Celestial / Sun | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Calls forth a ray of light from the Sun, doing 347.5 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 4 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -20
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 99.7 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower. Path of the Sun
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 12%.
Each time you crit with a physical attack or a spell you have 78% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn. Sun's Vengeance
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -15
Range: 10
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
While the cloak is active, your spell casting speed is increased by 44%, your spell cooldowns are reduced by 41%, and you cannot take more than 67% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 5/5 |
Chronomancy / Temporal Guardian | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases Physical Power by 60, and increases weapon damage by 55% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 10 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain 31% critical chance and critical strike power while you take 31% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 5/5 |
Technique / Two-handed assault | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Hits the target with your weapon, doing 155% damage. If the attack hits, the target is stunned for 7 turns.
The stun chance increases with your Physical Power. Stunning Blow
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Spin around, extending your weapon and damaging all targets around you for 217% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 112% damage over 5 turns Death Dance
| 5/5 |
| 5/5 |
Psionic / Charged mastery | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: For 10 turns your electrokinesis transcends your normal limits, increasing your Lightning damage by 43% and your Lightning resistance penetration by 25%.
In addition:
The cooldowns of Charged Shield, Charged Leech, Charged Aura, Charged Strike and Brainstorm are reset.
Charged Aura effects will have their radius increased by 1.
Your Charged Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Brainstorm will also inflict blindness.
Charge Leech will also inflict confusion (37% effect).
Charged Strike will have its secondary lightning burst chain to up to 3 targets in a radius of 3.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Electrokinesis
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 32
Range: 8
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Cast a net of static electricity in a radius of 4 for 6 turns.
Enemies standing in the net will take 249.3 Lightning damage and be slowed by 41%.
When you move through the net, a static charge will accumulate on your weapon which will add 122.5 additional Lightning damage to your next attack for each turn you spend within its area.
These effects scale with your Mindpower. Static Net
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 54
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Store an electric charge for saving your life at a later time.
If you are reduced to less than zero life while this is active, it will deactivate, cure you of all stun/daze/freeze effects and allow you to survive with up to 517 negative health for 5 turns.
The negative health limit scales with your Mindpower and maxium life. Heartstart
| 5/5 |
Wild-gift / Fire drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 6 up to 3 tiles away and damaging them for 165% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7.
The sound wave is so strong, your foes also take 479.13 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Bellowing Roar
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 6
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spit a cloud of flames, doing 137.21 fire damage in a radius of 5 each turn for 9 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 1205.63 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath
| 5/5 |
Cursed / Slaughter | 1.40 |
Effective talent level: 7.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You slash wildly at your target for 162% (at 0 Hate) to 307% (at 100+ Hate) damage.
At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by 47% for 15 turns. The effect will stack.
The damage multiplier increases with your Strength. Slash
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Hate cost: 2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Assault nearby foes with 4 fast attacks for 55% (at 0 Hate) to 110% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Accuracy by 38 for 3 turns.
The damage multiplier and Accuracy reduction increase with your Strength. Frenzy
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Hate cost: 5
Range: 9
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Charge through your opponents, attacking anyone near your path for 35% (at 0 Hate) to 70% (at 100+ Hate) damage. Big opponents may be knocked away from your path. You can attack a maximum of 6 times, and can hit targets along your path more than once. Reckless Charge
| 5/5 |
Effective talent level: 7.0
Use mode: Sustained
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Will Deactivate: Surge
Description: While active, every swing of your weapon has a 35% (if one-handed) or 42% (if two-handed) chance of striking a second nearby target for 112% (at 0 Hate) to 118% (at 100+ Hate) damage (+25% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The Cleave chance and damage increase with your Strength. Cleave
| 5/5 |
Wild-gift / Slime | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 4
Travel Speed: 600% of base
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spit slime at your target doing 574.6 nature damage and slowing it down by 30% for 3 turns.
The slime can bounce from foe to foe, hitting up to a total of 5 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 38.1% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Releases poisonous spores at an area of radius 2, infecting the foes inside with a random poison doing 912.4 Nature damage over 10 turns.
This attack can crit and deals 58% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Your skin drips with acid, damaging all that hit you for 93.3 disarming acid damage.
The damage increases with your Mindpower. Acidic Skin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 6
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 6 with error margin of 1.
Doing so changes your internal structure slightly, taking 2 random talent(s) off cooldown. Slime Roots
| 5/5 |
Psionic / Psi-fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Gather your will, and brutally smash the target with your mainhand weapon and then your telekinetically wielded weapon, doing 156% weapon damage.
If your mainhand weapon hits, you will also stun the target for 6 turns.
This attack uses 60% of your Willpower and Cunning instead of Strength and Dexterity to determine weapon damage and accuracy, for both attacks.
Any active Aura damage bonusses will extend to the weapons used for this attack. Telekinetic Smash
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While active, you give your flesh and blood body a boost in the form of precisely applied mental forces. Increases Strength and Dexterity by 33% of your Willpower and Cunning, respectively.
Strength increased by 47
Dexterity increased by 56 Augmentation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Assume a defensive mental state.
For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for 113% weapon damage.
At raw talent level 3 you will also disarm the attacker for 3 turns.
At raw talent level 5 you will be able to reflexively block up to one attack per turn with a 41% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 23% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 14%.
The daze chance increase with your Physical Power. Mortal Terror
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by 12%, your life regeneration by 5.57 per turn, and your stamina regeneration by 1.11 per turn for 10 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 27.85 and 5.57 each turn, respectively. Bloodbath
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 120
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You enter a battle frenzy for 7 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain 20% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 5/5 |
Technique / Two-handed weapons | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You enter an aggressive battle stance, increasing Accuracy by 57 and Physical Power by 66, at the cost of -10 Defense and -10 Armour.
While berserking, you are nearly unstoppable, granting you 55% stun and pinning resistance.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Tries to perform a killing blow, doing 135% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life ( Death Blow
| 5/5 |
Spell / Air | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up mana into a powerful beam of lightning, doing 282.22 to 846.67 damage
The damage will increase with your Spellpower. Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Invokes a forking beam of lightning doing 199.65 to 598.94 damage and forking to another target.
It can hit up to 8 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower. Chain Lightning
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A gentle wind circles around the caster, increasing carrying capacity by 151 and increasing defense against projectiles by 39.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 29% movement speed and removes 15 fatigue. Feather Wind
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 6 of your foes for 1 to 182.76 damage in a radius of 1.
This powerful spell will drain 7.50 mana with each hit.
The damage will increase with your Spellpower. Thunderstorm
| 5/5 |
Celestial / Twilight | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 15
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You stand between the darkness and the light, allowing you to convert 15 positive energy into 339 negative energy.
Learning this talent will change the default level of positive and negative energies to 36% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning. Twilight
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: 20
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 18 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate. Jumpgate
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Let out a mental cry that shatters the will of your targets within radius 3, confusing (47% to act randomly) them for 13 turns.
The duration will improve with your Cunning. Mind Blast
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10
Range: 5
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Creates a shadowy copy of a hostile target of up to huge size. The copy will attack its progenitor immediately and lasts for 21 turns.
The duplicate has 70% of the target's life, 70% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses. Shadow Simulacrum
| 5/5 |
Spell / Earth | 1.40 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 15
Range: 8
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5.
The beam also affect any creatures in its path, dealing 552.13 physical damage to all.
The damage will increase with your Spellpower. Pulverizing Auger
| 5/5 |
Effective talent level: 7.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: The caster's skin grows as hard as stone, granting a 32 bonus to Armour.
Each time you are hit in melee, you have a 93% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower. Stone Skin
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures a mudslide, dealing 459.97 physical damage in a radius of 9. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower. Mudslide
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Entomb yourself in a wall of stone for 18 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 458.23 physical damage.
Duration and damage will improve with your Spellpower. Stone Wall
| 5/5 |
Psionic / Voracity | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw kinetic energy from your surroundings to replenish your Psi.
This will slow all targets within radius 4 by 18% (max 23%) for four turns, draining 32.8 (max 98.4) stamina from each.
You replenish 11 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Kinetic Leech
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw thermal energy from your surroundings to replenish your Psi.
This will freeze all targets within radius 4 for 3 (max 5) turns, and deal 121.2 (max 363.5) Cold damage.
You replenish 11 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The damage and the strength of these effects increases as your Psi depletes and with your Mindpower. Thermal Leech
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 97.2 (max 291.7) Lightning damage to all targets around you within radius 4, and has a 40% (max 62%) chance to daze them for 3 turns.
You replenish 11 (max 33) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower. Charge Leech
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on your blows; for 8 turns, each strike you land on your target in melee range has a 74% chance to trigger another, similar strike.
This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn.
The chance increases with your Dexterity. Greater Weapon Focus
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: After killing a foe, you have a 100% chance to gain a 1000% movement speed bonus for 1 game turn.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly. Step Up
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Lashes at the target, doing 177% weapon damage.
If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 82%. Bleeding Edge
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 48% of your missing health.
(So if you have lost 70% of your life, you gain 34% all resistance.)
In addition, your all damage resistance cap increases 54.7% closer to 100%.
This consumes stamina rapidly the longer it is sustained (-1 stamina increasing by -0.3/turn).
The effects are refreshed at the start of each turn. True Grit
| 5/5 |
Technique / Shield offense | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Shield (59% of a turn)
Description: Hits the target with two shield strikes, doing 194% and 241% shield damage. If it hits a second time, it stuns the target for 4 turns.
The stun chance increases with your Accuracy and your Strength. Shield Pummel
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Shield (59% of a turn)
Description: Hits the target with your shield, doing 147% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing 135% base damage each. Assault
| 5/5 |
Technique / Throwing knives | 1.20 |
Effective talent level: 4.8
Use mode: Activated
Range: 6
Travel Speed: 1000% of base
Usage Speed: Throwing (72% of a turn)
Description: Equip a bandolier holding up to 9 throwing knives, allowing you to attack from range. You automatically reload 2 knives per turn while resting, or half as many while moving.
The base power, Accuracy, Armour penetration, and critical strike chance of your knives increase with talent level, and damage is improved with Dagger Mastery.
Throwing Knives count as melee attacks for the purpose of on-hit effects.
Effective Throwing Knife Stats:
Range: 6
Net Damage: 532 - 744
Accuracy: 137 (knife)
APR: 61
Crit Chance: +271%
Crit mult: 347%
Uses Stats: 50% Cun, 70% Dex
Throwing Knives
| 4/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 9
Travel Speed: 1000% of base
Usage Speed: Throwing (72% of a turn)
Description: You keep a special stash of 8 throwing knives in your bandolier, which you can throw all at once at enemies within a radius 7 cone, for 77% damage each.
Each target can be hit up to 3 times, if the number of knives exceeds the number of enemies. Creatures block knives from hitting targets behind them. Fan of Knives
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You are able to target your throwing knives with pinpoint accuracy, increasing their critical strike chance by 17% and critical strike damage by 22%.
In addition, your critical strikes with throwing knives have a 49% chance to randomly disable your target, possibly disarming, silencing or pinning them for 2 turns. Precise Aim
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: 7
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You can throw knives with lightning speed, increasing your attack speed with them by 39% and giving you a 28% chance when striking a target in melee to throw a knife at a random foe within 7 tiles for 100% damage.
This bonus attack can only trigger once per turn, and does not trigger from throwing knife attacks. Quickdraw
| 5/5 |
Cursed / Gloom | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 17% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: +23). Gloom
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an 17% chance to be crippled by fear for 3 turns, reducing damage they inflict by -29%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: +23). Weakness
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an 8.6% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +23). Dismay
| 5/5 |
| 5/5 |
Corruption / Blood | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You extract corrupted blood from your own body, hitting everything in a frontal cone of radius 8 for 328.92 blight damage.
Each creature hit has a 74% chance of being infected by a random disease, doing 383.09 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower. Blood Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 10
Cooldown: 3
Travel Speed: 2000% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Project a bolt of corrupted blood, doing 510.59 blight damage and healing you for half the damage done.
The damage will increase with your Spellpower. Blood Grasp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Make the blood of all creatures around you in radius 7 boil, doing 326.83 blight damage and slowing them by 20%.
The damage will increase with your Spellpower. Blood Boil
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 60
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 18%.
Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by 39%.
The critical chance and damage increase will improve with your Spellpower. Blood Fury
| 5/5 |
Celestial / Crusader | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -7
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You strike your foe with your two handed weapon, dealing 241% weapon damage.
If the attack hits, all foes in radius 2 will have their light resistance reduced by 23% and their damage reduced by 18% for 5 turns. Absorption Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 20
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for 55% of the damage done. Mark of Light
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: While wielding a two handed weapon, your critical strike chance is increased by 11%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 17%, stacking up to 3 times.
In addition, your melee critical strikes leave a lasting lightburn on the target, dealing 185.71 light damage over 5 turns and reducing opponents armour by 34.
The damage increases with your Spellpower. Righteous Strength
| 5/5 |
| 5/5 |
Wild-gift / Oozing blades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Channel slime through your psiblades, extending their reach to create a beam doing 676.5 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You gain 58% Nature resistance.
When you deal Acid damage to a creature, you gain a 7.7% bonus to Nature damage for 5 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 17.1%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 92% chance that 3 talent(s) are placed on a 13 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring 55% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 74% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 5/5 |
Wild-gift / Summoning (advanced) | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
- Ritch Flamespitter: Reduce fire resistance of all foes in a radius
- Hydra: Generates a cloud of lingering poison
- Rimebark: Reduce cold resistance of all foes in a radius
- Fire Drake: Appears with 2 fire drake hatchling(s)
- War Hound: Reduce physical resistance of all foes in a radius
- Jelly: Reduce nature resistance of all foes in a radius
- Minotaur: Reduces movement speed of all foes in a radius
- Stone Golem: Dazes all foes in a radius
- Turtle: Heals all friendly targets in a radius
- Spider: The spider is so hideous that foes around it are repelled
Radius for effects is 3, and the duration of each lasting effect is 9 turns.
The effects improve with your Willpower. Grand Arrival
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
100% chance to reduce them by 3. Nature's Cycle
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 5 turn(s), you have 100% chance that your summons appear as a wild version.
Each turn the chance disminishes.
Wild creatures have one more talent/power than the base versions:
- Ritch Flamespitter: sends a blast of flames around it, knocking foes away
- Hydra: Can disengage from melee range
- Rimebark: Becomes more resistant to magic damage
- Fire Drake: Can emit a powerful roar to silence its foes
- War Hound: Can rage, inreasing its critical chance and armour penetration
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium
- Minotaur: Can rush toward its target
- Stone Golem: Melee blows can deal a small area of effect damage
- Turtle: Can force all foes in a radius into melee range
- Spider: Can project an insidious poison at its foes, reducing their healing
This talent requires Master Summoner to be active to be used. Wild Summon
| 5/5 |
Corruption / Shadowflame | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 12
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 9 turns.
Also increases your defense and armour by 23 and 18, respectively.
If you are still in a wall when the effect ends you will randomly teleport.
Wraithform
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 15
Range: 6
Cooldown: 5
Travel Speed: 400% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 242.73 fire damage and 175.31 darkness damage in a radius of 6.
The damage will increase with your Spellpower. Darkfire
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 90
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 39% fire resistance, 46% darkness resistance, and your global speed is increased by 18%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower. Flame of Urh'Rok
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 5
Drains vim: 5
Range: 5
Cooldown: 38
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 305.09 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape. Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0; the amount drained increases by one each turn.
The damage will increase with your Spellpower. Fearscape
| 5/5 |
Cunning / Poisons | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Won't Break Stealth: 100%
Description: Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a 48% chance to poison the target for 75 nature damage per turn for 7 turns. Every application of the poison stacks, up to a maximum of 300 nature damage per turn.
The damage scales with your Cunning. Apply Poison
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
Level 1: Numbing Poison
Level 2: Insidious Poison
Level 3: Crippling Poison
Level 4: Leeching Poison
Level 5: Volatile Poison
New poison enhancements can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 120%. (The effect varies for each poison.)
Adjusting your weapon coating takes no time and does not break stealth.
You may only have two poison enhancements active at once; applying a third will cause one of the existing ones to be cancelled at random. Vile Poisons
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You strike your target with your melee or ranged weapon, doing 219% weapon damage as nature and inflicting additional effects based on your active vile poisons:
Numbing Poison - Reduces global speed by 32% for 5 turns.
Insidious Poison - Applies a standard poison that deals 695.50 nature damage over 5 turns.
Crippling Poison - Places 4 talents on cooldown for 6 turns.
Leeching Poison - Heals you for 461.
Volatile Poison - Deals a further 417.30 nature damage to foes in a radius 4 ball.
Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
Venomous Strike
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them 100% evasion for 5 turns.
The evasion chance will increase with your Spellpower. Shadow Tunnel
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Reaches through the shadows into quieter places, summoning 6 harmless creatures.
Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul. Curse of the Meek
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: 10
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Through the shadows, you forge a temporary copy of yourself, existing for 8 turns.
The copy possesses your exact talents and stats, has 71% life and deals 93% damage. Forgery of Haze
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 11.3%, and ignoring 50% of the darkness resistance of your targets.
In addition, all darkness damage you take heals you for 55% of the damage. Frostdusk
| 5/5 |
Corruption / Vim | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 10
Range: 10
Cooldown: 3
Travel Speed: 1000% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Projects a bolt of pure blight, doing 435.91 blight damage.
This spell has an improved critical strike chance of +28.76%.
The damage will increase with your Spellpower. Soul Rot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Feel the very existence of creatures around you for 8 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 60%, but also make them aware of you.
The resistance reduction will improve with your Spellpower. Vimsense
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
All creatures (except you) traversing the portal will catch a random disease, doing 133.67 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 33.
The damage will increase with your Spellpower. Dark Portal
| 5/5 |
Technique / Assassination | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Attempt to finish off a wounded enemy, striking them with both weapons for 155% weapon damage, plus additional physical damage for each hit that lands equal to 21% of their missing life (divided by rank: from 1 (critter) to 5 (elite boss)). A target brought below 20% of its maximum life may be instantly slain.
You may take advantage of finishing your foe this way to activate stealth (if known). Coup de Grace
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you exit stealth, you reveal yourself dramatically, intimidating foes around you.
All foes within radius 4 that witness you leaving stealth will be stricken with terror, which randomly inflicts stun, slow (40% power), or confusion (50% power) for 5 turns.
The chance to terrorize improves with your combat accuracy. Terrorize
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 5
Description: When attacking from stealth, you slip a garrote over the targetโs neck (or other vulnerable part). This strangles for 7 turns and silences for 4 turns. Strangled targets are pinned and suffer an automatic unarmed attack for 64% damage each turn.
Your chance to apply the garrote increases with your Accuracy and you must stay adjacent to your target to maintain it.
This talent has a cooldown. Garrote
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Won't Break Stealth: 100%
Description: You mark a target for death for 6 turns, causing them to take 28% increased damage from all sources. When this effect ends they will immediately take physical damage equal to 239.98 plus 29% of all damage taken while marked.
If a target dies while marked, the cooldown of this ability is reset and the cost refunded.
This ability can be used without breaking stealth.
The base damage dealt will increase with your Dexterity. Marked for Death
| 5/5 |
Wild-gift / Higher draconic abilities | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 208% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 352.04 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 11%. Prismatic Slash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe crippling poison in a frontal cone of radius 9. Any target caught in the area will take 199.72 nature damage each turn for 6 turns.
The poison also gives enemies a 22% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Venomous Breath
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have the mental prowess of a Wyrm.
Your Cunning is increased by 10, and your breath attack cooldowns are reduced by 6.
You gain 55% knockback resistance, and your blindness and stun resistances are increased by 28%. Wyrmic Guile
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 2.8% and all damage you deal with them is increased by 11.3% with 23.0% resistance penetration. Chromatic Fury
| 5/5 |
Wild-gift / Venom drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 490.29 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Exhale a mist of lingering acid, dealing 131.73 acid damage that can critical in a radius of 4 each turn for 7 turns.
Enemies in this mist will be corroded for 4 turns, lowering their Accuracy, their Armour and their Defense by 28.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Mist
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 65% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%. Dissolve
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 810.59 acid damage.
Enemies caught in the acid have a 63% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 5/5 |
Corruption / Scourge | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Hit the target with both weapons, doing 168% damage with each hit. For each hit, the target will bleed for 53.01 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 64.93 blight damage (which also heals you for 25.97 each hit).
The damage will increase with your Spellpower. Ruin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Strike with each of your weapons, doing 168% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 231.20 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Hits the target with your main weapon, doing 148% darkness weapon damage. If the attack hits you attack with your second weapon, doing 148% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 5/5 |
Celestial / Circles | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle increases your Defense by 39, and deals 44.55 darkness damage per turn to everyone else with in its radius. The circle lasts 8 turns.
The damage will increase with your Spellpower. Circle of Shifting Shadows
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 6 each turn, and deals 21.44 light damage and 30.02 fire damage per turn to everyone else within its radius. The circle lasts 8 turns.
The damage will increase with your Spellpower. Circle of Blazing Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 8 turns. Circle of Sanctity
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 129%, and attempts to push all creatures other then yourself out of its radius, inflicting 28.91 light damage and 29.25 darkness damage per turn as it does so. The circle lasts 8 turns.
The effects will increase with your Spellpower. Circle of Warding
| 5/5 |
Wild-gift / Summoning (melee) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
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 War Hound for 12 turns to attack your foes. War hounds are good basic melee attackers.
It will get 295 Strength, 295 Dexterity and 26 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. War Hound
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Jelly for 12 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 269 Constitution and 22 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution stat will increase with your Mindpower. Jelly
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
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 Minotaur for 9 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 319 Strength, 33 Constitution and 263 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Minotaur
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Stone Golem for 12 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 295 Strength, 33 Constitution and 282 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower. Stone Golem
| 5/5 |
Psionic / Kinetic mastery | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: For 10 turns your telekinesis transcends your normal limits, increasing your Physical damage by 43% and you Physical resistance penetration by 25%.
In addition:
The cooldowns of Kinetic Shield, Kinetic Leech, Kinetic Aura, Kinetic Strike and Mindlash are reset.
Kinetic Aura effects will have their radius increased by 1.
Your Kinetic Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Mindlash will also inflict stun.
Kinetic Leech will put enemies to sleep.
Kinetic Strike will hit 2 adjacent enemies in a sweeping attack.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Telekinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 9
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Build telekinetic power and dump it onto an adjacent creature or yourself.
This will launch them to where ever you target in a radius of 9.
Upon landing, launched enemy takes 326.9 Physical damage and is stunned for 4 turns.
All other creatures within radius 2 of the landing point take 163.5 Physical damage and are knocked away from you.
This talent ignores 48% of the knockback resistance of the thrown target, which takes half damage if it resists being thrown.
When used on yourself, you will launch in a straight line, knocking enemies flying and doing 326.9 Physical damage to each.
You can break through 4 walls while doing this.
The damage improves with your Mindpower and the range increases with Mindpower. Kinetic Surge
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 25
Range: 8
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You learn to devote a portion of your attention to mentally swatting, grabbing, or otherwise deflecting incoming projectiles.
All projectiles targeting you have a 44% chance to instead target another spot within radius 2 and move 44% slower.
If you choose, you can use your mind to grab all projectiles within radius 10 of you and hurl them toward any location within range 8 of you, but this will break your concentration.
To do this, deactivate this sustained talent. Deflect Projectiles
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 35
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 9 turns and dealing 229.6 Physical damage each turn.
The duration and damage will improve with your Mindpower. Implode
| 5/5 |
Spell / Storm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Lightning emanates from you in a circular wave with radius 5, doing 132.83 to 398.49 lightning damage and possibly dazing anyone affected (75% chance).
The damage will increase with your Spellpower. Nova
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 8
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a bolt of lightning, doing 157.44 to 472.31 lightning damage and dazing the target for 3 turns.
If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
The damage will increase with your Spellpower. Shock
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 10
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Each time one of your lightning spells dazes a target, it has a 60% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 3.
Each turn, the afflicted creature and all creatures around it will take 69.33 to 207.99 lightning damage.
The damage will increase with your Spellpower. Hurricane
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Surround yourself with a Tempest, increasing all your lightning damage by 10% and ignoring 55% lightning resistance of your targets.
Your Lightning and Chain Lightning spells also gain a 54% chance to daze, and your Thunderstorm spell gains a 27% chance to daze. Tempest
| 5/5 |
Technique / Archery training | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: Fire a steady shot, doing 188% damage with a 31% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Steady Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: You fire a shot for 144% damage that attempts to pin your target to the ground for 5 turns, as well as giving your next Steady Shot or Shoot 100% increased chance to critically hit and mark (regardless of whether the pin succeeds).
This shot has a 20% chance to mark the target.
The chance to pin increases with your Accuracy. Pin Down
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: Fires a shot that explodes into a radius 2 ball of razor sharp fragments on impact, dealing 155% weapon damage and leaving targets crippled for 7 turns, reducing their attack, spell and mind speed by 41%.
Each target struck has a 20% chance to be marked.
The status chance increases with your Accuracy. Fragmentation Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: Fires a wave of projectiles in a radius 7 cone, dealing 158% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for 5 turns.
Each target struck has a 20% chance to be marked.
The chance to knockback and stun increases with your Accuracy. Scatter Shot
| 5/5 |
Spell / Phantasm | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 10 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 281.32 light damage. Illuminate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 185 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: The caster fades from sight, granting 67 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 5/5 |
Corruption / Reaving combat | 1.20 |
Effective talent level: 6.0
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 71%.
Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for 116% blight damage. Corrupted Strength
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each time you deal damage to one of your foes, you enter a bloodlust-infused frenzy, increasing your Spellpower by 1 (maximum 6 Spellpower per turn, 35 Spellpower overall), and extending any current frenzy for an additional turn.
The frenzy lasts up to 6 turns, and the bonus decreases by 16.7% of its current value each turn you don't deal damage. Bloodlust
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
This deals 50.42 acid damage each turn for 5 turns, and reduces the attacker's Accuracy by 46.
At level 3, it will also reduce Armour by 53 for 5 turns.
The damage will increase with your Spellpower. Acid Blood
| 5/5 |
Corruption / Rot | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Your body has become a mass of living corruption, increasing your blight and acid resistance by 26% and blight affinity by 21%.
On taking damage greater than 15% of your maximum health, the damage will be reduced by 24% and a carrion worm mass will burst forth onto a nearby tile, attacking your foes for 5 turns.
You can never have more than 5 worms active from any source at a time.
When a carrion worm dies it will explode into a radius 2 pool of blight for 5 turns, dealing 116.44 blight damage each turn and healing you for 95. Infestation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 8
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You disperse into a mass of carrion worms, reforming near the target location (1 teleport accuracy).
If used on a worm mass, you merge with it, moving to it's location, healing you for 21% of your maximum health, restoring 36 vim, and destroying the mass. Worm Walk
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 4
Description: You have a 39% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 4 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 20% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower. Pestilent Blight
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 10
Range: 6
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 47.25 acid and 45.30 blight damage.
If not cleared after five turns it will inflict 257.23 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower. Worm Rot
| 5/5 |
Technique / Dual techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Attack with your offhand weapon for 158% damage. If the attack hits, the target is stunned for 7 turns, and you hit it with your mainhand weapon doing 158% damage.
The stun chance increases with your Accuracy. Dual Strike
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Swiftly leap to your target and strike at their vital points with both weapons, dealing 177% weapon damage. This attack deals 32% increased critical strike damage. Heartseeker
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: 4
Cooldown: 9
Travel Speed: 2000% of base
Usage Speed: Weapon (59% of a turn)
Description: You quickly move up to 4 tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way. During your movement, you attack all foes within one grid of your path with both weapons for 115% weapon damage, causing those struck to bleed for 50% of the damage dealt over 5 turns. Whirlwind
| 5/5 |
Spell / Advanced necrotic minions | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 90
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Combines 3 of your minions into a bone giant.
At level 1, it makes a bone giant.
At level 3, it makes a heavy bone giant.
At level 5, it makes an eternal bone giant.
At level 6, it has a 20% chance to produce a runed bone giant.
Only one bone giant can be active at any time. Assemble
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Sacrifice a bone giant minion. Using its bones, you make a temporary shield around you that prevents any attacks from doing more than 15% of your total life.
The effect lasts 29 turns. Sacrifice
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 8.6% greater chance to be critical hits, and your critical hits do 22.6% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for 113% damage.
For 7 turns thereafter, your attacks against that target gain 12 (effective) accuracy for each probing strike that missed, plus 36.0 (effective) bonus weapon damage and 27% additional weapon resistance penetration for each probing strike that hit.
Learning this technique allows you to permanently gain 11 armour penetration with all melee and archery attacks.
The bonuses to accuracy and damage increase with Cunning. Expose Weakness
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 50
Drains stamina: 6
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Become a whirling storm of blades, increasing attack speed by 34% and causing melee attacks to strike an additional adjacent target other than your primary target for 100% weapon damage.
This talent is exhausting to use, draining 6 stamina each turn. Blade Flurry
| 5/5 |
| 5/5 |
Cunning / Artifice | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip one of a number of useful tools (at level 5):
Dart Launcher:
Fire a poisoned dart dealing 172.69 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 6 turns, that blocks sight and reduces enemies' vision by 6. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 8 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 188% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 536 life, 134 stamina, and cures 3 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Rogue's Tools
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip a second tool (at level 5):
Dart Launcher:
Fire a poisoned dart dealing 172.69 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 6 turns, that blocks sight and reduces enemies' vision by 6. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 8 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 188% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 536 life, 134 stamina, and cures 3 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
Cunning Tools
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip a third tool (at level 5):
Dart Launcher:
Fire a poisoned dart dealing 172.69 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 6 turns, that blocks sight and reduces enemies' vision by 6. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 8 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 188% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 536 life, 134 stamina, and cures 3 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
Intricate Tools
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You become a master of your craft, allowing you to focus on a single tool (currently none) to greatly improve its capabilities:
Dart Launcher (Dart Launcher Mastery)
Your darts ignore poison and sleep immunity and waking targets are slowed by 42% for 4 turns.
Smokescreen (Smokescreen Mastery)
Your Smokescreen is infused with chokedust. Enemies in the smoke take 188.64 nature damage and may be silenced.
Grappling Hook (Grappling Hook Mastery)
Your grappling hook deals 100% unarmed damage when it hits, plus a further 279.31 physical and 350.89 nature damage over 4 turns.
Hidden Blades (Assassinate)
You prime your Hidden Blades to cause bleeding and facilitate the Assassinate ability, which allows you to strike twice for 311% unarmed damage, hitting automatically while ignoring armor and resistance.
Rogue's Brew (Rogue's Brew Mastery)
Your Rogue's Brew fortifies you for 8 turns, preventing you from dying until you reach -686 life.
The effects depend on this talent's level.
Mastering a new tool places it (and its special effects, as appropriate) on cooldown. Master Artificer
| 5/5 |
Spell / Nightfall | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 2
Travel Speed: 2000% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a bolt of darkness, doing 367.55 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
The damage will increase with your Spellpower. Invoke Darkness
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Dark fumes erupt from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
Only one bane can affect a creature.
Banes last for 6 turns, and also deal 59.81 darkness damage.
The damage will increase with your Spellpower. Circle of Death
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Range: 7
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Invoke a ball of darkness that deals 450.57 darkness damage in a radius of 1. Every creature hit will start to become closer to death, reducing their global speed by 39%.
Necrotic minions' damage against those creatures is increased by 49%.
The effects last for 6 turns.
The damage done and the minions' damage increase will increase with your Spellpower. Rigor Mortis
| 5/5 |
Celestial / Star fury | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 10
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 368.97 damage.
The damage dealt will increase with your Spellpower. Moonlight Ray
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 15
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Invokes a blast of shadows that deals 171.98 darkness damage, and leaves a radius 3 field that does 60.08 darkness damage per turn for 6 turns.
The damage dealt will increase with your Spellpower. Shadow Blast
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -10
Negative energy cost: -20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A surge of twilight pulses from you, doing 145.04 light and 146.72 darkness damage to all others within radius 2.
The damage dealt will increase with your Spellpower. Twilight Surge
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Negative energy cost: 20
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A star falls on a radius 2 area, doing 268.15 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower. Starfall
| 5/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Improves your golem's armour training, damage resistance, and healing efficiency.
Increases all damage resistance by 15%; increases Armour value by 14, Armour hardiness by 63%, reduces chance to be critically hit by 18% when wearing heavy mail or massive plate armour, and increases healing factor by 55%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 100% chance to target your golem instead. Golem Portal
| 5/5 |
Technique / Munitions | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You have learned to create and equip specialist ammunition:
Incendiary - Shots deal an additional 43% weapon damage as fire in a radius 2 ball. This cannot occur more than once per turn.
Venomous - Shots deal 127.22 nature damage and inflict numbing poison, dealing a further 636.11 nature damage over 5 turns and reducing all damage dealt by 21%.
Piercing - Shots reduce armor and saves by 25 for 3 turns, and your physical penetration is increased by 25%.
You can only have 1 type of ammunition loaded at a time.
The poison damage dealt, armor penetration and save reduction will increase with your Physical Power. Exotic Munitions
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Fires a special shot based on your currently loaded ammo:
Incendiary - Fire a shot that deals 160% weapon damage as fire and covers targets in radius 2 in sticky pitch for 5 turns, reducing global speed by 26% and increasing fire damage taken by 45%.
Venomous - Fire a shot that deals 160% weapon damage as nature and explodes into a radius 2 cloud of crippling poison for 5 turns, dealing 351.66 nature damage each turn and giving affected targets a 39% chance to fail talent usage.
Piercing - Fire a shot that explodes into a radius 2 burst of shredding shrapnel, dealing 160% weapon damage as physical and removing 3 beneficial physical effects or sustains.
The poison damage dealt increases with your Physical Power, and status chance increases with your Accuracy. Explosive Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Fixed Cooldown: 8
Description: You create enhanced versions of your ammunition, granting them additional effects.
Incendiary - The explosion radius is increased by 1, and the ground beneath is ignited dealing an additional 372.66 fire damage each turn for 3 turns.
Venomous - Inflicts leeching poison, dealing 895.18 nature damage over 3 turns and causing you to heal for 100% of all damage the poison deals to the target.
Piercing - Punctures the targetโs armor, increasing all damage they take by 26% for 3 turns.
You only have a limited amount of this ammo, causing this talent to have a cooldown.
The damage dealt will increase with your Physical Power, and status chance increases with your Accuracy. Enhanced Munitions
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You mix together your munitions, leading to powerful new effects:
Incendiary - Targets struck by the explosion have their armor and saves reduced by 25 for 3 turns, and your physical and fire penetration is increased by 25%.
Venomous - Shots deal an additional 43% weapon damage as nature in a radius 2 ball, which applies numbing poison as per Exotic Munitions. This cannot occur more than once per turn.
Piercing - Shots deal 84.25 physical damage and maim the target, bleeding them for a further 421.27 physical damage over 5 turns and reducing all damage dealt by 21%.
The physical damage dealt, armor penetration and save reduction will increase with your Physical Power. Alloyed Munitions
| 5/5 |
Wild-gift / Moss | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 8
Range: 5
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fires a bolt of pure filth, diseasing your target with a disease doing 116.59 blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by 46. The three diseases can stack.
Virulent Disease 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 Spellpower. Virulent Disease
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 18
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Make your target's diseases burst, doing 142.21 blight damage for each disease it is infected with.
This will also spread any diseases to any nearby foes in a radius of 3.
The damage will increase with your Spellpower. Cyst Burst
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: All your foes within a radius 3 ball infected with a disease enter a cataleptic state, stunning them for 4 turns and dealing 167% of all remaining disease damage instantly. Catalepsy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 20
Range: 8
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Infects the target with a very contagious disease, doing 116.21 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
The chance to spread increases with the blight damage dealt and is 100% if it is at least 15% of the target's maximum life.
Creatures suffering from that disease will also suffer healing reduction (85%) and diseases immunity reduction (63%).
Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt. Epidemic
| 5/5 |
Psionic / Thought-Forms | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 73, its two secondary stats by 37, and it will have Magic, Cunning, and Willpower equal to your own.
At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
Thought forms can only be maintained up to a range of 10, and will rematerialize next to you if this range is exceeded.
Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower. Thought-Forms
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 73%, but leaving your body a defenseless shell.
At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
The secondary bonuses apply whether or not this talent is currently active.
The life, damage, and speed bonus will improve with your Mindpower. Over Mind
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You now gain 21% mind speed while Thought-Form: Bowman is active, 43 Mindpower while Thought-Form: Warrior is active, and 14% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 5/5 |
Psionic / Solipsism | 1.30 |
Effective talent level: 6.5
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 57% of all damage you receive into Psi damage and 57% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 45.1% (37.5% from character level with the remainder further reduced by 12.2% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 70%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 5/5 |
Effective talent level: 6.5
Use mode: Passive
Description: You now substitute 75% of your Mental Save for 75% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 70%). Balance
| 5/5 |
Effective talent level: 6.5
Use mode: Passive
Description: For every percent that your Psi pool exceeds 59%, you gain 1% global speed (up to a maximum of +41%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 59%). Clarity
| 5/5 |
Effective talent level: 6.5
Use mode: Passive
Description: Each time you take damage, you roll 69% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 70%). Dismissal
| 5/5 |
Psionic / Slumber | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 232 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Mindpower. Slumber
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by 55%, and reduces the sleep immunity of your Insomnia effects by 10%.
These effects will be directly reflected in the appropriate talent descriptions.
The damage threshold bonus will scale with your Mindpower. Sandman
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 40
Range: 7
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Enter a sleeping target's dreams for 15 turns. While in the Dreamscape, you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every other turn to defend its mind.
Projections inflict 50% less damage than the original, unless the target has Lucid Dreamer active.
When the Dreamscape ends, for each projection destroyed, the target's life will be reduced by 10% and it will be brainlocked for one turn.
In the Dreamscape, your damage will be improved by 150%.
The damage bonus will improve with your Mindpower. Dreamscape
| 5/5 |
Technique / Warcries | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Release a powerful shout, doing 535.07 physical damage in a radius 8 cone in front of you.
At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
The damage increases with your Strength. Shattering Shout
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Boost your life and stamina by 27.1% for 16 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost. Battle Shout
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Your battle cry shatters the will of your foes within a radius of 8, lowering their Defense by 42 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power. Battle Cry
| 5/5 |
Psionic / Psychic Assault | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Sends a telepathic attack, trying to destroy the brains of any target in the beam, doing 478.35 mind damage.
The damage will increase with your Mindpower. Mind Sear
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Inflicts 310.51 mind damage and cripples the target's higher mental functions, reducing cunning by 36 and confusing (41% power) the target for 6 turns.
The damage, cunning penalty, and confusion power will scale with your Mindpower. Psychic Lobotomy
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Sends out a blast of telepathic static in a 5 radius, inflicting 310.51 mind damage. This attack can brainlock affected targets.
The damage will increase with your Mindpower. Synaptic Static
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 7
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Cripples the target's mind, inflicting 232.63 mind damage and reducing its Mental Save by 23 for 4 turns. This attack always hits, and the mental save reduction stacks.
Against brainlocked targets, the damage and Mental Save reduction will be doubled.
The damage and save reduction will scale with your Mindpower. Sunder Mind
| 5/5 |
Chronomancy / Temporal Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 88.86 temporal damage to your strikes.
Additionally you have a 31% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: For the next 8 turns, you recover 66.7 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower. Invigorate
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Cooldown: 5
Description: You now have a 31% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 88.86 temporal damage to enemies in a radius of 2. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 50.86 physical and 44.43 temporal damage to enemies in a radius of 2. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 101.72 physical damage to enemies in a radius of 2. Affected targets will be slowed (30%) for 2 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. Weapon Manifold
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 155% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 7 turns.
Breach chance scales with your Spellpower. Breach
| 5/5 |
Psionic / Nightmare | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Puts targets in a radius 7 cone into a nightmarish sleep for 4 turns, rendering them unable to act. Every 56 points of damage the target suffers will reduce the effect duration by one turn.
Each turn, they'll suffer 82.43 darkness damage. This damage will not reduce the duration of the effect.
When Nightmare ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect.
The damage threshold and mind damage will scale with your Mindpower. Nightmare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Brings the target's inner demons to the surface. Each turn, for 13 turns, there's a 35% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting.
If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early.
The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. Inner Demons
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Inflicts 82.92 darkness damage each turn for 9 turns, and has a 53% chance to randomly cause blindness, stun, or confusion (lasting 3 turns).
If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored.
The damage will scale with your Mindpower. Waking Nightmare
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Increases your damage and resistance penetration on sleeping targets by 53%. Additionally, every time you slay a sleeping target, a Night Terror will be summoned for 11 turns.
The Night Terror's stats will scale with your Mindpower, as will the damage bonus to sleeping targets. Night Terror
| 5/5 |
Psionic / Focus | 1.40 |
Effective talent level: 7.0
Use mode: Activated
Psi cost: 10
Range: 6
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 481 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 6 squares at the molecular level, setting them ablaze. This does 1193.9 fire damage over six turns. Pyrokinesis
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Psi cost: 15
Range: 5
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Mentally focus electricity into a ball of plasma and hurl it at the target.
The plasma will explode on impact, dealing 811.4 Lightning damage within radius 3.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 5/5 |
| 5/5 |
Psionic / Dream Smith | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Smith a hammer from the dream forge and strike a nearby foe, inflicting 217% weapon damage. If the attack hits, it will bring one random Dream Smith talent off cooldown.
At talent level 5, you'll bring a second random talent off cooldown.
The base power, Accuracy, Armour penetration, and critical strike chance of the weapon will scale with your Mindpower.
Current Dream Hammer Stats
Base Power: 105.04 - 157.57
Uses Stats: 120% Wil
Damage Type: Physical
Accuracy is based on willpower for this weapon.
Accuracy Bonus: +88
Armour Penetration: +28
Physical Crit. Chance: +28 Dream Smith's Hammer
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: 10
Cooldown: 7
Travel Speed: 1000% of base
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Throw your Dream Hammer at a distant location, inflicting 155% weapon damage on all targets between you and it. After reaching its destination, the Dream Hammer will return, potentially hitting targets a second time.
Learning this talent increases the Accuracy of your Dream Hammer by 60. Hammer Toss
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Crush your enemy with your Dream Hammer, inflicting 155% weapon damage. If the attack hits, the target is stunned for 7 turns.
Stun chance improves with your Mindpower. Learning this talent increases your Physical Power for Dream Hammer damage calculations by 60 and all damage with Dream Hammer attacks by 55%.
Dream Crusher
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Strike the target with a mighty blow from the forge, inflicting 155% weapon damage. If the attack hits, the echo of the attack will lash out at all enemies in a 3 radius.
Learning this talent adds 37.11 mind damage and 57.06 burning damage to your Dream Hammer strikes.
The mind and fire damage will scale with your Mindpower. Forge Echoes
| 5/5 |
Technique / Unarmed discipline | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When gaining a combo point, you have a 62% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain 4.26 stamina, or 8.52 stamina if you would exceed 5 combo points. Relentless Strikes
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Using your deep knowledge of anatomy, you strike a target in a vital pressure point for 20% weapon damage, bypassing their defense and evasion.
This strike inflicts terrible wounds inside the target's body, causing them to take physical damage equal to 100% of the initial strike each turn for 4 turns, increasing by 44% each turn (so after 4 turns, they would have taken a total of 208% damage).
If the target dies while under or from this effect their body will explode in a radius 3 shower of bone and gore, inflicting physical damage equal to 79% of their maximum life (divided by rank) to all enemies and granting you 4 combo points. Touch of Death
| 5/5 |
Psionic / Distortion | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 5
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Fire a bolt of distortion that ignores resistance and inflicts 274.14 physical damage. This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
If the bolt comes in contact with a target that's already distorted, a detonation will occur, inflicting 150% of the base damage in a radius of 2.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
At talent level 5, you learn to shape your distortion effects, preventing them from hitting you or your allies.
The damage will scale with your Mindpower. Distortion Bolt
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Creates a distortion wave in a radius 8 cone that deals 274.14 physical damage and knocks back targets in the blast radius.
This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
If the target is already distorted, they'll be stunned for 4 turns as well.
The damage will scale with your Mindpower. Distortion Wave
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Ravages the target with distortion, inflicting 87.45 physical damage each turn for 9 turns.
This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
If the target is already distorted when Ravage is applied, the damage will be increased by 50% and the target will lose one beneficial physical effect or sustain each turn.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower. Ravage
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 30
Range: 10
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Create a powerful maelstorm for 9 turns. Each turn, the maelstrom will pull in targets within a radius of 3, and inflict 87.45 physical damage.
This damage will distort affected targets, decreasing physical resistance by 20% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower. Maelstrom
| 5/5 |
Psionic / Discharge | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain feedback cost: 0
Range: 7
Cooldown: 10
Travel Speed: 1000% of base
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Unleash your subconscious on the world around you. While active, you fire up to 5 bolts each turn (one per hostile target) that deal 152.59 mind damage. Each bolt consumes 5 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per 14 excess Feedback per target), but no more then 5 extra bolts per turn.
This effect is a psionic channel, and will break if you move.
The damage will scale with your Mindpower. Mind Storm
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Activate to invert your Feedback decay for 10 turns. This effect can be a critical hit, increasing the duration even further.
You must have some Feedback in order to start the loop.
The maximum Feedback gain will scale with your Mindpower. Feedback Loop
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your subconscious now retaliates when you take damage. If the attacker is within range (7), you'll inflict mind damage equal to the Feedback gained from the attack or 113.14, whichever is lower.
This effect can only happen once per creature per turn.
The damage will scale with your Mindpower. Backlash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Feedback cost: 25
Range: 7
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus your mind on a single target, diverting all offensive Discharge talent effects to it for 7 turns. While this effect is active, all Discharge talents gain 73% critical power.
If the target is killed, the effect will end early.
The damage bonus will scale with your Mindpower. Focused Wrath
| 5/5 |
Spell / Meta | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted. Disperse Magic
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You learn to finely craft and tune your offensive spells.
You try to carve a hole in spells that affect an area to avoid damaging yourself. The chance of success is 100%.
In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with 115 more Spellpower than normal. Spellshocked targets suffer a temporary 20% penalty to damage resistances. Spellcraft
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thermal mastery | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: For 10 turns your pyrokinesis transcends your normal limits, increasing your Fire and Cold damage by 43% and your Fire and Cold resistance penetration by 25%.
In addition:
The cooldowns of Thermal Shield, Thermal Leech, Thermal Aura, Thermal Strike and Pyrokinesis are reset.
Thermal Aura effects will have their radius increased by 1.
Your Thermal Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Pyrokinesis will inflict Flameshock.
Thermal Leech will reduce enemy damage by 55%.
Thermal Strike will have its secondary cold/freeze explode in radius 1.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time. Transcendent Pyrokinesis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 20
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Quickly drain the heat from your target's brain, dealing 583.0 Cold damage.
Affected creatures will also be brainlocked for 4 turns, putting a random talent on cooldown, and freezing cooldowns.
The damage and chance to brainlock increase with your Mindpower. Brainfreeze
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 35
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Within radius 4, transfer heat from a group of enemies bodies to their equipment, freezing them to the floor while the excess heat disables their weapons and armor.
Those afflicted will be dealt 147.8 Cold and 186.1 Fire damage, and be pinned (Frozen Feet) and disarmed for 10 turns.
Targets suffering both types of damage will also have have their Armour and saves reduced by 28.
The chance to apply the effects and the duration increase with your Mindpower. Heat Shift
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: 6
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You seek balance between fire and cold based on your current Psi level.
You blast your foes with 691.7 Fire damage based on your current Psi, 0.0 Cold damage based on your max Psi minus your current Psi, in a radius 4 ball.
This sets your current Psi to half of your maximum Psi.
The damage scales with your Mindpower. Thermal Balance
| 5/5 |
Wild-gift / Cold drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 242% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 12% and your Armour by 36.
You also deal 65.75 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower. Icy Skin
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Summons an icy wall of 9 length for 8 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 26.14 damage for each ice wall within radius 2 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Wall
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 760.48 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Breath
| 5/5 |
Technique / Sniper | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enter a concealed sniping stance, increasing our weapon's attack range and vision range by 3, giving all incoming damage a 69% chance to miss you, and causing your Headshot, Volley and Called Shots to behave as if the target was marked.
Any non-instant, non-movement action will break concealment, but the increased range and vision and damage avoidance will persist for 3 turns, with the damage avoidance decreasing in power by 33% each turn.
This requires a bow to use, and cannot be used if there are foes in sight within range 5. Concealment
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Fire an arrow tipped with a smoke bomb inflicting 198% damage and creating a radius 2 cloud of thick, disorientating smoke. Those caught within will be confused (power 50%) and have their vision range reduced by 6 for 5 turns.
You take advantage of this distraction to immediately enter Concealment, regardless of it's cooldown.
The chance for the smoke bomb to affect your targets increases with your Accuracy. Shadow Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Enter a calm, focused stance, increasing physical power and accuracy by 63, projectile speed by 105% and the chance to mark targets by an additional 11%.
This makes your shots more effective at range, increasing all damage dealt by 6.3% per tile travelled beyond 3, to a maximum of 31.4% damage at range 8.
The physical power and accuracy increase with your Dexterity. Aim
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Take aim for 1 turn, preparing a deadly shot. During the next turn, this talent will be replaced with the ability to fire a lethal shot dealing 367% damage and marking the target.
While aiming, your intense focus causes you to shrug of 72% incoming damage and all negative effects. Snipe
| 5/5 |
Cunning / Stealth | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 79, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 5 (range 0 in an unlit grid).
Any non-instant, non-movement action will break stealth if not otherwise specified. Stealth
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You know how to make the most out of being unseen.
When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it. (Spell and mind attacks critically strike even if the target notices you.)
Your critical multiplier against targets that cannot see you is increased by up to 44%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
Also, after exiting stealth for any reason, the critical multiplier persists for 4 turns (with no range limitation). Shadowstrike
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You have a special affinity for darkness and shadows.
When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by 5.
While stealthed, your life regeneration is increased by 13.4 (based on your Cunning) and your stamina regeneration is increased by 2.8. The regeneration effects persist for 4 turns after exiting stealth, with 5 times the normal life regeneration rate. Soothing Darkness
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your mastery of stealth allows you to vanish from sight at any time.
You automatically enter stealth mode, reset its cooldown, and cause it to not break from unstealthy actions for 5 turns. If you were not already stealthed, all enemies in a direct line of sight completely lose track of you.
When your Shadow Dance ends, you must make a stealth check against targets in radius 5 (range 0 in an unlit grid) or be revealed. Shadow Dance
| 5/5 |
Cursed / Rampage | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter a terrible rampage for 5 turns (up to a maximum of 8 turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50% chance) when you are hit for more than 8% of your max life.
Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
Rampage Bonus: +349% movement speed.
Rampage Bonus: +56% attack speed Rampage
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 151 damage each turn during your rampage. If you shrug off more than 606 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength. Tenacity
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 3
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: While rampaging, you slam up to 5 adjacent opponents, stunning them for 2 turns and damaging them for between 169 and 337 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power. Slam
| 5/5 |
Spell / Frost alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Will Deactivate: Lightning Infusion
Description: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 28%.
You cannot have more than one alchemist infusion sustain active at once. Frost Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 14 turns when they hit it.
This ice provides your golem with 32 additional armour, melee attacks against it deal 94.9 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Ice Armour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Invoke a blast of cold all around you with a radius of 6, doing 443.2 Cold damage and freezing creatures to the ground for 14 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower. Flash Freeze
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 6
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Turn your body into pure ice, increasing your Cold damage affinity by 22% and your physical resistance by 60%.
All direct critical hits (physical, mental, spells) against you have a 57% lower Critical multiplier (but always do at least normal damage).
The effects increase with your Spellpower. Ice Core
| 5/5 |
Cursed / Strife | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: 2
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 33 Armour, 47 Defense and your attacks will gain 63% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower. Dominate
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 4
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 201% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 81 extra Defense for 1 turn.
The Defense boost improves with your Strength. Blindside
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Will Deactivate: Surge
Description: Rather than hide from the onslaught, you face down every threat. While active you have a 36% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield. Repel
| 5/5 |
Wild-gift / Sand drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Attack the target for 259% Nature weapon damage.
If the attack brings your target below 27% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 11%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You slam the ground, shaking the area around you in a radius of 4.
Creatures caught by the quake will be damaged for 218% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: Allows you to burrow into earthen walls for 7 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 53 of target armor and 26% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%. Burrow
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 707.76 physical damage, and will be blinded for 4 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%. Sand Breath
| 5/5 |
Cunning / Trapping | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: This talent allows you to prepare up to 3 different trap(s) of tier 5 or less for later deployment. (Use this ability to select which to prepare.)
Designs known:
Tier 1: Disarming Trap
Deals 559.05 acid damage, disarms for 4 turns.
Tier 1: Bear Trap
Deals 194.62 physical damage and pins, slows (30%), and wounds for an additional 194.62 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 426.45 physical damage, reduces accuracy, armour, and defence by 42.
Tier 3: Pitfall Trap
Deals 438.47 physical damage. Target removed from combat or pinned 5 turns.
Tier 3: Beam Trap
Fires a beam (range 5) at a foe each turn for 178.00 arcane damage. Lasts 6 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 456.50 physical damage, 50% blind/daze for 8 turns.
Tier 5: Bladestorm Trap
Construct attacks all adjacent enemies each turn for 9 turns.
Tier 5: Ambush Trap
3 stealthed rogues attack the target for 7 turns.
Traps prepared this way are difficult to detect (96 detection 'power') and disarm (120 disarm 'power') based on your Cunning. They gain +113% effectiveness, and can be deployed without breaking stealth 100% of the time.
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.
Most traps last 13 turns if not triggered, and refund 80% of their stamina cost on expiration.
More designs may be discovered or learned from special instructors in the world. Trap Mastery
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: 5
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Combat (59% of a turn)
Won't Break Stealth: 100%
Description: Deploy a noisy lure that attracts all creatures within radius 8 to it for 14 turns.
It has 359 life (based on your Cunning) and is very durable, with 27 armor and 76% resistance to non-physical damage.
At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual trap descriptions to see if they are triggered).
Use of this talent will not break stealth. Lure
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You learn new techniques for setting traps.
Deploying one of your traps is possible up to 5 grids from you, takes 22% less time than normal, and has 6% less chance to break stealth. Advanced Trap Deployment
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You prepare an additional trap (up to tier 5) with a special primed trigger that causes it to activate immediately when deployed. (Use this ability to select the trap.)
Not all traps can be prepared this way and each trap can have only one type of preparation.
Known primable designs:
Tier 1: Bear Trap
Deals 158.85 physical damage and pins, slows (30%), and wounds for an additional 158.85 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 337.01 physical damage, reduces accuracy, armour, and defence by 33.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 367.06 physical damage, 50% blind/daze for 7 turns.
A trap with a primed trigger gains +68% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 100% of the time.
Current primed trap: none Trap Priming
| 5/5 |
Cursed / Endless hunt | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +32 Accuracy, +16% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +45 Accuracy, +33% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +55 Accuracy, +49% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength. Stalk
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 2
Range: 10
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 17 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 53% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 35 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower. Beckon
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Harass your stalked victim with two quick attacks for 35% (at 0 Hate) to 67% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for 7 turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by 82% for 2 turns.
Damage reduction increases with the Willpower stat. Harass Prey
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Let hate fuel your movements. While active, you gain 155% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 42 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat. Surge
| 5/5 |
Psionic / Projection | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 69.3 Physical damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 69.3 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 693 physical damage and sending them flying.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Kinetic Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 90.5 Fire damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 90.5 Fire damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of thermal energy is released as a conical blast (radius 6) of superheated air. Anybody caught in it will suffer up to 905 fire damage over several turns.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Thermal Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 97.1 Lightning damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 97.1 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 6 nearby targets, doing up to 971.2 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 8 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 4 enemies per turn, also increases the radius by 4.
A mindstar will attempt to pull in all enemies within its normal range.
A gem will fire an energy bolt at a random enemy in range 6, each turn for 307.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 5/5 |
Cursed / Punishments | 1.40 |
Effective talent level: 7.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You unleash your hateful mind on any who dare approach you, inflicing 557 mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by 9%.
25% chance of cross tier effects. The damage increases with your Mindpower. Reproach
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Hate cost: 12
Range: 5
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 521 mind damage and feed you 6 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 40% chance of spreading it to another victim every turn.
25% chance of cross tier effects. The damage increases with your Mindpower. Hateful Whisper
| 5/5 |
Effective talent level: 7.0
Use mode: Activated
Hate cost: 5
Range: 7
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 54 damage, and slowly increase to 271 on the last turn (797 total).
25% chance of cross tier effects. The damage will increase with your Mindpower. Agony
| 5/5 |
Effective talent level: 7.0
Use mode: Passive
Description: Every time you inflict mental damage, there is a 21% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mental damage by 38%. Madness
| 5/5 |
Technique / Archery prowess | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: Fire a precise shot dealing 241% weapon damage, with 73 increased armor penetration and 100 increased accuracy. This shot will bypass other enemies between you and your target.
Only usable against marked targets, and consumes the mark on hit.
The armor penetration increases with your Dexterity. Headshot
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: You fire countless shots into the sky to rain down around your target, inflicting 148% weapon damage to all within radius 4.
If the primary target is marked, you consume the mark to fire a second volley of arrows for 111% damage at no ammo cost. Volley
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Description: You fire a disabling shot at a target's throat (or equivalent), dealing 158% weapon damage and silencing them for 5 turns.
If the target is marked, you consume the mark to fire two secondary shots at their arms and legs (or other appendages) dealing 39% damage, reducing their movement speed by 50% and disarming them for the duration.
The status chance increases with your Accuracy. Called Shots
| 5/5 |
| 5/5 |
Technique / Agility | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You are trained in an agile, mobile fighting technique combining sling and shield. This allows shields to be equipped, using Dexterity instead of Strength as a requirement.
While you have a shield equip and your Block talent is not on cooldown, you have a 50% chance to deflect any incoming damage, reducing it by 50% of your shieldโs block value. Agile Defense
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Leap onto an adjacent target with your shield, striking them for 314% damage and dazing them for 2 turns, then using them as a springboard to leap to a tile within range 5.
The shield bash will use Dexterity instead of Strength for the shield's bonus damage.
At talent level 5, you will immediately enter a blocking stance on landing. Vault
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 262% weapon damage and knocks back your target by 2.
The cooldown of this talent is reduced by 1 each time you move.
This requires a sling to use. Bull Shot
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enter a fluid, mobile shooting stance that excels at close combat. Your ranged attack speed is increased by 26% and each time you shoot you gain 60% increased movement speed for 2 turns.
Ranged attacks against targets will also grant you up to 16% of a turn. This is 100% effective against targets within 3 tiles, and decreases by 20% for each tile beyond that (to 0% at 8 tiles). This cannot occur more than once per turn.
Requires a sling to use. Rapid Shot
| 5/5 |
Celestial / Glyphs | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 17% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 214% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 379.3 Cold damage and also freeze them for 7 turns.
If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
The cold burst damage will scale with your Mindpower. Thermal Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 214% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 512.52 lightning damage and halving their stun/daze/freeze/pin resistance for 7 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 768.79.
If the target frozen the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
The discharge damage will scale with your Mindpower. Charged Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 10 and allowing you to siphon excess energy from each weapon hit you land, gaining 3.3 psi per hit. Psi Tap
| 5/5 |
Chronomancy / Temporal Hounds | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain paradox cost: 48
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Upon activation summon a Temporal Hound. Every 10 turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in 10 turns.
Your hounds inherit your increased damage percent, have 27% physical resistance and 100% temporal resistance, and are immune to teleportation effects.
Hounds will get, 139 Strength, 139 Dexterity, 139 Constitution, 139 Magic, 139 Willpower, and 139 Cunning, based on your Magic stat. Temporal Hounds
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Command your Temporal Hounds to teleport to the targeted location. If you target an enemy your hounds will set that enemy as their target.
When you learn this talent, your hounds gain 53 defense and 53% resist all after any teleport.
At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
The teleportation bonuses scale with your Spellpower. Command Hounds: Blink
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your hounds can now survive for up to 3 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 67 life per turn and increase their global speed by 53% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain 55% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower. Temporal Vigour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Command your Temporal Hounds to breathe time, dealing 295.05 temporal damage and reducing the three highest stats of all targets in a radius 6 cone.
Affected targets will have their stats reduced by 21 for 3 turns. You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
When you learn this talent, your hounds gain 55% temporal damage affinity. Command Hounds: Breathe
| 5/5 |
Chronomancy / Threaded Combat | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 10
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Is: a spell
Description: Attack with your bow or dual-weapons for 155% damage. If you shoot an arrow you'll teleport near the target location. If you use your dual-weapons you'll teleport up to your bow's range away.
Additionally you now go Out of Phase for five turns after any teleport, gaining 25 defense and 16% resist all.
The Out of Phase bonuses will scale with your Magic stat. Thread Walk
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you hit with a melee or arrow attack, there is a 52% chance that a warden will appear from another timeline to attack a random enemy.
The summoned warden will attempt a melee attack if you made an arrow attack, or an arrow attack if you made a melee attack.
These wardens are out of phase with your reality and deal 18% less damage, and their arrows will pass through friendly targets.
A warden can only be summoned this way once per turn and they return to their own timeline after attacking. Warden's Call
| 5/5 |
Chronomancy / Bow Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Is: a spell
Description: Fire an arrow for 106% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal 50% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner. Arrow Stitching
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Archery (59% of a turn)
Is: a spell
Description: Over the next 4 turns you'll fire up to 4 arrows at this target from this location, each dealing 138% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
| 5/5 |
| 5/5 |
Spell / Animus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Souls cost: 1
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Crush and consume one of your captured souls, healing you for 802 life and restoring 267 mana.
The life and mana healed will increase with your Spellpower. Consume Soul
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Souls cost: 2
Range: 6
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Try to crush the soul of your foe, doing 533.45 darkness damage (that can never kill the target).
If the target is left with less than 27% life you try to take control of its body.
Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.
Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.
Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created.
Bosses, other undeads and summoned creatures can not be turned into husks.
The damage and chance will increase with your Spellpower. Animus Purge
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Souls cost: 2
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Crush and consume two souls to empower your next 5 spells, granting them a special effect.
Affected spells are:
- Undeath Link: in addition to the heal a shield is created for half the heal power
- Create Minions: allows you to summon 2 more minions
- Assemble: allows you to summon a second bone golem
- Invoke Darkness: becomes a cone of darkness
- Shadow Tunnel: teleported minions will also be healed for 30% of their max life
- Cold Flames: freeze chance increased to 100%
- Ice Shards: each shard becomes a beam
- Consume Soul: effect increased by 50% Essence of the Dead
| 5/5 |
Cursed / Fears | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: 8
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 60% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 57%.
Fear effects improve with your Mindpower. Instill Fear
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of 7 and in sight of you for 5 (non-consecutive) turns, will gain a new fear that lasts for 8 turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%.
You gain 2 new fears: The Terrified effect causes talents and attacks to fail 50% of the time. The Distressed effect reduces all saves by 43.
Fear effects improve with your Mindpower. Heighten Fear
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 17 against foes who attempt to resist your fears.
You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict 86 mind damage. The Tormented effect causes 7 apparitions to manifest and attack the target, inflicting 86 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 8, even in dark places.
Your vision adapts to this glow, giving you 79% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: The light of your Radiance allows you to see that which would normally be unseen.
All enemies in your Radiance aura have their invisibility and stealth power reduced by 153.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 51 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 51.8 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has 22% chance to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 20
Range: 8
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing 53 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 208 light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns. Judgement
| 5/5 |
Cursed / Advanced shadowmancy | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: -8
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Target a nearby shadow, and command it to merge into a nearby enemy, reducing their damage by 45% for 5 turns.
Killing your shadow releases some of your inner hatred, restoring 8 Hate to yourself. Merge
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Target a nearby shadow, and force it to slam into a nearby enemy, dealing 531.2 Physical damage.
Your shadow will then set them as their target, and they will target your shadow.
Damage increases with your Mindpower. Stone
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Command all Shadows within sight to tele-dash to a target location, damaging any enemies they pass through for 393.8 Physical damage.
For the purpose of this talent, you force your shadows through any walls in their way.
Damage increases with your Mindpower. Shadow's Path
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Share your hatred with all shadows within sight range, gaining temporary full control. You then fire a blast of pure hatred from all affected shadows, dealing 284.7 Mind damage per blast.
You cannot cancel this talent once the first bolt is cast.
Damage increases with your Mindpower. Cursed Bolt
| 5/5 |
Technique / Marksmanship | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases Physical Power by 60 and increases weapon damage by 55% when using bows or slings, as well as your reload rate by 3.
In addition, your Shoot has a 15% chance to mark targets on hit.
The mark lasts for 5 turns, grants you visibility of the target (even through walls and other concealment), and causes them to become vulnerable to Headshot, Volley and Called Shots. Master Marksman
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You take advantage of unwary foes (those at or above 90% life). Against these targets, Shoot, Steady Shot and Headshot bleed targets for 112% additional damage over 5 turns and have a 50% increased chance to mark (if capable of marking).
In addition, your Steady Shot, Shoot and Headshot now restore 5.0 stamina on hit. First Blood
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 4
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Fire a shot at the target tile that blinds enemies for 4 turns, marks them for 2 turns and illuminates the area within radius 2 for 7 turns. Enemies within the illuminated area lose 75 defence and stealth power and cannot benefit from concealment.
The status chance increases with your Accuracy, and the defense reduction with your Dexterity. Flare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enter a state of heightened focus for 7 turns. While in this state your ranged attack speed is increased by 47%, your shots do not consume ammo, and all shots capable of marking have their chance to mark doubled. Trueshot
| 5/5 |
Cursed / One with shadows | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You are linked to your shadows for 11 turns, diverting 64% of all damage you take to a random shadow.
Effect increases with Mindpower. Shadow Empathy
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain hate cost: 40
Range: melee/personal
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Your shadows guard you with their lives.
When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
For the next 4 turns you only die if you reach -485 life.
Effect increases with Mindpower. Shadow Decoy
| 5/5 |
Spell / Fire alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Will Deactivate: Lightning Infusion
Description: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 28%.
You cannot have more than one alchemist infusion sustain active at once. Flame Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 22
Range: 6
Cooldown: 21
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 14 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 5 turns.
Duration will increase with your Spellpower. Smoke Bomb
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 70
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A furious fire storm rages around the caster, doing 260.67 fire damage in a radius of 3 each turn for 14 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower. Fire Storm
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 250
Range: 6
Cooldown: 26
Travel Speed: 240% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Turn your body into pure flame, increasing your fire resistance by 60%, burning any creatures attacking you for 32.51 fire damage, and projecting 6 random slow-moving fire bolts per turn at targets in sight, doing 94.48 fire damage with each bolt.
The projectiles safely go through your friends without harming them.
This powerful spell drains 0.50 mana while active.
The damage and resistance will increase with your Spellpower. Body of Fire
| 5/5 |
Psionic / Absorption | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any physical/acid/nature/temporal attack, up to a maximum of 148 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 29.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any fire/cold/light/arcane attack, up to a maximum of 148 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 29.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 59% of any lightning/blight/darkness/mind attack, up to a maximum of 148 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 29.2 points of damage absorbed, up to a maximum 3.1 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 36
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by 67%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%. Forcefield
| 5/5 |
Technique / Finishing moves | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: A finishing uppercut that deals 187% damage, and attempts to stun your target for 4 to 10 turns, depending on the amount of combo points you've accumulated.
The stun chance will improve with your Physical Power.
Using this talent removes your combo points. Uppercut
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: A powerful concussive punch that deals 159% weapon damage to your target. If the punch hits, all targets in a radius of 1 will take 181.51 to 907.55 damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points. Concussive Punch
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter an aggressive battle rage, increasing Accuracy by 52 and Physical Power by 61 and making you nearly unstoppable, granting 50% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker Rage
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Hits the target with your weapon, doing 150% damage. If the attack hits, the target's armour and saves are reduced by 25 for 9 turns.
Also if the target is protected by a temporary damage shield there is 85% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 5/5 |
| 5/5 |
Spell / Grave | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: 7
Cooldown: 5
Travel Speed: 400% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 495.49 cold damage in a radius of 6.
The damage will increase with your Spellpower.
Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps. Chill of the Tomb
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 60
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% 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 90% 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 557.77 cold damage.
The damage will increase with your Spellpower. Will o' the Wisp
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 5
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Cold Flames slowly spread from 10 spots in a radius of 3 around the targeted location. The flames deal 153.17 cold damage, and have a chance of freezing.
Damage improves with your Spellpower. Cold Flames
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 250
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Vampiric energies fill you; each time you deal damage, you have 48% chance to heal for 33% of the damage done.
The absorption percent will increase with your Spellpower. Vampiric Gift
| 5/5 |
Cursed / Darkness | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 100.88 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
The damage will increase with your Mindpower. You do +40% damage to anything that has entered your creeping dark. Creeping Darkness
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 501 damage. There is a 25% chance the rushing darkness will blind them for 3 turns, and cause them to forget their target.
The damage will increase with your Mindpower. You do +40% damage to anything that has entered your creeping dark. Dark Torrent
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 10
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 4 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 120 damage per turn.
The damage will increase with your Mindpower. You do +40% damage to anything that has entered your creeping dark. Dark Tendrils
| 5/5 |
Technique / Grappling | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 5
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger than yourself for 7 turns. A grappled opponent will be unable to move, take 134 damage each turn, and 28% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple. Clinch
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: 3
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Rushes forward and attempts to take the target to the ground, making a melee attack for 131% damage then attempting to grapple them. If you're already grappling the target you'll instead slam them into the ground creating a radius 5 shockwave for 1869 physical damage and breaking your grapple.
The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power. Take Down
| 5/5 |
| 5/5 |
Corruption / Blight | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Project a corrupted blast of power that deals 202.66 blight damage and removes up to 5 magical or physical effect(s) from any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower. Corrupted Negation
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 12
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 40% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 80 acid damage in a 4 radius ball. This damage will increase by 60% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower. Corrosive Worm
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 28
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 10 turns. Each creature hit by the storm takes 55.37 blight damage and is poisoned for 221.48 blight damage over 4 turns. The blight poison is especially virulent, and has a 79% chance to ignore poison immunity.
At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 70%.
At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 44%.
At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 32% chance of failure.
Each possible effect is equally likely.
The poison damage dealt is capable of a critical strike.
The damage will increase with your Spellpower. Poison Storm
| 5/5 |
Celestial / Guardian | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Infuse your shield with light, healing you for 28.47 each time you take damage at the expense of up to 2 positive energy.
If you do not have any positive energy, the effect will not trigger.
Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing 104% light damage.
The healing done will increase with your Spellpower. Shield of Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 25
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Hits the target with your weapon doing 319% damage, and with a shield strike doing 234% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts 314.72 light damage on all targets except yourself within radius 4 of the target, and light up all tiles in that radius.
The light damage will increase with your Spellpower. Brandish
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Retribution negates half of all damage you take while it is active. Once Retribution has negated 574.37 damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of 6 and deactivating the talent.
The amount absorbed will increase with your Spellpower.
Retribution
| 5/5 |
| 5/5 |
Cursed / Predator | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Mark a single opponent as your prey, gaining bonuses against the targeted creature's type and sub-type. Bonuses scale with the experience you gain from killing your marked type (+0.25 kill experience) and marked sub-type (+1 kill experience). At 10.0 kill experience, you reach 100% effectiveness. Combat attacks against the marked type gain +16% damage, while those against the marked sub-type gain +37% damage. Every kill of a marked sub-type gives you an additional +11 hate regardless of your current effectiveness.
Each point in Mark Prey reduces the kill experience required to reach 100% effectivess as a Predator. Mark Prey
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your knowledge of your prey allows you to strike with extra precision. Attacks against the marked type gain +7 Accuracy, while those against the marked sub-type gain +18 Accuracy. Melee hits also gain a 7.6% chance to stun the marked sub-type for 3 turns with each attack.
Each point in Anatomy reduces the kill experience required to reach 100% effectivess as a Predator. Anatomy
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Each melee hit gives you a chance to outmaneuver your marked prey, lowering their physical resistance by 19% and reducing their highest statistic by 10. Subject to your effectiveness against the marked prey, there is a 9.8% chance to outmaneuver your marked type and a 24.1% maximum chance to outmaneuver your marked sub-type. The effects last for 10 turns, and can accumulate.
Each point in Outmaneuver reduces the kill experience required to reach 100% effectivess as a Predator. Outmaneuver
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You learn to mimic the strengths of your prey. Killing a marked sub-type raises your stats to match the strengths of the victim (up to a maximum of 25 total points, subject to your current effectiveness). The effect lasts indefinitely, but only the effects of the latest kill will be applied.
Each point in Mimic reduces the kill experience required to reach 100% effectivess as a Predator. Mimic
| 5/5 |
Technique / Superiority | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 50
Range: melee/personal
Cooldown: 36
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Juggernaut
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 10
Range: 5
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to 5 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 63% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 5/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 24
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (698) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 20
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Inflicts 325.80 temporal damage, and attempts to stun all targets in a radius 2 ball for 5 turns.
The damage will scale with your Spellpower. Stop
| 5/5 |
| 5/5 |
Corruption / Bone | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 13
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a spear of bones, doing 337.75 physical damage to all targets in line, and inflicting bleeding for another 168.88 damage over 5 turns.
The damage will increase with your Spellpower. Bone Spear
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 28
Range: 9
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 8 turns.
The bone will also deal 234.46 physical damage, inflicting bleeding for another 117.23 damage over 5 turns.
The damage will increase with your Spellpower. Bone Grab
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 5 for 304.10 physical damage, and inflicting bleeding for another 152.05 damage over 5 turns.
The damage will increase with your Spellpower. Bone Nova
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 5
Gem changing is done in the golem's inventory. Gem Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You activate a special mode of your golem, boosting its regeneration rate by 102.04 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 59% life.
While supercharged, your golem is enraged and deals 25% more damage. Supercharge Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Increases your golem's life, mana and stamina regeneration rates by 5.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots. Runic Golem
| 5/5 |
Corruption / Sanguisuge | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: 9
Cooldown: 6
Travel Speed: 1500% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Fires a bolt of blight, doing 345.06 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Spellpower. Drain
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain vim cost: 5
Range: 10
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Absorbs the life force of your foes as you kill them.
As long as this talent is active, vim will decrease by 0.5 per turn and increase by 17.7 for each kill of a non-undead creature (in addition to the usual increase based on Willpower). Absorb Life
| 5/5 |
| 5/5 |
Spell / Arcane | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up mana into a powerful bolt doing 368.17 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower. Manathrust
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 25
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 23 and arcane resistance by 25%. Arcane Power
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 35
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing 92.14 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower. Arcane Vortex
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 0.26 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 5710 total damage.
While the arcane storm rages, you also get 123% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower. Disruption Shield
| 5/5 |
Celestial / Sunlight | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Calls the power of the Sun into a searing lance, doing 250.91 damage to the target and leaving a spot on the ground for 4 turns that does 108.95 light damage to anyone within it.
The damage dealt will increase with your Spellpower. Searing Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -15
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 8 turns and lighting up your immediate area (radius 8).
At level 3 it will also do 122.13 light damage within radius 4.
The damage done will increase with your Spellpower. Sun Flare
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -20
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Call forth the Sun to summon a fiery beam, burning all targets in a line for 442.46 fire damage.
The damage done will increase with your Spellpower. Firebeam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures a furious burst of Sunlight, dealing 250.48 light damage to all around you in a radius of 3.
The damage done will increase with your Spellpower. Sunburst
| 5/5 |
Spell / Necrotic minions | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 5
Souls cost: 5
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura, you will raise an undead minion (up to 5 minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
The minions level is your level +3.
Each minion has a chance to be (Minion Mastery effects included):
Degenerated skeleton warrior: 0%
Skeleton warrior: 19%
Armoured skeleton warrior: 11%
Skeleton archer: 7%
Skeleton master archer: 7%
Skeleton mage: 11%
Ghoul: 4%
Ghast: 7%
Ghoulking: 7%
Vampire: 4%
Master vampire: 4%
Grave wight: 4%
Barrow wight: 4%
Dread: 6%
Lich: 4% Create Minions
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 5, and reduces the decay rate of your minions outside the aura by 5%.
At level 3, necrotic minions inside your aura have a 25% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead. Aura Mastery
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by 81, their Armour penetration by 67 and their critical hit chance by 32 for 6 turns.
The effects will increase with your Spellpower. Surge of Undeath
| 5/5 |
| 5/5 |
Celestial / Combat | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 94.8 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 42.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower. Weapon of Light
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 15
Range: 16
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 210% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 144% weapon damage.
The second strike chance (which increases with distance) is 35.5% at range 2 and 82.0% at the maximum range of 16.
The range will increase with your Strength. Wave of Power
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing 83% of your lost HP as additional Fire damage (up to 580, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take 28% of all damage they deal for 4 turns. Weapon of Wrath
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for 324. Second Life
| 5/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 61% chance to get a free, automatic melee attack against the attacker for 94% damage, up to 2.8 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (59% of a turn)
Description: Increases Defense by 66 for 7 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 37% and reducing their saving throws by 37.
The effects will scale with your Cunning. Set Up
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Combat (59% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of 40%.
Exploit Weakness
| 5/5 |
Cunning / Ambush | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Mana cost: 15
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Is: a spell
Description: For an instant, your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for 6 turns.
The chance to hit improves with your Accuracy. Shadow Leash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Mana cost: 15
Range: 7
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Combat (59% of a turn)
Is: a spell
Description: You reach out with shadowy vines toward your target, pulling it to you and silencing it for 6 turns and dazing it for 2 turns.
The chance to hit improves with your Accuracy. Shadow Ambush
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 35
Mana cost: 35
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You take full control of your own shadow for 8 turns.
Your shadow possesses your talents and stats, has 71% life and deals 96% damage, -30% all resistances, -100% light resistance and 100% darkness resistance.
Your shadow is permanently stealthed (131 power), and all melee damage it deals is converted to darkness damage.
The shadow cannot teleport.
If you release control early or if it leaves your sight for too long, your shadow will dissipate. Ambuscade
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You veil yourself in shadows for 8 turns, and let them control you.
While veiled, you become immune to status effects and gain 38% all damage reduction. Each turn, you blink to a nearby foe (within range 7), hitting it for 210% darkness weapon damage.
While this goes on, you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil
| 5/5 |
Spell / Fire | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 10
Cooldown: 2
Travel Speed: 2000% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 647.64 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower. Flame
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a cone of flame with radius 8. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 558.03 fire damage over 7 turns.
The damage will increase with your Spellpower. Flameshock
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 40
Range: 7
Cooldown: 5
Travel Speed: 400% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 623.85 fire damage in a radius of 6.
The damage will increase with your Spellpower. Fireflash
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Raging flames burn foes and allies alike, doing 170.28 fire damage in a radius of 5 each turn for 10 turns.
The damage will increase with your Spellpower. Inferno
| 5/5 |
Cunning / Dirty fighting | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You make a low blow against a sensitive point on the target, dealing 216% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 28 and their stun, blind, confusion and pin immunities to 50% of normal for 8 turns.
This effect bypasses saves. Dirty Fighting
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 11% for each disabling effect the target is under, to a maximum of 33%.
For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
In addition, for each disabling effect the target is under, your melee attacks have a 6% (to a maximum of 18%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25% power) or pin for 2 turns.
The chance to further disable the target increases with your Accuracy. Backstab
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Throw a cloud of blinding dust in a radius 2 cone. Enemies within will be blinded, as well as having their accuracy reduced by 28 and movement speed decreased by 33% for 5 turns.
The chance to inflict these effects increase with your Accuracy. Blinding Powder
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Make a painful strike dealing 155% weapon damage that increases the duration of up to 3 negative effect(s) on the target by 4 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it. Twist the Knife
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 1.32 mana per turn, and your physical and spell attack speed increases by 12.8%. Shadow Feed
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Step through the shadows to your target, dazing it for 5 turns and hitting it with all your weapons for 262% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target. Shadowstep
| 5/5 |
Technique / Pugilism | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Deliver two quick punches that deal 83% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points. Double Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: 7
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Attack your foes in a frontal arc with a spinning backhand, doing 177% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 56% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater). Spinning Backhand
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Deliver a devastating axe kick dealing 211% damage. If the blow connects your target is brain damaged, causing all talents to fail for 4 turns and earning 2 combo points.
This effect cannot be saved against, though it can be dodged and checks confusion immunity. Axe Kick
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Lashes out at the target with three quick punches that each deal 107% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects. Flurry of Fists
| 5/5 |
Technique / Combat techniques | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 2
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away. Rush
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 53 and critical chance by 41%.
The effects will increase with your Dexterity. Precise Strikes
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Perfect Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 49
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 51% for 5 turns. Blinding Speed
| 5/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Range: 7
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 131% of its remaining life (or 1462.13, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower. Impending Doom
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Absorb up to 79% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
The healing will increase with your Spellpower. Undeath Link
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
All liches gain the following intrinsics:
- Poison, cut, and fear immunity.
- 100% disease and stun resistance.
- 20% cold and darkness resistance.
- No need to breathe.
- Infusions do not work.
Also:
At level 1: -3 to all stats, -10% to all resistances. Such meagre devotion!
At level 2: Nothing.
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration.
At level 7: Your power becomes overwhelming! +12 Magic, Willpower and Cunning, 60% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.
The undead cannot use this talent.
While active, it will drain 4 mana per turn.
Once you die and turn into a Lich you can not invest any more in this talent. Lichform
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 168.88 physical and 147.53 temporal (warp) damage.
The mines are hidden traps (74 detection and 93 disarm power based on your Magic), last for 10 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.
Current Spacetime Folding Range: 9 Warp Mines
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Tether the target to the location for 8 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 168.88 physical and 147.53 temporal (warp) damage to all enemies in a radius of 2 at both the entrance and exit locations.
The damage will scale with your Spellpower. Spatial Tether
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 8 and 17 tiles from you and may be stunned, blinded, confused, or pinned for 4 turns.
The chance of teleportion will scale with your Spellpower. Banish
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: You transform into pure lightning, moving 809% faster for 4 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 46%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 47.2% of its current life (31.5% if the target is Elite or Rare, 23.6% if the target is a Unique or Boss, and 18.9% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 406.38 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%. Static Field
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 14
Range: 6
Cooldown: 13
Travel Speed: 400% of base
Usage Speed: Mind (90% 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 278.12 lightning damage.
When it reaches its target, it explodes in a radius of 4 for 488.34 lightning damage and 348.64 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 6 turns. The blast will ignore the talent user.
The tornado will last for 6 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 442.94 to 1328.82 lightning damage, and have a 63% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 5/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Grants 100% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 15%.
At talent level 5 it also protects against all side effects of your bombs. Alchemist Protection
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 32
Range: 9
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 1.20 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower. Shockwave Bomb
| 5/5 |
Technique / Duelist | 1.20 |
Effective talent level: 6.0
Use mode: Passive
Description: Your offhand weapon damage penalty is reduced to 18%.
Up to 3.4 times a turn, you have a 81% chance to parry up to 0 damage (based on your offhand weapon damage) from a melee or ranged attack. The number of parries increases with your Cunning. (A fractional parry has a reduced chance to succeed.)
A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes. It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar. Dual Weapon Mastery
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: The flow of battle invigorates you, allowing you to press your advantage as the fight progresses.
Up to once each per turn, while dual wielding, you may:
Riposte -- If a melee or archery attack misses you or you parry it, you instantly restore 4.6 stamina and gain 11% of a turn.
Recover -- On performing a critical strike with your offhand weapon, you instantly restore 4.6 stamina. Tempo
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 6
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Make a cunning feint that tricks your target into swapping places with you. While moving, you take the opportunity to trip them, pinning and dazing them for 2 turns.
Switching places distracts your foes and allows you to improve your defenses: For 3 turns, Dual Weapon Mastery yields one extra parry each turn and you are 53% less likely to miss your parry opportunities.
The chance to pin and to daze increases with your Accuracy Feint
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: Exploiting a gap in your target's defenses, you make a lethal strike with your offhand weapon for 366% damage that causes them to drop their weapon, disarming them for 7 turns.
Tempo will reduce the cooldown of this talent by 1 turn each time it is triggered defensively.
The chance to disarm increases with your Accuracy. Lunge
| 5/5 |
Spell / Acid alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Will Deactivate: Lightning Infusion
Description: When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
In addition all acid damage you do is increased by 28%.
You cannot have more than one alchemist infusion sustain active at once. Acid Infusion
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: While Acid Infusion is active, your bombs coat your golem in acid for 14 turns when they hit it.
While coated, any melee hit agaist your golem has a 72% chance to trigger a radius 4 cone of acid towards the attacker that does 166.2 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem. Caustic Golem
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A radius 3 pool of acid spawns at the target location, doing 103.6 Acid damage each turn for 10 turns.
All creatures caught in the mire will also suffer a 45% slowness effect.
The damage will increase with your Spellpower. Caustic Mire
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Acid errupts all around your target, dealing 586.8 acid damage.
The acid attack is extremely distracting, and may remove up to 3 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower. Dissolving Acid
| 5/5 |
Cursed / Shadows | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: While this ability is active, you will continually call up to 3 level 47 shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 5), Blindside their opponents (level 5), and Phase Door from place to place.
Shadows ignore 99% of the damage dealt to them by their master. Call Shadows
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain 44% extra Accuracy and 68% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level 5, 17% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (3 turn cooldown). Shadow Warriors
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 17 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 5, 17% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 5, 17% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50% chance). Shadow Mages
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: 6
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 11 turns. Hostile targets will be attacked, with a 83% chance the shadows will blindside the target.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost. Focus Shadows
| 5/5 |
Technique / Shield defense | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Shield (59% of a turn)
Description: Enter a protective battle stance, increasing Defense by 34, Armour by 34, and Block value by 202. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants 55% resistance to stunning and knockback. Shield Wall
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Shield (59% of a turn)
Description: Smash your shield into the face of all adjacent foes dealing 301% shield damage and knocking them back 7 grids.
In addition, all creatures knocked back will also be dazed for 17 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You brace yourself for the final stand, increasing Defense and Armor by 28, maximum and current life by 524, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -524 life.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 5/5 |
Wild-gift / Ooze | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 510, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 2.11.
You may have up to 3 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 10 turns, are very resilient (33% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 2.0 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning. Mitosis
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 8 turns.
This process releases a burst of antimagic, dealing 346.6 Manaburn damage in radius 3.
This talent allows you to restore 2.0 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 2 will be created with 372 life (73% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 190% weapon damage (as Acid). Call of the Ooze
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your body's internal organs are indistinct, disguising your vital areas.
All direct critical hits (physical, mental, spells) against you have a 57% lower Critical multiplier (but always do at least normal damage).
In addition you gain 74% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 5/5 |
Chronomancy / Blade Threading | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 8
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Is: a spell
Description: Attack with your melee weapons for 198% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for 7 turns.
Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots. Additionally you may use the Attack talent in a similar manner. Warp Blade
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 12
Range: 9
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 106% damage. Then teleport next to a second random enemy, attacking for 106% damage.
Blink Blade can hit the same target multiple times. Blink Blade
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 83.15 fire damage per melee attack and increasing all fire damage dealt by 18%.
Each hit will also regenerate 2.00 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 81% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 43 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 18%.
Each hit will also regenerate 2.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 12.
The stat increase will improve with your Spellpower. Inner Power
| 5/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Increases your light and darkness resistance penetration by 70% for 9 turns, and reduces the cooldown of all Celestial skills by 6.
The resistance penetration will increase with your Cunning. Totality
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 19
Travel Speed: 300% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 5 targets within radius 6, doing 105.81 light damage or 107.04 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower. Corona
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: This powerful spell grants you 52 bonus invisibility, but converts 1 negative energy into positive energy each turn. Once your positive energy exceeds your negative energy, or you deactivate the talent, the effect ends in an explosion of light, converting all of your positive energy into damage and inflicting an additional 153.64 damage to everything in a radius of 4.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower. Darkest Light
| 5/5 |
Technique / Magical combat | 1.60 |
Effective talent level: 8.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use melee weapons to focus your spells, granting a 85% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.
Allowed spells: Earthen Missiles, Flame, Lightning, Pulverizing Auger
Currently selected spell: Random Arcane Combat
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 8.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.99 of your Magic (current bonus: 126).
Each time you crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 325.50.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.
Arcane Destruction
| 5/5 |
Wild-gift / Summoning (distance) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Ritch Flamespitter for 12 turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar.
It will get 283 Willpower, 243 Cunning and 21 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. Ritch Flamespitter
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a 3-headed Hydra for 12 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 230 Willpower, 33 Constitution and 18 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower will increase with your Mindpower. Hydra
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Rimebark for 12 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 283 Willpower, 230 Cunning and 21 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. Rimebark
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Fire Drake for 9 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath.
It will get 283 Strength, 232 Constitution and 38 Willpower.
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. Fire Drake
| 5/5 |
Wild-gift / Summoning (utility) | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Turtle for 12 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 308 Constitution, 22 Dexterity and 18 willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution will increase with your Mindpower. Turtle
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Summon (100% of a turn)
Is: a nature gift, a mind power and a summon power
Description: Summon a Spider for 12 turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
It will get 283 Dexterity, 22 Strength, 18 Willpower and 21 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Dexterity will increase with your Mindpower. Spider
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 22
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 (21% of a normal summon time) and with no chance to fail from high equilibrium for 6 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
| 5/5 |
Effective talent level: 6.0
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 19 turns, and it takes 47% less damage.
The damage reduction is based on your Cunning. Summon Control
| 5/5 |
Technique / Reflexes | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 8
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 5 projectiles.
In addition, your heightened senses also reduce the speed of incoming projectiles by 56%, and prevents your own projectiles from striking you. Shoot Down
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a 36% chance to fire off a defensive shot off in time to intercept the attack, evading it and dealing 95% archery damage.
This cannot damage the same target more than once per turn. Intuitive Shots
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Fixed Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (59% of a turn)
Description: You take close notice of the target for the next 5 turns. If they attempt to use a non-instant talent you react with incredible speed, firing a shot dealing 25% damage that causes the talent to fail and go on cooldown.
This shot is instant, cannot miss, and puts 5 other talents on cooldown for 3 turns. Sentinel
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You put all your focus into escaping combat for 4 turns. While under this effect you gain 62% increased resistance to all damage, 21.7 increased stamina regeneration, immunity to stun, pin, daze and slowing effects and 385% increased movement speed.
This breaks if you make a melee or ranged attack. Escape
| 5/5 |
Spell / Aether | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 20
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: You focus the aether into a spinning beam of arcane energies, doing 236.04 arcane damage and having 25% chance to silence the creatures it pierces.
The beam will also damage its epicenter each turn for 10% of the damage (but it will not silence).
The beam spins with incredible speed (1600%).
The damage will increase with your Spellpower. Aether Beam
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 50
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area.
Each explosion does 285.32 arcane damage in radius 2, and will each trigger at one turn intervals.
The damage will increase with your Spellpower. Aether Breach
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 60
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Fill yourself with aether forces, completely surrounding your body for 9 turns.
While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%. Aether Avatar
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Surround yourself with Pure Aether, increasing all your arcane damage by 11.3% and ignoring 50% arcane resistance of your targets.
At level 5 it allows Aegis spells to be used while in Aether Avatar form. Pure Aether
| 5/5 |
Spell / Energy alchemy | 1.20 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 30
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 28%.
You cannot have more than one alchemist infusion sustain active at once. Lightning Infusion
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain mana cost: 100
Range: 4
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Infuse your body with lightning energy, bolstering your movement speed by +17%.
Each turn, a foe within range 4 will be struck by lightning and be dealt 159.4 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 142 life (20% of your maximum life) since your last turn, you will gain 123% of a turn.
The effects increase with your Spellpower. Living Lightning
| 5/5 |
Wild-gift / Corrosive blades | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 2
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Channel acid through your psiblades, extending their reach to create a beam doing 574.8 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: You gain 58% Acid resistance.
When you deal Nature damage to a creature, you gain a 7.7% bonus to Acid damage for 5 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 17.1%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You focus on a target zone of radius 2 to make up to 4 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 8 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 574.8 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Surround yourself with natural forces, ignoring 55% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 110.9 life regeneration per turn. Acidic Soil
| 5/5 |
Spell / Water | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 12
Range: 8
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Glacial fumes rise from the ground, doing 83.33 cold damage in a radius of 3 each turn for 7 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 Vapour
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 14
Range: 10
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Condenses ambient water on a target, freezing it for 7 turns and damaging it for 629.39.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower. Freeze
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 76.75 cold damage and 74.04 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 9 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower. Tidal Wave
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 10 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 5, gain 100% resistance to cuts and stuns, gain 50% cold resistance, and all cold damage heals you for 150% of the damage done.
The power will increase with your Spellpower. Shivgoroth Form
| 5/5 |
Wild-gift / Mucus | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift and a mind power
Description: For 7 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 7 turns.
At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
Your mucus will poison all foes crossing it, dealing 109.9 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 10.9 Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration. Mucus
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Calling upon nature, you cause the ground to erupt in an radius 3 acidic explosion, dealing 431.2 acid damage to all creatures and creating mucus in the area.
Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
The damage increases with your Mindpower. Acid Splash
| 5/5 |
Effective talent level: 6.0
Use mode: Passive
Description: Your mucus is brought to near sentience.
Each turn, there is a 39% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 10 turns and will attack any of your foes by spitting slime at them.
You may have up to 6 Mucus Oozes active at any time (based on your Cunning).
Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
The spawn chance increases with your Mindpower. Living Mucus
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: You temporarily merge with your mucus, cleansing yourself of 4 physical or magical detrimental effects.
You can then reemerge on any tile within sight and range that is also covered by mucus.
This is quick, requiring only 34% of a turn to perform, but you must be in contact with your mucus. Oozewalk
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (698) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Removes the target from the flow of time for 16 turns. In this state, the target can neither act nor be harmed.
Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
The duration will increase with your Spellpower. Time Prison
| 5/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a nature gift and a mind power
Description: Destroys one of your summons, making it detonate in radius of 8.
- Ritch Flamespitter: Explodes into a fireball
- Hydra: Explodes into a ball of lightning, acid or poison
- Rimebark: Explodes into an iceball
- Fire Drake: Generates a cloud of fire
- War Hound: Explodes into a ball of physical damage
- Jelly: Explodes into a ball of slowing slime
- Minotaur: Explodes into a sharp ball, cutting all creatures
- Stone Golem: Knocks back all creatures
- Turtle: Grants a small shell shield to all friendly creatures
- Spider: Pins all foes around
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
| 5/5 |
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: Mind (90% 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 6 turns. Phase Summon
| 5/5 |
Spell / Stone | 1.30 |
Effective talent level: 6.5
Use mode: Activated
Mana cost: 10
Range: 10
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Conjures 3 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 175.39 physical damage, and an additional 29.23 bleeding damage every turn for 5 turns.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower. Earthen Missiles
| 5/5 |
Effective talent level: 6.5
Use mode: Sustained
Sustain mana cost: 70
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.
Your stone form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 38%.
* Grants 113% Fire Resistance, 69% Lightning Resistance, 27% Acid Resistance, and 65% Stun Resistance.
Resistances scale with your Spellpower. Body of Stone
| 5/5 |
Effective talent level: 6.5
Use mode: Activated
Mana cost: 50
Range: 10
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Causes a violent earthquake that deals 135.51 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower. Earthquake
| 5/5 |
Effective talent level: 6.5
Use mode: Sustained
Sustain mana cost: 50
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (80% of a turn)
Is: a spell
Description: Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by 11.9% and ignoring 50% physical resistance of your targets.
Also raises your physical and magical saves by 32. Crystalline Focus
| 5/5 |
Cursed / Force of will | 1.20 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 531 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 174%)
Damage increases with your Mindpower. Willful Strike
| 5/5 |
Effective talent level: 6.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50% of incoming damage with the force of your will, up to 640 damage. The barrier charges at a rate of 1/9 of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 174%)
The maximum damage deflected increases with your Mindpower. Deflection
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 3 in all directions. The blast causes 571 damage and 2 knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 174%)
Damage increases with your Mindpower. Blast
| 5/5 |
Effective talent level: 6.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: Mind (90% of a turn)
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 10 turns you strike 2 (72% chance for 3) nearby target(s) within range 5 doing 258 damage and 2 knockback. The number of extra strikes increases at higher talent levels.
In addition, your ability to channel force with this talent increases all critical damage by 17% (currently: 174%)
Damage increases with your Mindpower. Unseen Force
| 5/5 |