| Adventure / Partner | 1.00 |
| 0/26 |
| 0/34 |
| 0/3 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activate to select a tile to use for new characters if used by the party leader, or to rename if used by anyone else.
-Selected tiles are reset after creating a new character or entering the levelup window because.. reasons.
-Your main character cannot be renamed. Adventure Tile Setup and Rename
| 0/2 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Spawn a new member for your party based on the talent levels of other talents in this category. This is reflected in their talent description while this talent is known. (None of these talents cost talent points, and reset to rank 1 at max rank)
If used by member created by this talent it instead tags them to be removed from the game on death. Adventure Spawner
| 0/2 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: While sustained, other Adventure Party Members will not take damage from any of your attacks. Indirect attacks will also ignore all non-hostile targets entirely. Adventure Friendly Fire Disabler
| 0/2 |
| Wild-heart / Regenerate | 1.00 |
Effective talent level: 2.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You will recuperate for 33% of any bleeding you incur each turn, effectively undoing part of the damage caused.
Additionally, if you receive physical damage beyond 28% of your maximum life, it will cause a harmless, hygienic bleed (triggering the recuperation effect) that reduces the duration of your Poisons and Diseases by 1 each turn.
Deactivate: Convert all detrimental bleeding effects into a -17 turn recuperation effect.
The rate of recuperation improves with Constitution and, although this is not considered as healing, healing mod will affect the amount recuperated. Ceaseless Blood
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Upon receiving intentional physical damage, you will begin Recuperating, undoing 0% of the damage dealt over 18 turns. For other damage types (except Fire), you will only recuperate 4% of the damage dealt.
Additionally, while this is active, you will ALWAYS recuperate any damage you cause to yourself, regardless of intention.
Deactivate: Instantly heal for the remaining power of any active Recuperation effects.
The cooldown of this talent decreases with Constitution. Recuperate
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Every 10 points of intentional physical damage you receive will convert 9.2 stamina into 1.1 maximum life (up to 20; 30% of your maximum life) for 1596 turns.
Other forms of damage (except Fire) will increase your maximum life every 100 points instead.
Upon reaching the maximum life value, you attain maximum mass, gaining 1 Size category and 0% resistance to all damage.
Additionally, while this is active, 0% of damage you cause to yourself will be recuperated over 10 turns.
(It will require a total of 13038 stamina to attain maximum mass)
Deactivate: Recuperate for the amount of maximum life you've gained over 5 turns.
The rate of recuperation improves with Constitution and, although this is not considered as healing, healing mod will affect the amount recuperated. Splitting Wounds
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When damage would kill you, you instead fall unconscious, assuming a facade of death for 1 turns and holding on until your life falls below -2183. While you are in this state, Recuperation will become 58% more effective, but you will no longer deal damage.
Upon your facade of death, you may deceive nearby enemies, causing them to completely forget about you. When Still As Death ends, all currently deceived foes will become dazed.
The death threshold scales on Willpower, the recuperation boost scales on Constitution, and the likelihood of deception is based on your Cunning vs their Cunning. Still as Death
| 0/5 |
| Wild-heart / Turtling | 1.00 |
Effective talent level: 2.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your body exudes a calming aura of life, healing those in a 2 radius equal to 4.0% of your maximum life and 80.2% of your life regen (currently 8233.8 healing). Enemies that are still injured after the healing may be pacified 8% of the time.
If the affected is undead or yourself, the effect is only half as potent. Soothing Shell
| 2/5 |
| Wild-child / Cold-Blooded | 1.00 |
Effective talent level: 2.0
Use mode: Passive
Description: They cry and they scream at you... But what they don't understand is that you aren't killing out of grudge or for pleasure-- It's all just business.
Dealing excessive fatal damage to an enemy will increase their exp bounty.
The increase goes up to 15.0% based on how much damage you've caused beyond their remaining life (capping at 30% of their maximum life). If they are being Overkilled, their overkilled value will be used instead.
- 150 damage vs 100 maximum life: 15.0% bonus
- 130 damage vs 100 maximum life: 15.0% bonus
- 115 damage vs 100 maximum life: 7.5% bonus
- You have mercilessly killed 0 and are generally 0% ruthless. Merciless Killing
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 20
Description: Seems they walked in at a good time. If the bodies mount up here, there will be less cleaning up to do afterwards.
Upon killing an enemy, a 0 radius zone will appear where they died for 4 turns.
Enemies within this zone will provide 1.1% more EXP when killed, decreasing the further they are from the center.
When you are within this zone, your critical hit chance increases by 5.4%, decreasing the closer you are to the center.
This effect has a cooldown. Killing Floor
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Now that you have a pretty good understanding of what you can harvest here, it's time to start reaping in the benefits.
If an enemy is killed with a critical hit (or brutal touch) or without causing more than 0.4% of their maximum life in additional damage, they will leave behind a trophy that can be sold for gold (based on their level, rank and rareness.)
At higher talent levels, you learn to collect heads in better condition (currently a 0% bonus).
This effect only applies to enemies that are Normal rank or higher, and they must provide an exp bounty and not be temporary or summoned. Hunting bosses or uniques will provide the most significant amount of gold.
- Value of a Lv1 normal rank: 0.10 gold
- Value of a Lv1 boss: 0.40 gold
- Value of a Lv1 unique: 0.67 gold
- You have successfully headhunted 0 time(s), earning a total of 0.00 gold (0.00 gold per kill).
(Warning: Many objects still being tested!) Headhunter
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: If there's one thing you've learned about your line of work-- There's no 'gentle' way to murder someone-- Only the brutal way.
Your melee attacks have a 6% chance of becoming a crushing blow, causing 16% more damage if this would cause the target to die. Brutal Touch
| 0/5 |
| Wild-heart / Stone Flesh | 1.00 |
Effective talent level: 2.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Like silk on a ball of yarn, you weave metal around your body, improving your armor hardiness by 11.8% of whatever amount you are missing to achieve 100%.
While this talent is active and your armor hardiness is below 100%, mundane (white color-coded) metallic objects you pick up will be destroyed and turned into 1.2% armor hardiness.
You can also transmogrify metallic objects to acquire its metal that way instead.
Beware that you will lose all gained armor hardiness when this talent is deactivated (such as by sustain-breaking effects or death).
Gained: 8.0%
Bonus: 0.0% Unravel Metal
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your body is strong like iron... Because it IS like iron!
Your armor is increased by 2% of your Constitution and Strength.
In addition, when you are struck in melee by a metallic object, there is a 9% chance it will vibrate intensely with your body, disarming the attacker for 3 turns.
The chance of disarming is based on your armor value.
This effect has a cooldown.
Current armor: 39.3
Disarm power: 5 Abs of Steel
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Each gem is filled with mystical, earthly power... It needs only be unlocked.
Each gem in your inventory will increase your physical power by 0.19. Note that "Alchemist" gems DO NOT count!
You can also activate this talent to crush a gem into your body, immediately granting you its imbued effects for 7 turns.
You have 0 gems in your inventory (0.0 physical power). Crush Gems
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: A heart literally like steel, all forms of "natural" death have diminished effect on you.
You gain 0% poison and disease immunity, as well as reducing the damage of poisons and diseases by 0%.
Also, upon gaining "Die At", it will be improved by 0%. Iron Heart
| 0/5 |
| Wild-heart / Bloodletting Beast | 1.00 |
Effective talent level: 2.0
Use mode: Passive
Description: The sight of red drives you wild-- and blood... The thought simply gives you chills.
Receiving or causing Fire or Bleed effects will send you into a blood frenzy for the same duration:
- Fire effect: Global Speed +15%, Physical damage +7%.
- Bleed effect: Life Steal +13%, Physical damage +7%. Blood Heat
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Simply killing something does not let loose the most blood that it can!
Your intentional physical damage increases by 2%, then 0% of your intentional physical damage is converted into bleeding over a few turns.
You will also gain a clawing natural attack that causes profuse bleeding in its victim. Open Veins
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Blood speaks to you, and you want to speak with it. Furthermore, you want to liberate it...
You literally beckon forth the blood oozing from all beings within a 2 radius, immediately dealing 32% of their Bleed effects' remaining power as Physical damage and ending the effect, as well as healing yourself for 32% of whatever they deal each turn. Bloody Roar
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 3
Description: The color red is so glorious-- The elation you feel, seeing a world of creatures filled with it!!
As long as there are red enemies in sight, you will gain 8% movement speed and will not die until reaching -6% of your maximum life.
If an enemy in sight has a bleed effect and red blood, you will gain another instance of this effect, doubling the bonuses. Sight of Red
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses: First Discipline
Description: Passive: +10 Accuracy, +0 Sight Range
Active (6 turns): +60 See Stealth, +60 See Invisible Eagle Eyes
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +8 Physical Power, +1% Physical Critical Chance
Active (6 turns): +85 Armor Penetration Savage Strength
| 1/10 |
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +5 Physical Save, +25 Maximum Stamina
Active (3 turns): +210% Movement Speed, +100% chance to avoid traps Elusiveness
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +8.00% Healing Mod, +1.5% Shrug Off criticals chance
Active (4 turns): Disinfect 5 poison(s) and/or wound(s); become 75% immune to further poisons/wounds. Lick Wounds
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +3 damage reduction on your turn, +0.08 equilibrium on hit
Active (6 turns): Reduce equilibrium by 20% of all damage received Tolerance
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +4 Defense, +1 Luck
Active (6 turns): Removes 0 to 3 random detrimental physical effects and all cross-tier effects Rabbit's Foot
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +10 Maximum Life, -1 Size Category
Active (6 turns): Reduce all damage by 15 and "reverse" your Size Category Growing Bones
| 1/10 |
| Wild-heart / Wing Pod | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Stamina cost: 31.6
Range: 8
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With little concern for your destination, you hop and fly off to somewhere up to 8 tiles away, landing randomly within 9 tiles.
If you are indoors, you can only hop 1 tiles away and without passing over terrain, but you can jump twice.
Talent levels will improve the amount of control you have over the hop, increasing the range and shrinking the radius.
Currently: Outdoors Buzz-Off
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20.9
Range: melee/personal
Cooldown: 42
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Natural Attacks: Body Slam
Description: You ram into your target at maximum speed, bashing them for 0 physical damage and dazing them.
If they are not killed by this, you will bleed for 89% the amount dealt and lose 50% movement speed for that turn.
The damage dealt increases with your physical power.
This talent takes no time to use. Batter
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 41.1
Range: 4
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Waiting for the target's attention to slip, you disappear from their sight, sneaking up behind them.
If the target fails a 7 power blind and stealth check (or they are currently dazed), you will silently slip behind them, causing them to lose sight of you for 0 turns. Otherwise, you will miss a turn.
While blinded, your next melee attack on the target is a guaranteed critical hit, but the blinding effect will end.
If you kill the target while they are blinded, the cooldown of this talent will be refreshed.
The power of the stealth increases with your Dexterity. Predator's Stride
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 80
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You maintain a controlled, but chaotic hovering flight, staying just out of the reach of your enemies.
You gain 0 defense, but lose that much accuracy due to your chaotic movements.
You will also completely dodge projectiles (such as arrows or spells) 21% of the time.
Finally, due to the confusion of your movements, you will have a 21% possibility of switching places with enemies you bump into instead of attacking (use "Attack" talent instead to attack).
The chance of dodging projectiles and shoving enemies increases significantly with Luck and talent levels. Flutter
| 0/5 |
| Wild-child / Sapient Ones | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You make use of your tail (or other posterior appendage), granting access to a special equipment slot that can carry tools or charms, as well as reducing the power costs and cooldown of objects used by it by 40%.
Additionally, you will gain a bashing natural attack that uses your tail's object to attack, and your tail-based natural attacks will have 14% less multi-attack penalties.
This talent can be used to arm your tail with an object. If so, you can equip Mindstars this way as well.
The power and cooldown reduction scales with your Cunning. Ambidexterity
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You toss whatever object you have in your Tail at a target, dazing them for 2 turns, though physical critical hits will stun instead.
The object's subtype determines what effects it will have upon striking a target.
No object equipped (parameters cannot be shown)
Damaging effects tend to scale with the object's power (or a specific stat), while the secondary effect tends to scale with the object's cooldown. Lob
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 45.3
Range: 5
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Movement (111% of a turn)
Is: a nature gift
Description: Using your agility and relatively smaller frame, you climb up upon a target of equal or greater size, at which point, you choose a place to hop to:
- Unoccupied (or same creature): You spring off at the last second, ignoring all obstacles in-between and landing gracefully.
- Target: You bound off and attempt to land upon the new target. If successful (equal or greater size, accuracy vs defense or friendly), a turn will pass and you will trigger this talent again. Otherwise, you will fall and land next to them, dazed.
Whenever you bound off of a target, the agile action will cause anything in sight targetting you to briefly lose track of you and attack the one you sprung off (they deal 38% damage).
The damage caused through misdirection scales significantly with your Cunning. Bound Off
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 28.5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: WARNING: Still requires extensive testing! Use at your own discretion!
You will climb onto a larger party member, remaining perched upon them and removed from combat (time still passes).
If used on a smaller party member, you will urge them to climb upon you instead to the same effect.
While perched, you will switch control to them, as well as adding your height and vision to theirs, combining all detection parameters (sight, infravision, stealth detection, etc...), increasing your size categories, and increasing the ridee's fatigue by 121%.
Beware, however... This will ALSO combine your encumbrances!
The ridden target...
Level 2 - Can instantly command the rider to use Bound Off, provoking enemies around yourself and allowing for long-distance dismounts.
Level 3 - Can instantly command the rider to use Highsight from great distance, allowing the ridee to instantly transfer.
Level 4 - Can instantly command the rider to use Lob, automatically passing them your own tail object if they do not have one.
Level 5 - Can instantly command the rider to use a random activated, targettable talent at the targetted tile. This will always choose a talent within applicable range.
Only one command can be given per turn. Highsight
| 0/5 |
| Wild-heart / Noble Animal | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You can touch the soul within Mindstars, allowing you to call upon psivines.
When powered up this way, Mindstars will gain a 0% damage modifier from your Wild Power.
You will also increase damage dealt by 0% and your physical power by 0 when attacking with a mindstar. Summon Vines
| 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 nature gift
Description: You open yourself up to the biorhythms of nature, increasing non-blight damage you receive from others by 50%, but also reducing your equilibrium by 3.5 each turn.
Also, whenever you receive non-blight damage from others, your equilibrium is reduced by 0.9% of the amount received.
Note that this effect will suspend itself if your equilibrium is already at its minimum.
Finally, you will automatically attune yourself when resting, reducing equilibrium by 0.35 when resting.
The various equilibrium recoveries improve with your mind power. Attune to Nature
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You embody all that represents the soul of nature, gaining 5 equilibrium each turn, then performing several checks to maintain your focus.
While effective, you gain 0% nature affinity and your mind power is absolutely increased by 8% of your Wildness. Soul of Nature
| 0/5 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +5 Mind Power, +1% Mental Crit Chance
Active (6 turns): See all creatures in 21 radius Predation
| 1/10 |
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +7 Ranged Defense, -4% Critically Hit Chance
Active (3 turns): +24 Invisibility (-30% damage dealt) Blend In
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +6 Spellpower, +0 Light Radius
Active (6 turns): Restore , 46 Equilibrium, 46 Stamina Splendour
| 1/10 |
| Wild-gift / Harmony | 1.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Inner Animal | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: -46
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Your natural attacks have a(n) 15% chance of repeating up to 0 time(s), each repeat reducing your equilibrium by 10.
At talent level 5, equilibrium will not drain while resting if this talent is sustained.
The chance of repeating is based on your equilibrium failure rate (without willpower) and increases with your Wild Power. Wild Savagery
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You embody all that represents the heart of nature, gaining 5 equilibrium each turn, then performing several checks to maintain your focus.
While effective, you gain 0% nature affinity and your physical power is absolutely increased by 8% of your Wildness. Heart of Nature
| 0/5 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +3 Infravision, +5 See Stealth
Active (3 turns): Reveal terrain and detect traps in a 12 radius around self (50 detection power, diminishing with distance) Keen Awareness
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: -5% Fatigue, +8 Max Encumbrance
Active (12 turns): +100% Fatigue, die at -2394 life (45% of maximum life). Max Encumbrance is not lost when activated. Sturdy Heart
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +7% Critical Power, +2% All Resist Penetration
Active (6 turns): +28% Life Steal Hungry Eyes
| 1/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 4.5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: 3% Ferocity Transfer, +0.40 Stamina Regeneration
Active (until gained exp): +12% Bonus Experience Primal Rhythm
| 1/10 |
| Wild-heart / Dragon Scales | 1.00 |
Effective talent level: 1.0
Use mode: Passive
Heritage: Primary Heritage
Description: Your birthright was the scales of a hot-blooded Fire Drake; Their smouldering scales can burn away blight.
Increases fire resistance by 10% and blight resistance by 5%.
At talent level 5, if this is your primary or secondary heritage, your fire resistance cap is increased by 30% and your affinity by 15%. Fire Drake Scales
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Heritage:
Description: Your birthright was the scales of a cold-hearted Cold Drake; Their glistening scales can reflect away light.
Increases cold resistance by 2% and light resistance by 1%.
At talent level 5, if this is your primary or secondary heritage, your cold resistance cap is increased by 30% and your affinity by 15%. Cold Drake Scales
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Heritage:
Description: Your birthright was the scales of a scatter-brained Storm Drake; Their galvanic scales can repel arcana.
Increases lightning resistance by 2% and arcane resistance by 1%.
At talent level 5, if this is your primary or secondary heritage, your lightning resistance cap is increased by 30% and your affinity by 15%. Storm Drake Scales
| 0/5 |
Effective talent level: 1.0
Use mode: Passive
Heritage: Secondary Heritage
Description: Your birthright was the scales of a hard-headed Sand Drake; Their coarse scales can absorb pure darkness.
Increases physical resistance by 5% and darkness resistance by 5%.
At talent level 5, if this is your primary or secondary heritage, your physical resistance cap is increased by 30% and your affinity by 15%. Sand Drake Scales
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Heritage:
Description: Your birthright was the scales of an ill-mannered Venom Drake; Their caustic scales can neutralize poisons.
Increases acid resistance by 2% and nature resistance by 1%.
At talent level 5, if this is your primary or secondary heritage, your acid resistance cap is increased by 30% and your affinity by 15%. Venom Drake Scales
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You let loose the ancient, hidden power stored in your scales, converting your heritages' resistance gains into melee damage retaliation:
0.6 fire retaliation
0.3 blight retaliation
0.6 physical retaliation
0.3 darkness retaliation
Scale Release
| 0/5 |
| Wild-heart / Antimatter | 1.00 |
Effective talent level: 2.0
Use mode: Passive
Cooldown: 6
Description: You develop a thin coating of slime, repelling 15.9% of anything that isn't physical or mind damage.
If you receive intentional physical/mind damage great than 163, you will be forced to perform a physical/mental check against their physical/mind power (respectively). If you fail, the shock will break you out of your focus and disperse the slime for 6 turns.
The resistance and failure threshold scales with your Mind Power. Oooooooze...
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You swing yourself about, throwing about thick masses of ooze in every direction, dealing 51 nature damage to enemies in a 0 radius.
Those struck become covered in antimagic ooze, disrupting magical talents and sustains 11% of the time.
The damage scales with your Mind Power. Slaaaaather...
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 30
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your body quivers subtly, causing the slime coating your body to generate microscopic ripples of EXTREMELY powerful antimagic disruption!
You gain a passive barrier that will absorb up to 62 non-physical, non-mind damage you receive, depleting only if the damage is intentional.
Receiving physical or mind damage while this barrier is up will reduce Equilibrium by 1 for every 10 points you receive.
This barrier will only activate if you can successfully rest or run for a few turn.
The amount of damage you can absorb scales with your Mind Power. Uuuuuundulate...
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Antimatter runs deeply within you. Now, your very saliva has become as such, capable of slowly corroding and scouring away magic.
2% of Nature damage you deal will manaburn the target over 6 turns.
Additionally, 2% of the damage caused by Slaaaaather... will immediately manaburn victims. Bluuuuub...
| 0/5 |
| Wild-heart / Hydragon | 1.00 |
Effective talent level: 1.0
Use mode: Passive
Description: You can sprout some feral heads; their bite could tear anything that approaches apart in an instant.
They are necessary in order to use Feral Hydra talents, and in combat, Feral heads are relentless and efficient, unaffected by any offhand penalties.
Every 20 turns, you will generate a new Feral head, up to a maximum of 1. Feral heads will attempt to perform physical saves against stun and sleep effects.
You are granted 2 Physical Save for each head you currently have. The fifth talent point will not add a head, but will absolutely increase your Physical Save by 10. Three Bites
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You can sprout some glaring heads; their eyes strike terror in the heart of your enemies.
They are necessary in order to use Glare Hydra talents, and in combat, Glare heads are deadly and precise, always striking at a foe's weak points.
Every 25 turns, you will generate a new Glare head, up to a maximum of 0. Glare heads will attempt to perform mental saves against confusion and blind effects.
You are granted 2 Mental Save for each head you currently have. The fifth talent point will not add a head, but will absolutely increase your Mental Save by 10. Three Gazes
| 0/5 |
Effective talent level: 1.0
Use mode: Passive
Description: You can sprout some drooling heads; their acids are powerful enough to melt your foes down.
They are necessary in order to use Breath Hydra talents, and in combat, Drool heads are nimble and toxic, dealing either Acid, Poison, or Lightning damage and completely ignoring armor.
Every 20 turns, you will generate a new Drool head, up to a maximum of 1. Drool heads will attempt to perform spell saves against silence and fear effects.
You are granted 2 Spell Save for each head you currently have. The fifth talent point will not add a head, but will absolutely increase your Spell Save by 10. Three Breaths
| 1/5 |
Effective talent level: 1.0
Use mode: Passive
Description: You can sprout some deceiving heads; they look and act exactly like any one of your other heads.
They can seamlessly act as any other existing head, and in combat, Decoy heads are tricky and deceptive, imitating the attacks of your other heads.
Every 30 turns, you will generate a new Decoy head, up to a maximum of 1. Decoy heads imitate your other heads, sometimes being smitten instead of your real ones.
You are granted 1 Defense for each head you currently have. The fifth talent point will not add a head, but will absolutely increase your Defense by 5.
These heads are NOT essential and cannot be used to perceive the world. Three Triads
| 1/5 |
| Wild-heart / Dragon Brood | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Range: melee/personal
Cooldown: 62
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a summon power
Description: Through an ancient process, you undergo a natural schism, manifesting a lesser, but potentially growing incarnate of yourself. This incarnate levels up very quickly (50% the normal requirement), as well as gaining 48% of any experience that you gain.
Performing this technique requires "inspiration", which you acquire by accomplishing "feats".
Each level will increase the number of things that are considered as feats:
Level 1 ~ Finish a quest
Level 2 ~ Level up
Level 3 ~ Defeat a Normal or higher rank dragon
Level 4 ~ Defeat an Elite or higher rank enemy
Level 5 ~ Learn any lore
Loneliness, as well as desire to raise servants/family, is also inspirational, allowing you to use this talent without inspiration if you currently have no drakelings.
(Enghryza's Insight): Honorable drakelings lavish you with praise, turning the birth itself into a feat. Raise Drakeling
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Range: 3
Cooldown: 54
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a command
Description: If your Drakelings can inherit a talent from you, they will become inspired as soon as you do, allowing you to this talent to teach them a random, inheritable talent you know at a random talent level.
Role Model's talent level determines how high the inherited talent's level can potentially be.
Highest possible inherited talent level: 0.00
(Enghryza's Insight): Aggressive drakelings are rambunctious and will be inspired as soon as you try to teach them. Role Model
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You need not demonstrate everything in full detail-- They seem to get the gist of it.
Your drakelings will now sometimes learn "unusual" talents. Additionally, they will always inherit talents from you at talent level 0.00 or higher.
(Enghryza's Insight): Intelligent drakelings are mysteriously wise, indiscriminately learning unusual talents. Idealists
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 20
Description: The relationship you have with your drakelings is immaculate! Whether it is love or hate, you possess an unbreakable bond which binds you to them and conquers all.
Related to your drakeling, when they have the following traits, they will...
(Birth) - When falling behind, they will match your bonus movement speed.
(Near-Death) - Requires 7% less experience to level up
(Ultimate) - Allowed to become 1 level(s) higher than you
Level 3 (Fire Safety) - Dragon Heritage nurturing will always have 100% or more potency
Level 4 (Observation) - No negative penalties; they will reveal their target to you, allowing them to fight as long as they can see you
Level 5 (Anti-Death) - When a drakeling falls, you become enraged, removing all stuns and pins (has a cooldown)
(Enghryza's Insight): Honorable drakelings cherish these moments with you-- good or bad-- nourishing them for 0.0% of all intentional damage you cause to them.
Also, because of your nurturing, this talent will greatly increase your Kindness. Parental Bond
| 0/5 |
| Wild-heart / Prudence | 1.00 |
Effective talent level: 2.0
Use mode: Passive
Description: Upon receiving damage from a visible, non-adjacent source, your attention will become fixated upon them for 2 turns.
While fixated, you will begin making efforts to evade and mitigate their attacks, receiving 20% less damage from them.
At talent level 4 or higher, you will also gain 0 Defense and Ranged Defense.
The highest ranked enemy will always take priority. Discretion
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Whenever you receive a physical effect from an enemy, you will grow wary of their craftiness, increasing your save against physical effects by 0.
After 3 turns of receiving no physical effects, the bonus will decrease by 10 each turn. Avoidance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Natural Attacks: Random
Description: As long as you remain still, you will mark the closest, non-adjacent hostile targets you can see (0 per turn).
Whenever a mark becomes adjacent to you, you will automatically strike them with a 21% power attack, removing the mark and dazing them.
The applying power of the dazing is based on the higher of your accuracy or physical power. Vigilance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Upon receiving damage from an adjacent source, you will track who damaged you and how much life you had at that point.
Then, upon killing the source, you will be healed by 0.0% of the difference between your life now and when this effect started or 0.0% of your maximum life (whichever is higher).
The healing effect will diminish the further you are from the source when they die.
The lowest ranked enemy will always take priority. Triumph
| 0/5 |
| Wild-heart / Burrowing Beast | 1.00 |
Effective talent level: 2.0
Use mode: Activated
Stamina cost: 9.5
Equilibrium cost: 10
Range: 3
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: By your whim and very touch, you produce a 3 tile long seam in solid walls, hollowing out a path for 6 turns. Those that can Geowalk will disappear into the path, gaining 186 invisibility (-70% damage) and ignoring traps.
At talent level 5, you can part the ground as well (you will suffocate at a rate of 10 air per turn.)
Note that this will only affect walls that require special breathing (other than water), and thus, you will still require the correct breathing method to remain within without suffocating.
The invisibility scales significantly with your Cunning. Part the Earth
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Like fish gills through water, you nourish yourself with the air and soil between the seams and cracks of the earth, refreshing 0.34 air and regenerating 0.26 life each step you take through solid terrain.
In addition, your maximum air capacity will be increased by 0.
Note that greater air capacity improves Breath speed. Georespiration
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You find it hilarious that people would protect themselves with a substance that you literally eat through!
You gain a biting natural attack that is exceptional at penetrating armor.
Hitting a target with a biting attack will sunder their armor, reducing their Armor stackingly by 0.00 for 15 turns.
Each point reduced this way (or by other armor-rending effects) will heal you and restore your equilibrium by 0.37.
Additionally, your damage against Constructs and Golems is increased by 0%. Metalbolism
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 38
Equilibrium cost: 10
Range: 2
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Natural Attacks: Random Bite
Description: While burrowed, you will now gain 2 radius awareness of any nearby creatures.
You may also activate this talent to burst out from the ground underneath a targetted spot, jaws wide open, utterly devastating a 0 radius area, dealing 39 physical damage and destroying all walls.
Those on the fringe will be knocked back, but those within will become swallowed, being bitten for 10 physical damage each turn.
Any intentional damage you receive while biting will be directed to your jaws (317 hp), causing your grip to eventually loosen.
The damage and chewing scales with your physical power while your jaw hp scales with your Constitution. Subterranean Surprise
| 0/5 |