| Spellweaving / Ruin | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Description: Learn how to cast spells with Acid and Blight. These spells will deal base 37 damage with the following extra effects:
Acid also gains a 45% chance to disarm enemies for 3 turns as their weapons are corroded.
Blight gains a 50% chance to disease enemies, reducing their strength, constitution, or dexterity by 4 for 5 turns. These diseases stack, and diseases that are not currently in use will be prioritized.
All damage and effect chances are multiplied by Spellweave Power. Ruin
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Through your practice with blight and acid, you know that everything will break down, eventually, and that nothing can resist it.
Increase your Blight and Acid damage by 0.0% and gain -5% Blight and Acid resistance piercing. Foul Dissolution
| 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)
Description: You've learned how to use the energy of pestilence and acid in your other spells, allowing you to spread their power farther.
When you cast a Spellwoven Spell, you gain a 0% chance to inflict one of the diseases from the Ruin talent to any enemies in the area. This chance is multiplied by the Spellweave Power modifier of the shape, instead of the standard modifier. The power is currently 4, the same as the power of the Ruin talent, multiplied by the Spellweave Power of the inflicting spell. Additionally, if the target of the Spell is disarmed, the chance is multiplied by 2.5. Targets with Spellwoven diseases take an additional 0% damage for each disease on them (maxing at three diseases). This damage bonus is increased (additively) by 5% if the damage is not Blight or Acid damage. Acidic Pestilence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Acid and Blight hold the power to wear anything down. This is inevitable. However, you understand that you can use this power to prevent harm as well as to destroy.
Your Acid and Blight resistance piercing is increased by 0.0%. Gain the Ruin element, which deals 37 damage (from the Ruin talent), divided equally among Acid and Blight and multiplied by Spellweave Power. Ruin damage also gains a -6% chance (multiplied by Spellweave Power) to afflict targets with Ruinous Exhaustion, reducing all of their damage by -3%, their all damage penetration by 0%, their Attack, Mental, and Spell powers by 0, and their accuracy by 0 for 4 turns. Powers, accuracy, and damage penetration reduction scale with Magic.
Additionally, at raw talent level 3, gain Shield Bonus: Corroding Shield (Attackers damage is reduced stackingly each time you are attacked).
At raw talent level 5, gain Teleport Mode: Blightgate (Teleport enemies near your destination to your starting point). Absolute Ruin
| 0/5 |
| Spellweaving / Eclipse | 1.30 |
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Through your practice with light and darkness, you have grown to understand that they are everywhere and in everything, empowering you and letting you break through resistances.
Increase your Light and Dark damage by 0.0% and gain -5% Light and Dark resistance piercing. Luminous Shadows
| 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)
Description: In the complex swirl of light and darkness, you always have an advantage.
Targets that are Illuminated, Blinded, or have a Eclipsing Corona take an additional 0% damage. These damage bonuses will not stack. When the damage is with an element other than Light or Dark, this bonus is increased by 10%. Darklight Confusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You don't just control the Light or Dark, you control the power of night and day itself.
Your Light and Darkness resistance piercing is increased by 0.0%. Gain the Eclipse element, which deals 37 damage (from the Eclipse talent), divided equally among Light and Darkness. Eclipse damage also has a -6% chance to create a Eclipsing Corona around an enemy, reducing all of their resistances by -3% and reducing their defense and stealth power by 1 and their armor and invisibility power by 0 for 4 turns. Armor, defense, and stealth and invisibility power reduction scales with Magic.
All damage and effect chances are multiplied by Spellweave Power.
Additionally, at raw talent level 3, gain Teleport Bonus: Illusions (create a Spellwoven Simulcrum when you teleport that taunts enemies into attacking it instead of you).
At raw talent level 5, gain Shield Mode: Phantasmal (increased shield power, but only applies half of the time). Endless Eclipse
| 0/5 |
| Spellweaving / Wind and rain | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Description: Learn how to cast spells with Lightning and Cold. These spells will deal base 37 damage with the following extra effects:
Lightning gains a 35% chance to Daze targets for 3 turns.
Cold gains a 30% chance to freeze enemies to the ground, preventing them from moving, for 4 turns.
All damage and effect chances are multiplied by Spellweave Power. Wind and Rain
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Through your practice with cold and lightning, you have seen through true force of storms. Icy water and tempest winds can destroy and create, and in the end, nothing can stop them.
Increase your Cold and Lightning damage by 0.0% and gain -5% Cold and Lightning resistance piercing. Storming Through
| 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)
Description: You don't just understand storms, you command them.
You gain a Hailstorm, 1 damage each turn to all enemies in radius 3, split equally between Cold and Lightning damage. When you use a Spellwoven spell that uses the Cold, Lightning, or Wind and Rain elements, the Hailstorm increases in power, increasing its damage by 0.0% of the damage of that spell (at most 0 per turn). This power decreases by 5% each turn down to the base values. When you cast a Spellwoven spell not including these elements, you unleash the power of the Hailstorm, resetting its damage and immediately dealing 67% of its stored damage with a chance to freeze enemies to the ground or dazing them for 3 turns. These chances are based on the Wind and Rain talent, but increase with the power of the Hailstorm, and Stun and Pin resist are halved to resist these effects. Relentless Hailstorm
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Any sailor knows that the seas of Eyal carry hurricanes and storms that can swallow ships and that even the strongest mage couldn't control. You know that the most powerful storms cannot be controlled, merely unleashed.
Your Cold and Lightning resistance piercing is increased by 0.0%. Gain the Wind and Rain element, which deals 37 damage (from the Wind and Rain talent), divided equally among Cold and Lightning and multiplied by Spellweave Power. Wind and Rain damage has a -10% chance (multiplied by Spellweave Power) to surround targets with an Icestorm, halving their Pinning and Stun resistance and dealing 2 damage, equally divided between Cold and Lightning to every enemy around them in radius 3 for 4 turns. Icestorm damage does not break dazes. The chance of inflicting icestorm reduces by 15% for each icestorm present on the level.
Additionally, at raw talent level 3, gain Shield Bonus: Cleansing Rain (Gain regeneration as long as the shield is active).
At raw talent level 5, gain Teleport Mode: Lightning Speed (Instead of teleporting, gain a significant amount of movespeed). The Dreadful Wind and Rain
| 0/5 |
| Spellweaving / Molten | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Description: Learn how to cast spells with Fire and Physical. These spells will deal base 37 damage with the following extra effects:
Physical gains a 30% chance to Wound targets, reducing their healing recieved by 30%, for 4 turns.
Fire deals an additional 2 Fire damage over four turns.
All damage and effect chances are multiplied by Spellweave Power. Molten
| 1/5 |
| 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)
Description: You have figured out how to combine your elements to extend the lifespan of your molten effects.
Whenever you hit a Spellwoven Burning target with a non-Fire element Spellwoven spell, extend that burn by 1 turn. When you hit a Spellwoven Wounded target with a non-Physical element Spellwoven spell, extend that wound by 1 turn. Whenever you hit a target affected by Molten Drain with a non-Molten element Spellwoven spell, drain 0 life from the target as draining Molten damage. Additionally, Spellwoven burn damage is increased by 0%, and the healing reduction of wounds is increased to 16%. Unending Melting
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You don't just use Fire or Physical magic, you draw power from the depths of Eyal itself. The magma deep down gives life and death, and so can you.
Your Fire and Physical resistance piercing is increased by 0.0%. Gain the Molten element, which deals 37 damage (from the Molten talent), divided equally among Fire and Physical. Molten damage also has a -14% chance to scorch the ground, creating magma tiles for 3 turns. Enemies on those tiles take 1 Fire damage and 1 Physical damage each turn and are afflicted with Molten Drain for 1 turn, redirecting -14% of direct heals that target recieves to you. Molten tile damage increases with Spellpower.
All damage and effect chances are multiplied by Spellweave Power.
Additionally, at raw talent level 3, gain Shield Mode: Molten Shield (The shield becomes a sustained shield that regenerates its power every turn).
At raw talent level 5, gain Teleport Mode: Molten Path (Teleport in a straight line through enemies and walls until you hit an empty space). Eyal's Flames
| 0/5 |
| Spellweaving / Otherworldly | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Description: Learn how to cast spells with Arcane and Temporal. These spells will deal base 37 damage with the following extra effects:
Arcane also drains arcane resources, draining 18 mana, 9 vim, and 5 positive and negative energies, and dealing the greatest of 50% of the drained mana, 100% of the drained vim, and 200% of the drained negative energy as arcane damage.
Temporal gains a 45% chance to slow enemies, reducing their global speeds by 35% and their projectile's speed by 50% for 4 turns.
All damage and effect chances are multiplied by Spellweave Power. Otherworldly
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Through your practice with arcane and temporal magics, you understand that power of magic comes as much from the beyond as from here, and nothing is prepared for that beyond this world.
Increase your Arcane and Temporal damage by 0.0% and gain -5% Arcane and Temporal resistance piercing. Magic Time!
| 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)
Description: You understand the power of motion. Time's eternal march, the flow of arcane power... You know how to work with it all to take advantage of what other's motion lacks.
When you hit an enemy that is slowed by Spellweave effects or has less than 50% of its mana, vim, positive energy, or negative energy (and has the associated resource pool) with a Spellwoven spell, gain a 3% chance (multiplied by the spell's Shape's Spellweave Power) to gain 45% movespeed for one turn. If you move while this effect is active, you will not be able to gain it again for 5 turns. If a target is slowed and has less than 50% of one of those values, the chance is increased by half. When you move, except by force, your next Spellwoven activated spell cast during your next turn gains an additional 0.99 Spellweave Power multiplier.
Current Cooldown: 0 Void Dance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Every mage knows that what most people see as "reality" in the world of Eyal is not strong. Time can be molded, gravity bent... You, however, know how to harness that unrealness to perform impossible feats.
Your Arcane and Temporal resistance piercing is increased by 0.0%. Gain the Otherworldly element, which deals 37 damage (from the Otherworldly talent), divided equally among Arcane and Temporal and multiplied by Spellweave Power. Otherworldly damage also gains a -7% chance (multiplied by Spellweave Power) to drain time from a target, reducing the duration of up to 1 of their beneficial effects by 0 turns and increasing the duration of one of your beneficial effects by half as much, rounded up (0 turns).
Additionally, at raw talent level 3, gain Shield Bonus: Power Draining (When hit, drain the attacker's resources based on the damage received and restore mana based on the amount drained).
At raw talent level 5, gain Teleport Bonus: Voidstepping (After teleporting, gain significant movespeed for two turns, and the ability to run through one wall of thickness 3 or less while this is active). Unreal Showing
| 0/5 |
| Spellweaving / Spellweaver | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Description: Rather than pluck and pull on the elemental threads of the world, you understand how to weave them to produce perfectly controlled effects.
You gain the Attack Spell Crafting spell and 3 Spell Slots that you can craft spells into, gaining another at raw talent level 3. Additionally, gain the basic Spell Components - Shape: Beam and Mode: Basic Damage.
At raw talent level 2, gain Shape: Bolt and Shape: Burst. Spellweaver
| 1/3 |
Effective talent level: 0.0
Use mode: Passive
Description: You understand the power of subtlety, but also the power of power.
You gain 0 Spellpower and you gain Shape: Cone.
At raw talent level 2, gain Mode: Damage Over Time (Damage is dealt over several turns).
At raw talent level 3, also gain Mode: Exploit Weakness (Damage and status chance modified by half of the power of resistances befores resistances are normally applied). Spellweaver's Power
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learned how to shape your spells to make them perfectly precise. Increase your spell critical chance by 0%.
Additionally, you've discovered some of the stranger ways to shape your spells.
Gain access to Shape: Wall.
At raw talent level 2, gain access to Shape: Large Beam and Mode: Resisting (Reduce Spellweave Power, but gain temporary resistance to the Spell's Element).
At raw talent level 3, gain access to Shape: Cross and Mode: Applying (Damage is reduced by 40%, but effective Spellweave Modifier for element status effects is increased by 50%. Spellweaver's Finesse
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Description: As an Adept in the art of Spellweaving, you've learned many ways to shape your spells.
Gain access to Element: Duo (Choose any other two elements you know and use them, both at half strength) and Mode: Lingering (Create tiles that damage enemies and last for several turns).
At raw talent level 2, gain access to Shape: Square (A basic square) and Mode: Forceful (Increase damage by 50% but reduce status power and chance to 50%).
At raw talent level 3, gain an additional Spell Slot. Spellweaver Adept
| 0/3 |