empty space up to 2 tiles away. You are highly agile, moving over, under or around anyone in your way and striking each foe you pass with an unarmed blow for 75% damage. The suddenness of the attack has chance to daze any target hit for 1 turns.
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Swift Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You move with purpose around the field of combat, gaining a tactical advantage each time you re-position.
Each step you take will regenerate 0.00 stamina and have a -13% chance to reduce the remaining cooldown of one random technique by one turn, up to once per turn.
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Tactical Positioning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You move with unmatched grace, and are not easily hindered in your stride.
Your resistance to stun, pin, and knockback effects is increased by -4% .
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Unhindered Movements
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Remaining flexibe allows you to reduce the effecetiveness of enemy attacks. While wearing leather or lighter armor you will gain 0.8 Armor. Additionally, all projectiles targeting you are effectively slowed by -2% as you react to them with unparalleled deftness. Armor bonus improves with Defense.
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Nimble Defender
| 0/5 |
| Psionic / Psychic Gifts | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Psi cost: 5.6
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You are able to teleport yourself up to 5 tiles within line of sight.
At raw talent level 2, you can teleport characters other than yourself.
At raw talent level 3, you may teleport up to 0 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times.
At raw talent level 4, the range dramatically increases and you no longer need line of sight to the destination when teleporting yourself. Teleporting outside of line of sight is difficult; you can only make one teleport if you do so, and for it to work instantly you have to be at full health. Otherwise, there's a two turn delay before the teleport triggers.
At raw talent level 5, you no longer need line of sight to the destination when teleporting others.
This talent takes no time to use, unless you initiate more than one teleport.
This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 36% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 0% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). Astral Jaunt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Psi cost: 5.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Projects an astral copy of you to the designated location that lasts for 2 turns.
The copy can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature or object in a 0 range around it. It does not require light to do so but it can not see through walls.
Projecting does not take a turn. Only one astral projection can exist at any given time.
At raw talent level 2, it will map an area equal in size to its sight radius.
At raw talent level 3, it will also detect traps. You will now sense characters, objects, and traps around you (with the same radius).
At raw talent level 4, you now map the terrain around you.
At raw talent level 5, if you target a character of rank elite or lower who you can already see, your projection possesses that target outright, controlling its actions for the duration.
This talent can be triggered by Eldritch Combat. When it is, you channel your astral projection internally, targeting yourself. This helps you concentrate, instantly lowering the cooldown of up to 1 talents by 1 turns. Astral Projection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Psi cost: 16.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You engage in a rapid series of teleports around the battlefield, striking each enemy you reach. You can teleport a maximum number of 0 times, up to a range of 2 from your starting point. You teleport to randomly determined opponents in turn, striking each one for 22% weapon damage before teleporting to the next. If you have fewer enemies than potential teleports, you can attack a given enemy up to 0 times, but you will divide your attacks evenly, attacking everyone once before taking a second attack, for example. At the end of your assault, you instantly teleport to a location chosen at the start within the talent's radius.
This talent can be triggered by Eldritch Combat. When it is, it instead teleports you back to your original position. Astral Blitz
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Psi cost: 5.6
Range: 5
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You teleport adjacent to the target opponent if you aren't already (this teleport does not require line of sight or knowledge of the terrain, but must target an enemy), making a weapon attack for 76% damage. If this attack hits, you get 2% of a turn, or double that if the target dies.
This talent can be triggered by Eldritch Combat. Astral Ambush
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Inanimation | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.6
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Magically animate your melee weapon and have it fly at a nearby enemy, attacking them for 102% weapon damage.
This attack uses Spellpower in place of Accuracy and if it hits, will knock the target off balance for 4 turns.
Weapon damage multiplier scales with Spellpower.
(Will trigger when hit in melee effects on target.) Flying Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Magically animate a weapon and command it to protect you. This enchantment will cause it to attack all nearby enemies for 3 turns. When the spell ends, the weapon will drop to the ground. Attack Speed: 16% Animate Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summon a storm of swirling blades to slice your foes, inflicting 2.07 physical damage and bleeding to anyone who approaches, for 4 turns.
The damage and duration will increase with your Spellpower. Bladestorm
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Symbiant | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Form a symbiotic relationship with a jelly, increasing your maximum life by 12.
There are a range of jellies to choose from, each with their own damage type.
The symbiotic relationship causes 1% of all damage you do to be converted to the jelly's damage type, and increases your resistance to and damage done with that damage type by 0%.
These bonuses scale with your Mindpower. Symbiosis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 9
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your jelly helps you attack an adjacent target for 100% weapon damage.
If this attack hits, there is a burst of slime which does 12 jelly's damage in a radius 0 cone at the target.
Burst damage scales with your Mindpower. Jelly Slap
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Should you take a blow that would reduce your life to less than 1, your symbiote will absorb all the damage, saving your life but it will die and explode for 12 jelly's damage in a radius of 0.
Damage scales with your Mindpower. Mucus Martyr
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 22
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Force life energy into your symbiote making it multiply explosively for a short time.
This causes a wave of slime to erupt in a radius of 0, doing 7 jelly's damage and spawning up to 0 friendly jellies.
Damage and jelly stats scales with your Mindpower. Oozesplosion
| 0/5 |
| Corruption / Blight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Liminal / Twilight | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your alignments gain the following passive benefits:
While aligned with the Sun: +0.0% resistance to all damage, +0% healing modifier
While aligned with the Moons: +0.0% to all damage, +0 to all saves
Activating this talent will instantly shift your alignment from the Sun to the Moons or vice versa. If available, it will be activated automatically (placing it on cooldown) when you try to use a talent of the wrong alignment. Blue Hour
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create a jumpgate at your current location. While you sustain this spell, you can use 'Jumpgate: Teleport' to travel to the jumpgate. The accuracy of this teleport begins at 0 (perfect) but worsens by 132% of your distance from the jumpgate.
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.
Teleporting to the jumpgate shifts your alignment, but creating it does not. Jumpgate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 1.47 light and 1.47 darkness damage to all others within a radius of 2 and knocking them back 0 squares.
The damage will increase with your Spellpower.
This shifts your alignment. Twilight Surge
| 0/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You may push the boundaries of magic, but you make sure to do so safely. Your various arcane safeguards provide you with 2% Arcane, Temporal, and Blight resistance, and 0% Arcane, Temporal, and Blight resistance caps. Further, your control of magic enables you to potentially cast spells with will alone, translating into a 1% resistance to silence effects. Resistances scale with Willpower. However, your experimental approach to magic causes some disruption to the natural world, which returns the favor when it gets the chance. Your Nature Resistance and cap is reduced by 0%.
The Aether Permeation talent interacts with your safeguards...differently. If you know that talent, this talent only provides a quarter the normal Arcane resistance. But the other three quarters become Arcane affinity. Experimental Safeguards
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You use your magic to manipulate probability to your benefit. While this talent is sustained, your Luck increases by 1, you Accuracy and Defense by 1, and your chance to both crit (with attacks and spells) and ignore physical crits by 0%. Values scale with Willpower. Fiddling With Chance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You've been practicing with setting up persistent wardings. When you activate this talent, and every 20 turns thereafter, you will receive a damage shield with a power of 9. If you already have a damage shield with a lower power, it will be replaced. If your current shield has a higher power, this talent will not reset its turn count, checking again each round until the current shield's value falls below the pending shield's value and then replacing it. Practicing With Wards
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You've begun conducting experiments into the flow of time. What could go wrong? Each turn, while enemies are in sight, you have a 5% chance to gain 1 "moments". The effects of your moments are randomly determined. At raw talent level 1, your moments can be converted into one free move each (this will not occur if you already have free movements). At raw talent level 2, each odd-numbered moment can conserve one turn of duration for a random beneficial effect. At raw talent level 3, each moment can reduce the duration of a random detrimental effect by one turn. At raw talent level 4, each moment can lower the cooldown of a random talent by one turn. At raw talent level 5, each moment can grant one-tenth of a bonus turn (to a maximum of a full turn).
All moments generated by any instance of this talent will do the same sort of thing (though not necessarily all to the same effect or talent). Moments that don't have a subject to work on will reduce the amount of time until the effect can trigger again. The effect is determined randomly, but weighted by which will be most useful at the time.
Tip: When the effect triggers, it will come with a burst of harmless temporal energy. If you gain free movement, this energy will be green. If you sustain beneficial effects, cyan. If you reduce detrimental effects, red. If you cool down talents, yellow. If you gain time, white. Messing With Time
| 0/5 |
| Spell / Solar alchemy | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with blazing sunlight that can blind.
While sustained, all light damage you do is increased by 0%. Solar Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your golem shines, increasing its lite radius each time you learn this talent.
While Solar Infusion is active, your explosions and your Solar Beams will heal your golem and augment its damage shields, repairing 1.2 damage and either creating a damage shield for the same amount, or reinforcing and extending its existing damage shield for an additional turn. A damage shield can be extended in this way up to 10 times, after which it will expire naturally.
The healing will increase with your spellpower, is affected by your golem's healing factor, and can crit. Solar Golem
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: 8
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus brilliant light through one of your alchemical gems.
The gem will disintagrate into a beam dealing 1.0 light damage, which will linger on enemies it hits, causing 0.1 light damage each turn over 6 turns (1.0 total), and reducing the target's armor by -19.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Solar Beam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 112
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your experience channeling the light of the sun has improved your health, and you passively gain +0% healing factor.
You can activate this talent to crush an alchemist gem and evoke a damage shield which will absorb up to 21 damage and last for 3 turns. The amount absorbed will increase with your Spellpower, and can crit. Solar Shield
| 0/5 |
| Technique / Martial Arts | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases Physical Power by 0, and increases all unarmed damage by 0% and will also allow you to equip heavy gauntlets.
Note that if you know another unarmed mastery talent, only the highest level talent will be used.
Additionally, your hand gear will use base 60% Dexterity and 60% Willpower damage modifiers, and each melee strike you make will deal an additional 5 Physical damage, based on Willpower.
Note that White Monks naturally gain 0.5 Physical Power per character level while unarmed (current physical power bonus: 0.5) and attack 20% faster while unarmed.
Each point in Martial Arts talents will reduce incoming damage by 1.6. Current bonus: 0.0 Guided Hand
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.1
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Spin around, striking all adjacent foes a crushing blow, dealing 140% damage. Any target hit by the attack will have a a chance to be stunned for 0 turns.
Chance to stun improves with Accuracy.
Each point in Martial Arts talents will reduce incoming damage by 1.6. Current bonus: 0.0 Spin Fist
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You strike methodically, aiming to land blows on your targets' most vulnerable points. While active, you will gain 3.2% physical resistance penetration and 3.4 APR.
Additionally, while active, each time you land a melee critical, you have a 1% chance to trigger a second, similar blow. This can occur at most 0 times per turn.
Each point in Martial Arts talents will reduce incoming damage by 1.6. Current bonus: 0.0 Measured Blows
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 33.9
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 0 turns, each unarmed strike that connects will trigger two follow-up strikes for 14% damage each. This can only occur once per target, per turn.
Each point in Martial Arts talents will reduce incoming damage by 1.6. Current bonus: 0.0 Pummel
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane Weapon | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Mana cost: 17.9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Swing your staff with furious might, hitting for 110% weapon damage.
If you hit your target, you will infuse your staff with arcane power and strike again while the victim is still reeling, dealing 125% weapon damage as Arcane and attempting to knock it back 2 tiles.
Additionally, you will errect a Ward for 0 turns, completely blocking up to the next 0 sources of Arcane damage. Arcane Repulsion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14.8
Mana cost: 28
Range: 4
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Blink to random targets and attack with your staff for 33% weapon damage as your staff's current element. You can strike up to -3 times. You will choose the first victim, and Blink Strike can hit the same target multiple times. Blink Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 4
Travel Speed: 1000% of base
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You are ever vigilant against cowards who would try to cut you down from afar.
While sustained, you have a 16% chance to deflect assaults targeting you from 3 or more tiles away.
With a surge of arcane force, you will obliterate the incoming attack, completly negating its damage, and send a pulse of energy back to the source, dealing damage equal to the damage of the attack as Arcane.
Your foe will be Humbled by the display of power, reducing all damage dealt by 30% for 5 turns, if struck by the return projectile.
At raw talent level 3 and above, if the attack damage is greater than 1/3 of your current life, the chance is 100%.
Arcane Reversal will drain 15 mana and deactivate when it triggers. It will not trigger if your mana is below 16 or if the damage is less than 5% of your current life. Arcane Reversal
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 65
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Flood your staff with Arcane power. While active, all weapon strikes will deal 2 Arcane damage and reduce the target's Arcane resistance by 30% for 5 turns.
Critical strikes will release a burst of Arcane energy in a radius of 5 around you, dealing 1 damage to all enemies in the area. Your foes will be Humbled by the display of power, reducing all damage dealt by 30% for 5 turns.
Damage will increase with your Spellpower. Empower Staff
| 0/5 |
| Spell / Shades | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 26.9
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A 0 radius field of writhing black tentacles appears at the target location for 3 turns.
The tentacles will grasp and hinder foes within them, dealing 0.64 darkness damage each turn and reducing movement speed by 27%.
There is also a 16% chance each turn for a large tentacle to manifest, which can pull foes towards it, pinning, silencing and damaging them.
The damage and the chance to disable your foes increase with your Spellpower. Black Tentacles
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Draw upon shades and wandering souls to form 2 shadowy copies of yourself. These copies will taunt and distract nearby foes.
If a shade is killed, it will haunt a nearby foe for 4 turns, inflicting 1.43 darkness damage each turn and reducing damage dealt by 5%.
You also have a -28% chance to reclaim its soul on death.
The damage dealt will increase with your Spellpower. Haunting Shades
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Envelop yourself in the deepest shadows for 3 turns, granting 0% increased movement speed and stealth (25 power).
Each turn, a shadowy double will manifest next to you for 3 turns. Doubles are fragile, but can assault your foes with blasts of darkness that can blind and confuse. Duskshroud
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: 7
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the nether, triggering 2 random darkness explosions in the target area.
Each explosion does 5.14 darkness damage in radius 2, and will each trigger at one turn intervals.
Counts as a Nightfall spell for determining if it will hurt minions.
The damage will increase with your Spellpower. Nether Breach
| 0/5 |
| Corruption / Sickly Radiance | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You look like a paragon of light, but inside, you are rotten.
Whenever you deal -10% of a target's health with light damage, you inflict them with a disease doing 8.11 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 1. The three diseases can stack.
You will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
This will only happen once per turn; and after it effects a target, they will not be affected by this talent again for -12 turns.
The effect will increase with your Spellpower. Sickening Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of tainted light, dealing 4.70 light damage in a line.
Each creature hit has a 0% chance of being infected by a random disease, doing 1.66 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage of both the beam and the disease will increase with your Spellpower. Awful Radiance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Inner sickness leads to outer weakness.
Whenever you inflict a disease upon your foe, you also inflict Sunburn and Luminescence on them, reducing their light resistance by 0% and stealth power by 0.
The effect will increase with your Constitution. Terrible Glory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You sicken the target with a radioactive wasting, causing them to radiate 4.68 blight and 4.68 light damage over 6 turns. (0.78 blight, 0.78 light per turn)
You can target yourself, ignoring your disease resistance, and will never take damage from this effect.
The damage will increase with your Spellpower. Dying Star
| 0/5 |
| Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Balance | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You maintain a balance of powers within your body, increasing your spellpower by -5, increasing the lower your psi is. Also, your mindpower is also increased by -5, further increasing depending on how low your vim is.
The spellpower and mindpower bonuses are limited to a maximum of 7. Balance of Powers
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 21
Description: You learn to weave your spells with your mind powers. Whenever you cast a spell, you gain a buff for 5 turns that causes your next mind power to heal you for 3.2.
Whenever you cast a mind power, you gain a buff that causes your next spell to create a shield for 3.5 around yourself.
The healing will scale with your spellpower and the shield will scale with your mindpower.
This talent has an internal cooldown of 21. Weaving
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The higher your stores of vim/psi are, the more "charged" you are, increasing your spell casting speed by 0% and your mindcasting speed by 0%. These bonuses will scale with the percentage of vim/psi in your pools, up to a max of -1%. Overcharged
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You can activate this talent to push yourself to the absolute limit, increasing your all damage by up to 10%. Also, your vim, psi and life will all be set to their maximum values, but upon the effect's expiry, your vim and psi will be set to 10% of their maximum values and your life will be set to 20%.
The all damage bonus will increase based on how low your vim and psi are when you activate the talent.
The duration will be increased based on how low your life is upon activation.
Current all damage bonus: 1%
Current duration: 1 Unnatural Limits
| 0/5 |
| Chronomancy / Impossible magic | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up paradox into a powerful beam of gravel, doing 1.71 to 5.13 physical damage and dazing.
The damage will increase with your Spellpower and Paradox. Gravel Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of ice that moves toward the target and explodes into a flash of ice, doing 2.85 cold damage in a radius of 0 and setting all targets on fire for 3 fire damage over 3 turns.
The damage will increase with your Spellpower and Paradox. Iceflash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a stormslide, dealing 2.68 lightning damage in a radius of 1. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower and Paradox. Stormslide
| 0/5 |
| Psionic / Cleansing | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Psi cost: 1.1
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Set your target's mind alight, dealing 3.4 mindburn damage per turn and reducing the target's powers by 0 for 2 turns. Mindburn damage not only deals fire damage but also burns away arcane resources equal to the damage dealt.
The damage will scale with your spellpower and the saves reduction and apply power will scale with your mindpower.
This talent can crit and will use spell crit. Mindburn
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Psi cost: 5.6
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Attempt to cauterize your target's lips, dealing 10.2 fire damage when you first cast the talent. After that, the target will take 2.0 fire damage per turn and be silenced for 3 turns.
The damage will scale with your spellpower and the apply power will scale with your mindpower.
This talent can crit and will use spell crit. Cauterize Lips
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Psi cost: 33.6
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Allow flames to engulf to you, removing -2 any effects (except of type other), positive and negative. Purifying Fire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Psi cost: 11.2
Range: 9
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Attempt to burn away magic on your target, removing up to 0 magical sustains and dealing 7.0 fire damage to them.
The number of sustains removed will scale with your mindpower while the damage dealt will scale with your spellpower.
This talent can crit and uses spell crit! Cleanse
| 0/5 |
| Spell / Unhealing | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your mind is suffused with Dark energy. Passively, your maximum mana is increased by 75 based on your Cunning.
When activated, you channel that energy into your weapon, increasing your Combat Accuracy by 5 and causing all melee strikes to unheal the target for 3 .
At raw talent level 5 and above the Damage of your Unhealing Strike, Smite and Dark Wrath spells will be multiplied by your Healing Factor.
Unhealing on-hit increases with Spellpower. Sinister Power
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.5
Mana cost: 13.4
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Infuse your weapon with malign power, striking for 75% weapon damage as Darkness. If the attack hits, the target will be unhealed for 3 life and afflicted with Dark Unhealing, increasing their Healing Factor by 0% for 5 turns and unhealing them for an additional 1 life each turn.
Unhealing will increase with your Spellpower.
Passively, your ability to manipulate life energy increases your own healing factor by 0% . Unhealing Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: 10
Cooldown: 8
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Smite your foes in the name of the Dark One. Project 2 bolts of Dark energy that will strike your target(s) for 4 Darkness damage and inflict the Dark Unhealing effect, increasing healing factor by 15% and unhealing the target for 1 life each turn for 5 turns. Above talent level 3 you will conjure one additional bolt. Damage will increase with your Spellpower. Smite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Unleash the wrath of the Dark One in an unhealing wave of radius 1. Any targets caught in the area will be dealt 8 Darkness damage and afflicted with the Dark Unhealing effect, increasing healing factor by 15% and unhealing the target for 2 life each turn for 5 turns.
The damage will increase with your Spellpower. Dark Wrath
| 0/5 |
| Spell / Phoenix Light | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You charge a target with solar light. This instantly heals the target 17 health. Healing can crit. If this healing would bring the target's health above its maximum, any remaining healing is converted to Regeneration over five turns (if you are not already regenerating).
At raw talent level 3, this spell no longer takes time to cast.
The healing will increase with your Spellpower.
This spell can be triggered by Eldritch Combat. Light of Healing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Mana cost: 22.4
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You give a piercing cry of challenge as phoenix wings flash from your back - and carry you into battle. If you wish, you can target an enemy in range 5 when using this talent, flying instantly into melee range with it. If you don't choose a target you will retain your current position. Regardless, all enemies in a radius of 3 will then start focusing their attacks on you, as your shriek challenges them to engage you directly. Opponents who are at a distance will be compelled by your challenge to move instantly into melee range with you. This power is not a teleportation effect, and thus cannot draw in immobile enemies.
Once all such movements are complete, you make an immediate attack against up to 0 adjacent targets, dealing 27% normal damage. For each normal-rank opponent killed by this attack, your spirit is stoked and your foes demoralized; your current and maximum life increases by 1 for 0 turns. Lower or higher ranked enemies provide less or more life.
This talent can be triggered through Eldritch Combat, though when it is you don't move and enemies will be pulled towards you rather than automatically moving around you. Shriek of Challenge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke cleansing flames over the target, removing 0 negative effects. This can crit.
At raw talent level 3, this spell no longer takes time to cast.
This spell can be triggered by Eldritch Combat. Fires of Cleansing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 53
Mana cost: 112
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a massive blast of solar fire. This deals 32 solar fire damage and destroys projectiles in a radius of 4, and is so intense that it destroys all removable terrain and ends all map effects in a radius of 2. Any target brought below 20% life by this attack may be instantly killed.
This spell can be triggered by Eldritch Combat. Phoenix Burn
| 0/5 |
| Chronomancy / Threaded Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a random Giant Ant for 5 turns to attack your foes. Giant Ants cannot stay summoned for long, but they can deal elemental damage.
It will get 20 Strength, 10 Constitution/Willpower and 20 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats will increase with your Mindpower.
(Blighted Summoning talent is Corrosive Worm.) Giant Ant
| 0/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Basilisk | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.5
Equilibrium cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a nature gift and a mind power
Description: A shot imbued with stone for heavy power, doing 110% damage. This attack deals 0% bonus critical damage.
At talent level 5, your ranged critical hits turn enemies to stone briefly.
Putting a talent point into Granite Arrow while you know Vile Poisons, or into Vile Poisons while you know Granite Arrow, teaches you how to use Stoning Poison. Granite Arrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 30
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a nature gift and a mind power
Description: A baleful gaze that turns foes in a cone of length 1 to stone for 2 turns. (1 turns for creatures that cannot shatter.)
Stoned creatures are unable to act or regen life, and are very brittle.
If a stoned creature is hit by an attack that deals more than 30% of its life, it may shatter and be destroyed, depending on its strength.
Stoned creatures are highly resistant to fire and lightning, and somewhat resistant to physical attacks.
This power may fail against creatures resistant to being stunned or that are specifically immune to stoning.
Certain creatures such as bosses that cannot be slain with a single strike are stoned for less time and will not shatter. Gaze of Stone
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 12
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a nature gift and a mind power
Description: You glare accusingly at your foes, seeing their weaknesses and capitalising upon them. Your physical and mental crit rate is increased by 1%, and you gain 5% physical and nature resistance penetration. Glaring Eyes
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Inner darkness | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You nurture a powerful grudge, rewarding you with 4 hate and 21 life. However, holding this grudge will eat you alive inside, forcing you to bleed out 125% of the life gain as darkness over 5 turns. Hate and life gain improve with mindpower. Grudge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You turn inward and connect with the darkness in your heart, and through it, the darkness in all places. You use this connection to teleport your body 0 squares. Stepping into your creeping darkness is instant.
If you switch with a creature, their connection to the darkness is ripped open, reducing their mind save, darkness resistance, and fear immunity. Veil Walk
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your soul yawns wide, and falls away, leaving only darkness. Each time you deal damage you burn 0.3 hate to inflict an additional 1 darkness damage on top.
Each time you kill an enemy, you burn 1 hate to rip their heart away, leaving behind a pool of creeping darkness.
In addition, you passively gain 0% blind and disease immunity. Heartless
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your hate has grown so powerful that it infests your flesh and blood, strengthening you from the inside.
You now divert all damage, after resistances and shields, into a pool that can hold up to 103 damage, portioned out to you at a maximum rate of 438 per turn.
Be careful, for your dark power is not all-encompassing. If the pool overflows, you will take the leftover damage normally. Pool size scales with mindpower. Dark Blood
| 0/5 |
| Corruption / Rot | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Power | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 47
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fold your magic inwards, into a small feedback loop, increasing your spellpower by 0 for your next spell. Yonk
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Overloads one of your active shields, causing it to explode outwards damaging all nearby hostile creatures in a radius 0.
Damage amount and type will depend on which shield is overloaded and how powerful the shield is.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield, Elemental Shield. Shield Overload
| 0/5 |
| Spell / Advanced necrotic minions | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround your minions in a veil of darkness, teleporting them to the target and granting a 21% bonus to evasion for 5 turns.
The evasion chance will increase with your Spellpower. Shadow Tunnel
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Umbra | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: -20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The darkness of your soul fades dimly, granting 0.29% darkness resistance penetration.
At raw talent level 3 it also grants cold resistance penetration.
At raw talent level 5 it also grants darkness affinity.
These effects will scale with Spellpower. Umbral Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 33.9
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of pure darkness flows from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 1, then shrinking back to zero, doing 2.79 darkness damage to all inside per turn.
This wave lasts for 3 turns and spreads in the chosen direction, but will hurt the caster for invoking such a terrible power.
The damage will increase with your Spellpower. Terminator
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 50
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call upon the deepest darkness between the stars to infest your darkness magic.
Each of your darkness field effects have a 1% chance to spawn a Tinnugoroth inside their radius each turn.
These Dusk Terrors require darkness to survive and will rapidly weaken while outside a darkness field.
Spells that this affects include Terminator, Shadow Blast, Black Hole and Circle of Shifting Shadows.
Chance to spawn Tinnugoroths scales with your Spellpower.
Blighted Summoning will grant them Moonlight Ray. Pitch Black
| 0/5 |
| Wild-gift / Volcanism | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 20
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Summons a small raging volcano for 4 turns. Every turn, it will fire 0 molten boulders toward your foes, dealing 1.39 fire and 1.39 physical damage.
The damage will scale with your Spellpower. Eruption
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Digs up to 0 grids into walls, trees or other impassable terrain.
This also breaks up open ground, potentially stunning anyone standing there. Fissure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: The ground is shattered by a lava explosion, doing 5.74 physical (and bleeding) damage in a radius of 2.
The area will also be covered with burning rock for 5 turns, which will ignite any that stand on it for 5.74 fire damage over time.
The damage will increase with your Spellpower. Lava Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Surround yourself with a cloak of noxious gasses from deep within the earth. This decreases you sight range by 5, your lite radius by 1 and does 2.07 acid damage to nearby enemies, possibly blinding them.
Increases you Equilibrium by 1 per turn and does a fail check, if it fails, Noxious Gasses will cease.
The damage will increase with your Spellpower. Noxious Gasses
| 0/5 |
| Celestial / Star fury | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Expose the target to the cold void between the stars, hurting them for 8.29 cold and 8.29 darkness damage over 8 turns.
NB: Repeated casts can stack.
The damage will increase with your Spellpower. Chilling Night
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 31.8
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The doom of thy enemies is written in the stars, invoke this doom to inscribe a constellation of darkness linking up to 3 enemies up to 6 grids apart.
They will be hurt for 5.36 darkness damage and be spellshocked for 0 turns.
The damage will increase with your Spellpower. Star Sign
| 0/5 |
| 0/5 |
| Spell / Dread | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Enemies inside your necrotic aura become weakened and drained, reducing saves by 0, resistances by 0%, and damage dealt by 0%.
Stacks each turn up to 5 times.
The first point in this talent increases the range of your Necrotic Aura by 1. Enervate
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your Enervate shackles the souls of your enemies, giving a 0% chance per Enervate stack for them to raise as a wraith after their death, serving you for 1 turns. Wraiths assault your enemies with blasts of cold that deal 1.43 cold damage each turn.
You cannot have more than 3 wraiths active at a time.
The first point in this talent increases the range of your Necrotic Aura by 1. Shackle Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Drain the life of those you Enervate, causing the melee attacks of you and your allies against them to heal for 0 per stack. This effect cannot occur more than once per turn.
The first point in this talent increases the range of your Necrotic Aura by 1. Vampiric Embrace
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your necrotic aura becomes a vortex of pure death for 1 turns, dealing 1.55 cold damage and 1.55 darkness damage each turn to all within.
Foes closer to you take up to 50% more damage.
The damage will increase with your Spellpower.
The first point in this talent increases the range of your Necrotic Aura by 1.
Soulforge 4: Targets are pulled towards you. Death Vortex
| 0/5 |
| Celestial / Firmament | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Assault a target within 7 with the full magnitude of the night sky, dealing 6.34 darkness damage and pinning them for two turns.
The damage will increase with your Spellpower. Stargaze
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of darkness, revealing the power of the night to those struck. They suffer 8.14 darkness damage, and are slowed by 40% for three turns.
The damage will increase with your Spellpower. Perspective
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15.9
Range: 2
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflict the most vicious of punishments on a target within 2 - utter isolation.
They are pinned, blinded and silenced for 0 turns. Null And Void
| 0/5 |
| Celestial / Sigils | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. All targets walking over the sigil will be blinded for 1 turns.
The sigil is a hidden trap (1 detection and 1 disarm power based on your Magic) and lasts for 3 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target. Sigil of Shrouding
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. This sigil will fascinate all enemies in a radius of 4, drawing them towards it.
The sigil is a hidden trap (1 detection and 1 disarm power based on your Magic) and lasts for 3 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target. Sigil of Fascination
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. All targets walking over the sigil will fall into a magical sleep for 1 turns.
The sigil is a hidden trap (1 detection and 1 disarm power based on your Magic) and lasts for 3 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target. Sigil of Sleep
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You bind darkness in a sigil on the floor. All targets walking over the sigil will take 0.00 darkness damage and be teleported up to 0 tiles away.
The sigil is a hidden trap (1 detection and 1 disarm power based on your Magic) and lasts for 3 turns.
At raw talent level 5, these sigils are placed in a radius 1 around the target.
Damage scales with Spellpower and Cunning. Sigil of Space
| 0/5 |
| Celestial / Lunar Predator | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your celestial talents have led you to this; the ability to adopt a powerful, lupine form.
While in this form, you deal bonus damage on each attack, reduced by 25% when using a shield and by 50% when dual wielding.
This damage is always at least 0.45 darkness and 0.45 temporal, but will be 25% of the melee attack's damage total if that would be greater.
Your speed and insight also grants you a 1 bonus to your defence. However, this drains your energy very quickly - you lose 5 negative energy each round this is sustained, and it deactivates if this loss would take you below zero.
The effects will increase with your Spellpower. The drain is reduced by talent level.
This talent is disabled automatically on rest or run. Claws of Night
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your body is made of stars and fate, and it is powered more by your mind than your body.
When you activate Claws of Night, it adds 1 Dexterity (Based on your Cunning) and 1 Constitution (Based on your Magic) to your abilities. Moontide Blessings
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15.9
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You wrap the night around you, vanishing from sight.
For two rounds, you are stealthed; completely regardless of detections or what actions you take. At talent level 5, the duration becomes three rounds. Moon's Vigil
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learnt the weaknesses of the unnatural; the creatures that all of Eyal despises. You can slay them more easily than others.
You take 0% less damage from these creatures and deal them 0% more damage.
These creatures include undead, horrors, demons and titans. Blessed Silver
| 0/5 |
| Psionic / Thought-Forms | 1.00 |
| 0/5 |
- Transcendent Thought-Forms
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / One With the Sea | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are infused with the life-giving power of water. Increases Cold and Nature Resistance by 3%, Poison, and Disease Resistance by 2%. Also increases Cold and Nature Resistance Cap by 0%. At raw talent level 3, you gain water breathing. Resistances scale with Cunning. However, your sensitivity to the flow of life leaves you somewhat more susceptible to life-draining attacks, reducing Blight Resistance and Cap by 0%.
The sustain cost of this talent increases with Cunning and talent levels. Element of Life
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You draw deeply from your strength of spirit. While this talent is sustained, your maximum life increases by 6, and your Eldritch Body's damage reduction counts your current life 3 higher when calculating its damage mitigation.
In addition, you now have access to a pool of points called drinks, which begins at 0. Your drinks naturally settle at a total of 1 - each turn they move one closer to that total. You also have a 1% chance of gaining one drink each time you place an Erosion effect. Each turn, you can spend up to 1 drinks. Each drink spent will either heal you for 1 life, lower the cooldown of a random talent by 1, or lower the duration of a random detrimental effect by 1 (effects with especially high durations will be reduced further), depending on your greatest need at the moment. The same talent or effect can't be affected multiple times in the same round.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Drink Deep
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your defensive power flows in a constant stream. While this talent is sustained, you don't die until your life falls below -6, and your Eldritch Body's damage reduction counts incoming damage as 1 higher when calculating its damage mitigation.
In addition, you now have access to a pool of points called flow. Your flow naturally settles at a total of 1 - each turn it moves one closer to that total. You also have a 2% chance of gaining one flow each time you spend a Drink. When you take damage, you automatically spend up to one flow per 1 damage received to negate that much damage. When you suffer a detrimental effect, you automatically spend up to 0.4 flow per turn of duration to reduce the duration by that much (effects with especially high durations are reduced more per point of flow). When you move, it is at the cost of flow rather than time if enemies are in sight.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Go With The Flow
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.4
Sustain mana cost: 0.8
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your power flows like the tides. Every 18 turns, as long as this talent is sustained, you will alternate between high and low tide. When high tide triggers, as long as Go With The Flow is sustained, your maximum flow will be increased by 1, and your flow will be set to maximum if currently lower. While on high tide, your flow won't degrade if higher than its base, and in any turn that you either spend at least 1 flow or that your flow is below its base, you will recover an extra point of flow. Low tide causes the same effects for your drinks and Drink Deep talent.
In addition, at raw talent level 5, the first time you take damage from an opponent of higher rank than you, you reciprocate with an eroding water effect for 0 damage (while the damage itself is largely negligible, this carries all the normal benefits of placing an erosion effect).
The bonus flow or drinks scales with Cunning. The sustain cost of this talent increases with Cunning and talent levels. As With The Tides
| 0/5 |
| Chronomancy / Written in the Stars | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Fate conspires in little ways to lead you to victory.
Whenever you score a critical hit of any kind, you gain one Spin. (See Chronomancy/Fate Weaving: Spin Fate)
Your Spin Fate stacks grant you 0 negative energy regen each.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
For each talent in this category you have at raw talent level four or above, you may gain one more Spin Fate stack than normal. (Maximum 3.) The Stars Align
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 8
Description: You now have a -15% chance to Fold Fate, Entropy or Moonlight into your attacks.
Fold Destiny: Deals 7.00 temporal damage to enemies in a radius of 1. Affected targets may lose 30% darkness and temporal resistance for 1 turns.
Fold Entropy: Deals 3.50 darkness and 3.50 temporal damage to enemies in a radius of 1. Affected targets may have their accuracy and damage reduced by 30% for 1 turns.
Fold Moonlight: Deals 7.00 darkness damage to enemies in a radius of 1. Affected targets may be confused or blinded for 1 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Final Chapter
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your destiny has always lain beyond the heavens. Each stack of Spin Fate you gain also grants you a 1% bonus to temporal damage, penetration, and resistance.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect. Assuming the Mantle
| 0/5 |
| Spell / Magical Fundamentals | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Mana cost: 22.4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You know the basics of divination, allowing you to sense all creatures, objects, and traps in a radius of 0 for 1 turns. At raw talent level 3, this also gives you a flash of foreknowledge that translates to an additional, immediate turn. At raw talent level 5, the spell provides even more information, mapping the area around you.
This talent can be triggered by Eldritch Combat. Foundations of Divination
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You are skilled in the fundamentals of conveyance magic. You can teleport yourself or another creature to a space that you have a clear path to within a range of 5. Your arrival creates a ripple in space in a radius 1, stunning enemies within for 1 turns.
At raw talent level 3, you may target outside of your line of sight to teleport randomly between 15 and 50 tiles.
At raw talent level 5, you may do a targeted teleport outside of line of sight, with a range of 50 and an accuracy of 20.
This spell can be triggered by Eldritch Combat, in which case it only causes the ripple in space. Foundations of Conveyance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have mastered the fundamentals of aegis magic - healing and shielding. You simultaneously heal a target for 10 life and create a damage shield with a value of 7 that lasts for 2 turns. If the healing would bring the target above its maximum life, 0% of any excess gets added to the shield's power. The effect can crit, and becomes instant use at raw talent level 5.
This talent can be triggered by Eldritch Combat. Foundations of Aegis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Mana cost: 67.2
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: While your focus is on pure arcane forces, mana remains the fundamental force behind all magical energy manifestations, and you occasionally experiment with one of the others. Or, you know, a few of them. All at once. BUT YOU'RE REALLY CAREFUL THOUGH!
You hurl a blast of random energy at up to 1 random opponents within range 10. Each blast is individually fairly weak, dealing 5 damage, and you only fire a maximum of one per opponent. However, each blast has a radius of 1, so the combined force can be devastating against a tightly-clustered group. While such a conflagration of random magical energy may seem risky to unleash, your experimental safeguards ensure that you and any friendlies come out unscathed.
Damage scales with Spellpower, and number of targets with Willpower.
This talent can be triggered by Eldritch Combat. Foundations of Evocation
| 0/5 |
| Wild-curse / Snake aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 100% weapon damage as poison over 5 turns.
If the target is unable to move, this does 150% weapon damage instead. Venomous Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 10.6
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit poison at your target doing 20.91 poison damage over 5 turns.
A bleeding target is more vulnerable to the poison and takes 31.37 poison damage over 5 turns instead.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Venom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 50% damage and then attempt to grapple a target up to one size category larger then yourself for 3 turns.
A grappled opponent will be unable to move, take 1 damage each turn, be silenced and slowed by 9%. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Squeeze
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a snake.
This increases your physical attack speed by 0% and your defence by 3, but lowers your armour by 10.
It also lowers the cooldowns of the Venomous Bite, Spit Venom and Squeeze talents by 0. Snake Shape
| 0/5 |
| Wild-gift / Prismatic Aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Through intense concentration you attune yourself to the power of dragons. This talent allows you to learn talents from 0 additional elements.
Passively increases Physical, Mental, and Spell attack speeds by 0%.
You can activate this talent to change which drake aspect to bring forth, altering the damage type and status effect your abilities inflict.
Current Aspect: Prismatic Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You charge your weapon with raw, chaotic elemental damage. The next time you damage an enemy, you will unleash a burst of one of your elements at random, dealing 10.81 damage in radius 0, increasing your equilibrium by 5 and deactivating this sustain.
Mindpower: Improves damage. Prismatic Burst
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glory | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: -20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The radiance of your soul shines brightly, granting 0.29% light resistance penetration.
At raw talent level 3 it also grants fire resistance penetration.
At raw talent level 5 it also grants light affinity.
These effects will scale with Spellpower. Radiant Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 21.2
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Step at the speed of light to your target, blinding it for 2 turns and hitting it with all your weapons for 120% light weapon damage.
If Path of Light is active, you will also leave a trail of light along your path.
To Flashstep, you need to be able to see the target. Flashstep
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 33.9
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke sunfire in a frontal cone of radius 4.
Any target caught in the area will take 7.12 light damage, 3.56 fire damage and be stunned and burn for 3.56 fire damage over 3 turns.
The damage will scale with Spellpower. Prominence
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You walk in the light and the light shines where you walk.
You leave a trail of blazing light behind you for 4 turns, doing 1.01 light damage to any who touch it.
This also increases your positive energy regeneration by 0.00 per turn.
The damage will scale with Spellpower. Path of Light
| 0/5 |
| Wild-curse / Ritch aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Carve a hole into an adjacent wall.
Alternatively, carve a hole into an adjacent enemy for 100% weapon damage. If you hit, their armour is reduced by 0 for 2 turns. Carve
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Hate cost: 10.6
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Spit fire at your target stunning them and doing 15.50 fire damage over 4 turns.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with your Mindpower and uses Mind Crits. Spit Fire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Bites the target for 100% weapon damage as blight with a 20% chance of infecting the target with a random disease doing 100% weapon damage as blight over 5 turns.
If the target is unable to move, the disease chance is 100% instead. Diseased Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a ritch.
This increases your fire resistance by 3% and your armour by 3, but lowers your stealth by 10.
It also lowers the cooldowns of the Carve, Spit Fire and Diseased Bite talents by 0. Ritch Shape
| 0/5 |
| Cursed / Darkness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Morph | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Weakens your target, decreasing its defense, damage and saves by 1 for 10 turns.
The weakening will improve with your spellpower. Enfeeble
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus your magic inwards, enhancing your physical form by +0 str, dex, con and 0% healing factor. Vitalise
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 35.8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: All nearby enemies within radius 1 are violently desconstructed, disarming them and doing 10.68 arcane damage.
Does +50% damage verses stoned targets.
The damage will increase with your Spellpower. Crumble
| 0/5 |
| Technique / Archery prowess | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thermal mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Wintertide | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11.7
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Leap as a bolt of moonlight to your target, hitting it with all your weapons for 110% weapon damage as cold and darkness.
If the target is wet, they lose wet but Lunar Rush does not go on cooldown.
You need to be able to see the target. Lunar Rush
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Negative energy cost: 5.3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike the foe with arctic cold, dealing 150% weapon damage as cold.
If the attack hits, the target is frozen in ice, preventing them from acting but protecting them from damage.
You pierce through 0% of this protection. Glacial Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Strike the foe with tidal force, dealing 150% weapon damage as cold and darkness. If the attack hits, the target is soaked and knocked back. The chance improves with your Spell Power. Tsunami
| 0/5 |
| Psionic / Augmented striking | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Weather | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Grants 4 different sustains for altering the weather around you. These have passive effects and determine the effect of Invoke Weather and Focus Weather.
Clear Skies: Increases your sight and light radius by 0, increases your critical hit chances by 0%, and makes you immune to Hurricane.
Mist Cloak: Increases your defence and stealth power by 0, but decreases your light and sight radius by 1.
Rainfall: Nearby enemies have their cold and stun resistance reduced by 1%, but also get 1% increased fire and acid resistance.
Bolts from the Blue: Nearby enemies have a -27% chance to be struck by lightning for 2.00 damage and possibly dazing them.
You may only have one Weather active at a time. Alter Weather
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Invoke your active Weather sustain to strike a single target.
Clear Skies: The target takes 9 light damage and is blinded for 1 turns.
Mist Cloak: Wraps fog around the target, granting 12% evasion and 3 extra defence for 1 turns.
Rainfall: Cleansing water washes over the target, curing up to 0 beneficial/detrimental effects from hostile/friendly targets.
Bolts from the Blue: A lightning bolt strikes the target doing 9 lightning damage and dazing them for 3 turns.
Damage done scales with your Spellpower. Invoke Weather
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have experienced the harshness of nature, and survived.
Increases resistance to fire, cold, lightning, acid, nature and physical damage by 0%.
You also recieve +0 maximum life. Weathered
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 6
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Focus your active Weather sustain into a radius 2 area effect for 1 turns.
Clear Skies: Creates an area of bright sunlight, lighting up tiles and doing 3 light damage each turn.
Mist Cloak: Creates a cloud of fog for 1 turns, which blocks line of sight and blinds creatures for 2 turns.
Rainfall: Creates a puddle of deep mud for 1 turns, which slows creatures by 1% for 7 turns.
Bolts from the Blue: Instead of creating an area effect, this binds enemies in chains of lightning. If they use a talent they will take 3 lightning damage and be dazed for 3 turns.
Damage done scales with your Spellpower. Focus Weather
| 0/5 |
| Psionic / Pain | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 3
Psi cost: 5.6
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Unleash a lethal force, dealing 3.4 darkness damage. If this kills the target, the cooldown is reset.
This talent is instant and utilizes mind crit.
The damage will scale with your mindpower AND your spellpower. Kill
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your anger is restless within you, increasing your mind critical chance by -5%. This bonus will scale with talent level.
In addition, you will learn a talent: Dusk Bringer. Dusk Bringer is a sustain that can be "charged" up to deal darkness damage in a radius. Dark Anger
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 5
Psi cost: 16.8
Range: 8
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Unleash a ball of red, hot pain in radius 1, dealing 5.7 fire damage and attempting to apply confusion (power 1), using the higher of spellpower or mindpower for application, in the area.
Damage scales with your spellpower and mindpower, whilist the confusion power will scale ONLY with your mindpower.
This talent uses mind critical strike chance. Searing Pain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 15
Psi cost: 28
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Inflict a curse of anguish and suffering upon an enemy causing them to be harassed with a multitude of elements, dealing 9.3 darkness damage, 4.0 blight damage, and 4.2 mind damage. Also, due to the great pain your target is experiencing, all of their powers will be reduced by 0, should the effect be applied.
The darkness damage will scale with your mindpower and your spellpower and use mind critical strike chance.
The blight damage will scale with your spellpower and use spell critical strike chance.
The mind damage will scale with your mindpower and use mind critical strike chance.
The effect of powers reduction and the apply power will scale with your mindpower.
Each instance of damage can critically strike separately Anguish
| 0/5 |
| Spell / Fire alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summon-commands | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Command one of your summoned creatures to attack a target creature.
- Ritch Flamespitter: Spits stunning fire.
- Quillfire Porcupine: Fires a beam of bleeding damage.
- Hydra: Breathes lightning, acid or nature at random.
- Fire Drake: Breathes stunning fire.
- War Hound: Rushes the target.
- Minotaur: Attacks all adjacent creatures.
- Giant Ant: Spits disarming acid.
- Stone Golem: Causes an earthquake.
- Turtle: Stuns a target enemy.
- Spider: Spits insidious poison.
- Jelly: Spits slowing slime.
- Rimebark: Breathes freezing cold. Command: Attack
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Destroys one of your summons, making it detonate in radius of 1.
- Ritch Flamespitter: Explodes into a fireball.
- Quillfire Porcupine: Explodes into a physical damage and pinning ball.
- Hydra: Explodes into a ball of lightning, acid or poison.
- Fire Drake: Generates a cloud of fire.
- War Hound: Explodes into a ball of physical damage.
- Minotaur: Explodes into a sharp ball, cutting all creatures.
- Giant Ant: Explodes into a cloud of bugs which do physical damage and talent failure.
- Stone Golem: Knocks back all creatures.
- Turtle: Grants a small shell shield to all friendly creatures.
- Spider: Pins all foes around.
- Jelly: Explodes into a ball of slowing slime.
- Rimebark: Explodes into an iceball.
In addition, a random summon will come off cooldown.
Hostile effects will not hit you or your other summons.
The effects improve with your Willpower. Detonate
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to take direct control of any of your summons.
The summons will appear on the interface; a simple click on them will let you switch control.
You can also press control+tab to switch.
When taking control, your summon has its lifetime increased by 5 turns, it takes 0% less damage and all its stats are increased by 0.
The damage reduction is based on your Cunning. Summon Control
| 0/5 |
| Spell / Desecration | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your melee attacks have a 40% chance to steal a soul fragment from the target, preventing you from dying until you fall below -11 life. This stacks up to 5 times, to a maximum of -57 life.
You can activate this ability to consume all soul fragments, restoring 91 life, 34 mana and 0 souls.
The life limit, life and mana restored will increase with your Spellpower. Drain Essence
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You become as inevitable as death itself, preventing you from dying until you reach -125 life for 8 turns.
Soulforge 3: Increases your resilience, preventing any blow from dealing more than 50% of your maximum life. Pale Rider
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your weapons cut deeper into the souls of your enemies, increasing the chance for Essence Drain to trigger by an additional 0% and causing it to deal 7.00 darkness damage. On activating Essence Drain, for the next 5 turns you gain 1% lifesteal and your melee attacks inflict an additional 8.40 cold damage.
The damage dealt will increase with your Spellpower. Hungering Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The line between life and death blurs further, increasing your healing factor by 0% while below 0 life and granting additional effects:
-On falling below 0 life, you surge with necrotic energy that extends the duration of all positive effects by 0 turns.
-On healing above 0 life, the necrotic energy animating you surges outwards, inflicting darkness damage equal 5.14 + 0% of your negative life threshold (currently 5.14) to all enemies within radius 0 healing you for 50% of the damage dealt.
Undying
| 0/5 |
| Cursed / One with shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm Invocation | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Mana cost: 33.6
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a bolt of lightning, dealing 7 damage to all foes in a line. Damage improves with your Spellpower.
At raw talent level 3, the bolt will also chain to 4 targets not hit by the original beam.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
Storm Invocation talents are granted a daze chance by the Tempest talent.
This spell can be triggered by Eldritch Combat. Storm Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of electrified tornado winds, dealing 7 lightning damage in a radius 3 cone. Damage improves with your Spellpower.
At raw talent level 3, this spell will blow all projectiles in the area off-course and knock back all foes in the cone 2 tiles. If triggered by Eldritch Combat, rather than a hard blast away from you, you create a more sustained windblast that instead slows by 6% for 2 turns.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Storm Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Mana cost: 56
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of lightning around you that deals 8 lightning damage in a radius of 2. Damage improves with your Spellpower.
At raw talent level three, the lightning burst comes with a shockwave of thunder that deals half as much damage (equal parts lightning and thunder) and stuns the targets for 0 turns.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Storm Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Mana cost: 67.2
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down a storm in radius 1, dealing 9 Lightning damage. Damage improves with your Spellpower.
At raw talent level 3, the storm persists for 4 turns. Each turn, all enemies within the storm have a 4% chance of being struck by lightning for 0 damage, blinded by the torrential rain for 0 turns, and/or being slowed by 25% the gale force wind (separate chance of each for each target). The Tempest talent gives this lightning damage a daze chance.
At raw talent level 4, they will also have a chance of being stunned by a shockwave of thunder.
At raw talent level 5, they will also have a chance of being confused (power 25%) by the combined elements of the storm.
Each chance is determined independently for each target. Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Further, each round in which you trigger Eldritch Combat while the storm lasts, its duration radius, and power increase (though the amount of increase lowers each time). Storm Blast
| 0/5 |
| Wild-gift / Eyal's fury | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 30% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 29.75 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 39.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Absorb up to 6% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for half of the total amount absorbed.
The healing will increase with your Spellpower. Undeath Link
| 0/5 |
| Celestial / Sunbeams | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of blinding light, dealing 4.25 light damage in a line, as well as illuminating and possibly blinding your targets.
The damage done will increase with your Spellpower. Blind the Sinful
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a mighty beam of light, dealing 4.25 light damage in a line, and knocking you 0 tiles away from the target.
The damage done will increase with your Spellpower. Light of Orion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15.9
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You lash out twice, unleashing two beams of light, each for 2.13 light damage in a line.
At talent level 5, you launch three beams. Each beam triggers your Second Sun talent.
The damage done will increase with your Spellpower. Danmaku
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your power burns itself into the world, igniting a second time moments later.
Whenever you cast a beam spell, it ignites again one turn later for 22% of the damage as blight.
You can hold up to four beams at once. Second Sun
| 0/5 |
| Wild-gift / Venom Wyrm | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You can take on the power of Venom Wyrms using Prismatic Blood. You will gain 0% nature resistance.
While sustained, you coat your weapons and ammo in venom, giving them a 0% chance to expose enemies to deadly poison (2 damage over 9 turns (Accuracy vs. Physical), stacking up to 4 times). The chance is reduced by 75% if you have a shield, 50% if you are wielding 2 weapons.
Venom is Nature damage that can inflict Crippling Poison (Mindpower vs. Physical). It deals 50% of the listed damage up-front, and 75% as a poison over the next three turns.
Cunning: Improves on-hit poison damage
Venomous Strikes
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: As your venom accumulates, your enemies' bodies undergo catastrophic failure.
When the remaining damage of their poison is at least 191 % of their remaining health, they suffer toxic shock.
All enemies have their resistance to damage reduced by 20%.
Unique enemies and weaker are also stunned for 0 turns.
Normal and weaker enemies may also be instantly slain. Toxic Shock
| 0/5 |
| 0/5 |
| Cursed / Finality | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Fire a vicious whirl of tainted thought in all directions out to a radius of 0.
All creatures are struck for 2 mind damage and knocked away, as well as potentially infected with disease.
Damage scales with Mindower. Leave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: 3
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Unleashes cold fury upon the target, dealing them 3 mind damage and pinning them to the floor for 5 turns.
The duration will increase with your Willpower, and the effects with mindpower.
Range increases with talent level.
Stay
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Brutally command a target to come to you, leaving them hazy and distracted as they recover their senses.
Works on enemies up to 0 squares away, and dazes the target for 2 turns. Come
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.6
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You overwhelm the target's will with your own, forcing their body to cease functioning. This deals a base of 7 damage,
increasing against weak foes and based on how close the foe is to death. The base damage increases with Mindpower.
Killing a foe with this talent removes its cooldown. Die
| 0/5 |
| Cunning / Woodcraft | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your experience with fighting as a team makes you more deadly with friends.
You can safely shoot past your friends and recieve +0 extra defense and +0 nature damage on weapon hits, for each of your summoned creatures you can see.
These bonuses scale with Cunning. Hunter's Friend
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your time in the wilderness attunes you with Nature.
This gives you the ability to regenerate 0.0 equilibrium per turn when resting, increases your nature damage by 0% and increases your effective willpower for equilibrium checks by -10% of your Cunning (current bonus: -2). Natural Attunement
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Hide yourself in a improvised sniper den; pinning yourself to the spot, increasing your defense by 0, your stealth power by 0 and granting +1 level in Unseen Actions.
Activating this talent will not break Stealth. These bonuses scale with Cunning. Sniper Den
| 0/5 |
| Wild-gift / Acid Wyrm | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You can take on the power of Acid Wyrms using Prismatic Blood. You will gain 0% acid resistance.
This talent passively improves your Elemental Spray, causing it to corrode affected enemies, reducing their accuracy and power by 0 (Mindpower vs. Physical).
Acid damage can inflict Disarm (Mindpower vs. Physical).
Corrosive Sprays
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: -230
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Dissolve the ground around you in radius 1 for 6 turns, causing it to slow the movement speed of enemies within by 2% (Mindpower vs. Physical). The aura moves with you.
Learning this talent will unlock the Tier 2+ talents in all 6 elements at the cost of a category point. You still require Prismatic Blood to learn more aspects. Softening Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Launch a clinging glob of acid at an enemy. Each turn for the next 0 turns, the target will take 2 acid damage and may (Mindpower vs. Mental) have one of their sustained talents deactivated.
Mindpower: Improves damage Dissolution
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Detrimental effects on you expire twice as fast. This affects up to 1 effects at a time. This will not affect cross-tier effects (Off-Balance, Brainlock, Spellshock) Scour Clean
| 0/5 |
| Wild-gift / Sand Wyrm | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You can take on the power of Sand Wyrms using Prismatic Blood. You will gain 0% physical resistance.
This talent passively improves your Draconic Combat talents, causing them to reduce enemy armor by 11 for 3 turns (Physical vs. Physical).
Sand Damage can inflict Blind (Mindpower vs. Physical).
Sand Aspect
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: -230
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You break through the earth as easily as a sandworm, allowing you to burrow through earthen walls for 1 turns.
Learning this talent will unlock the Tier 2+ talents in all 6 elements at the cost of a category point. You still require Prismatic Blood to learn more aspects. Burrow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Sense foes around you in a radius of 5. Then, this talent will be replaced with the ability to burrow underground and emerge near an enemy within range 0, attacking it for 70% damage.
Activating this talent is instant, but the burrowing attack takes a turn.
Cunning: Improves detection radius
Talent Level: Improves range Tremorsense
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 1.
Creatures caught by the quake will be damaged for 150% weapon damage, and knocked back up to 3 tiles away.
Empty spaces in the area will be filled with unstable sand walls which collapse after 5 turns.
If you know the Tremorsense talent, its cooldown will be reset. Quake
| 0/5 |
| Wild-gift / Ice Wyrm | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You can take on the power of Ice Wyrms using Prismatic Blood. You gain 0% cold resistance.
While sustained, this talent protects you with a layer of cold, increasing your resistance to damge by 0% and causing you to deal 10.65 cold damage as retaliation to any enemies that physically strike you.
Ice is Cold damage that can inflict Slow(20% global, no save) and Freeze (Mindpower vs. Physical).
Each point in Ice Wyrm talents lets you pierce through ice blocks, reducing the damage they absorb by a total of 0%. Icy Armor
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 3 length for 1 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 0.24 damage for each ice wall within radius 0 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.
Learning this talent will unlock the Tier 2+ talents in all 6 elements at the cost of a category point. You still require Prismatic Blood to learn more aspects. Ice Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Coat yourself in plates of ice, providing 1 damage reduction against all attacks. When you take damage greater than eight times this amount in a single hit, your armor shatters, dealing 9 ice damage to the attacker but reducing your damage reduction for 5 turns.
Mindpower: Improves damage reduction and armor Frozen Heart
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Take a defensive stance while you build up your strength. For the next 3 turns, you absorb 1% of incoming damage and disarm (Mindpower vs. Physical) enemies that strike you in melee. After this time, you release a burst of ice in a radius 6 around you. The damage is 17 plus 2% of the absorbed damage.
Remember: you can cancel the effect to create the avalanche early. Gathering Avalanche
| 0/5 |
| Wild-gift / Fire Wyrm | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 153
Description: You can take on the power of Fire Wyrms using Prismatic Blood. You gain 0% fire resistance.
When you hit an enemy with a melee attack, you immediately follow up, making another attack against a random adjacent enemy doing 43% damage as Flame. This can only happen once every 153 turns.
Flame damage can inflict stun (Mindpower vs. Physical). It deals 80% of the listed damage up-front, and 30% as a burn over the next few turns.
Flickering Embers
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Erupt with a waves of flames with a radius of 0, knocking back and stunning (Mindpower vs. Physical) any targets caught inside and burning them for 6.38 flame damage.
Then, recover between 3 and 6 equilibrium, increased for each burning creature within 10 spaces.
Using this talent resets the cooldown of Flickering Embers. Renewing Inferno
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 12
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: The Fire Wyrm is driven into a frenzy by violence and danger.
At the start of each turn in which you have lost at least -1% of your maximum life since your last turn, you will gain 51% of a turn and Flickering Embers will recharge immediately. Scorched Speed
| 0/5 |
| Wild-gift / Draconic Body | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Take to the skies with your wings, moving 372% faster for 0 game turns, during which you will have an additional 30% physical damage resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Passively increases Movement Speed by 0%
Racing Wings
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your body is as strong and resilient as the great wyrms. Your healing factor is increased by 1% (at 100% health) to 3% (at 0 health), growing stronger the lower your health is as you desperately cling to life.
Mindpower: improves healing factor. Drakeheart
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Your mind is as strong and resilient as the great wyrms, allowing you to shrug off difficulties that would stop a lesser creature in its tracks. Reduce the duration of up to 2 detrimental effects by 3 turns.
If you had fewer than 2 detrimental effects, the cooldown is reduced.
Passively improves all saves by 0.
Dragon's Scorn
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: A dragon's twisting tail helps them manipulate the flow of a fight. Whenever you deal damage in melee, you attempt to throw an enemy Off-Balance, using 1 additional physical power.
Mindpower: improves the power bonus. Lashing Tail
| 0/5 |
| Wild-gift / Summon-techniques | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 0 turns. Phase Summon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You focus yourself on nature, allowing you to summon creatures much faster (136% of a normal summon time) and with no chance to fail from high equilibrium for 1 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1. Frantic Summoning
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Energise all your summoned creatures with a burst of natural energy. This heals them for 11 life, 1 stamina, reduces their equilibrium by 1 and increases their duration by 1 turns.
The life healed can mind crit and the life/resources restoration scales with your mindpower. Revitalise
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: This powerful technique allows you to be a vessel for containing the essence of a summoned creature. To use this, target yourself with a summoning wild-gift.
While no creature is summoned from doing this, the summoner will recieve a powerful buff and one of the creature's talents, as the creature's essence temporarily infuses them.
The buff will last for 2 turns and can only be activated once per 20 turns.
- Ritch Flamespitter: Increased defense, fire damage and resist. Grants Flamespit.
- Quillfire Porcupine: Increase armour and does physical retalitation damage. Grants Quillfire.
- Hydra: Increased lightning, acid and nature resistance, and increased life regeneration. Grants Acid Breath.
- Fire Drake: Increases strength, willpower and size. Grants Fire Breath.
- War Hound: Increases ability to detect hidden creatures. Grants Rush.
- Minotaur: Increases strength and constitution. Grants Stun.
- Giant Ant: Increases armour, armour hardiness, acid damage and resistance. Grants Acidic Spray.
- Stone Golem: Increases life, size, physical damage and resistance. Grants Quake.
- Turtle: Increases all damage resistance but reduces movement speed. Grants Taunt.
- Spider: Increases resistance to pins and poisons. Grants Spider Web.
- Jelly: Increases chance to ignore critical hits, increased nature damage and resistance. Grants Mucus.
- Rimebark: Increases armour, armour hardiness, size, cold damage and resistance. Grants Winter's Fury.
The strength of these effects scales with Mindpower. Summon Essence
| 0/5 |
| Spell / Terramancy | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You raise a gemstone shield around the target, granting it a damage shield with a value of 12 for 3 turns. Shielding can crit.
For each raw talent level you gain a new type of gemstone shield. Each time you cast a shield, the gemstone applied will be randomly determined from among your known shields. Each shield has its own individual chance to be triggered by Eldritch Combat, rather than this talent itself triggering directly (though they all set this talent on cooldown, so they can't be up simultaneously), but they cannot be activated manually until raw talent level 3. Each shield has a primary effect while the shield lasts and a secondary effect that triggers if the shield is broken by damage.
At raw talent level one, you gain access to the crystal shield, which improves its value by 1%, and when it breaks it discharges outward violently, potentially stunning all adjacent enemies for 1 turns. You also gain access to the sapphire shield, which rejuvenates 1% of its value each turn, and when it breaks reduces your Gemstone Shield cooldown by 1.
At raw talent level two, you gain access to the ruby shield, which backlashes for 2 fire damage every time it loses value, and explodes when it breaks to deal 6 fire damage in a radius of 1. You also gain access to the amethyst shield, which provides 1% evasion and 2 defense while it lasts, and when it breaks, it attempts to teleport the attacker who broke it between 1 and 1 tiles away.
At raw talent level three, this spell no longer takes time to cast, and you can activate individual gemstone shields manually. The individual shields do still take a turn to use though.
At raw talent level four, you gain access to the emerald shield, which reduces any damage the shield blocks by 1, and grants 1% resist all for one turn when it breaks. You also gain access to the pearl shield, which outright ignores instances of damage below 2, and fully negates the attack that breaks it.
At raw talent level five, you gain access to the opal shield, which converts 1% of damage absorbed into healing, and on breaking boosts your current and maximum life by 12 for 1 turns. You also gain access to the diamond shield, which reflects 1% of the damage it absorbs, and when broken, reciprocates any damage that gets through onto the attacker.
In addition, at raw talent level 5, any damage shield you receive while Earthen Body is sustained will be made into a random gemstone shield.
The shielding will increase with your Spellpower.
This spell can be triggered by Eldritch Combat. Gemstone Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Only great forces can erode the waiting earth. Activating this talent takes no time and has no cost, but doing so depletes a full turn of energy, regardless of your current speeds. You stand strong against your foes, awaiting your opportunity. For one turn, you get 9% resist all, 5% resist all cap, and 13% new effect reduction.
At raw talent level 2, you also recover 0 stamina, 0 mana, and 0 life, and pull all enemies in a radius of 0 0 tiles closer, drawing their attention in the process.
At raw talent level 3, all of your detrimental effects have their durations lowered by 1, and 0 talents cool down an additional turn.
You may only activate this talent when enemies are in sight, unless you are blind (in which case it's assumed enemies are around even if you can't see them).
This talent can be triggered by Eldritch Combat. When it is, it does not drain a turn of energy.
Once you learn this talent, any time you pass a turn while enemies are in sight, you will activate this talent (you'll only spend the turn once). Tectonic Patience
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You tap into the impassive powers of the mountain to protect yourself from negative effects. Over the next 0 turns, you can outright ignore up to 1 physical effects. At raw talent level 3, you can also ignore magical effects. At raw talent level 5, you can also ignore mental effects. Effects blocked can crit. This spell can be triggered by Eldritch Combat. Impassive Mountain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You entomb the targets in the earth for 1 turns, removing them from play and leaving an undiggable stone wall in their place. This spell is resisted by Defense rather than Spell Resist (since the target has to dodge out of the way of the earth rising up to entomb it), and the cross-tier effect leaves the target off-balance rather than spellshocked. You may affect up to 0 total points worth of targets. Critters cost 1 point, Normals 4, Elites 9, Rares 16, Bosses 25, and Elite Bosses 36. Points affected can crit.
This talent can be triggered by Eldritch Combat, in which case targets will be chosen at random from among enemies in range, and targets will be encased in crystal (effectively Frozen) rather than entombed in walls. This version checks stun resistance. Entomb
| 0/5 |
| Chronomancy / Beginnings | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 12
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You fill the target's mind with a glimpse of infinite history. The overwhelming perspective dismays them, reducing their damage and accuracy by 4% for 0 turns. Gaze of History
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: The first strike is the most important.
Attack the target for 120% weapon damage as temporal. If the target is above 75% of their maximum health, you instead deal 144% weapon damage. Alpha Claw
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Your strike transcends time and space, simultaneously striking all foes in an area of 1, centred up to 1 tiles away.
Foes in the area take 110% temporal weapon damage. In The Beginning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Every story has a beginning.
Whenever you deal at least -10% of a target's health in damage, you inflict them with Ends Beginning for three rounds. This interacts with an Endings talent.
If you strike an enemy afflicted with Beginning's End (caused by an Endings talent) and deal at least -10% damage, you deal 50% more damage as temporal.
You also give yourself a complementary buff, providing 1% global speed for three rounds. The effect scales with your spellpower and paradox.
No effects apply while not in the Aura of the Dawn stance. With Every Dawn
| 0/5 |
| Wild-gift / Draconic Combat | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 160% weapon damage. This predatory act reinforces your place in nature, regenerating 5 equilibrium if you hit.
If the attack brings your target below 8% life or kills it, you can try (Physical vs. Physical)to swallow it, killing it automatically and regaining life depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Passively raises critical rate (by 0%).
Devour
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms a coat of scales and your flesh toughens, increasing your Armor Hardiness by 0%, your Armour by 0.
Mindpower: improves Armour.
Scaled Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claws of the drake and rake the enemies in front of you, doing 160% weapon damage as Physical in a cone of 0, with a 25% chance that the target will be unaffected otherwise (you don't have an aspect).
Claw Sweep
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You strike the enemy with a rain of four fast blows doing 10% weapon damage as Physical each, with a chance that the enemy will be unaffected otherwise (you don't have an aspect).
Overwhelm
| 0/5 |
| Spell / Blade Conjuration | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Prepare magically enhanced throwing knives, allowing you to attack from range.
You are able to enhance them with fire, ice, or lightning magic and you automatically reload 1 knives per turn while resting or while moving costing 6 mana.
Effective Fire Knife Stats:
Range: 3
Base Damage: -7 - -10
Damage Type: Fire
Accuracy: 11 (knife)
Uses Stats: 50% Mag, 70% Dex
Capacity: 4
Effective Ice Knife Stats:
Range: 3
Base Damage: -5 - -7
Damage Type: Cold
Accuracy: 11 (knife)
Uses Stats: 50% Mag, 70% Dex
Capacity: 5
Effective Lightning Knife Stats:
Range: 4
Base Damage: -5 - -7
Damage Type: Lightning
Accuracy: 11 (knife)
Uses Stats: 50% Mag, 70% Dex
Capacity: 4
Throwing Knives
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: This talent's effect depend on the currently active throwing knive talent.
If Fire Knives is active, you throw all your remaining throwing knives at every enemy within range 2. Phasing through their target and exploding behind them, they pull the enemies 1 tile towards the caster and do fire damage.
If Ice Knives is active, you instantly release the arcane forces from your remaining throwing knive slowing all enemies within range 2 by 1% for each throwing knive left. The effect lasts for 4 turns.
If Lightning Knives is active, you withdraw the charges of your remaining knives and of all enemies within range 2. Your next melee attack will do additional 1.5 lightning damage per knive left and per absorbed charge, up to 30.7 damage. Arcane Overload
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse 3 throwing knives with arcane forces in order to erect a shield around the caster.
For each stack 30% of any incoming damage are absorbed and 20% of the absorbed damage are dealed to the attacker as fire, cold, and lightning damage.
The number of stacks is initially 3 and each time 33% of the maximum damage are absorbed, the number of stacks is reduced by 1.
Once either the maximum damage (66) is absorbed, or the time runs out (5 turns), the shield will crumble.
This shield is affected by Aegis and Aegis will increase the number of stacks by one, up to a maximum of 3 stacks.
The shield's max absorption will increase with your Spellpower. Retaliation Shield
| 0/5 |
| Celestial / Heavens | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Positive energy cost: 5.3
Negative energy cost: 5.3
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Your moonlight is fuelled by the sun, and your attacks blend both lights to strike your foes. You deal 0.28 fire and 0.28 light damage on hit. This damage is reduced by a quarter if you wear a shield, or half if you dual wield.
In addition, when you have more positive than negative energy, your attacks generate 1 negative energy at the cost of the same amount of positive energy.
Learning this talent enhances some of your darkness/cold talents to also benefit light/fire. Sun and Moon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 21.2
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call forth the Sun to summon a beam of light, dealing 4.25 light damage to all foes in a line.
The damage done will increase with your Spellpower. Twin Dawn
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15.9
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a wave of summer heat in a radius of 1, dealing them 9.41 fire damage. Wet targets take 30% bonus damage but are no longer wet.
The damage done will increase with your Spellpower. Evaporate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release all your positive energy at once, dealing nan light damage to all foes within a radius of 1.
The damage done will increase with your Spellpower, and is greater when greater amounts are spent on it. The positive energy cost is equal to your positive energy. Nova
| 0/5 |
| Wild-gift / Stone Army | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When creating your Stone Warriors, you take care to enhance the hardiness of the stone they are made from. Your Stone Warriors passively gain 100% armour hardiness. They also learn the Rush talent at a talent level of 1. At level 4, they learn the Stun talent as well (at the same talent level). Hardened Stone
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Each of your Stone Warriors in sight stomps the ground, creating a shockwave with radius 2. Enemies hit by a shockwave are slowed by -5% for 4 turns. If an enemy gets hit by two or more shockwaves, they will take 5 physical damage per shockwave after the first, increasing by 25% per additional shockwave after the second. Tremor Shock
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The power that animates your Stone Warriors persists even after their death. Whenever one of your Stone Warriors dies, parts of the fragments left get animated (if there is enough space to do so), creating two Sentient Pebbles. These pebbles inherit -5% of the stats that thir progenitor had (including maximum life). Some stats (armour, accuracy etc.) and talents are not inherited.
Hint: Sentient Pebbles count as Stone Warriors for your talents! Enduring Animation
| 0/5 |
| Technique / Willful Hunter | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You augment every strike with your Will. Increases physical power by 5 and physical crit rate by 2.76% . 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 1 Acid damage and increase your Equilibrium by 1. Critical hits will cause an acid splash, dealing 1 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
| 0/5 |
Effective talent level: 0.0
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 1.36% and your mind crit rate is increased by 0.78% .
Additionally, when moving you will gain the Anticipation effect, increasing your physical, nature and acid damage by 1.97% and APR by 3 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: -30
Sustain equilibrium cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 10% of your maximum stamina and while active your Physical and Mind Power are increased by 5 and your Physical and Mind crit rates are increased by 0.00% . All melee attacks will restore 1.90 Stamina and increase your Equilibrium by 0.95 . Critical hits will have 12.41% 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
| 0/5 |
| Spell / Illusion | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Disrupt the target's mind, doing 6.48 mental damage and brainlocking them for 2 turns.
The target may make a mind save against your spellpower to half the damage.
The damage will increase with your Spellpower. Mind Spike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Wrap the target's mind in a delusion, making them think you are their friend for 2 turns.
If you damage the target it will be free from the delusion. Charm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 67.2
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a chaotic ray of light that bounces and hits up to 3 enemies, up to 6 grids apart.
They will be hurt for 5.36 light damage and be confused (30 power) for 0 turns.
The damage and confusion strength will increase with your Spellpower. Prismatic Chaos
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 23
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster is surrounded by a modified phantasmal shield. If hit by a projectile weapon or a spell, the shield will deal 3 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Mirror
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Land | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Makes the ground around you restless, sometimes causing nearby enemies to become off-balance for 1 turn.
Chance to hit is -10%. Tremors
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 6
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Starts a nearby boulder rolling in the direction you choose, and enemies that don't get out of the way will take 10.68 physical damage and be knocked back.
The damage will increase with your Spellpower. Rolling Boulder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Causes the surroundings to collapse in on the target area, doing 10.68 physical damage in a radius of 2.
Creatures caught in the collapse have a chance of being stunned.
The damage will increase with your Spellpower. Cave In
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Increases the strength of the Tremors around you, nearby enemies that loose their footing will be stunned for up to 0 turns.
Increases you Equilibrium by 1 per turn and does a fail check, if it fails, both Earthshaker and Tremors will cease.
Uses your Tremors chance to hit.
Stun strength will increase with your Spellpower. Earthshaker
| 0/5 |
| Technique / Magical combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Elementalism | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: One doesn't survive channelling the elements long, if one doesn't learn to protect themselves.
Increases fire, cold, lightning, acid and physical resistance by 0 and their resistance cap by 0. Endure Elements
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself in shield of elemental power for 10 turns. Any physical, fire, cold, acid or lightning damage you take is reduced by 1.
The max damage the shield can absorb will increase with your Spellpower. Elemental Shield
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 78.4
Range: 5
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Binds an elemental into your control, giving you full control over its actions for 5 turns.
When the effect ends the elemental will be banished.
Instakill immunity will block Bind Elemental.
The duration and chance to bind will increase with your Willpower.
Each point in Bind Elemental will also increase your elemental damage penetration by 4%. Bind Elemental
| 0/5 |
| Chronomancy / Temporal theft | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: 6
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Steal part of your victim's aura, gaining up to 0 beneficial effects from them.
Number of effects stolen scales with Paradox. Steal Magic
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 40
Range: 4
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Steal the target's timeline, dumping all your paradox on them, doing 1 temporal damage and stunning them for 3 turns.
This reduces your paradox and increases their's.
Damage scales with your Spellpower and Paradox. Steal Timeline
| 0/5 |
| Spell / Aether | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Psiblade Combat | 1.00 |
| 0/5 |
Effective talent level: 0.0
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 0 Ranged Defense and Physical Save and each time you move you will have a 1% 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
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your training with Mindstars has made you a master over them and the forces they manipulate. You passively gain 0% 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 0% chance to increase your Mind, Nature, and Physical resistance penetration and damage by 0% 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
| 0/5 |
| Wild-gift / Elementomancy | 1.00 |
Effective talent level: 0.0
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 1 elemental damage, resistance and penetration is increased by 0% .
You will also gain a different effect for each element:
Nature: melee hits restore 0.00 equilibrium.
Storm: you movement speed will increase by 89% .
Fire: melee hits have a 0% chance to burn away one detrimental effect.
Water: melee hits restore 0.00 health. Call Elements
| 0/5 |
| 0/5 |
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 112% 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 4% . 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 20 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 |
| Wild-gift / Stalker | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.5
Equilibrium cost: 6
Range: 4
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 75.0% weapon damage and pin it to the ground for 0 turns. At raw talent level 3 and above, Pounce will also attempt to stun the target for 3 turns, applied based on your Mindpower. Pounce
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 12
Description: A lifetime of stalking has honed your control of both body and mind.
Passively grants a 1% chance to completely negate incoming damage and increases Armor by 0 and raw Spell Save by 1. The Armor bonus will scale with your Dexterity, and the Save bonus with your Cunning.
Focus
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Equilibrium cost: 4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% 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 2 times for 35% damage.
Passively, your attack speed will increase by 6%, based on your Dexterity. Shred
| 0/5 |
| Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 0.77 cold damage to enemies in a radius of 3 each turn for 0 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower. Glacial Vapor
| 0/5 |
| Wild-gift / Ecomancy | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 8
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You will a stinging swarm to fly at your target doing 6.1 nature damage and slowing it down by 30% for 3 turns. The swarm can fly from foe to foe, hitting up to a total of 1 target(s). Additional targets must be within 6 tiles of each other and the swarm loses 53.0% damage per bounce.
At talent level 5 and above you are constantly surrounded by your swarm. All foes who strike you with a melee attack will be harassed by the stinging insects for 4 turns. Their Accuracy will be reduced by 7 , and each turn will take 0 slowing Nature damage and have a 25% chance to be randomly Blinded, Silenced or Pinned for 2 turns.
Accuracy penalty increases with your Willpower and damage dealt increases with your Mindpower. Swarm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Will a thorny vine to lash out at your foe, dragging them to your side and constricting them for 0 turns. The vine will attempt to strangle (silence) and grapple (pin and damage) the target.
The thorns will deal 1.86 slowing nature damage per turn.
The damage will increase with your Mindpower. Vine Grab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Will a cloud of numbing spores to engulf your foes. The cloud rolls out from the caster with initial radius 1, increasing once every other turn to a maximum eventual radius of 4, doing 1.67 slowing nature damage for 5 turns. The damage and duration will increase with your Mindpower.
At raw talent level 3 and above your spores will constantly surround you. Any foe who is Slowed and misses you with a melee attack will inhale spores, reducing damage dealt by 25% for 5 turns. Numbing Spores
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dark Adept | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: As a student of the Dark ways, you have learned to use stored Shadow energy to empower your attacks.
You gain 0.00 Physical Power and Spellpower. These bonuses will be multiplied by your Shadow Charges, if any. Current bonus: 0.0 .
Additionally, inflicting bodily harm invigorates you, healing you for 2% of the damage done by most melee attacks. If the attack damage type is Darkness, you will heal for twice the amount. Dark Apprentice
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You embrace the shadows, increasing your attunement to Darkness.
Your Darkness damage is increased by 0.08% , damage penetration by 0.06% , and damage resistance by 0.12% .
These values will be multiplied by one half your Shadow Charges, if more than two are stored.
Current bonuses: Damage: 0.08% ; Penetration: 0.06% ; Resistance: 0.12% Shadow's Embrace
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.7
Mana cost: 28
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Unleashing stored Darkness, you merge your physical form with the shadows, traveling up to 8 tiles and striking all foes in your path for 135% Darkness weapon damage.
Casting this spell requires and consumes 5 Shadow Charges.
Passively, you gain 0.00% attack speed and 0.00% movement speed, while Unseen and on an unlit tile.
The speed bonuses will be multiplied by half of your Shadow Charges, if more than two are stored.
Curently: + 0.00% attack and 0.00% movement speeds. Umbral Swiftness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 67.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You are adept in the Dark ways.
Passively, you gain 0.00% resistance to all damage while Unseen. This value is multiplied by your number of Shadow Charges, if any, for a current bonus of 0.00% .
Additionally, you may consume Shadow Charges to unleash your Dark power. All enemies within your Aura of Unlight will be dealt 3 Darkness damage and will be pulled 1 tiles toward you. Darkness will gather around you, creating a Shadow Shield which will absorb 4 damage for 1 turns.
You must have at least 5 Shadow Charges and Aura of Unlight must be active to use this ability. Any aditional Shadow Charges will be consumed to increase the power of the attack and shield, such that ten charges would increase the power by 500%.
Current shield power: 4 ; Current damage: 3 .
Power increases with your Spellpower. Dark Adept
| 0/5 |
| Spell / Dark | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 2
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invoke a beam of utter Dark, striking all foes in its path for 7 Darkness damage.
The damage will increase with your Spellpower, and range increases with talent level. Dark Ray
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You infuse your Dark powers with pure hatred.
Your spell critical chance will increase by 0% .
At raw talent level 3 and above, your Dark Ray, Shadow Barrage, and Darkest Dread spells will inflict Malign Darkness damage, afflicting the target with a Malady that will reduce a random stat by -1% for 8 turns. Malign Darkness will always attempt to apply a Malady that the target is not already suffering from, and the chance to apply a Malady will be reduced by Darkness resistance.
At raw talent level 5 and above, your Dark Ray, Shadow Barrage, and Darkest Dread spells will ignore 50% of the damage penalty from being Unseen. Malign Darkness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 26.9
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjure a barrage of Dark force, dealing 7 Darkness damage to all foes in radius -2 area, up to 8 tiles away.
The damage will increase with your Spellpower, and the radius will increase with talent level. Shadow Barrage
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50.4
Range: 2
Cooldown: 42
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjure a bolt of intense dread, striking your target for 11 Darkness damage.
The sense of total defeat that overcomes the target will cause them to lose -2 beneficial effects or sustains.
The damage will increase with your Spellpower, and cooldown will decrease with talent level. Darkest Dread
| 0/5 |
| Spell / Dawn | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 6
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of light that moves toward the target and explodes into a flash of light, doing 9.60 light damage in a radius of 0.
Any enemy hit by the flash will also be bound by chains of light, pinning them for 4 turns.
The damage will increase with your Spellpower. Shining Binds
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create a magical pool of ethereal light, healing all friendly creatures within a radius of 2 for 1.66 per turn. The effect lasts for 2 turns.
Enemies touching the pool will take 1.66 light damage per turn and have a 25% chance of being blinded.
It also lights up the affected zone.
The healing and damage scales with your Spellpower. Pool of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 47
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The origin of the Holy Word is lost, but its power is not.
Speaking the Holy Word will inflict 7.00 light and 7.00 arcane damage on all undead, horrors and demons within a radius of 3 from you.
All enemy creatures will also be stunned for 4 turns.
Damage scales with your Spellpower. Holy Word
| 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 (100% of a turn)
Is: a spell
Description: Tap into the Endless Light, increasing all your light damage by 0%, ignoring 3% of your target's light resistance and reducing spell cooldowns by -1%. Endless Light
| 0/5 |
| Celestial / Depths | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You assault the enemy with a rain of fast, overpowering blows. You strike four times for cold and darkness damage. Every blow does 10% damage.
Points in this talent also passively increase your attack and casting speed, currently by 0%. Pressure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 8.5
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Icy vapours from the darkest depths of the sea rise up, doing 0.38 cold and 0.38 darkness damage damage in a radius of 3 each turn for 0 turns, with a chance of blinding foes.
The damage will increase with your Spellpower. Deepwater
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: A heavy wetness hangs in the air around you. Nearby foes must save against your spellpower, or begin to drown based on talent level. This occurs to all foes within 1.
Drowning foes lose loses 0.00 air and take 0.50 cold damage per turn Drown
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with the power of the ocean, increasing all your cold and darkness damage by 0%, ignoring 3% of the cold and darkness resistance of your targets
In addition, your familiarity enhances your defences, increasing your cold and darkness resistance by 0%. Darkest Depths
| 0/5 |
| Celestial / Sun | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Psiclaws | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Channel your rage through your wielded mindstars, generating psionic claws sprouting from your fists.
Adds 1.10 physical damage per mindstar hit and increases your physical critical chance by +0%.
Physical damage scales with your Mindpower.
Also increases Physical Power by 0 and increases weapon damage by 0% when using mindstars.
Cannot be used at the same time as Psiblades. Psiclaws
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.6
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Slash out with your psiclaws, hitting your target twice with each weapon for 40% damage and inflicting bleeding for half the damage done. Shred
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Psiclaws is active, you have have a -32% chance of catching an incoming attack with your claws and ripping the weapon from your opponents hands.
This negates the attack and leaves them disarmed for 1 turns.
The Disarm is applied with your Physical Power. Claw Block
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your claws are as sharp as your mind, and your mind is sharper than a razor.
While Psiclaws is active, you gain 1% physical, mind and nature penentration. Razor Claws
| 0/5 |
| Wild-curse / Eagle aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Take a swipe at the target's eyes, attempting to blind them for 2 turns and doing 100% weapon damage.
If the target is stunned, this does 150% weapon damage instead. Eye Swipe
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Fly away in a panic, landing up to 0 tiles away.
This also increases your defence by 1 for 2 turns.
Defence bonus scales with your Strength. Flight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.6
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Swoop past many targets, getting a free attack against each of them at 100% weapon damage.
If you used this talent from stealth, your attack will also cause bleeding. Swoop
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an eagle.
This increases your accuracy by 3 and your physical crit chance by 0% but lowers your physical save by 10.
It also lowers the cooldowns of the Eye Swipe, Flight and Swoop talents by 0. Eagle Shape
| 0/5 |
| Cursed / Crescendo | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Whenever you land a critical hit, you absorb part of the excess power and use it to fuel your other powers.
Landing a crit of any kind will increase your critical mutiplier by 0% for three turns, stacking up to 0 times.
Landing a spell crit will increase your mindpower by 0 for five turns, stacking up to three times. This value will increase with your spellpower.
Landing a mental crit will increase your spellpower by 0 for five turns, stacking up to three times. This value will increase with your mindpower.
Each crit refreshes all of these effects. Surging Cadence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Whenever you land a critical hit, you violently emit the excess power.
Landing a spell crit will deal 3 mind damage to all enemies within radius 2 around you and restore 0 hate. The damage will increase with your spellpower.
Landing a mental crit will deal 3 lightning damage to all enemies within radius 2 around you and restore 0 mana. The damage will increase with your mindpower.
Each of these effects can only occur 0 times per turn. Destructive Cadence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: As you grow more proficient, your abilities start to create a resonance of their own. If you use a mind power after using a spell, and the other way around, you will gain 0.0% increased damage and 0.0% increased critical strike chance for 4 turns.
The critchance stacks indefinitely, the damage up to 20 times. Resonating Cadence
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Mark an enemy for 4 turns. Whenever you land a critical hit, you deal -14% of the damage of that hit to the marked enemy (half as lightning, half as mind). Violent Cadence
| 0/5 |
| Technique / Transcending | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.1
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 -4 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 4 tiles.
Otherwise, the target will be afflicted with 3 stacks of Enervate for 4 turns. Because you are directly manipulating their spiritual energy, this cannot be resisted.
This will also allow the effect to stack up to 6 times, and each stack will reduce movement speed by 7.4% .
Each point in Transcending talents will increase your Global Speed by 0.80%. Current bonus: 0.00% Exhaust
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 33.9
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 0.9% 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 0.80%. Current bonus: 0.00% Deplete Spirit
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 50.9
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 35% damage with each strike.
Each point in Transcending talents will increase your Global Speed by 0.80%. Current bonus: 0.00% Transcend
| 0/5 |
| Cursed / Loss | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell and a mind power
Description: Causes the target to lose some of their memories for a moment, putting -6 of their talents on a -1 turn cooldown. Lose Memory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Hate cost: 5.3
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Causes the target to lose some of their powers for a moment, reducing their physical, spell and mindpower by -64 for 5 turns. Lose Power
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 168
Hate cost: 31.8
Range: 7
Cooldown: -220
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a mind power
Description: Causes the target to lose its grip on reality, rendering it nearly unable to act for 2 turns. Lose Sanity
| 0/5 |
| Spell / Cataclysm | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Lightning Rod now reduces the targets lightning resistance by -1%.
While Blind Rage is sustained, gain 0% resistance to stuns, silence and confusion. Conduit of Ruin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleport to target empty space within 3 range. You appear there in a flash of lightning, applying Lightning Rod to all enemies in radius 2 around you for -2 turns and dealing 2 lightning damage to them. Lightning Flash
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 134.4
Range: 7
Cooldown: 42
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse a target with massive amounts of your mana, marking it. For 1 turns, Thunderstorm and Arcing Power will always hit the marked target, and they will hit it with all their strikes - the hit-each-target-only-once restriction does not apply while a target marked with Greater Lightning Rod is in range. If two or more targets have this effect, the strikes will be randomly distributed between them. Greater Lightning Rod
| 0/5 |
| Cursed / Pain | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: 7
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Project intense feelings of pain and suffering into the targets mind, dealing 2 mind damage to them and reducing the damage they deal by -277% for 4 turns.
From talent level 3 onward, it also slows the targets movement speed by 14%. Pain
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 65
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You have caused great pain, but you have also recieved it. All those years of suffering have toughened you to the point of being able to shrug off normal pain.
Gain 3% absolute damage resistance, + 2 to all saves and regenerate 4% of your maximum health per turn.
However, your deep concentration makes you unable to deal damage correctly, reducing your damage by 75%.
Activating this talent deactivates Blind Rage and vice versa. Resilience
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.00 |
- Transcendent Electrokinesis
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Destruction | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjure up a bolt of lightning that strikes the target area, doing 7 lightning damage in a radius of 1. If only one target is hit, that target is afflicted with Lightning Rod for 3 turns, which interacts with your other spells.
The damage will increase with your Spellpower. Thunderstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of lightning, dealing 9 lightning damage in a line. For each target hit that is afflicted with Lightning Rod, you deal 20% increased damage.
The damage will increase with your Spellpower. Searing Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You overflow with power, and those nearby feel it. Whenever you use a non-instant spell, up to 1 random nearby enemies that are affected with Lightning Rod are struck by lightning, dealing 5 lightning damage. Every lightning strike can crit and apply Lightning Strikes Twice independently from the others. Damage increases with Spellpower.
Learning this talent teaches you Static Charge, which applies Lightning Rod to all enemies within a radius 2 area for 1 turns. The duration scales with Arcing Power level. Arcing Power
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 65
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Unleash a powerful lightning storm, dazing nearby enemies within radius 4 every turn and dealing 3 lightning damage to them. While the storm rages, you deal 0% increased lightning damage. Maintaining this storm is incredibly draining, and you lose (2 + 1 per turn the storm was active)% of your maximum life per turn (this cannot kill you or bring you below 0 life.) Activating this talent deactivates Resilience and vice versa.
If the drain from this talent would bring you to 0 life, the damage is doubled. Blind Rage
| 0/5 |
| Cursed / Horror | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.2
Range: 2
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Your shadow elongates horribly, and you sink into it, only to emerge at the other end in a burst of darkness. You teleport to the target location, and if there is a creature in the target location you will attempt to attack it for 40% weapon damage.
This talent would be enhanced if you knew the Creeping Darkness talent. The teleportation never breaks Stealth, but the attack is treated normally, and may break Stealth. This talent's cooldown could be reduced by one turn per raw talent level invested in Voidwalker / Void Mastery. Shadow Scuttle
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 6.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a mind power
Description: For a split second you thrust your weapons through time itself, striking your target's immediate history, and feeding on its mental energy as you devour memoires of its recent past.
Make two melee attacks as Temporal and Mind damage. If either attack hits, you will attempt to disrupt 0 of the target's active talents, putting them on cooldown for 1 turns. For each talent disrupted, you restore yourself:
Devour Memory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12.7
Range: 7
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Tear reality around your victim, forcing the target to experience the horror of the Void.
Inflict 3.67 darkness and 3.67 temporal damage, and if the target survives it will be subject to the Echos of the Void for 3 turns (which inflicts 2.45 mind damage and drains resources each turn).
If the target dies, however, your bolt twists the jagged scraps of its shattered fate into 0 friendly void shards which last for 6 turns. Voidwrack
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain hate cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Gaze deep into the Abyss, and let the Abyss gaze also into you.
While you sustain this talent, you resonate with darkness, temporal and mind energies, inflicting +-1% damage with these types, penetrating +3% resistance for each, and gaining resistance and affinity +-2%. Once per turn, when you strike in melee a foe who is suffering a poison, slow, fear or blindness effect, you may drink their pain as power to regain 0.0 Hate.
However, your horrific meditation carries a heavy mental cost: you suffer 1 to your mental save, and your resistance to fear and confusion are lowered by 1%. Void Communion
| 0/5 |
| Solar / Sunburn | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 20
Description: When you are about to take damage, the Sun will instantly create a shield around you that absorbs up to 4 damage (unless you already have a damage shield). The shield lasts for 10 turns.
Solar Shield has a cooldown.
The absorption value will increase with your Spellpower, and can attain critical power. Solar Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A burning ray of Sunlight shines on the target creature, dealing 1.05 light and 1.05 fire damage and pinning them for 0 turns.
The damage will increase with your Spellpower.
This shifts your alignment.
You must be aligned with the Sun to use this talent. Enervating Light
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Every time your alignment shifts, there is a -1% chance that a random foe within 10 squares will be struck for 0.59 fire damage.
The damage will increase with your Spellpower.
This effect can attain critical power, and is affected by Intercalation. Heatwave
| 0/5 |
| Wild-gift / Fangs | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Equilibrium cost: 15
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a nature gift and a mind power
Description: You fire two arrows at your target with deadly precision, doing 50% damage with each shot.
These attacks have 100 bonus accuracy, will bypass other enemies between you and the target, and is only usable against marked targets, consuming the mark.
This talent applies First Blood. Twin Fangs
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.5
Equilibrium cost: 8
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You launch a vicious, poisoned shot, doing 50% weapon damage as nature and inflicting the target with poison for 25.22 nature damage (based on Cunning) over 6 turns.
If you know the Vile Poisons talent, the poison applied will be randomly chosen from your unused effects.
If the target is marked, this attack will consume the mark to apply a poison in a radius of 0. Miasmic Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Is: a nature gift and a mind power
Description: You hypnotise the target with your gaze, attempting to daze them for 1 turns (with a 40% chance), before attacking for 110% damage.
Against marked foes, the daze chance is 100% and you deal 110% weapon damage instantly, and 55% more as bleeding over five turns, consuming the mark. Hypnotic Glare
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your marks leave a catalysing brand on their victims. Consuming the marks triggers the brand, dealing 2.64 nature damage.
This damage can crit, using mental crit chance. Venomous Brand
| 0/5 |
| Spell / Mage adept | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You weave your spells around your shield, granting a chance for Magic Burst, Magic Beam, Magic Pull and Magic Blast to also project a melee shield attack.
Each target struck by one of these spells will have a 2% chance to take a shield hit for 31% damage as Arcane.
Targets hit by Shield Casting will have a 2% chance to lose one sustained effect as the energy released by your shield disrupts their concentration.
You must be wielding a shield and staff for this effect to occur. Each target can only be struck once per turn. Chance increases with Spellpower.
Shield strikes are considered a melee attack for the purposes of on-hit effects. Shield Casting
| 0/5 |
| Spell / Vampirism | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Siphons blood from the target, inflicting 2.58 physical damage every turn for 4 turns and healing you for 10% of the damage dealt.
If a target dies while their life is being drained, they will explode into a shower of blood dealing the remaining damage to adjacent targets.
The damage will increase with your Spellpower. Drain Life
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Sacrifices 20% of your total health to form a barrier that absorbs 10 damage, plus a further 107% of the health cost for 8 turns. While this barrier holds, your healing factor is increased by 0% and melee attacks against you drain life from the attacker, dealing 1.01 physical damage and healing you for 100% of the damage dealt.
The health cost of this spell will be ignored if below 20% of your maximum health.
The shield strength, healing bonus and retaliation damage will increase with your Spellpower. Crimson Barrier
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 39.2
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts terrible wounds on targets within an area of radius 0, dealing 16.22 physical damage over 5 turns, reducing healing factor by 6%.
Attacks against exsanguinated targets heal the attacker for 5% of the damage dealt.
The damage will increase with your Spellpower. Exsanguinate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Transmute your blood into pure magical power, taking physical damage equal to 15% of your maximum health over 10 turns and increasing all damage dealt by 0%. You can stack this effect up to 3 times (providing a damage increase of up to 1%).
While under this effect, Your Drain Life and Exsanguinate reduce the physical resistance of targets by 4% and Cut resistance by 100%.
Each time you use this spell while already under it's effect, your spilt blood flows outwards as a crushing wave of radius 6, inflicting 6.41 physical damage, knocking targets back and dazing them for 2 turns. Blood is Power
| 0/5 |
| Spell / Phasing | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 9
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleport to a hostile target up to 8 tiles away and then attack the target for 127% damage as Arcane.
There must be at least one tile adjacent to the target that you can move onto.
When you appear, a burst of magical energy will rush outward in a radius of 1, intimidating enemies for 1 turns, reducing spell, mind, and physical powers by 1. The power of the effect increases with Spellpower.
The intimidation effect is applied with Spellpower and checks fear immunity. Phase Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You become phase-charged for 1 turns after hitting a target with Phase Strike.
In this state you will gain 0.5% Arcane resistance penetration, and 0.3% physical and magical critical chance.
The power and duration of the status improve with Spellpower. Phase Charged
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you hit a target with Phase Strike you become phase-shielded for 1 turns.
In this state, all of your resistance caps will be increased by 4% and you will gain a chance to Block detrimental effects with your shield.
While Phase Shielded and Blocking you will have a 3% chance to shrug off detrimental effects.
The duration of the status improves with Spellpower. Chance to shrug off effects increases with your Spell Save. Phase Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you hit a target with Phase Strike you become phase-shifted for 1 turns.
In this state, you will have a 0.6% increased chance to shrug off incoming critical damage and gain 1.0% affinity to all damage.
The chance to shrug off criticals, damage affinity, and duration of the status improve with Spellpower. Phase Shifted
| 0/5 |
| Wild-gift / Slime | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undeath | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: 3
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You raise 2 ghouls from the ground around the target and channel an attack through each, dealing 60% weapon damage as cold. Ghouls last 6 turns.
Soulforge 3: Instead summon elite ghoul warriors, who wield greatmauls and have increased combat ability. Call of the Grave
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 12
Description: Your ghouls taunt enemies within radius 1 when summoned, and when a single hit deals more than 72% of your maximum life a ghoul will rise to block the blow, absorbing -2% of the damage from the blow and other attacks for 3 turns. Meat Shield
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: 5
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a towering wall of flesh and bone of 1 length at the target location for 8 turns.
Each segment deals an additional 0.80 blight damage (with a 20% chance to disease) and 0.80 bleed damage over 5 turns on dealing or taking a melee hit.
Segments are extremely durable (40% resist all) and completely block line of sight.
Soulforge 5: The wall segments learn the Grasping Claws talent, allowing them to grapple and disable enemies. Necrotic Wall
| 0/5 |
| Spell / Battlemage | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Empower your physique with magic, allowing you to wield any staff with only your mainhand and increasing Physical Power by 0 and damage done by 0% when attackng with a shield.
Attacks with your staff will also trigger a shield attack for 19% damage as Arcane once per target per turn. Arcane Guardian
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You entwine your shield with magic, warding and absorbing energy from the assaults of your foes.
Any non-mind, non-physical damage you take will be reduced by 5 plus 1% of your block value (currently: 5.0 total).
Each time that damage is reduced in this manner and each time you reduce damage with Block, you will generate 0.2 mana.
Additionally, after any succesful teleport you will use the residual magical energy and tactical opportunity to instantly activate Block, if it is known and not on cooldown.
Damage reduction and mana generation will improve with your Spellpower. Mystic Ward
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Magically enhance your ability to Block. While equipped with a shield, you will passively gain 2 block value and a 1% chance to deflect incoming projectiles onto a random tile within radius 1.
Additionally, any non-blockable damage (check your Block talent) over 8% of your maximum life will trigger the Magical Defense effect for 1 turns, allowing you to Block the triggering damage type.
This can only apply to one damage type at a time, but the effect has no cooldown and may be canceled early.
Block value and projectile evasion chance will increase with Spellpower. Magical Defense
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You augment your Channel Staff spell by weaving the aether around your shield as you cast.
Each time you cast Channel Staff (including with your Boltfury talent) you will also project a melee shield attack for 38% weapon damage as Arcane, if the target is within 4 tiles.
This can hit each target at most once per turn.
This strike will count as a melee attack for the purposes of on-hit effects. Greater Channel Staff
| 0/5 |
| Chronomancy / Serenity | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 25
Range: melee/personal
Cooldown: 33
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: In peace there is knowledge, in knowledge their is power. Serenity is the place from which birth and death come.
Lethal Performance lasts for 0 rounds, and can only be used while using the Aura of the Twilight. It will end if that stance is left.
While the effect lasts, you do not suffer the damage penalty from that stance. Lethal Performance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 119
Description: You can escape from the most deadly situation by never having been there in the first place.
When you would take damage that would reduce you below zero health, you do not take that damage; heal 0% of your maximum health, and teleport randomly in an area of 112, moving at least 20 squares.
This effect has a cooldown. Avoidance Kata
| 0/5 |
| Wild-gift / Draconic Energy | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: 4
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Launch forth a glob of elemental matter at your enemy, dealing damage and applying detrimental effects based on your primary aspect.
The target will take 8.52 Physical damage.
Enemies struck have a 25% chance to be unaffected otherwise (you don't have an aspect) for three turns.
Passively increases Mindpower by 0
Mindpower: improves damage
At Talent Level 5: becomes a piercing line of energy.
Elemental Spray
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Spit a swirling cloud of elemental energy, doing 1.55 Physical damage in a radius of 0 each turn for 2 turns. Enemies within have a 15% chance each turn to be unaffected otherwise (you don't have an aspect).
Mindpower: improves damage
Mind Crit: affects duration
Elemental Vortex
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: You gain the breath of a dragon, unleashing destructive energy in a cone of radius 2.
Your foes take 25.72 Physical damage and will be unaffected otherwise (you don't have an aspect) for 3 turns.
Strength or Willpower: Improves damage
Talent Level: Improves Radius and Cooldown
Dragon's Breath
| 0/5 |
| Wild-gift / Animation | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift and a summon power
Description: Animate stone nearby, turning diggable terrain into up to 1 stone warriors to serve you for 0 turns.
They will get 15 Strength and 15 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Constitution will increase with your Mindpower.
Stone Warriors are immune to rubble fields, no matter the source. If this skill targets a tile that is out of range or not diggable terrain, no Stone Warrior will be created on that tile, but you cannot retarget it either, so be careful when targeting. Awaken the Warriors
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Shatter all your Stone Warriors in sight, creating heaps of rubble for 0 turns. Each turn, this deals 5 physical damage to anyone standing inside, slows their movement by 25% and has a 20% chance of pinning them for 4 turns. Violent End
| 0/5 |
| 0/5 |
| Celestial / Summertide | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of frost, chilling the target for 9.41 cold damage over 3 turns.
The damage will increase with your Spellpower. Chill
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.1
Mana cost: 22.4
Range: 3
Cooldown: 44
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rushes toward your target with sudden speed. If the target is reached, you get a free attack doing 120%% weapon damage as cold and fire.
If you begin in melee range, it is instead 150% damage. Steam Jet
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Negative energy cost: 10.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Like the moon, you reflect heat and light. You are shielded for up to 5 turns for 13. While you are shielded, you reflect 0% damage you take as fire.
The total damage the barrier can absorb will increase with your Spellpower. Mirror Sheen
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Mana cost: 22.4
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You strike out with a magically magnified range, striking all foes in front of you for 121% weapon damage as fire and cold in a cone of 5. Red Tsunami
| 0/5 |
| Wild-gift / Stoneforge | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You form a blade of stone, wielding it as a weapon. Using this talent will attack with this weapon instead of your normal attack. This also comes with a toggle talent that will replace your normal attack entirely.
The base power, Accuracy, Armour penetration, and critical strike chance of the weapon will increase with your Mindpower.
Current Stoneforged Weapon Stats:
Base Power: 16.00 - 20.80
Uses Stats: 130% Wil, 20% Str
Damage Type: Physical
Accuracy is based on willpower for this weapon.
Accuracy Bonus: +0
Armour Penetration: +0
Physical Crit. Chance: +0 Stoneforged Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You enhance your armour with a layer of stone, granting you 1 additional armour and 0% armour hardiness.
In addition, you also apply this principle of enhancing yourself to your Stoneforged Weapon, adding 1.2% of your armour as bonus physical damage on hit.
The bonus damage scales with mindpower, while the bonus armour scales with your Constitution.
Learning this talent also teaches you the Rocky Charge talent. Stone-plated Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have become more adept at forging and wielding stone. Increases physical power of your stoneblade by 0 and its weapon damage by 0%, and you deal 2 physical damage over 5 turns to enemies that hit you in melee.
The retaliation damage increases with Constitution. Masterful Forger
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You toss your Stoneforged Weapon in a line, attacking each enemy in that line for 2% weapon damage. Each enemy hit this way empowers you, causing your Stoneforged Weapon to deal 1 nature damage on melee hits per enemy hit for 5 turns. Damage will increase with Mindpower. Empowering Throw
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Shaping | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Raise the earth at the targeted point, creating a pillar of stone for -4 turns. If someone is in the way, that someone is dealt 4 physical damage (but the pillar does not appear). Every 4 raw talent levels after the first one, you are able to conjure an additional pillar with this ability. The pillars will not appear until all targets have been selected, and they need to all be selected (but you can just select the same tile twice or more.) Call the Stone
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Focus your power onto terrain in an area with radius 1, shattering it. Any terrain that is destroyed this way leaves a radius 2 heap of rubble behind for 5 turns, dealing 3 physical damage every turn to enemies caught inside, slowing their movement by 25% and potentially (20% chance) pinning them for 4 turns. Reduce to Rubble
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 5
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Focus your power in an area with radius 1, calling up rocky spires from the ground. This creates up to 0 stone pillars that block sight and movement. The damage the pillars deal and their duration is equal to the pillar from your Call the Stone talent and the number of pillars scales with your talent level and mindpower. Rocky Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 45
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: What you have made can be unmade.
You shatter all summoned walls within radius 10. Each wall shattered this way explodes into a radius -1 ball of shrapnel, dealing 6 physical damage and bleeding targets hit for 50% of that damage over 5 turns. Unmake the Shaping
| 0/5 |
| Wild-gift / Boreal | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Freeze the ground around you in a radius of 1, doing 5.36 cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move. The ground will be covered in ice for 4 turns.
The damage will increase with your Spellpower. Glaciate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Call upon the mysterious green fire from the north to light the sky. Your lite radius increases by 1.
Nearby enemies will take 1.03 darkness and 1.03 nature damage and have one magical buff or talent dispelled, per turn.
Increases you Equilibrium by 1 per turn and does a fail check, if it fails, Aurora will cease.
The damage will increase with your Spellpower. Aurora
| 0/5 |
| Technique / Black Belt | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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 4% chance to also cause one random talent to go on cooldown for 0 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 3.0%. Current bonus: 0.0% Secret Fist
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 33.9
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 0 turns, your Defense is increased by 18 and each time you are missed by a melee attack from an adjacent target you will counter the blow, attacking for 105% damage and attempting to knock the target back up to 3 tiles and daze them for 0 turns. Defense improves with Dexterity.
Each point in Black Belt talents will increasse your Critical Power by 3.0%. Current bonus: 0.0% Blink Counter
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 38.2
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Unleash a special technique that resonates with your target's vitiality.
The hit will deal 5% unarmed damamge for each 100 points of life the target currently has and, if the hit connects, will prevent the target from healing above their remaining life level for 3 turns.
Each point in Black Belt talents will increase your Critical Power by 3.0%. Current bonus: 0.0%
Withering Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your reflexes are highly tuned and improve both your offensive and deffensive capabilities.
You will gain 0% physical critcal chance improved by Dexterity and 1 physical save improved by Willpower.
If you know Blink Counter and the base damage (before resistances, shields, etc.) of an incoming hit is greater than 8% of your maximum life, you will have a 4% chance to gain the Blink Counter effect based on your talent level.
Each point in Black Belt talents will increase your Critical Power by 3.0%. Current bonus: 0.0% Reflex
| 0/5 |
| Technique / Mending | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 15
Description: Life springs from within. You move with purpose, energizing your mind and body. You will heal for 2 life each time you move.
When your life force wanes, your will to fight on summons a burst of vigor from the depths of your spirit. When your life falls below 50%, you will gain 6% healing modifier and 82% 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 stamina regeneration by 0.5. Current bonus: 0.0 Lifefont
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 60
Range: melee/personal
Fixed Cooldown: 48
Travel Speed: instantaneous
Usage Speed: Weapon (100% 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%.
Additionally, if you know Lifefont, you will also trigger its effect, ignoring cooldown. If you know Chakra, you will trigger it at no cost, ignoring cooldown, up to 0 times.
Each point in Mending talents will increase your stamina regeneration by 0.5. Current bonus: 0.0 Revive
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 42.4
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Project a sign of spiritual purity, negating up to 1 magical effects from the target.
This technique will remove beneficial effects and/or sustains from an enemy, or detrimental effects from yourself or an ally.
Each point in Mending talents will increase your stamina regeneration by 0.5. Current bonus: 0.0 Holy Sign
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Lunar / Moonbeam | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focuses the power of the Moons into a beam of shadows, doing 3.50 damage.
The damage will increase with your Spellpower.
This shifts your alignment.
You must be aligned with the Moons to use this talent. Moonlight Ray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a blast of shadows that deals 1.85 darkness damage, and leaves a radius 3 field that deals 0.71 darkness damage per turn for 4 turns.
The caster is immune to the effects.
The damage will increase with your Spellpower.
This shifts your alignment.
You must be aligned with the Moons to use this talent. Shadow Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A dark star falls on a radius 0 area, doing 5.71 darkness damage on impact and stunning all within the area for 4 turns.
The caster is immune to the effects.
The damage will increase with your Spellpower.
This shifts your alignment.
You must be aligned with the Moons to use this talent. Starfall
| 0/5 |
| 0/5 |
| Liminal / Eclipse | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 6
Cooldown: 10
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time one of your spells attains critical power, you project a bolt of light or darkness at up to 1 targets within radius 6, doing 1.69 light damage or 1.69 darkness damage per bolt. The bolts pass harmlessly through yourself and your allies.
You will project a bolt of light if aligned with the Sun, or a bolt of darkness if aligned with the Moons.
The damage will increase with your Spellpower. Corona
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Sing a song of stars. Every turn, a beam will strike up to 1 of your foes within a range of 6, dealing 1 to 1.45 light damage or 1 to 1.45 darkness damage.
You will project a beam of light if aligned with the Sun, and a beam of darkness if aligned with the Moons.
The damage will increase with your Spellpower. Star Song
| 0/5 |
| Solar / Sunlight | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 2.11 damage to the target and leaving a spot on the ground for 4 turns that does 0.87 light damage to anyone within it (except for the caster).
The damage will increase with your Spellpower.
This shifts your alignment.
You must be aligned with the Sun to use this talent. Searing Light
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus the Sun's light on a target creature, creating a continuous beam of light that deals 0.71 light damage per turn. The beam's damage will increase by 0.07 for every turn it is sustained, but the beam will stop if the target dies, leaves the range of 10, or leaves line of sight.
The damage will increase with your Spellpower.
Activating this talent shifts your alignment, but deactivating it does not.
You must be aligned with the Sun to activate this talent. Solar Focus
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The power of the Sun engulfs up to 1 hostile targets in a range of 10, creating a radius 1 blast on each target that deals 1.47 light damage.
The caster is immune to the effects.
The damage will increase with your Spellpower.
This shifts your alignment.
You must be aligned with the Sun to use this talent. Solar Flares
| 0/5 |
| 0/5 |
| Wild-gift / Enhanced Powers | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You fight for your army, and they fight for you. Passively, you gain 1% resistance to all damage for each visible Stone Warrior within range 10 (max. 50%).
Your Stone Warriors will become inspired whenever you deal a critical hit with your Stoneforged Blade, gaining a 1% bonus to damage for a few turns. Rock General
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mastery in awakening stone has extended to your rubble fields, increasing the pinning chance by 1%.
Your golems passively gain the Weight Advantage talent at level 1, increasing their damage if the target is pinned. Ruler of Rubble
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have vast experience in shaping and shattering stone - and metal is just a more refined form of stone. Your attacks with the Stoneforged Weapon reduce the armour of the target by 0, stacking up to four times.
While you are standing in a rubble field, you use the rubble to strengthen yourself, gaining 1 bonus armour. Shattering Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have touched the ancient rock at the very heart of the world and learned what makes it so powerful - and how to replicate part of that power.
Whenever you convert summoned terrain into a Stone Warrior, all Stone Warriors summoned with this ability cast will recieve a bonus of 0 to all stats (this stacks).
Whenever you deal a critical strike with your Stoneforged Blade, you will create a radius 1 rubble field for three turns, dealing 3 damage per turn. Deeprock Enhancement
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Stone comes to life easily under your touch now. Using this principle, you have learned how to somewhat animate your armour - it is very much enhanced by stone now, after all. Whenever you take physical damage, your armour increases by 0 (only once per turn), stacking up to a maximum of 1.
Applying this to your other creations - summoned pillars mostly - was much harder, but still possible. Each turn, your summoned walls (in range 10) will create tiny tremors within radius 1, dealing 3 physical damage to nearby enemies. Animation Enhancement
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are an expert at shaping stone to suit your needs. A few adjustments to the shape of your Stone Warriors later, they are now faster than normal, gaining 0% movement speed.
Unmake the Shaping now especially targets the defenses of foes struck, reducing their physical resistance by 1% for five turns. Shaped Enhancement
| 0/5 |
| Celestial / Meteor | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Drains negative energy: 4
Range: 4
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down meteor fragments from above, constantly draining your negative energy.
While this spell is active, each turn, a meteor will fall on an enemy near you or your summons, dealing 4.66 meteor damage to enemies in radius 1. Enemies are more likely to be struck if there are multiple party members near them.
This spell is disabled automatically on rest or run.
The effects increase with spellpower.
Meteor damage is half physical and half fire.
Meteor Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Sometimes, the meteors you call down are host to small aether elementals. Each meteor has a 0% chance to spawn a friendly losgoroth or manaworm for 3 turns. Their stats will increase with your spellpower.
Blighted Summoning: Corrupted Negation (Losgoroth)
Blighted Summoning: Worm Rot (manaworm)
Void Summons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 21.2
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A reforged meteor crashes down on a radius 0 area, doing 5.71 meteor damage on impact and blinding those within the area for 4 turns.
It is twice as likely to trigger Void Summons.
The damage dealt will increase with your Spellpower. Starstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn Meteor Storm is active, your meteor damage increases by 0%, stacking up to a maximum of 50%. The bonus-per-turn improves with your spellpower. Bombardment
| 0/5 |
| Celestial / Terrestrial Unity | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Casting planetary spells gives you charges of planetary energy for 10 turns, stacking up to 0 times each
Kolal charges increase your casting and combat speeds by 2%
Luxam charges increase your resist all by 3%
Ponx charges increase your healing mod by 15% Harmonic Feedback
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Consume all stacks of planetary charge for a sudden burst of power lasting 4 turns. Kolal gives movement speed, Luxam regeneration, and Ponx on-hit damage. Planetary Convergence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Perfect your summoning techniques, increasing the duration of your summons.
Each rank greatly improves the casting speed of your summongs, allowing you to summon mlutiple elementals in one turn.
The bonuses are reflected in the description of each summon spell. Swift Arrival
| 0/5 |
| Celestial / Kolal | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Swift Spell (100% of a turn)
Is: a spell and a summon power
Description: Summon a Faeros for 5 turns to incinerate your foes. These Fire Elementals charge into melee with their burning hands.
Its attacks improve with your level and talent level
It will get 15 Strength, 15 Dexterity and 15 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their stats will increase with your Spellpower.
Blighted Summoning: Burning Hex
Summon: Faeros
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Overlay the crushing volcanic rifts of Kolal onto a small line of land in front of you for 5 turns. Anyone standing on the rift will suffer 2 fire and 2 physical damage each turn, and be spellshocked for 3 turns. Tectonic Fissure
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 5.3
Range: melee/personal
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Deals 10% of your total life to cleanse your afflictions, removing up to 0 physical, mental or magical detrimental effects. Fiery Purge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 31.8
Range: 10
Cooldown: 10
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Summons a small raging volcano for 2 turns. Every turn, it will fire a molten boulder towards up to 1 of your foes, dealing 0.97 fire and 0.97 physical damage.
The damage will scale with your Spellpower. Raise Volcano
| 0/5 |
| Wild-curse / Tiger aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.5
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack your target for 100% weapon damage. If you hit, they bleed for half that damage over 5 turns and have their armour reduced by 0 for 2 turns. Rending Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Increases your global speed by 0% and hate regeneration by 0.0 per turn.
Each turn you must pass an Equilibrium fail check, or the fury will end. Rabid Fury
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 21.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out in all directions for 200% weapon damage. If you hit a bleeding creature they are crippled for 3 turns by this attack, reducing their physical, mind and spell speeds by 3%. Claw Frenzy
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a tiger.
This increases your physical power by 3 and your stealth power by 3, but lowers your spell save by 10.
It also lowers the cooldowns of the Rending Strike, Rabid Fury and Claw Frenzy talents by 0. Tiger Shape
| 0/5 |
| Celestial / Luxam | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Swift Spell (100% of a turn)
Is: a spell and a summon power
Description: Summon a Shivgoroth for 5 turns to freeze your foes. These Ice Elementals lock down enemies in an area with freezing vapour.
Its attacks improve with talent level.
It will get 15 Magic, 15 Cunning and 15 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Magic and Cunning will increase with your Spellpower.
Blighted Summoning: Corrosive Vapour (Warning: shivgoroth is willing to melt allies who are in the line of fire)
Summon: Shivgoroth
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.8
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Freezes the ground in a cone of radius 1. Any enemies caught in the area will immediately suffer 2.61 cold damage and be pinned while the ice lasts (for 1 turns). When moving over the ice, you skate at 0% increased movement speed.
The damage will increase with your Spellpower. Glacial Path
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invoke a sphere of frost that deals 4.89 cold damage in a radius of 1. Every enemy hit will be chilled to the bone, reducing their global speed by 0% for 2 turns and making them wet.
The damage done will increase with your Spellpower. Chill
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Encases an ally in a protective layer of ice, shielding them from 17 damage in the next 10 turns and protecting them from being stunned for as long as the shield holds.
The total damage the ice can absorb will increase with your spellpower. Icy Block
| 0/5 |
| Celestial / Ponx | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 10.8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Swift Spell (100% of a turn)
Is: a spell
Description: Summon a Gwelgoroth for 5 turns to electrocute your foes. These Air Elementals are powerful ranged attackers who use bright lightning bolts.
Its attacks improve with your level and talent level
It will get 15 Magic, 15 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Magic and Cunning will increase with your Spellpower.
Blighted Summoning: Flame of Urh'rok
Summon: Gwelgoroth
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 8.7
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 1.79 to 5.36 damage and forking to another target. Allies are instead healed for this amount.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice.
The damage will increase with your Spellpower. Voltaic Chain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 10
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with the whirling winds of Ponx, slowing incoming projectiles by 0%.
In addition, you can send the winds out to instantly redirect a projectile to a new target. Evasive Gust
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You immerse yourself in a fragment of the Great Storm, creating a maelstrom with a radius of 6 that follows you as long as this spell is active.
Each turn, a random bright-lightning bolt will hit up to 0 targets, healing alies and damaging foes for 1.94 damage.
This powerful spell will drain 1.00 negative energy with each hit. Voltaic Storm
| 0/5 |
| Spell / Vitriol | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a blast of acid, creating a beam doing 8.4 Acid damage with a chance to disarm.
The damage increases with your Spellpower. Torrent of Vitriol
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Acid strips strength from your foes, and weakness from yourself.
Each time you deal acid damage above -17% of your target’s maximum life, you increase the duration of one detrimental effect upon them by 0. Catalyze
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Causes an eruption of acid from the ground in a single spot, dealing 8.5 acid damage to the target.
Corrosive vapours will linger in a radius 2 around it, dealing 1.9 acid damage each turn for 3 turns.
The damage dealt will increase with your Spellpower. This spell will not harm the caster. Burning Geyser
| 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 (100% of a turn)
Is: a spell
Description: You have mastered the power of acid and its uses, increasing all your acid damage by 0% and ignoring 3% acid resistance of your targets.
In addition, dealing at least -17% of a target's health with acid damage will cause the Catalysed debuff, reducing their resistances by 2% for three turns. This stacks up to five times. Ultimate Catalyst
| 0/5 |
| Spell / Acid | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: 10
Cooldown: 3
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You launch a ball of volatile acid. If it strikes a target, it deals 4.72 acid damage to them and then 2.36 acid damage in a radius of 0.
It will not harm you.
The damage will increase with your Spellpower. Acid Splash
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You strike in such a way that your foes are left reeling with pain.
Each time you deal damage above -10% of your target’s maximum life, you afflict them with the Weakened debuff, reducing their damage dealt by -7% for three turns. Searing Pain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You release several waves of acid, melting hordes of lesser foes. Each is a cone with radius 1, and deals 3.73 acid damage.
You conjure two cones, or three at talent level 5 or above.
The damage will increase with your Spellpower. Dissolution Cascade
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Acid strips strength from your foes, and weakness from yourself.
Each time you deal acid damage above -17% of your target’s maximum life, you reduce the duration of one detrimental effect upon you by 0. Dissolve Weakness
| 0/5 |
| Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Irradiate | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Positive energy cost: 12.7
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a wave of vicious light in a radius of 1, dealing foes 3.73 light damage.
Targets affected with Luminescence are afflicted with a volatile sickness, removing Luminescence.
Each turn for four turns, this will fire a line to another nearby foe, dealing 0.63 blight damage to all foes in a line.
If no foes are found, the target will take 50% more blight damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of light and blight.
The damage done will increase with your Spellpower. Irradiate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 10
Positive energy cost: 8.5
Range: 10
Cooldown: 13
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of bright light, dealing 9.41 light damage, and tainting the ground it passes over.
Corrupted vapor will linger for four turns, dealing 2.35 blight damage per turn to anyone standing in it.
The damage will increase with your Spellpower. Radiant Worship
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Positive energy cost: 15.9
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a devastating pulse of tainted light in a radius 3 ball within 6.
Creatures within suffer 1.95 light and 1.95 blight damage. Multiple targets cause a more powerful reaction, increasing the damage by 20% per target after the first.
The damage will increase with your Spellpower. Nuclear Fusion
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 20
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Purge weakness from your body and those around you, increasing all your blight damage by 0% and ignoring 3% blight resistance of your targets.
Your life regen is also increased by 1, based on Constitution. Purge Weakness
| 0/5 |
| Celestial / Volatility | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Whenever you cast a non-instant spell, you gain a stack of Solar Flares, up to 2 stacks. Each such stack provides 3% spell critical chance.
You can activate this talent to make your powers unstable. If you do, each non-instant spell instead provides either 1 stack, 2 stacks, 3 stacks, or reduces your stacks by 1 or 2.
If your stacks would go below zero, the feedback deals you 2 damage, half as Blight and half as Light.
The damage is 2, 2% of your maximum life based on talent level, but is reduced to 105% of its value based on your Constitution to 2 damage. Solar Flares
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10.6
Range: 8
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up light into a beam of unpredictable taint, dealing from 1.71 light and 1.71 blight to 5.13 light and 5.13 blight damage.
The damage will increase with your Spellpower, and the variance will decrease as your Constitution rises. (No variance at Con 100) Sudden Purge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: An aura of pulsing energy weakens strikes against you... most of the time.
Whenever you would take damage, the damage is either reduced by 0% or increased by 0%.
The second value begins as half of the first, but is reduced by your Constitution. Pulsing Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Casting critical hits against your foes grants a 3 bonus to your spellpower, up to four stacks.
On reaching five or more stacks, you explode, dealing 1.91 light and 1.91 blight damage to all foes within 2.
The damage scales with spellpower, and the range with Constitution. You get the benefit of spellpower from excess stacks for the explosion. Chain Reaction
| 0/5 |
| Spell / Healing Waters | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down cleansing waters on the target, removing 0 detrimental physical effects, and blocking another 0 others over the next 5 turns. This effect can crit. At raw talent level 3, you can also affect mental effects. At raw talent level 5, you can also affect magical effects. At raw talent level 3, this talent takes no time to use.
If the target has no detrimental conditions, you gain 1 flow. If the target is already blocking status, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Cleansing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down pure waters on the target, healing it 12 life, and regenerating another 2 per turn for the next five turns. A crit will boost the heal value and the regeneration duration. At raw talent level 3, this talent takes no time to use.
If the target is at maximum life, you gain 1 flow. If the target is already regenerating, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Pure Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You move instantly up to 5 squares, flowing around anyone in your way. Your flowing movement gives you momentum; for the next 2 turns, you can move up to 1 times per turn without spending time, though each free movement also lowers the duration by 1. Free moves are discounted based on your movement speed and the number of them can crit.
If this talent is triggered by Eldritch Combat, then rather than instantly moving you gain 1 flow. If you are already moving freely, you gain that many drinks.
This talent can be triggered by Eldritch Combat. Flowing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Mana cost: 67.2
Range: 5
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down invigorating waters on the target, instantly cooling down 1 talents of level 1 or lower, and causing such talents to cool down twice as fast for the next 5 turns.
If none of the target's talents are on cooldown, you gain 1 flow. If the target is already cooling talents down rapidly, you gain that many drinks.
This spell can be triggered by Eldritch Combat, but as it has a fixed cooldown, its cooldown won't be reduced. Rising Waters
| 0/5 |
| Wild-gift / Ancient Blade | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You empower your Stoneforged Weapon with ancient energies, causing its damage to ignore -25.2% of opposing shields as well as healing you for 0.3% of the damage dealt.
While this ability is sustained, your Stoneforged Weapon attacks generate 3 equilibrium per attack. If a subsequent equilibrium check fails, this talent deactivates. Deeprock Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your Stoneforged Weapon is imbued with natural energies, causing it to deal 3 nature damage on each attack.
While this talent is sustained, the nature damage splashes in a range 0 cone behind the target for 250% damage, but generates 3 equilibrium per attack. If a subsequent equilibrium check fails, this talent deactivates. Note: the splash loses the accuracy effect of the weapon (that is why it deals extra damage) Living Weapon
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Fixed Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You draw deeply on Eyals strength, saturating your blade with it. You instantly activate Deeprock Weapon and Living Weapon, ignoring cooldowns and failure chance, and for 0 turns, they can't deactivate due to failed equilibrium checks.
However, such strength has a price. When this effect ends, the built-up equilibrium will cause a backlash, damaging everything in the immediate vicinity (radius 2) for 5 nature damage per point of equilibrium that you have. Including yourself, of course. Empower the Stoneforge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Infuse your Stoneforged Weapon with natural power, allowing you to ignore -1% nature resistance. This process alters your weapon, causing the moss that is now growing on it to enhance your attacks, randomly causing either slows with a chance of pinning, life leech, talent failure chance or confusion (same chance for each). Heartbeat of Eyal
| 0/5 |
| Celestial / Gale | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 7
Description: Your movement builds up momentum. Moving while you can see a foe grants you 2 negative energy.
Learning this talent teaches you the Laughing Gust talent, a cone of physical damage that costs 90% of your negative energy, and deals 8.74 physical damage to targets in a range of 1.
This damage increases with spellpower, and both it and the negative energy gain increase with Dynamo talent level. Dynamo
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 21.2
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You can briefly turn yourself into a beam of scything wind. You move to the target location and inflict 7.06 physical damage to everything in your path, also causing them to bleed for another 3.53 damage over the next five turns.
The damage will scale with your Spellpower. Death-Dealing Journey
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 31.8
Range: 8
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create a deadly hurricane for 2 turns. Each turn, the hurricane will pull in targets within a radius of 1, and inflict 1.76 physical damage.
The damage will scale with your Spellpower. Hurricane's Opened Eye
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You are surrounded by a cruel wind. If there is a foe nearby, it will strike creatures within 2 for 1.69 physical damage at the beginning of your turn.
It also grants 0% global speed.
The damage will increase with your Spellpower. Scarlet Wind
| 0/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Riptide | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.5
Mana cost: 16.8
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of eroding water. Each target receives 3 Nature damage and 3 Cold damage. Targets of equal or higher rank than you only take half damage; however, the other half is compared to their maximum life, and that percentage is deducted from all of the target's resists for 2 turns. Repeated eroding water attacks reset the duration if currently lower. A crit increases both damage and duration, and also any special effects applied due to talents. Water attacks leave the targets wet. Affecting targets of lower rank than you still counts as applying an Erosion effect, but the benefits of doing so are halved when applied to Normals and quartered when applied to Critters.
At raw talent level three, you heal 1 life each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Mana cost: 22.4
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a cone of eroding water with a radius of 3. The effect has a duration of 2 and deals 4 Nature and 4 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you drain 2% of most of the target's resources each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.7
Mana cost: 28
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of eroding water with a radius of 2. The effect has a duration of 2 and deals 4 Nature and 4 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you recover 0 mana and 0 stamina each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Mana cost: 33.6
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of eroding water with a radius of 1. The effect has a duration of 2 and deals 4 Nature and 4 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you lower the duration of the detrimental effects on you by a combined total of -1, divided randomly among your current effects, each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Blast
| 0/5 |
| Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Blizzard | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 26.5
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a cone of freezing winds with radius 1. Any targets caught in the area will be slowed by 40%, and will also suffer 3.02 cold and 3.02 physical damage.
The damage will increase with your Spellpower. Wet targets take 30% bonus damage. Arctic Gale
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A furious blizzard rages around the caster, driving shards of ice in a radius of 3 each turn for 6 turns. Foes in this area suffer 0.83 cold damage and 0.83 physical damage each turn.
Foes are also knocked two spaces in a random direction.
The damage and duration will increase with your Spellpower. Driving Blizzard
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15.9
Range: 7
Cooldown: 12
Travel Speed: 800% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You conjure up a mass of ice and stone and drop it on the foe, doing 7.20 physical and 2.40 cold damage in a radius of 0. It then leaves the area ice cold, dealing 1.92 cold damage each turn for four turns.
This area functions like Glacial Vapour, and deals increased damage to and has a chance to freeze wet targets.
The damage will increase with your Spellpower. Avalanche
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your frost chills the heart and bruises the body. You increase all your physical and cold damage by 0%, and ignore 3% of the physical and cold resistance of your targets.
In addition, whenever you deal -10% of a target's health with cold or physical damage, you reduce their speed or damage by 20%, respectively, for one turn. Chill to the Bone
| 0/5 |
| Spell / Unlight | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 25
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with an aura of Dark power, extinguishing light within your presence.
While Aura of Unlight is active, your light radius is reduced to 0 and you will unlight -2 random tiles within a radius of 2 each turn.
You will generate one Shadow Charge for each tile unlit, up to 1 per turn. You can store up to a maximum of 10 Charges.
Shadow Charges persist until expended, even if Aura of Unlight is deactivated.
Darkness gives you sustenance, and if all tiles within your Aura are already unlit you will restore 0.0 Life and Stamina per turn.
Additionally, you will manipulate Darkness to become Unseen, granting you Invisibility (power: 1 , damage penalty: 77% ) when standing on an unlit tile.
If your current tile is lit and there is an unlit tile within your Aura, your tile will be unlit, and the other tile will be lit. This will occur before determining if Unseen will activate.
Becoming Unseen requires and consumes 4 Shadow Charges. Remaining Unseen will not consume further charges, but is very taxing and will increase your fatigue by 13.0 .
You may not become Unseen while burdened with Heavy or Massive armor. Invisibility power scales with Cunning and the damage penalty is reduced with talent level. You may only remain Unseen while Aura of Unlight is active. Aura of Unlight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You release stored shadow energy to send a pulse of pure Darkness through your Aura of Unlight, causing all foes within to take 27 Darkness damage.
Damage from this spell will ignore -146% of the penalty from being Unseen.
The pulse will Spook all those hit, reducing their Darkness resistance by 7% and attempting to daze them for -3 turns.
This spells requires and consumes 5 Shadow Charges.
Damage will increase with your Spellpower. Shadow Pulse
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The Darker, the better.
Your control of Darkness in near absolute. While Unseen and on an unlit tile, you can manipulate Darkness to absorb incoming damage, granting you a 0.7% chance to completely negate it.
Chance to negate damage is multiplied by your number of Shadow Charges, if any. Current chance: 0.7% .
At talet level 3 and above, any enemy standing on a tile when it is unlit by your Aura will become afflicted with a Bane of Confusinon, causing them to act randomly (50% chance) and suffer 1.1 Darkness damage each turn, for 6 turns.
Damage will increase with your Spellpower. Total Dark
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 70.2
Range: melee/personal
Cooldown: 58
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You are one with the Darkness and can slip effortlessly from shadow to shadow.
You may consume 4 Shadow Charges (or 3 at talent level 3 and above) to teleport instantly to an unlit tile within your Aura of Unlight.
This talent will not go on cooldown if you still have enough Shadow Charges to cast it, or until the next turn begins. Shadow Slip
| 0/5 |
| Celestial / Drought | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 7
Description: You strike only at the right moment. Until then you wait. Waiting a turn while you can see a foe grants you 8 negative energy.
Learning this talent teaches you the Thirst talent, a single target spell that costs 90% of your negative energy, and deals 14.88 fire damage to the target over three turns, with a range of 2.
This damage increases with spellpower, and both it and the negative energy gain increase with Patience talent level. Patience
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 31.8
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a cone of heat with radius 1. Any targets caught in the area will have their global speed reduced by 15% for three turns, and will suffer 6.03 fire damage instantly.
The damage will increase with your Spellpower. Exhaustion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 21.2
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of flame, dealing 14.40 fire damage to all.
The damage will increase with your Spellpower.
Additionally, waiting a turn now grants you a stack of Good Things Come, which grants you 1% damage and resist for two turns, and stacks up to 0 times. To Those Who Wait
| 0/5 |
| Celestial / Glimmer | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 5.3
Range: 10
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a beam of icy darkness, doing 7.39 darkness damage and potentially freezing targets.
The damage will increase with your Spellpower. Nightfrost
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You can enhance your magical and physical combat skills by alternating them. Melee attacks grant bonus spellpower, and spells grant physical power. These bonuses last for one round and can only be triggered once per round.
Mental attacks also benefit from these bonuses, but can never trigger them. The spell/physical power bonus is theoretically 6 (but likely far lower after scaling), and increases with your Cunning and talent level.
At talent level five, the bonuses last for two rounds. They will stack with each other, but not themselves. Moonlit Prowess
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15.9
Range: 10
Cooldown: 14
Travel Speed: 1000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release an effortless bolt of light. If it strikes a target, it deals 3.00 light damage to them and then 6.01 light damage in a radius of 1. Hitting with this spell refreshes your Lunar Rush cooldown.
The damage will increase with your Spellpower, and the cooldown goes down with talent level. Lunar Grace
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15.9
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of moonlight pulses from you, doing 10.00 light and 10.00 cold damage to all foes within radius 2.
The damage dealt will increase with your Spellpower. Moonfall
| 0/5 |
| Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Karma | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a summon power
Description: Call spirits of the dead to inhabit Sprites of lightning. This creates 3 Sprites which last for 5 turns before unsummoning.
They fire bolts of lightning and if killed, they will explode for 4.10 lightning damage against enemies or healing friendly spirits.
Their stats and explosion damage scale with your Spellpower.
Critical spells increase the number of Sprites summoned instead of their strength.
This scales with your crit power strength. Current bonus gives +1.
Blighted Summoning grants Shock. Sprites
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 26.9
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Protect yourself with a Karmic Shield that absorbs all damage for 0 turns.
When it expires, it will release the absorbed damage as a radius 1 explosion doing 4% of the damage absorbed as lightning. Karmic Shield
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Rainfall | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cause it to rain furiously in a radius 2 ball within 6, dealing 4.33 cold damage and having a 25% chance to cause wet.
The damage will increase with your Spellpower. Downpour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invokes the clouds to rain within radius 1, drenching your foes for 1 turns to reduce resistances to celestial energies by 10%.
This also applies the Wet status effect. Casting this spell is instant. Drench
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a cascade of water, dealing 6.03 cold damage in a radius of 2. Any creatures caught inside will be knocked back and have a 50% chance to be made wet.
The damage will increase with your Spellpower. Floodgate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 31.8
Range: 7
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up an immense torrent of rain, doing 5.74 cold damage in a radius of 0 and having a 25% chance to cause wet.
The damage will increase with your Spellpower.
This spell generates 15 negative energy. Open The Heavens
| 0/5 |
| Celestial / Dawn's Aura | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 3.2
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Strike with overwhelming force, dealing 120% temporal weapon.
This talent also allows you to wield the Aura of the Dawn stance, which grants physical and spellpower. While you use the Aura of the Dawn, if Dawn's Fury isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Dawn's Fury
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 5.3
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Strike with such ancient glory that your foe is frozen, struck dumb by your glory. You deal 100% temporal weapon damage, and the target has a 75% chance each to be silenced or pinned for -1 turns. Radiant Awe
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You shine in the opening stages of a battle. When you first sight an enemy, you gain 10% movement speed and a -4% all damage bonus for 3 rounds, decaying in the final three rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy. Morning Glory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Strike out with all your might, dealing 100% temporal weapon damage to a target within 0.
A critical hit with this talent deals 2% bonus critical damage, based on your spellpower. First Light
| 0/5 |
| Wild-gift / Serpent | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your attacks are fuelled more by will than muscle. Your arrows use Willpower instead of strength for their damage.
You can use your connection with nature to fuel your fury and improve your calm.
Your basic shots reduce your equilibrium and recover your stamina by 3, and all your ranged attacks deal 1.1 nature damage based on mindpower.
The tranquility of basic shots also allows you to reload, with a chance and rate based on talent level. (One reload guaranteed at level two, a maximum of three reloads at level four.) Nature's Fangs
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: A sudden shot that causes the enemy to bleed without noticing, doing 40% damage as a bleed over five turns.
This shot takes no time to use and has a 15% chance to mark the target, and is affected by First Blood.
Knowing this talent increases your attack and mind speed by 0.00. Sudden Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your foes think you an easy target, but striking a viper only lets you sink your fangs deeper.
When a foe strikes you with a melee attack, you retaliate for 0% damage This can only occur up to 0 time(s) per turn. Fanged Rebuke
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Endings | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 9
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You make a vicious attack that echoes through the world, dealing 56% weapon damage as Darkness in a cone of 1.
Your attack also tears the fabric of space, and you teleport randomly in the cone's area. Echoing Cull
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: The only strike that matters is the last.
Attack the target for 120% weapon damage as darkness. If the target is below 25% of their maximum health, you instead deal 144% weapon damage.
If the attack brings them below 25% health (or if it didn't, but an empowered attack would have), the difference is dealt to them directly. Omega Hand
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: You warp 1 tiles to the target location, reappearing with a warped strike that hits all adjacent foes for 6% weapon damage as darkness. An Aeon Ends
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 25
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Every story has an ending.
You lash out with phenomenal speed and power, dealing 81% weapon damage as darkness in a radius of two.
Against targets afflicted with End's Beginning (caused by dealing high damage while knowing a Beginnings talent), you instead deal 122% weapon damage and consume that debuff.
You also afflict the enemy with Beginning's End for three rounds. This interacts with a Beginnings talent.
It also comes with an additional debuff that reduces their global speed by 1%.
This talent cannot be used when not in the Aura of the Dusk stance. Comes The Dusk
| 0/5 |
| Technique / Assassination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight's Aura | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 5.3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: An aura of timeless shadow surrounds you, harming those that attack you in melee for 0.61 darkness and 0.61 temporal damage. The effect lasts for 2 turns.
This talent also allows you to wield the Aura of the Twilight stance, which grants a huge damage penalty and a huge regen bonus. While you use the Aura of the Twilight, this talent also provides -7% all resist.
Effect power scales with spellpower. Eternal Twilight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Everything ends, good and bad. You try not to dwell on the bad, and it slides from you like water from a duck.
When activated, this ability reduces the duration of all active detrimental effects by 15% of your appropriate save value plus your talent level.
Physical effect durations reduced by 1 turns
Magical effect durations reduced by 1 turns
Mental effect durations reduced by 1 turns All Good Things
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are aware of everything that goes on around you, allowing you to see that which hides, and use your foes' mistakes against them.
You increase existing infravision, and heightened senses range by 1.
In addition, you attempt to knockback any foe that misses you in melee, knocking them two spaces away. Still Winds
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are strongest in the first moments of the dawn and the dusk.
When you leave the Aura of the Twilight, you gain a damage shield with a value of 13, lasting for 5 turns.
If you enter the Aura of the Dawn in this way, you also receive a 2% all-damage bonus. If you enter the Aura of the Dusk in this way, you also receive a 1 defense bonus.
The shield and defense bonus scale with spellpower. Twilight Fades
| 0/5 |
| Celestial / Dusk's Aura | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 3.2
Range: melee/personal
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Dash through 0 tiles, dealing 60% weapon damage as darkness to anyone adjacent or within to your path.
This talent also allows you to wield the Aura of the Dusk stance, which grants bonuses to movement and attack speeds. While you use the Aura of the Dusk, this talent's cooldown is reduced by six. Sweeping Dusk
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: While sustained, you detect foes in a radius of 2, based on Magic and talent level. Hunting Black Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You shine when you see the end approaching. When knocked below 50% of your maximum health, you gain -8% global speed and a -8% all resist bonus for 3 rounds, rising up to that value on the third and subsequent rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy. Evening Glory
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 3
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Is: a spell
Description: Dash forwards with vicious speed, with a range of 3. If you reach a target, you perform a vicious melee attack for 80% weapon damage as darkness, and can blind the target for 3 turns.
You must move from at least 2 tiles away. Fall of Night
| 0/5 |
| Celestial / Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Vengeance | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Unleash a vicious corruption inside the enemy, tainting them for 1 blight damage each turn for 3 turns and reducing their resistance to blight and mind damage by 15%.
The damage increases with Mindpower. At raw talent level 5, the resistance reduction becomes 20%. Veinblight
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: A sensation of dark promise hangs over you, increasing your armor by 0 and allowing you to harm those who hit you in melee for 1 blight damage. The effect lasts for 2 turns.
Effect power scales with Mindpower. Promise
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Strike the target down, dealing 3 blight damage increased by your mindpower and missing health. If the target is slain, their death cry deals 2 mind damage in a radius of 2. Justice
| 0/5 |
| Spell / Advanced martial enchantments | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Socket a gem into an enchanted weapon, adding extra damage based on the colour and tier of the gem.
The weapon also gets a secondary effect which is specific to each gem type and +5% damage mod from magic per gem tier.
You can only work with gems of the same teir or less than your raw talent level in this talent. Enchanted Pommel Gem
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Adds special wards to your heavy armour enchantments, which add 0 physical save and an extra bonus depending on the item type they are used on.
Body Armour: Reduces all damage by 0.
Head: Grants 0% stun resistance.
Gauntlets: Grants 0% disarm resistance.
Boots: Grants 0% knockback resistance.
Shield: +0 projectile defense. Enchanted Bindings
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus magic into your weapon's gem or rune, then attack an enemy for 100% weapon damage.
The gem/rune will then flare creating a burst of damage doing 7% of your weapon damage converted to the gem/runes element.
Different elements produce different shapes.
Physical, Fire, Nature and Light explode in a radius of 2.
Cold, Acid, Blight and Temporal produce a range 4 cone.
Lightning, Arcane, Darkness and Mind hit up to 6 targets in a radius 6 chain.
Damage burst increases with Spellpower. Rune Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus your magic into improving your martial skill.
Increasing your accuracy by 1, physical power by 1 and weapon critical chance by 0.
These effects scale with your Spellpower. Battlesurge
| 0/5 |
| Cursed / Nightmare Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.6
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Teleport to your nightmare, while your nightmare teleports to your location. Your foes will be confused, and those that were attacking you will have a 25% chance to target your nightmare instead. Nightmare Portal
| 0/5 |
| Celestial / Circles | 1.00 |
- Circle of Shifting Shadows
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Dark thoughts | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: With this talent active, killing an actor will cause it to "explode" in a mess of dark energy. This explosion will deal 4.3 darkness damage in a radius of 1. Also, the potency of your darkness will be increased while this talent is active, giving you 0% darkness resistance penetration.
This effect does have a cooldown. (14)
The damage will scale with both your mindpower and spellpower. Chaos
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Elemental fusion | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: 10
Cooldown: 6
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjure a molten boulder and roll it in the direction you choose, and enemies that don't get out of the way will take 3.24 fire damage, 3.24 physical damage and be knocked back.
Burning Wake will leave a trail of flames behind the boulder.
The damage will increase with your Spellpower. Molten Boulder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 7
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Create an eruption of steam in a radius 1 at the target location, doing 3.24 fire damage and 3.24 cold damage.
The steam will also linger for 4 turns doing another 1 damage per turn in a radius of 0.
Creatures hit will be Wet for 3 turns.
The damage will increase with your Spellpower. Scalding Geyser
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of plasma, doing 2.87 lightning damage and 2.87 fire damage.
The beam also explodes in a radius of 0 at the target doing the same damage again.
Tempest will add a daze chance to this spell.
Burning Wave will leave a trail of flames on the ground.
The damage will increase with your Spellpower. Plasma Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 10
Cooldown: 3
Travel Speed: 1500% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You launch a ball of volatile brimstone.
It will pass through targets, dealing 2.25 fire and 2.25 acid damage to any target struck, and splashing an additional 0.75 fire and 0.75 acid damage in a radius of 0.
This talent will leave a Burning Wake.
The damage will increase with your Spellpower. Brimstone
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures an avalanche of snow, dealing 3.24 physical damage and 3.24 cold damage in a radius of 1. Any creatures caught inside will be be frozen to the ground for 4 turns.
The damage will increase with your Spellpower. Avalanche
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 35.8
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Thunder emanates from you in a circular wave with radius 1, doing 4.78 lightning damage, 4.78 physical damage and possibly stunning anyone affected (25% chance).
The damage will increase with your Spellpower. Thunderclap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Fire a powerful beam of utter dissolution and stone-shattering force, digging out any walls in its path up to 1.
The beam also affect any creatures in its path, dealing 4.42 physical and 4.42 acid damage to all, as well as causing those affected to make a physical save or lose 1.4% of their current health. (0.9% if the target is Elite or Rare, 0.7% if the target is a Unique or Boss, and 0.5% if they are an Elite Boss.). This life drain is irresistable.
Some creatures will be instantly slain. This has a 10% chance of happening, halved for rare foes. (Bosses and some other creatures are immune.)
The damage will increase with your Spellpower. Witherbore
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a forking beam of liquid lightning doing 3.24 cold damage, 3.24 lightning damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
Creatures hit will be Wet for 5 turns.
The damage will increase with your Spellpower. Liquid Lightning
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 15.7
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Condenses acid on a target, freezing it for 0 turns and damaging it for 3.04 cold and 3.04 acid damage, half immediately and the rest over the duration.
While the damage continues, you pierce through iceblocks.
The damage will increase with your Spellpower. Burning Prison
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures a furious, green lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, an acid splash will hit up to 0 of your foes for 1 to 1.94 acid and 1.94 lightning damage, and half that in a radius of 2.
This powerful spell will drain 0.00 mana with each hit. Tempest provides a chance to daze.
The damage will increase with your Spellpower. Acid Rain
| 0/5 |
| Spell / Disenchantment | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You can undo item enchantments.
From raw talent level 1, you can undo any of your enchantments, but this will destroy any gems or runes used.
From raw talent level 2, you recover a gem/rune from an enchanted item, but this destroys the item.
From raw talent level 3, you can temporarily disrupt an enemy's items, reducing their damage by 0% for 2 turns.
From raw talent level 4, you can strip all affixes from an item. (doesn't work)
From raw talent level 5, you can remove any of your enchantments and recover any gems/runes used, at the same time.
(You cannot claim for any damages to your items, body or sanity due to misfires of this spell.) Disenchant Item
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Body | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain psi cost: 0.3
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Your mind is an impervious fortress, and your telekinesis reinforces your grip. While sustained, you increase your Mind Resistance by 2%, your Confusion, Sleep, and Disarm Resistance by 1%, and your Mind Resistance Cap by 0%. However, channeling your inner magic through your mind in this way leaves you somewhat vulnerable to overloads of arcane energy, lowering your Arcane resistance and cap by 0%. Resistances scale with Magic.
The sustain cost of this talent increases with Magic and talent levels. Fortress of Will
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain psi cost: 0.3
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You are able to apply the principles of mind over matter to your own body, using mental exertion to overcome physical frailty. Every turn that you begin with a different amount of psi than you had last turn, you take difference as a percentage of your maximum, multiply it by 54%, and heal that percentage of the difference between your current and maximum life (this has a maximum of 15, although in practice it is unlikely to ever reach the maximum for PCs). So essentially, each five psi you spend or recover heals 3% of your missing life. Each time you heal due to spending (not recovering) psi, you also reduce the current duration of all physical detrimental effects by 1.
At raw talent level 3, you begin applying principles of mind over magic. This recovery also applies to your mana, if you have any, and the duration reduction applies to magical effects.
At raw talent level 5, the power of your mind is such that it reigns triumphant even over your own mental limits. Any turn that you begin with less psi than you had last turn, you recover 1% of the difference. In addition, the duration reduction now also applies to mental effects.
Of course, these principles also lend themselves nicely to achieving mental supremacies over your foes. Your Mindpower is increased by 1.
The sustain cost of this talent increases with Magic and talent levels. Biokinesis
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain psi cost: 0.3
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You have expanded the reach of your mind. A constant zone of telepathic scanning and tactile telekinesis offers you a superior sense of your surroundings, automatically detecting characters and terrain within a radius of 1 while this talent is sustained and increasing ability to see stealthed and invisible creatures by 1.
In addition, you can now wield your weapons psychically rather than physically - you can both wield them telekinetically to strike your foes, or project them as telepathic illusions that attack your opponent's mind directly. While this talent is sustained, in any turn that you do not otherwise attack, you psychically attack a random target in this talent's radius with your wielded weapons, dealing 8% damage as your current psychic damage type. Your weapon attacks from behind, forcing the target one tile towards you.
See Stealth and See Invisibility. The sustain cost of this talent increases with Magic and talent levels. Mental Reach
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain psi cost: 0.3
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Your combination of physical and psychic attacks leaves your foes disoriented and unable to defend. Any time you deal telekinetic damage to an opponent, that opponent takes a -2 penalty on its mind save and -2% on its Stun, Disarm, and Pin immunities for 1 turns. Any time you deal telepathic damage to an opponent, that opponent takes equal penalties on its physical save and its Confusion, Silence, and Sleep immunities. Repeat hits reset the duration. The opponent resists this effect with its Spell save.
In addition, whenever you take a hit for more than 24% of your max life, you channel your pain outward in a burst of psychic energy to a radius of 1, lashing out with pain-fueled telekinesis or inflicting your own pain upon your foes. Either way, this potentially stuns all enemies in the area for 1 turns. However, since this is a pain-based effect, the pain-lessening effect of a wild infusion prevents it. If a given target is already stunned, you are able to breach its mental defenses to absorb its psychic energy, recovering up to 1 turns worth of psi and stamina; lower-rank targets refund less. If you are currently under the effects of Eldritch Surge, you recover one-fourth as much psi (but this is counting the boost from Eldritch Surge), but never less psi than you recover stamina.
Penalties and life percentage scale with Magic. The sustain cost of this talent increases with Magic and talent levels. Psychic Combat
| 0/5 |
| Psionic / Kinetic mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane enchantments | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a light armour enhancing enchantment on an item of your choice.
This increases the defense of the item by +0, the spell save by +0 and reduces the physical stat requirements by 0.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Enchant Garments
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 89.6
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbue a piece of jewelry with a gem (up to tier 0), granting it additional powers.
You can only imbue items once, and it is permanent. Enchant Jewelry
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 89.6
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Carve extra runes onto a staff to increase its spellpower by 0.
You can also enscribe it with a rune from your inventory, using it as an extra inscription slot.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original effect.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
These values scale with your Spellpower. Runestaff
| 0/5 |
| Cursed / Punishments | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Poison alchemy | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with explosive poison that lowers healing.
In addition all nature damage you do is increased by 0%. Poison Infusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Poison Infusion is active, your bombs coat your golem in poison for 2 turns when they hit it.
While coated, any attack made by your golem has a 20% chance to trigger a beam of poison towards the target, that does 0.0 nature damage over 6 turns. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Poison Coat
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: 7
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hurl a flask of knockout gas, which explodes on impact releasing the gas in a radius of 3.
Any creatures affected by the gas will be put to sleep (1 power) for 3 turns.
Alchemist Protection reduction works as a chance to avoid hitting yourself with this.
Sleep power scales with your Spellpower. Chloroform Bomb
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Carefully administered potions and magic allow you to transform your body into a much stronger form.
This increases your physical power and physical saves by 1, your maximum life by 26, your life regeneration by 0 per turn.
Each hit (spell or weapon) you make also has a 20% chance of firing a beam of poison at the target, doing 5.1 nature damage over 6 turns. Mutation
| 0/5 |
| Spell / Chaotic hedgemagic | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Randomly teleports all targets within a radius of 2 around you, including yourself. Everyone will be teleported between 2 and 4 tiles from their current location.
You will go out of phase (2) for 1 turns.
Requires your Spellpower to beat the target's Spell Save. Scatter
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ordered hedgemagic | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to cast lesser runes. You will learn new runes as follows:
Level 1: Lesser Magic Missile
Level 2: Lesser Lightning
Level 3: Lesser Heat Beam
Level 4: Lesser Acid Wave
Level 5: Lesser Biting Gale
These lesser runes work like runes for the purposes of Runic Saturation, Quicken Inscriptions, Inscription Mastery, but do not take up an inscription slot.
They still take a turn to cast and cost mana, and they scale with your Spellpower. Lesser Runes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: With perfect control, you teleport to another location up to 0 tiles away. Additional talent points increase the range. Perfect Step
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cover yourself in bright arcane fire. The flames will not hurt you, but will hurt anyone who hits you in melee for 1 fire and 1 arcane damage.
The brightness of the flames also increases your light radius by 1 and increases you defense against ranged attacks by 0.
Also increases you fire and arcane resistances by 1%.
These effects scale with your Spellpower. Arcane Fire Shield
| 0/5 |
| Chronomancy / Twisted fate | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invert fate for 10 turns, increasing your critical hit chances and your critical hit resistance by +1%, But decreasing your critical hit power by -1%.
The effects scale with your Spellpower. Fate Inversion
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Each time you hit with a weapon you gain 0 spellpower.
Next time you cast a spell, this extra spellpower will discharge.
Stored spellpower cannot exceed 100.
Spellpower gain scales with Paradox. Buildup
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Add extra temporal energy into your spells, giving them a 20% chance of stunning for 4 turns as well.
Chance to stun scales with Paradox. Time Shock
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20
Range: melee/personal
Cooldown: 32
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Defy all rules for 10 turns, increasing your temporal resistance by 1%, increasing your effective willpower for paradox checks by 1 and increasing your stamina regeneration by 0.1 per turn.
The effects scale with your Spellpower. No Rules
| 0/5 |
| Spell / Distort | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself in a temporal whirlpool with radius 2, doing 11.41 temporal damage and stunning affected creatures.
The damage will increase with your Spellpower. Time Warp
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Adds 9.05 temporal damage to Phase Door, Teleport, Congeal Time, Time Prison and Space Warp (when used on hostile targets). Time Lash
| 0/5 |
| 0/5 |
| Spell / Phoenix Fire | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Mana cost: 33.6
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of solar fire, dealing 6 damage to all targets in a line. Damage improves with your Spellpower. At talent level 3, targets will also be set on fire, burning for 1 damage per turn for 1 turns.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
Phoenix Fire talents can be used to lay down Wildfire.
This spell can be triggered by Eldritch Combat. Solar Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of solar fire, dealing 7 damage in a radius 3 cone. Damage improves with your Spellpower. At talent level 3, the solar flames stoke the spirit of yourself and any allies within, increasing current and maximum life by 7 for 1 turns (temporary life is lost first).
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Mana cost: 56
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of solar fire, dealing 8 damage to all in a radius of 2. Damage improves with your Spellpower. At talent level 3, you unleash cleansing fires that remove 1 detrimental effects from allies in the area.
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Mana cost: 67.2
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of solar fire, dealing 9 damage to all in a radius of 1. Damage improves with your Spellpower. At talent level 3, you combine healing light with your solar flames, damaging foes normally, but healing any allies in the area for 9 life.
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Blast
| 0/5 |
| Spell / Prismatic Blade | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: For a short time you are able to channel all types of elemental forces throw your weapons simultaneously.
Deactivates Elemental Shield and your blade enhancement talents and puts them on cooldown for 7 turns. If they already are on cooldown and the cooldown is greater than 6 the cooldown will be reduced to 6 turns.
For the next 6 turns your melee attacks will trigger the effects of Fire Blade, Ice Blade, and Lightning Blade simultaneously. Prismatic Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 16.8
Range: 4
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Overload two of your knives with magical energy before throwing them at a target doing -14% damage. This will cause an explosion that does two times 4 damage to everyone in a radius 1 ball an has additional effects depending on your active blade enhancement skills. If less than 2 are active, you instead use the damage type of the throwing knives.
Fire damage will spellshock and stun the targets for 3 turns, cold damage will freeze the targets for 3 turns, lightning damage will apply 2 stacks of charge to the targets, and arcane damage will spellshock the targets and overload them with arcane energy for 3 turns. Prismatic Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When activating or deactivating a blade enhancement talent, for the next 4 turns your throwing knives will reduce the enemies resistance of the corresponding type by 0% for 3 turns, stacking up to 4 times.
When using a blade enhancement talent, the surge of elemental forces has a chance of -9% to remove up to 1 detrimental effects from you. Fire Blade will remove physical effects, Ice Blade will remove mental effects, and Lightning Blade will remove magical effects. Artifice
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your knives spin wildly around you giving you some time to prepare a powerful attack. For the next 2 turns every adjacent enemy that attacks you will be hit by a free throwing knive attack for 60% damage consuming 1 stack of Knive Swirl. The total number of stacks is equal to 2 times the number of throwing knives left when using this talent.
When the effect expires while there are stacks of Wind Slicer left, and if you have at least 15 stamina, you attack every target within radius 1 for 60% weapon damage with your dual-weapons and also do a throwing knive attack for 60% damage if you have throwing knives left. This attack occurs on your next turn and is not instant. Wind Slicer
| 0/5 |
| Spell / High magic | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The Arcanist focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases mana regen by +0.0, arcane resistance by 0 and arcane resistance cap by 0. Mind Over Mana
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 112
Range: 10
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Unleash power similar to the original Spellblaze, but on a much smaller scale.
The primary explosion will release 0 extra uncontrolled explosions.
Each explosion will do 8.32 arcane damage and 8.32 fire damage.
The damage will increase with your Spellpower.
Spellcraft will not protect you from this spell. Spellblaze
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Treant aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Renders the target's weapon useless for 2 turns and covers them in a slippery moss that causes their talents to have a 4% chance of failing (can mind crit).
If you have Tangling Roots active, this will target all enemies in range of your roots instead.
This talent will not break stealth. Woodcutters Bane
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Living roots extend from your feet, each turn the roots will randomly target a creature in a radius of 4.
Affected creatures are pinned to the ground and take 0.71 physical damage for 4 turns.
Targets will be free from the roots if they are at least 8 grids away from you.
While tangling roots are active your movement speed is reduced by 50%.
Each turn a creature entangled by the roots will have a chance to break free.
The damage will increase with your Willpower. Tangling Roots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Relax and focus on harmony with nature, healing you for 36 and restoring 4 equilibrium.
Both effects will increase with your mindpower. Regrowth
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a treant.
This increases your nature resistance and armour hardiness by 3% but lowers your accuracy by 10.
It also lowers the cooldowns of the Woodcutter's Bane, Tangling Roots and Regrowth talents by 0. Treant Shape
| 0/5 |
| Technique / Archery - slings | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / War alchemy | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
Range: 10
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Turn part of your target into fire, burning the rest for 20.74 fire damage over 8 turns.
The damage will increase with your Spellpower. Heat
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a cone of frost with radius 1. Any enemies caught in the area will suffer 5.36 cold damage and may be slowed for up to 1 turns.
The cold crystalizes your thoughts, and those of your allies in the area of effect, removing up to 1 detrimental mental or fire effect.
The damage will increase with your Spellpower. Chill
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call down a burst of lightning with radius 1. Any enemies caught in the area will suffer 7.23 lightning damage and may be shocked for up to 1 turns, halving their stun and pin resistance.
The electricity stimulates you (and any of your allies in the area of effect), removing up to 1 detrimental pin or slow effect.
The damage will increase with your Spellpower. Thunderball
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 89.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invoke a terrible explosion all around you with a radius of 0, doing 16.2 physical damage to enemies, who may also be concussed for 1 turns. Affected creatures can still act, but all attempts to use talents will fail.
Friendly creatures in the area will instead be cleansed of 1 detrimental effect. Additionally, the explosion can trigger effects which target your golem as though it were an alchemical bomb.
The damage and apply chance will increase with your Spellpower. Detonation
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a heavy armour enhancing enchantment on an armour of your choice.
This makes the armour easier to use, reducing the physical stat requirements by 0 and the fatigue by 0.
At level 1, it allows you to wear enchanted heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear enchanted shields.
At level 3, it allows you to wear enchanted massive plate armour.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
This talent also acts an armour mastery talent.
You become better at using your enchanted armour to deflect blows and protect your vital areas.
Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses when wearing heavy mail or massive plate armour.)
All effects of this talent only apply to armour that has been enchanted and do not stack with another armour training talent.
These values scale with your Spellpower. Enchant Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Charge raw arcane power into your weapon and then attack an adjacent enemy, doing 107% weapon damage converted to arcane.
If this hits, the target will be thrown back.
This attack uses your spellpower in place of accuracy and applies all on weapon hit bonusses and effects at +7% strength.
Damage multiplier increases with Spellpower. Arcane Smite
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus magic into your weapons and attack your target with full force doing 100% weapon damage.
This attack gains 3% physical resistance penetration and applied effects will use your spellpower.
Each weapon style works slightly differently:
Two handed weapon users will Sunder Armour.
Dual weapon users will attack with both weapons and stuns if the mainhand hits.
Unarmed attacks will attack twice for 100% weapon damage each, gaining a combo point for each hit.
Shield users will attack with their weapon and their shield. If the shield attack hits, the target will be knocked back.
Bow users will pin their target to the ground.
Sling users will blind their target.
Damage and duration scale with talent level. Enchanted Assault
| 0/5 |
| Spell / Animus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Void | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 26.9
Range: 10
Cooldown: 8
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of void energy, doing 5.34 darkness and 5.34 temporal damage.
The damage will increase with your Spellpower. Disintegrate
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 100
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Existence ends where you begin. All you touch turns to less than dust.
You ignore 3% of your target's darkness and temporal resistances.
Everything in a radius 1 around you takes 0.50 darkness and 0.50 temporal damage every turn.
However it also drains your light radius and life regeneration by 1, and sometimes nearby walls just turn to dust.
Damage will scale with your Spellpower. Void Avatar
| 0/5 |
| Spell / Advanced Blade Arts | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Condense ambient water to create a protective shield that can be used to block attacks with 0 block value and grants you the Block talent at level 0. Increase block value by 1 and armor by 0 based on spellpower and increase the fatigue by 5.
If you block a melee attack while Ice Blade is active, the attacker is frozen for 0 turns.
The ice shield is fragile and it requires some effort to keep it from shattering. Every block consumes 6 mana. If you do not have enough mana the ice shield will shatter and the freezing effect will not occur.
The ice shield will not interfere with your attacks as you can shrink the shield in size while attacking and enlarge it while blocking.
The block bonus will improve with your Spellpower. Ice Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Take a step toward your foes and cleave all creatures in a 3 wide arc in front of you for 60% mainhand weapon damage while channeling flames thorugh your weapons setting ablaze all enemies within a radius 1 cone, doing 7 fire damage over 3 turns. The ground will be covered in flames for 6 turns, doing 3 fire damage each turn.
If you moved, the flames will push back all enemies caught inside and spellshock them (20% reduced resistance), if you failed to move a second explosion erupts in a radius of 1 around you doing 5 fire damage over 3 turns. You use the excess heat to prepare 0 enhanced knives if Fire Knives is active.
If Fire Blade is active, the weapon damage is increased by 15% and the fire damage is increased by 20%.
The fire damage will increase with your Spellpower. Flare Blade
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 39.2
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Attack all targets in a range 0 cone for 30% weapon damage with both of your weapons two times. For each hit a charge is applied to the target (up to 4 charges) for 4 turns, dealing 5 lightning damage over 4 turns and forking to another target within range 6 for each charge applied. If you are wielding a two-handed weapon, the weapon damage is increased by 15%.
If Lightning Blade is active, the weapon damage is increased by 8% and the lightning damage is increased by 20%.
The lightning damage will increase with your Spellpower. Blade Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: 2
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulf your weapons with aether and launch them at the target doing 100% weapon damage and 3 arcane damage. If the target is adjacent, it is pushed back 1 squares and your weapons rupture reality leaving a trail of aether behind for 4 turns. If the target resists the knock back, the aether is released in a radius 3 cone. If the target is not adjacent, it will be pinned for 3 turns and the aether will be released in a ball of radius 2 around the target.
Anyone entering the aether will receive 3 arcane damage and will be silenced for 3 turns.
For the next 4 turns you will have -62% increased arcane resistance penetration and your melee attacks will do additional 1 arcane damage.
The damage will increase with your Spellpower. Arcane Strike
| 0/5 |
| Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm Walker | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Mana cost: 33.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Summon up a rush of wind to hasten your movements. This allows you to move up to 2 times per turn as a free action for the next 0 turns, but each movement also lowers the duration by one turn. Duration can crit, and both the number of free movements and the duration scale with your movement speed. At raw talent level 3, the summoned winds will also free you of pins and dazes. At raw talent level 5, it will also free you of slows. You may act normally between your free moves.
When you learn this talent, you will also learn the Wind Whisk talent, which allows you to spend free moves to instantly move others.
This talent can be triggered by Eldritch Combat. Wind Stride
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Mana cost: 22.4
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You fly at your target and attack with a blow that resounds with a clap of thunder. If the attack hits, you detonate a blast of thunder with a radius of 0, dealing 3 damage (half lightning, half physical) and stunning enemies within for 1 turns.
This talent can be triggered by Eldritch Combat - when it is, it simply triggers the thunder blast, which deals double normal damage. Thunder Charge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Mana cost: 33.6
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You race about the battlefield, striking all opponents in a radius of 2 for 54% weapon damage, and then ending your movement in a chosen location in a range of 5 from your starting point. The damage multiplier is modified by your attack speed (included in the above percentage).
This talent can be triggered by Eldritch Combat. In this case you end your dance in your starting position. Zephyr Dance
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You vanish into the clouds, riding a bolt of lightning to elsewhere, teleporting you randomly within a large range (112), with a minimum range of 15.
The lightning strike at your endpoint will illuminate the area with a radius of 3, dealing 26 damage to all foes within. Enemies who weren't targeting you will be surprised, losing their next turn.
At raw talent level 3, the flash of lightning will also blind affected enemies for 2 turns.
At raw talent level 5, the clap of thunder will also daze affected enemies.
The range will increase with your Spellpower.
This spell can be triggered by Eldritch Combat, triggering only the lightning flash, not the teleport. Lightning Ride
| 0/5 |
| Spell / Blade Arts | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.2
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Transform into pure lightning and rush toward a target spot within range -40 with blinding speed. You knock back any enemies within your path and do 3 lightning damage to each of them with a 50% chance of dazing them for 3 turns. Upon arriving you release the remaining charge dealing 3 lightning damage in a radius of 0 around you. If Lightning Knives is active and there is no enemy adjacent to the target tile, you use the released charge to prepare 0 knives.
If Lightning Blade is active, the damage is increased by 20%.
The damage will increase with your Spellpower. Lightning Dash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Attack all targets within a radius of one around you two times with your dual-weapons for 40% weapon damage.
There is a 50% chance per hit to remove up to 1 beneficial magical effects from the target.
While spinning around, if you have throwing knifes prepared, you throw one of your throwing knives at every enemy within range 0 up to 0 knives in total.
If Fire Blade is active, the weapon damage is increased by 10%. Blazing Whirlwind
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 17.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Attack with your offhand weapon for 70% damage while you encase your mainhand weapon in sharp ice spikes.
If the attack hits, you hit the target with your mainhand weapon doing 70% weapon damage and 3 cold damage. The sharp ice spikes will make the target bleed for an additional 3 damage over 5 turns.
If you miss the target, you fail to prepare your attack and instead launch the ice spikes at your target doing 3 cold and physical damage and pushing it back two squares.
If Ice Blade is active, the weapon damage is increased by 18% and the magic damage is increased by 20%. If you are wielding a two-handed weapon, the weapon damage is reduced by 18%.
The cold damage will increase with your Spellpower. Frost Edge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 23.3
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cover your weapon with a layer of sharp stone.
Your armor penetration is increased by 0 and your physical resistance penetration is increased by -1% for the next 4 turns. Melee attacks will also do additional -74% damage as bleed over 10 turns.
Once the effect wears off, you blast the shattered stone layer towards the last attacked target that is adjacent to you. This attack will do 5 physical damage and reduce the target's fire, cold, and lightning resistances by -110% for 4 turns.
The physical damage and the armor penetration will increase with your Spellpower. Rock Blade
| 0/5 |
| Spell / Blade Magic | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases Physical Power by 15% of your Spell Power.
Converts 5.0% of the weapon damage to fire, cold, and lightning damage respectively and increases fire, cold, and lightning damage by 0%.
You now also use your Magic in place of Strength when equipping weapons as well as when calculating weapon damage. Eldritch Combat
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Channel raw mana through your sword to infuse your melee attacks with fire, ice, or lightning, doing 2 fire damage, 2 cold damage, or 2 lightning damage and increases your physical critical chance by 0%.
Increases the conversion rate of Eldritch Combat by -6%.
When deactivating a blade enhancement talent and the throwing knive talent of the same element is active, you use the excess energy in order to enhance some throwing knives, automatically reloading 2 throwing knives without mana cost.
The damage scales with your Spellpower and talent level.
Only one enhancement can be used at once. Blade Enhancement
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Regenerates 0.00 mana and 0.00 stamina per turn, and gain a bonus to mana equal to 15% of your Cunning (current: 2). Arcane Capacity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Increases your fire, cold, and lightning resistance penetration by -13.8% for 3 turns.
Crushing Blade
| 0/5 |
| Spell / Golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal thuggery | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Paradox cost: 10
Range: 3
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: In a pure display of disregard for the universe, you make a melee attack at range, doing 0% damage and stunning them for 0 turns.
The range will increase with your Willpower, damage scales with Paradox. Far Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Paradox cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Attack your target with your main weapon for physical damage and knockback, then attack with your offhand weapon for temporal damage and slow.
Requires two weapons equipped.
Each hit does 0% weapon damage.
Damage scales with Paradox. Space/Time
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Paradox cost: 20
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: A melee attack that causes the target's shields to collapse in on them, works against magical, mental and physical shields (blocking creatures).
This attack does 100% weapon damage +0% extra per shield broken.
Damage bonus scales with Paradox. Shield Implosion
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Paradox cost: 30
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Save time and attack all creatures in a radius of 2, doing 0% weapon damage.
The radius will increase with your Willpower, damage scales with Paradox. Wide Strike
| 0/5 |
| Wild-gift / Minerals | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Hardens the crystaline structure of your bones, allowing you to hit harder and withstand harder hits.
Increases you physical power, physical save and armour by 0. Strengthen Bones
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 71
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Use the natural energies of a gem to cleanse yourself of up to 0 magical effects.
The power of the gem used will also linger for 2 turns, as though you had it equiped. Crystal Healing
| 0/5 |
| 0/5 |
| Wild-curse / Silent hunter | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Enters stealth mode (with efficiency of 15), making you harder to detect.
The efficiency increases with Cunning.
Stealth cannot work with heavy or massive armours.
While in stealth mode, light radius is reduced to 0.
There must be no foes in sight in a radius of 12 around you to enter stealth. Stealth
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Vanish into thin air... You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 0.00 times your stealth power (currently 100) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent and grants you 0% evasion for 0 turns. Thin Air
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Strike the target from stealth, doing 100% weapon damage and not breaking stealth.
If successful, the target will be stunned for 0 turns. Thick Air
| 0/5 |
| Chronomancy / Living paradox | 1.00 |
Effective talent level: 0.0
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 23%.
Also, your stamina regeneration is increased by 0.00 per turn and your strength is increased by 0.
These effects scale with your Paradox. Impossible Strength
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Allows you to move with impossible grace, increasing your accuracy and your defence by 0.
Also, at raw talent level 5, you will no longer trigger most traps.
These effects scale with your Paradox. Impossible Grace
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your whole life and existance is a paradox. When hurt, you bleed paradoxes.
When a single blow deals more than 5% of your total life, a pulse of paradox erupts from your body, exploding in a radius 1 at the source of the damage. Those hit by this pulse will age rapidly, taking 0 temporal damage over 3 turns.
This effect is checked before Paradox Armour reduction is applied.
This effect scales with your Paradox. Living Paradox
| 0/5 |
| Technique / Munitions | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dusk | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Shrouds your weapon in darkness, increasing your critical strike chance by 1%, darkness penetration by 0% and darkness damage by 0%.
Your critical strikes create living shadows on the target’s tile for 5 turns, which inflict 1.01 darkness damage each turn.
Requires a two-handed weapon.
The damage of the shadows increases with your Spellpower. Enshroud
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.2
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Slice through the shadows, moving to the target location and dealing 100% weapon damage as darkness to all in your path and leaving behind living shadows on the tiles for 5 turns.
Soulforge 3: On reaching your end location, also attacks adjacent targets and leaves living shadows. Does not attack targets already hit by Duskwake. Duskwake
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you make a melee attack you summon shadow blades that strike up to 1 targets within your living shadows for 20% weapon damage as darkness. This can only occur once per turn, and does not hit the target you originally struck.
In addition, you deal 0% increased damage and gain 0% lifesteal against targets within your living shadows. Night's Edge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You form and wield a blade of pure darkness for 2 turns. This increases your disarm and silence immunity by 100%, increases the bonuses from your Enshroud ability by 48%, and causes your melee attacks to trigger shadow lightning that arcs to up to 2 targets, dealing 2.69 darkness damage that leaves behind living shadows.
The shadow lightning cannot trigger more than once per turn.
The damage dealt by the shadow lightning will increase with your Spellpower.
Soulforge 5: All damage you deal is converted to darkness. Lightbane
| 0/5 |
| Cursed / Advanced shadowmancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Justice | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 6
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning that moves toward the target and explodes into a flash of lightning, doing 9.60 lightning damage in a radius of 0.
Any enemy hit by the flash will also be blinded by the flash for 4 turns.
The damage will increase with your Spellpower. Lightning Flash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50.4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of power radiates to all your summoned creatures, increasing their Physical Power, Spellpower and Accuracy by 1, their Global Speed by 1% for 6 turns.
The effects will increase with your Spellpower. Peacemakers
| 0/5 |
| 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 (100% of a turn)
Is: a spell
Description: Fills you and your summoned creatures with righteous fury. This increases your lightning damage by 0%, your lightning damage penetration by 3% and adds -1.61 lightning damage to your summons' hits. Righteous Fury
| 0/5 |
| Celestial / Tornado | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 31.8
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a vicious bolt of wind and lightning, doing 5.13 physical and 5.13 lightning damage. This spell also knocks all targets hit backwards, and has a 0% chance to daze,
The damage will increase with your Spellpower. Exodus
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The storm is never truly over around you, and a devastating eruption of lightning can come from nowhere.
When you take at least 18% of your health from a single attack, you have a 21% chance to gain 100% of a turn. This can only happen once a turn. Uneasy Skies
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 31.8
Range: 8
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a storm of lashing winds and vicious lightning, doing 1.30 physical and 1.30 lightning damage to foes within a radius of 1 of you for the next 6 rounds.
The damage will increase with your Spellpower. Slicing Maelstrom
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surround yourself with jagged winds, increasing all your physical and lightning damage by 0%, and ignoring 3% of the physical and lightning resistance of your targets.
In addition, you strike in a flurry of motion. You receive a 0% bonus to your attack speeds. Splintered Gale
| 0/5 |
| Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Life-giver | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a summon power
Description: Shape clay and call upon a spirit to inhabit it, bringing it to life.
The Clay Golem is strong, but not a very good fighter. Its main ability is its Clay Aura which reduces all damage allies in a radius of 1 take by 0.
The golem's stats and the aura scale with your Spellpower.
Blighted Summoning grants Empathic Hex.
Warning: Clay Golem is water soluble. Clay Golem
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Jungle | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Tangling Vines for 5 turns to squeeze your foes to death. These vines will grapple nearby enemies.
It will get 21 Dexterity, 21 Strength and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Tentacle Grab. Tangle Vines
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift, a spell and a summon power
Description: Grows and animates 0 Pitcher Plants for 5 turns to dissolve your foes. Pitcher Plants are really weak in melee and die easily, but their ranged attack will corrode enemies quickly.
It will get 21 Willpower, 21 Cunning and 16 Constitution.
Various stats scale with Spellpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Blighted Summoning grants: Acid Strike. Pitcher Plants
| 0/5 |
| 0/5 |
| Wild-curse / Fungus aspect | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 3
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 3 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12.7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Releases poisonous spores in an area of radius 0 around you, infecting the foes inside with a random poison doing 17.3 Nature damage over 10 turns.
This attack can crit and deals 1% additional critical damage.
The damage and critical bonus increase with your Mindpower. Spore Cloud
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a fungus.
This increases your blight resistance by 3% and your spell save by 3, but lowers your physical power by 10.
It also lowers the cooldowns of the Goo Spit, Slime Roots and Spore Cloud talents by 0. Fungus Shape
| 0/5 |
| Spell / Terrakinesis | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Mana cost: 33.6
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a bolt of earth magic, dealing 6 damage to all enemies in a line, half physical, half nature. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, this spell will also dig through terrain. Any enemies who were not previously aware of you when you destroy terrain in this way are surprised by your dynamic entry, losing a turn.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Mana cost: 44.8
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of earth magic, dealing 7 damage in a 3 radius cone. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, the cone coats your foes in thick, hardening mud for 0 turns which lower both the global and movement speeds of enemies within by 0%.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Mana cost: 56
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of earth magic, dealing 8 damage to all in a radius of 2. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, the burst leaves behind an area of verdant soil for 0 turns; you and any allies within are healed for 1 life and recover 1 damage shield power each turn (if you don't currently have a damage shield, you gain one with this power). Ally damage shields also have their duration persisted within the area. The boosts to shields only happen while you are in sight of enemies; the earth won't protect you if there's nothing around to protect you from!
The verdant soil causes vines and other plants to grow and begin grasping wildly at your enemies. Each round, each enemy in the area has a 3% chance of being Disarmed, Silenced, Pinned, or Blinded, determined at random, for 1 turns. Chance to successfully apply these effects improves with Spellpower.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Mana cost: 67.2
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of earth magic, dealing 9 damage to all in a radius of 1. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, this rending blast of earth causes a tremendous earthquake that stuns foes within (as long as they are on the ground) for 1 turns.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Blast
| 0/5 |
| Spell / Spirit | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a summon power
Description: Call spirits of the dead to inhabit Wisps of light. This creates 3 Wisps which last for 5 turns before unsummoning.
They do light damage in melee and if killed, they will explode for 4.10 light damage against enemies or healing friendly spirits.
Their stats and explosion damage scale with your Spellpower.
Critical spells increase the number of Wisps summoned instead of their strength.
This scales with your crit power strength. Current bonus gives +1.
Blighted Summoning grants Blindside. Ghost Lights
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a bolt of light, doing 9.05 light damage to the target.
If the target is undead, they take 50% more damage.
At level 5, it will create a beam of light.
The damage will increase with your Spellpower. Rest in Peace
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your Spirits guide and protect you, granting 2 defense and saves for each Spiritmancer summoned creature you have.
This bonus cannot exceed 3. Current bonus: 0. Spirit Guide
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 26.9
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a spirit, allowing you to walk through walls (but not preventing suffocation) for 3 turns.
Also grants -10% resistance and affinity (heal) to light damage.
While in effect, Wisp explosions will heal you.
If you are still in a wall when the effect ends you will randomly teleport. Spirit Form
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Magical assault | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 4
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Draw on the power of your staff and release a burst of magical force in a narrow cone of radius 4, dealing 4 Arcane damage to all foes in the area.
You may target yourself to instead project the spell in a radius of 1 around yourself.
All foes hit by the spell will suffer from Aether Affliction for 3 turns, reducing Spell Save by 2.
The damage and power of the status will increase with your Spellpower. Magic Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 4
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your shield with magical force and project an attack in a narrow cone of radius 4 dealing 127% shield damage as Arcane to all foes struck.
You may target yourself to instead project the spell in a radius of 1 around yourself.
Targets hit by the attack will suffer from Occult Obstruction for 3 turns.
Melee hits against targets afflicted with Occult Obstruction will put 0 of the target's talents on cooldown for 3 turns, up to once per turn, if they fail to save against your Spellpower.
All blows are considered melee attacks for the purposes of on-hit effects. Sorcerous Slam
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 13.4
Range: 4
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your staff with sorcerous energy, amplifying its power and projecting its reach, striking all foes in a narrow cone of radius 4 for 76% staff damage as Arcane.
You may target yourself to instead project the spell in a radius of 1 around yourself.
Targets hit by the attack will suffer from Magical Malady for 3 turns.
Melee hits against targets afflicted by Magical Malady will make a check against spell save. If the check passes, the duration of all negative effects afflicting the target will be increased by one turn. This may only occur once per target each turn; checks that fail do not count.
For each negative effect extended, the duration of all beneficial effects will be reduced by one turn, up to 1 turns.
All blows are considered melee attacks for the purposes of on-hit effects. Arcane Projection
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 45
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Draw magical energy through your staff and use it empower yourself.
While sustained, all melee hits will deal 1 Arcane damage. Critical hits will cause the damage to be repeated in a radius 1 burst (which will also strike the initial target). Both staff and shield are required for the effect to occur.
Additonally, while sustained, targets hit by Magic Burst will suffer from Eldritch Echoes, dealing 10% of the inital damage each turn for 3 turns. The effect is applied with Spellpower and the damage over time will stack if the effect is applied again with the same damage type.
Each tick from Eldritch Echoes can crit. Each time the effect deals damage the target may be Disarmed, Silenced, or Pinned for 3 turns. The effect will be chosen randomly and applied with Spellpower. Eldritch Empowerment
| 0/5 |
| Spell / Charnel | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Skeletal claws reach up from the grave, grabbing hold of any creatures for 0 turns and doing 9.05 bleeding damage over 5 turns, in a radius of 3.
The damage will increase with your Spellpower. Grasping Claws
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Everytime you or one of your minions kills a creature, the fallen corpse becomes a shield for you that grants +10 armour and +10% physical resistance for 5 turns. Meat Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 20% chance to heal for 5% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 0/5 |
| Technique / Bow flexibility | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Adopt an agile stance, allowing you to make a free movement step with each shot of your bow.
Each step costs 54.0 stamina. Shootstep
| 0/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Moon magic | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 5.64 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15.9
Negative energy cost: 15.9
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invoke the power of the Moons to release a pulse of alien magic that disrupts the auras of your targets within radius 3, stunning them for 2 turns, and dispelling a benficial magical effect/talent from them. Lunar Pulse
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 10.6
Negative energy gain: 21.2
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 10.00 light and 10.00 darkness damage to all others within radius 2.
This skill also increases both your positive and negative energy.
The damage dealt will increase with your Spellpower. Twilight Surge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 33.9
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke moon waters in a frontal cone of radius 4.
Any target caught in the area will take 3.56 darkness damage, 3.56 physical damage, 3.56 cold damage and be knocked back two tiles.
The damage will scale with Spellpower. Moontide
| 0/5 |
| Celestial / Blood moon | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 35
Range: 10
Cooldown: 15
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Conjures up a beam of tainted water, doing 4 darkness damage increased by your missing health (use at half health for average result).
The damage will increase with your Spellpower. Bloodshine
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 38
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you kill a creature, the remainder of the damage done will not be lost. Instead, 23% of it will splash in a radius 2 as darkness and fire.
The splash damage will increase with your Spellpower.
Learning this talent increases your critical damage by 0% Bloodfire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes a bloodied moon to set foes within radius 1 alight, dealing them 9.41 fire damage over several turns.
The damage done will increase with your Spellpower. Red Dusk
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Negative energy cost: 15.9
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A dying star falls on a radius 0 area, doing 2.86 instant darkness damage and 2.86 fire damage over time on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Burning Star
| 0/5 |
| Celestial / Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Seas | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 3
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Ride on a wave of water to quickly reach an enemy. If the target is reached, you get a free attack doing 120% weapon damage.
The wave will also crash into enemies around where you end up, doing 2.50 physical, 2.50 cold damage and make them wet for 5 turns.
You must start from at least 2 tiles away.
Damage scales with Spellpower. Surf
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: 4
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Summons a waterspout that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 3.03 physical and 3.03 cold damage and could be knocked back.
When it reaches its target, it explodes in a radius of 1 for 1.54 physical and 1.54 cold damage. All the water will also drop onto them, knocking them all back.
The waterspout will last for 6 turns, or until it reaches its target.
Damage will increase with your Spellpower. Waterspout
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Increases the strength of the Pure Spring around you, raging waters around you will hit enemies for 1.03 physical and 1.03 cold damage.
Increases you Equilibrium by 1 per turn and does a fail check, if it fails, both Whirlpool and Pure Spring will cease.
The effects will increase with your Spellpower. Whirlpool
| 0/5 |
| Cursed / Rampage | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ghosts | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a summon power
Description: Conjure the ghostly form of a fallen bulwark, complete with massive armour, shield and longsword.
This ghostly defender will guard you and your friends.
Its stats scale with your level and Spellpower.
Blighted Summoning grants Bone Grab. Ghostly Bulwark
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and a summon power
Description: Conjure the ghostly form of a fallen berserker, complete with massive armour and greataxe.
This ghostly warrior will destroy your enemies.
Its stats scale with your level and Spellpower.
Blighted Summoning grants Execution. Ghostly Berserker
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.6
Sustain mana cost: 1.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your body gains the resilience of the earth. Increases Teleport resistance by 2%, Knockback and Stun Resistance by 1%, and Physical Resistance by 1% and Physical Resistance Cap by 0%. In addition, while both this talent and the Stone Skin talent are sustained, Stone Skin's chance to lower Earth and Stone talent cooldowns also applies to Terrakinesis talents. Resistances scale with Constitution. However, the changes to your physiology do leave you somewhat more susceptible to a wider variety of acids, reducing your Acid resistance and cap by 0%.
The sustain cost of this talent increases with Constitution and talent levels. Earthen Body
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.6
Sustain mana cost: 1.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your skin becomes as hard as steel, granting you tremendous resistance to all forms of damage, but especially to mundane weapon attack. You get a bonus to both your armor and your flat damage reduction of 0, and to both your armor hardiness and resist all of 0%, all scaling with Constitution.
The sustain cost of this talent increases with Constitution and talent levels. Steelskin
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.6
Sustain mana cost: 1.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You use your terramancy to refine and enhance all earthen objects to you carry - wood, stone, or metal. They become lighter, sharper, tougher, and so on. As a result of these refinements, your total fatigue is reduced by 1% and your maximum encumbrance increased by 2. You also gain 1 accuracy, 1 armor penetration, 1% physical and nature resistance penetration, and 1% damage shield penetration. Refine Ore
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.6
Sustain mana cost: 1.2
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your blood is filled with the verdant energy of earth, empowering any damage shield you create. While this talent is active, your damage shields get a boost to their power of 1%. In addition, each turn, your current damage shield gets a 1 point boost to its current and maximum value, which is improved further by your shield value.
You also imbue some of the earth's power into the blood of your foes, linking it back to your own. Each time you hit a target with a melee attack, it receives a Healing Nexus effect for 1 turns, transferring 1% of any heals received to you. Verdant Blood
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 4
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Quillfire Porcupine for 5 turns to spine your foes to death. Quillfire Porcupines are really spiky in melee and they can pin your foes from afar.
It will get 20 Dexterity, 10 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower.
(Blighted Summoning talent is Bone Spear.) Quillfire Porcupine
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Soul | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your melee attacks have a 25% chance to rend the target’s soul for 6 turns, stunning them for 3 turns and creating a soul fragment in an adjacent tile lasting 3 turns.
Soul fragments take no actions, and if struck the target will take 1.94 cold damage plus 2% of their current health (to a maximum of 2.91) as darkness.
Targets already affected by Soul Rend will instead take 1.94 cold damage.
At talent level 4, your melee attacks also have a 25% chance to rend the soul of those adjacent to your target.
The damage will increase with your Spellpower. Soul Rend
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Devours the souls of targets in a radius 1 cone, dealing 7.57 darkness damage. This will consume Soul Rend to remove up to 0 beneficial physical or magical effects from the target.
Against those unaffected by Soul Rend, this has a 50% chance to inflict Soul Rend.
The damage will increase with your Spellpower.
Soulforge 2: Increase the chance of Soul Rend to 100% and increase the number of beneficial effects removed by 1. Devour Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You let out a chilling wail that shatters the minds of enemies within radius 0, dealing 5.46 cold damage. For 0 turns they have a 30% chance to fail when using a talent.
If the target is affected by Soul Rend, the effect is removed to increase damage and duration by 50%.
The damage will increase with your Spellpower.
Soulforge 3: Spellshocks and Brainlocks for the duration. Wail of Doom
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: melee/personal
Cooldown: 56
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You draw out powerful soul fragments from all targets within 10 tiles under the effect of Soul Rend, removing the effect and creating an exact duplicate of them with 30% of their maximum life and 40% of their damage that lasts 0 turns.
Soulforge 5: Increases the life of fragments to 45% and damage to 60%. Black Mirror
| 0/5 |
| Spell / Arcane elements | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 24.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: A wave of aetherial cold emanates from you with a radius of 0, knocking back anything caught inside, causing 3.50 cold and 3.50 arcane damage.
Affected creatures will also be wet for 4 turns.
The damage will increase with your Spellpower. Aetherial Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Protect yourself with magical armour, granting a 0% reduction to critical hits chances against you.
Also increases your physical and magical saves by 0.
These bonuses will increase with your Spellpower, and physical and arcane damage bonuses. Mage Armour
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Become like the Wind, increasing your movement and spell casting speed by 0% and increasing your defense by 0.
Defence bonus scales with your Spellpower, and lightning and arcane damage bonuses. Mage Wind
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Form a cloak of enchanted acid around you, dealing 0.00 acid and 0.00 arcane damage to foes that strike you in melee, and granting 0% resistance to all damage.
These bonuses will increase with your Spellpower, and acid and arcane damage bonuses. Theionic Cloak
| 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 (100% of a turn)
Is: a spell
Description: Surround yourself with an aura of light, increasing your light radius by 0, and reducing self-inflicted arcane damage by 0%.
Each turn there is a 0% chance of blinding adjacent enemies for 4 turns.
Values scale with your fire and arcane damage bonuses. Bright Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Tap into mysterious deep arcane reserves to increase your maximum mana capacity by 0 and your life regeneration by 0.0 per turn.
Values scale with your Spellpower, and cold and arcane damage bonuses. Arcane Depths
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 89.6
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Glare balefully at your enemies. All creatures in a cone of radius of 1 will be struck with 1.91 arcane and 1.91 physical damage, and are petrified for 2 turns.
The damage will increase with your Spellpower. Medusa Gaze
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana gain: 56
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Rupture reality to draw mana directly from the aether, triggering a dangerous cascade of magical energies.
Each turn for 2 turns, a random explosion will occur within a radius of 4 around you.
Each explosion does 2.87 arcane and 2.87 lightning damage in radius 2.
The damage will increase with your Spellpower. Arc Rift
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 28
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You release several waves of acid infused with arcane power, rendering foes down to a weaker form. Each is a cone with radius 1, and deals 1.73 acid and 1.73 arcane damage.
Foes struck have their two highest stats reduced by 3 for three turns. Applications after the first renew the duration and enhance the penalty by one.
You conjure two cones, or three at talent level 5 or above.
The damage and stat reduction will increase with your Spellpower. Devolution Cascade
| 0/5 |
| Spell / Reaper | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 50
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Empowers your Necrotic Aura, causing it to tear at the souls of your foes. Those inside it will take 0.97 Cold and 0.97 Darkness damage each turn, at the cost of 1 mana for each target struck. Each time this effect deals damage, you have a 1% chance to regain a soul.
You can only gain 1 soul per turn from this effect.
The damage and negative effects will increase with your Spellpower. Death Vortex
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 22.4
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Claims the target's soul for 6 turns, causing them to grant you an additional 0 souls on death and increase your cold and darkness damage by 10% for 6 turns. If this effect expires while they still live, they will instead take 8.32 cold and 8.32 darkness damage. Reaper's Mark
| 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 (100% of a turn)
Is: a spell
Description: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 0%, and ignoring 3% of the darkness and cold resistance of your targets.
In addition, all darkness and cold damage you take heals you for -1% of the damage. Frostdusk
| 0/5 |
| Celestial / Eclipse | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Coats your shield in a thick layer of rime, increasing your block value by 1% and causing it to retaliate against attackers. On taking damage from an attacker within range 5 there is a 7% chance for your shield to shock them with frost for 70% shield damage as cold.
If you are blocking, the chance is increased to 100% and their frost resistance will be reduced by 1% for 2 turns.
You get one chance to deal this damage to a particular target each turn Rime
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 26.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Raise your shield, granting a free block and projecting a vortex of freezing air that deals 6.93 cold damage in a radius 2 cone and pulls targets towards you. Any target pulled adjacent to you will slam into your shield, taking 140% shield damage.
The cold damage dealt will increase with your Spellpower.
Soulforge 3: After the shield slam, raise your shield for a free Block. Hungering Cold
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Surrounds you in a radius 3 storm of freezing cold for 2 turns that drains the heat from those around you, dealing 2.07 cold damage over 4 turns and reducing global speed by 10%, stacking up to 5 times.
On reaching 5 stacks all stacks are consumed, dealing 8.27 cold damage and freezing the target solid for 3 turns.
This ice block is exceptionally durable, and so ignores stun immunity and is nearly invulnerable, but damage can still pass through it as per a normal iceblock.
The damage will increase with your Spellpower.
Soulforge 5: While the storm persists you gain 30% resist all. Remorseless Winter
| 0/5 |
| Wild-curse / Wolf aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of a wolf.
This increases your light and darkness resistance by 3% but lowers your mental save by 10.
It also lowers the cooldowns of the Dread Howl, Pounce and Wolf Pack talents by 0. Wolf Shape
| 0/5 |
| Wild-gift / Rubble | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Shaping the stone, you send out a wave of clawing hands, dealing 6 physical damage in a range 1 cone and pinning targets hit for 4 turns. Rock Claws
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 8
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Whenever you call stone up from the earth, you invest just a little bit more power. This sometimes results in rubble being called up along with the stone.
Whenever you create a stone pillar, you have a -30% chance of creating a radius 0 pile of rubble along with it. This pile lasts 4 turns and deals 2 physical damage per turn, as well as slowing and potentially pinning anything inside. Rubble Shaping
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 30
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You call upon your power, creating a field of unsteady rubble for 2 turns. Each turn, this field deals 6 physical damage to everything within radius 3. Targets hit are also slowed by 25% and may be pinned. Violent Disturbance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: The strongest power comes from the deepest stone. Through rigorous focus, you ignore -1% of the physical resistance of your targets. In addition, your rubble fields are imbued with the powers of deeper, darker places, adding 1 darkness and 1 nature damage to your rubble. Power of the Deep
| 0/5 |
| Chronomancy / Timetravel | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guidance | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Wrap yourself in protective celestial magic, increasing your defense by 1, your armour hardiness by 1% and your light and dark resistance by 1%.
These effects will scale with Spellpower. Celestial Aegis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 42.4
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Invokes the stars to guide you into attacking up to 3 enemies near your target, up to 8 grids apart.
Each attack made will do 100% weapon damage as darkness and will daze them for 2 turns. Constellation Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Imbue your blood with magic from the heavens, increasing your healing by 1%.
When you take damage you will also gain 1 point of negative energy per 10 damage taken.
Healing factor scales with Spellpower. Blood of the Heavens
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Celestial Intervention, deactivating the talent and granting you a damage shield of 4. Celestial Intervention
| 0/5 |
| Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Tides | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your attacks are like the rising tide, wearing down your foe while building up your own power. Fuelled by magic, you deal 0.47 cold damage and generate 2 negative energy on hit. These benefits are reduced by a quarter when you wear a shield, and by half when dual wielding.
In addition, you now use Magic instead of Strength to equip and use weapons, and Cunning to equip and wear shields. (Tooltips will currently still say they need Str.) Beat the Shore
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy gain: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You cause seawater to rush out with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 0.74 cold damage and 0.74 light damage to all inside, as well as knocking targets outwards each turn.
The tide lasts for 3 turns.
All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic.
The damage and duration will increase with your Spellpower. High Tide
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You cause seawater to rush inwards with an initial radius of 3, decreasing 1 per turn to a minimum eventual radius of 1, doing 0.74 cold damage and 0.74 darkness damage to all inside, as well as knocking targets inwards each turn.
The tide lasts for 3 turns.
All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic.
The damage and duration will increase with your Spellpower. Low Tide
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your combat style is serene even in its viciousness. If your negative energy is over three quarters of your maximum, you reduce the duration of a debuff on you by 2 at the cost of 5 negative energy. In addition, 25% physical damage you deal is converted to cold and darkness damage. Wash Away
| 0/5 |
| Cursed / Strife | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 15.7
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Launch a massive spike of ice, doing 3.24 cold damage to the first target struck. The shard then shatters into a spray of ice shards, dealing 2.16 cold damage in a 3 radius cone with a 25% chance to freeze.
At level 3 and above, there is a 20% chance on impact for a shard of ice to strike a target within radius 5, inflicting 2.16 damage. This effect can trigger against multiple targets.
The damage will increase with your Spellpower. Gravespike
| 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 (100% of a turn)
Is: a spell
Description: You leech heat from your victims to fuel your spells, causing your attacks against frozen foes to reduce the cooldown of a random Grave spell by 2 turns and increase your spell casting speed by 0% for 3 turns.
Your spells are also more easily able to pierce through iceblocks, reducing damage absorbed by iceblocks by 0%. Icy Talons
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You purge all heat from a frontal cone of radius 2. Any target caught in the area will take 3.73 cold damage and suffer from hypothermia for 6 turns, pinning them and reducing stun resistance by 50%.
Targets that are already frozen instead take 7.45 cold damage, but not suffer from hypothermia.
The damage will increase with your Spellpower. Hungering Cold
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 44.8
Range: 5
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Curse your target with a deathly chill, weakening their mind save, cold resistance and stun resistance by 2 for 10 turns.
Becomes radius 1 with Essence of the Dead.
The curse will increase with your Spellpower. Ghost Touch
| 0/5 |
| Technique / Pugilism | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Suffering | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Whenever you take damage, you echo part of that damage out to a random nearby enemy within range 3. That enemy will take 280% of the damage you took as mind damage. This only triggers on hits that do more than 4% of your maximum life as damage.
You also apply the Pain debuff (at its current talent level) to that enemy as well. This will not, however, apply Repentance.
Your skill in shrugging off damage also grows, increasing Resiliences heal by 11%.
Finally, your growing attunement to your mental powers increases your mindpower by 2 while dualwielding mindstars. This does not apply, however, when using Psiblades. Conduit of Woe
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 31.8
Range: 7
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You choose a target and let their ailments echo out. For every mental debuff on the target, you inflict that debuff on a random enemy within range 5 of the target, dealing 6 mind damage to that enemy in the process. The original target is also affected by this, increasing the duration of every mental debuff on them by 0 turns. Echo of Suffering
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 26.5
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Strike directly at your targets mind, tearing a griveous wound into it. For 5 turns, whenever the target takes damage, it will take 1% of that damage as mind damage over 5 turns. Mental Wound
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You never forget, and you rarely forgive. Whenever you take damage, you store part of that damage for 5 turns. Whenever new damage increases the stored amount of damage to more than 26% of your maximum health, you gain a charge of Reflected Suffering for 5 turns, stacking up to 0 times. While you have at least one charge, Pain will have no cooldown and will only use 102% of its normal speed, but will consume a charge upon use. The amount of damage stored is 100% of the damage taken while Resilience is active, and 20% otherwise. If you are at your maximum stack cap, no additional damage is stored above the threshold. Reflection of Suffering
| 0/5 |
| Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Deep space | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You fire a shot into orbit around the target. Every turn for 2 turns, this shot will hit the adjacent creatures, but not the one it orbits. Orbit
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cosmic energies warp space around you, increasing your firing and movement speed by 0%, and your Accuracy by 0. Warped Space
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 21.2
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You step out of phase with reality.
For 2 turns, you can walk through walls and gain +0 defense, +0% resist all and debuff duration reduction.
These effects will scale with Spellpower. Phase Shift
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 42.4
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Opens a small portal to the depths of the darkest of stars, doing 2.79 darkness damage per turn while trying to pull creatures towards it, in a radius of 2 each turn for 3 turns.
The damage done will scale with your Spellpower. Black Hole
| 0/5 |
| Technique / Duelist | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Meteorology | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 26.5
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Call down a burning meteor to strike somewhere in the target area, dealing 3.83 fire damage and 3.83 physical damage in a radius of 2. Affected terrain is turned to lava for a while.
The damage will increase with your Spellpower. At talent level five, the target area becomes more precise. The Heavens Fall
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You concentrate on calling down a rain of meteors on those nearby.
While this spell is sustained, you cannot move, and you lose 10 negative energy per turn. However, 3 meteors will fall randomly in spaces at least three away and up to six away.
Each meteor deals 2.51 physical and 2.51 fire damage in radius 2.
This spell disables automatically on resting, moving, or if you have less than 10 negative energy at the beginning of your turn.
The effects increase with spellpower. Heavenly Bombardment
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your experience wielding celestial debris makes you a mighty combatant, increasing all your physical and fire damage by 0%, and ignoring 3% of the physical and fire resistance of your targets.
In addition, your reserved distance from those around you allows you to reduce the durations of all incoming physical, mental and magical detrimental effects by 25%. Galactic Debris
| 0/5 |
| Wild-gift / Storm Wyrm | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: You can take on the power of Storm Wyrms using Prismatic Blood. You will gain 0% lightning resistance.
This talent passively causes your primary element to Electrocute enemies (Mindpower vs. Physical) for 1% of their current life (2/3 as much vs. Elites and Rares, 2/4 as much vs. Uniques or Bosses, and 2/5 as much vs. Elite Bosses and above). Enemies can only be electrocuted once every 20 turns.
Lightning damage will fluctuate between 60% and 175% of the listed damage and can inflict Daze (Mindpower vs. Physical). If the target is already dazed, the chance to reapply daze is greatly increased.
Storm Aspect
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: -230
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a nature gift and a mind power
Description: Produce a disorienting electrical pulse, shocking(halved daze/stun/pin resist) your foes (Mindpower vs. Spell) within a radius 1 cone.
Learning this talent will unlock the Tier 2+ talents in all 6 elements at the cost of a category point. You still require Prismatic Blood to learn more aspects. Electroshock
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: melee/personal
Cooldown: 15
Travel Speed: 400% of base
Usage Speed: Mind (100% 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 2.50 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 5.13 lightning damage and 5.13 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 1 turns. The blast will ignore the talent user.
The tornado will last for 1 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. Tornado
| 0/5 |
| Spell / Meta | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Torture | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You are surrounded by an aura of warped morality, causing attackers to be wracked with guilt, dealing them 11 mind damage over time.
In addition, your constant suffering has toughened your body, increasing your Maximum Life by 0%.
The life increase will scale with your Talent Level, and the damage will scale with Mindpower. Victim
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your psionically powered hatred spontaneously creates a crippling disease in the target, doing 8 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 1. The three diseases can stack.
You will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
The effect will increase with your Mindpower. Infection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5.3
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You taint the target, dealing them 3 mind and blight damage, and giving them a chance to fail their talent usage. The effect will increase with your Mindpower. Taint
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Unleash corruption and suffering upon your target. The pain will grow to an unbearable level over the course of 5 turns. The first turn will inflict 1 damage, and slowly increase to 3 on the last turn (8 mind and blight total).
25% chance of cross tier effects. The damage will increase with your Mindpower. In addition, there is a rising chance each turn that the victim will be panicked and flee. Breaking Point
| 0/5 |
| Technique / Agility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spellbinding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Shark aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 4.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Attack the target for 100% physical weapon damage, if it hits you are healed for life equal to the target's level.
If the target cannot move, this attack does 150% physical weapon damage instead.
If the attack brings your target below 10% life (or kills it) you can try to swallow it, killing it automatically and regaining double the life, and restoring equilibrium equal to the target's level. Maul
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: The scent of blood drives you wild, curing a detriment effect and increasing your hate by 0 for each bleeding creature in range (5).
The range is equal to the larger of 5 and your bleeding sense range. Bloodscent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10.6
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Charge through your opponents, attacking anyone in the way for 100% weapon damage. Opponents of your size or less may be knocked away from your path.
You can attack a maximum of 2 times, and can hit targets along your path more than once.
At raw talent level 5, you get +1 effective size for this talent.
Does +50% damage against stunned targets.
This talent will not reduce the duration of Rampage. Ram
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining some physical and mental aspects of an shark.
This allows you to breath in water and sense bleeding creatures in a range of 1, but lowers your defence by 10.
It also lowers the cooldowns of the Maul, Bloodscent and Ram talents by 0. Shark Shape
| 0/5 |
| Spell / Ice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Attack | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Psi cost: 9
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a bolt of telekinetic force or telepathic power, dealing 7 physical or 8 mind damage in a line. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, you switch each time you use a Psychic Attack talent (either actively or through eldritch combat). Some other talents also have different effects based on telekinetic or telepathic focus, but only Psychic Attack talents change your current focus.
At raw talent level 3, a telekinetic bolt hits hard enough to daze the target for 1 turns.
At raw talent level 3, a telepathic bolt can put the target in a hypnotic trance, reducing global speed by 50%, reducing Defense to 0, and negating Evasion effects for 1 turns. This trance breaks immediately upon receiving any damage.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
If you know the Night Terror talent and have it active, telepathic damage has a small chance of summoning a Night Terror if it kills its target, scaling with Night Terror talent level, while telekinetic damage deals additional darkness damage equal to the base damage times the Night Terror bonus damage percentage.
This spell can be triggered by Eldritch Combat. Psychic Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Psi cost: 11.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a wave of telekinetic force or telepathic power, dealing 8 physical or 10 mind damage in a radius 3 cone. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic wave will yank your targets' weapons from their hands, disarming them for 1 turns. If triggered manually rather than by Eldritch Combat, the force of the blast will not only blow targets' weapons from their hands, but also knock them back 1 squares.
At raw talent level 3, a telepathic wave fills targets with a sense of awe that leaves them speechless, effectively silencing them for 1 turns. If triggered manually rather than by Eldritch Combat, the awe will compel them to rush to approach you, immediately pulling them into close range (though unmoving targets can't be pulled in this way).
Area increases with talent level.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
This spell can be triggered by Eldritch Combat. Psychic Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Psi cost: 13.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a burst of telekinetic force or telepathic power, dealing 9 physical or 11 mind damage in a radius of 2 around you. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic burst slams your foes with such force that they are stunned for 1 turns.
At raw talent level 3, a telepathic burst overwhelms your foes' minds, leaving them confused (50% power) for 1 turns.
Area increases with talent level.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
This spell can be triggered by Eldritch Combat. Psychic Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Psi cost: 16.8
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a blast of telekinetic force or telepathic power, dealing 10 physical or 12 mind damage in a radius of 1. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic blast allows you to bind your foes with your mind, pinning them for 1 turns.
At raw talent level 3, a telepathic blast lulls all foes into slumber, putting them to sleep for 1 turns (losing one turn per 1 damage received).
Area increases with talent level.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
This spell can be triggered by Eldritch Combat. Psychic Blast
| 0/5 |
| Celestial / Thunderstorm | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Your efforts shape the storm, driving rain into those you strike.
Whenever you deal -10% of a target's health with lightning damage, you have a -60% chance to wet them for 2 turns. Storm Singing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 10.6
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Release a vicious strike of lightning through wet targets you can see, doing 6.93 lightning damage.
Critters will be instantly killed. At most, it will affect 2 foes.
The damage will increase with your Spellpower. Electric Crescendo
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Negative energy cost: 21.2
Range: 10
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In a breathtaking display of disregard for physics, you freeze lightning into 2 missile-shaped shards that you target individually at any target or targets in range. Each missile deals 2.51 cold damage and 2.51 lightning damage.
The missiles also have a 20% chance each to daze or freeze the target. This daze chance is increased by Tempest, and the freeze chance increases on wet foes.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Frozen Lightning
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You conduct wind, thunder and rain with the sureness of a conductor, increasing all your cold and lightning damage by 0%, and ignoring 3% of the cold and lightning resistance of your targets.
In addition, you can manipulate and destroy wet foes with ease, dealing 1% bonus damage to them. Maestro of Storms
| 0/5 |
| Technique / Weapon Supremacy | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You swap weapons in an instant and make an immediate attack against your target. The sudden change in your fighting style catches the target vulnerable, giving you a +19 bonus to Accuracy for this attack. At raw talent level 3, this attack takes no penalty against invisible opponents. At raw talent level 5, it ignores any Evasion effects on the target. Instant Draw
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 42.4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You make a single attack for 36% weapon damage, instantly swap your weapons, and then attack again with your new weapon set.
At raw talent level 3, the chance that the attacks will trigger Eldritch Combat increases by 0%.
At raw talent level 5, both attacks can potentially trigger Eldritch Combat. Aggressive Swap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Fixed Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You swap your weapons seamlessly, allowing you to reset your stance. You are freed of the disarmed condition, the cooldown of your Focus Strike talent is reset, and for the next 2 turns your Eldritch Combat talent may trigger talents that are on cooldown. At raw talent level 2, you also reset the cooldown of your Sweeping Strike talent. At raw talent level 3, you also reset the cooldown of your Whirlwind Strike talent. At raw talent level 4, you also reset the cooldown of your Rapid Strike talent. At raw talent level 5, you also reset the cooldown of your Aggressive Swap talent. Seamless Exchange
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are a true weapons master. Every time you make an attack that hits but doesn't trigger Eldritch Combat while Eldritch Combat is sustained, you have a 9% chance of making an additional attack based on your current weapon with the same damage multiplier, and inflict a certain condition for 0 turns. You may make a maximum of one masterstroke per turn.
With a two-handed weapon, you follow up with an unarmed strike that knocks the weapon from the target's hands, disarming it.
With a weapon and shield, you follow up with a shield bash that stuns the target.
With a single weapon (or unarmed), you follow up with a second attack from an unexpected angle, confusing the target.
With dual weapons, you strike a different adjacent target as well, forcing both back on their heels to slow them by 50%. If there aren't any other adjacent targets you won't make the second attack, but will still slow your primary target. Masterstroke
| 0/5 |
| Psionic / Dream Smith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Croc aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 100% damage, inflicting an extra 50% bleeding damage and then attempt to grapple a target up to one size category larger then yourself for 3 turns.
A grappled opponent will be unable to move, take 1 damage each turn. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Crushing Bite
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 10
Description: Your blood cools and your metabolism slows.
If you are hit with fire damage, your global speed is increased by 7% for 5 turns.
If you are hit with cold damage, your poison, disease, nature and blight resistances increase by 7% for 5 turns.
This can only trigger once per 10 turns. Cold Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.5
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Lash out with a powerful tail smack for 100% weapon damage.
If this hits, the target is knocked up to 2 tiles away.
If they hit a wall, they take 16 more physical damage.
The extra physical damage scales with your Physical power. Tail Smack
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a crocadile.
This increases your physical resist by 3% and your maximum air by 0, but lowers your mind power by 10.
It also lowers the cooldowns of the Crushing Bite, Cold Blood and Tail Smack talents by 0. Croc Shape
| 0/5 |
| Spell / Corpse | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 39.2
Range: 6
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Tear your afflictions from your flesh and graft them onto a nearby target, transferring up to -2 negative physical effects.
At talent level 3, you may also transfer magical effects.
At talent level 6, you may also transfer mental effects. Affliction Graft
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 26.9
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Sends forth a swarm of undead insects to devour the target, dealing 4.00 physical damage every turn for 3 turns. When this effect ends the swarm will seek out a new target, copying negative physical and magical effects from their original victim. Maximum of 1 jumps.
The damage will increase with your Spellpower. Devouring Swarm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 33.6
Range: 10
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Weakens the target's bones, reducing all resistances by 5%. After 5 turns the target will explode into a shower of bone fragments, dealing 1.01 physical damage in a 3 radius ball for each time they took damage (to a maximum of 5.03). Brittle Bones
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 56
Range: 5
Cooldown: 73
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a towering wall of flesh and bone of 2 length at the target location for 10 turns.
Each segment deals an additional 0.59 blight damage (with a 20% chance to disease) and 0.59 bleed damage over 5 turns on dealing or taking a melee hit.
Segments can use Bone Grasp, which will drag a target towards them, inflicting physical damage and pinning them.
Segments are extremely durable (30% resist all) and completely block line of sight. Corpsewall
| 0/5 |
| Wild-gift / Winds | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Befriend the winds around you, increasing your movement speed by 1% and slowing enemies by the same amount.
Haste/Slow will scale with your Spellpower. Zephyr
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: 4
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 6.06 physical damage and could be blinded.
When it reaches its target, it explodes in a radius of 1 for 3.08 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns.
The sandstorm will last for 6 turns, or until it reaches its target.
Damage will increase with your Spellpower. Sandstorm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a nature gift and a spell
Description: Intensify the Zephyr into a strong windstorm. Each turn enemies have a -10% chance of being blown away for 2.07 physical damage.
Enemy projectiles are also deflected by the strong winds. This gives a -10% chance of deflecting an incoming projectile to a tile in a radius of 0.
Increases you Equilibrium by 1 per turn and does a fail check, if it fails, both Typhoon and Zephyr will cease.
The effects will increase with your Spellpower. Typhoon
| 0/5 |
| Wild-curse / Bear aspect | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8.5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Make a melee attack for 50% damage and then attempt to grapple a target up to one size category larger then yourself for 3 turns.
A grappled opponent will be unable to move, take 1 damage each turn, have their physical power reduced by 9, and 0% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple.
You may only grapple a single target at a time, and using any targeted melee talent on a target that you're not grappling will break the grapple.
At raw talent level 5, you gain +1 effective size for this attack. Bear Hug
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Go into a deep sleep (power 1) for 2 turns. While asleep your cooldowns and any debuffs on you will decrease at twice the normal rate.
Should you be woken early from your sleep, your Hate will be restored by 10 points per turn you are worken early.
The sleep power scales with your Constitution. Hibernation
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 9.5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You slam up to 2 adjacent opponents, stunning them for 4 turns and damaging them for 16 physical damage.
Damage increases with your Physical Power. Bear Slam
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Change your shape, gaining physical and mental aspects of a bear.
This increases your cold resist by 3% and your physical save by 3, but lowers your attack speed by 10%.
It also lowers the cooldowns of the Bear Hug, Hibernation and Bear Slam talents by 0. Bear Shape
| 0/5 |
| Spell / Storm Channeling | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You surround yourself with supernatural winds, granting you resistance to the forces of the storm and freedom of movement. While sustained, you increase your Lightning Resistance by 3%, your Stun and Pin Resistance by 2%, and your Lightning Resistance Cap by 0%. You also slow incoming projectiles by 2%. Resistances and projectile slowdown scale with Dexterity. The defensive style of a Storm Knight favors avoiding, rather than resisting, direct physical attacks, so you also take a -0% penalty on your Physical resistance and caps.
The sustain cost of this talent increases with Dexterity and talent levels. Embrace the Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You move and fight like the wind. While this talent is sustained, you gain 1% crit chance (physical and spell) and 4% movement speed. These bonuses scale with Dexterity.
The sustain cost of this talent increases with Dexterity and talent levels. Storm Skirmisher
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You avoid attacks with lightning speed, gaining a 1 bonus to Defense. At raw talent level 3, you are so fast that while on the move you can potentially dodge attacks from even the most skilled of enemies, receiving a 1% evasion chance for 0 turns every time you move. At raw talent level 5, you are fast enough to use the cover afforded by enemies to avoid even undodgeable attacks, receiving a 0% chance to negate all damage from any given attack for 0 turns any time you move into a tile adjacent to at least one enemy and increasing the evasion bonus by 2% per such enemy. Effects scale with Dexterity.
Thanks to your speed and ability to use air magic to control your momentum, the evasion and damage negation chances apply even if the movement was forced or from a talent.
Your skill at avoiding attacks also allows you to turn them to your benefit. Starting at raw talent level 2, you gain a 1% chance to counter attack for 22% damage any time a melee attack misses you. At raw talent level 4, you have an equal chance to deflect projectiles to an adjacent square, and when a melee attack misses you you also have a chance to maneuver the enemy into attacking a different, adjacent enemy (if any).
The sustain cost of this talent increases with Dexterity and talent levels. Lightning Dodge
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You are a whirlwind of death, moving among your foes and striking them down in a blur of violent motion. Every time you move, you make an attack against all adjacent opponents for 2% weapon damage (this scales with your attack speed). This rapid attack forces your targets on the defensive, causing them to lose 1% of a turn. You can only attack a given foe in this way once per turn, and you can't attack a target you already made a melee attack against previously in the turn.
At raw talent level 3, you get 0 bonus free movements every time you kill an enemy, allowing you to easily move onto the next. Your Whirlwind Dervish attacks have their damage further increased by +5% per free movement you currently have available.
At raw talent level 5, your sheer speed allows you to make Whirlwind Dervish attacks even when moving due to talents (including the swap movement from this talent), and your ability to use air magic to control your momentum allows you to do so even when forced to move by enemy talents.
The sustain cost for this talent, and its effects, scale with Dexterity. Whirlwind Dervish
| 0/5 |
| Celestial / Lunar combat | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Positive energy gain: 21.2
Negative energy cost: 10.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Attack the target with your weapon doing 100% damage. If the strike connects, it will explode in a burst of light that inflicts 5.74 light damage on all targets except yourself within radius 1 of the target.
The light damage will increase with your Spellpower. Wax
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10.6
Negative energy gain: 21.2
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Attack the target with your weapon doing 100% damage. If the strike connects, it will explode in a burst of darkness that inflicts 5.74 darkness damage on all targets except yourself within radius 1 of the target.
The light damage will increase with your Spellpower. Wane
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 21.2
Negative energy cost: 21.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Two Moons, Two Weapons, Two Strikes, Two Targets. Channel the power of the Moons into a devastating attack.
First strike with your main weapon doing light damage, then your offhand for fire damage.
Then strike again with your main hand weapon for darkness damage, then your offhand for cold damage.
You may select a different target for the second attack. You may use a shield as the offhand weapon.
Each hit does 70% weapon damage. Twin Moons
| 0/5 |
| Chronomancy / Bow Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic might | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 11.2
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Channel necrotic forces through your weapon, dealing 100% weapon damage split evenly between darkness and cold.
The darkness numbs the target and the cold slows the target, reducing the target's damage dealt and global speed by 20% for 0 turns.
All your Necrotic Might attacks also attack with your shield at 50% damage.
Soulforge 1: Enemies within radius 2 of the target are also numbed and slowed. Necrotic Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.2
Range: 3
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Warp through the darkness to the target, attacking for 120% weapon damage and claiming their soul for 5 turns. When the claim expires they will take cold damage equal to 4% of their missing health (to a maximum of 11).
If they die while marked you consume their soul, gaining 0 extra souls.
Soulforge 4: Gain 50% resistance penetration for 8 turns. Soul Reaper
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 15.7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Sweep your weapon forward, striking targets in front of you for 90% weapon damage as cold and projecting a radius 1 wave of darkness that inflicts a bane of blindness or confusion. Banes last 5 turns and deal 0.94 darkness damage each turn.
Soulforge 3: The wave also deals 68% weapon damage as darkness. Dark Tide
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |