| Wild-heart / Breath Hydra | 1.50 |
Effective talent level: 7.5
Use mode: Passive
Description: Allows you to use the hydra's three breath talents:
- Breath of Poison: Poisons victims in a cone-shaped radius, dealing nature damage over a few turns.
- Breath of Acid: Deals acid damage to victims in a cone-shaped radius.
- Breath of Thunder: Deals powerful, but random lightning damage to victims in a cone-shaped radius.
Hydra Breath's talent level will affect the talent level of each breath talent, improving range and damage.
Breath range: 6 Hydra Breath
| 5/5 |
Effective talent level: 4.5
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You are filled with (almost too much of) your vile breath substances, causing the remnants of a previous breath to mix with your current one.
After using a Hydra Breath talent, for 8 turns, you will convert 66% of all following Hydra Breath talent damage into its damage type.
In addition, your Drool heads will gain priority in random attacks, attacking with that damage type as well. Hydra Mixture
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You reach deeply into your breath reserves to unleash exhausting, yet significantly more toxic breath attacks.
The radius of your Hydra Breath talents is increased by 3, and the cooldown and cost will be doubled, but each will carry with it a powerful malady that causes the same amount of damage over a few turns and cripples your victims' fighting ability significantly.
- Breath of Poison ~ Causes a sickness that utterly repulses victims, making them run away 2% of the time.
- Breath of Acid ~ Sears the victim with a painful acid, causing them to fumble regular attacks 2% of the time.
- Breath of Thunder ~ Completely electrifies the victim, giving a 2% chance of becoming dazed whenever they move.
Though these maladies are not considered as poisons, the effect chance will still be calculated through poison resistance. Hydra Toxin
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your breath attacks will coat your victims in a catalytic substance of the respective element for 0 turns.
When another coating is applied, the coatings will react, causing an additional effect based on the combination:
- Poison + Acid = Harmless reaction that produces electricity, leaving victims easier to stun or pin for 1 turns.
- Acid + Lightning = Extreme surge of energy that causes a burning shock, leaving victims stunned for 0 turns.
- Poison + Lightning = Poison that shocks the whole nervous system, leaving victims pinned for 0 turns.
The damage caused by these reactions are based on the power of the breath used. Hydra Coating
| 0/5 |
| Psionic / Absorption | 1.50 |
Effective talent level: 7.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 65% of any physical/acid/nature/temporal attack, up to a maximum of 77 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 57.9 points of damage absorbed, up to a maximum 3.3 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: 4.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 52% of any fire/cold/light/arcane attack, up to a maximum of 60 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 66.9 points of damage absorbed, up to a maximum 2.9 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
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 3% of any lightning/blight/darkness/mind attack, up to a maximum of 6 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 96.8 points of damage absorbed, up to a maximum 2.0 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
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 -25%.
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
| 0/5 |
| Psionic / Projection | 1.30 |
Effective talent level: 6.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 28.6 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 28.6 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 286 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: 3.9
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 22.5 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 22.5 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 225 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
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 2.3 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 2.3 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 3 nearby targets, doing up to 23.2 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 30
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 1 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 1 enemies per turn, also increases the radius by 1.
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 11.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
| Cunning / Poisons | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a 45% chance to poison the target for 26 nature damage per turn for 7 turns. Every application of the poison stacks, up to a maximum of 103 nature damage per turn.
The damage scales with your Cunning. Apply Poison
| 5/5 |
| 3/5 |
Effective talent level: 0.0
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 0%. (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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (33% of a turn)
Description: You strike your target with your melee or ranged weapon, doing 120% weapon damage as nature and inflicting additional effects based on your active vile poisons:
Numbing Poison - Reduces global speed by -2% for 5 turns.
Insidious Poison - Applies a standard poison that deals 30.83 nature damage over 5 turns.
Crippling Poison - Places 1 talents on cooldown for 1 turns.
Leeching Poison - Heals you for 28.
Volatile Poison - Deals a further 18.50 nature damage to foes in a radius 1 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
| 0/5 |
| Wild-heart / Glob | 1.30 |
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 10
Equilibrium cost: 5
Range: 6
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: Spit a sticky, gooey mass of goo, slowing the movement of whomever steps upon it by 30% for 18 turns. This glob does not disappear after being triggered.
Hitting directly will deal 66 slime damage as well as triggering the trap at 50% potency. Adhesic Glob
| 5/5 |
Effective talent level: 3.9
Use mode: Activated
Stamina cost: 15
Equilibrium cost: 10
Range: 5
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: Spit a sack of fumes that, when bursted, releases fast-acting poison in a 1 radius that deals 151 nature damage over 6 turns and slows by 30%.
Hitting directly will deal 75 nature damage over a few turns as well as triggering the trap at 50% potency. Toxic Glob
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Equilibrium cost: 15
Range: 3
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: Spit a pod of bile that, when bursted, covers nearby victims in a 2 radius with acid, causing 30 acid damage over 0 turns.
Hitting directly will deal 15 acid damage as well as triggering the trap at 50% potency. Acidic Glob
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Equilibrium cost: 15
Range: 3
Cooldown: 8
Travel Speed: 300% of base
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: Spit pellets of paralyzing gel in a 1 radius that, when bursted, deals 15 lightning damage and pins whomever steps upon it for 1 turns.
Hitting directly will deal 15 lightning damage, as well as triggering the trap at 50% potency. Pellets will still be spread around the target. Electric Glob
| 0/5 |
| Psionic / Focus | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 2
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Focus energies into a beam to lash all creatures in a line with physical force, doing 15 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower. Mindlash
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Telekinetically energize the matter of all foes within 2 squares at the molecular level, setting them ablaze. This does 31.2 fire damage over six turns. Pyrokinesis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 19.8 Lightning damage within radius 1.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower. Brain Storm
| 0/5 |
| 0/5 |
| Wild-heart / Feral Hydra | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Description: You reach out at nearby targets in a 2 radius, dealing 151 physical damage and pulling them next to you.
If you succesfully pull them next to you, you savage them, dealing another 199 physical damage and dazing them for 4 turn(s).
The damage increases with your physical power. Drag In
| 5/5 |
Effective talent level: 4.5
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Description: You wrap and crush nearby targets immediately next to you, dealing 139 physical damage and squeezing them.
Squeezed victims are asphyxiated and unable to move, losing 5.40% of their current life each turn.
The initial damage and chance of squeezing increases with your physical power. Wring Out
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (33% of a turn)
Is: a nature gift
Description: You thrust into nearby targets in a 1 radius, dealing 13 physical damage and knocking them back 0 tiles. If a target is being squeezed, you will instead toss them 2 tiles.
If a victim collides into anything, they will receive an additional 16 physical damage and be stunned for 1 turns.
The damage increases with your physical power. Lash Forth
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 35.5
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You enter a focused rampage, draining 36 stamina each turn until you run out of stamina or manage to find enough peace to rest.
Each turn, you will smash and batter nearby targets in a 1 radius, dealing 10 physical damage, randomly displacing them around you, and thus, confusing for 2 turns.
In this state, you will act 50% slower, but you will also remove and become 2% immune to all stuns and pins.
If you become stunned or pinned, your rampage will come to a grinding halt, draining half of your remaining stamina.
The damage increases with your physical power. Thrash About
| 0/5 |
| Wild-heart / Glare Hydra | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Equilibrium cost: 5
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Mesmerizingly gaze upon an enemy, reducing their stealth power by 45 and instilling them with a debilitating fear:
- Despair: 29% chance of becoming confused each turn
- Terror: 59% chance to fail their actions
- Dread: Deal 44% reduced damage
- Doom (after 3 gazes): Mind resistance reduced by 67%
This will additionally taunt enemies, directing them to attack you.
If you or the victim loses sight, this effect will end. Stare Down
| 5/5 |
Effective talent level: 4.5
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: You loose a hideous, soul-chilling wail in a 4 radius, poisoning the very minds of your victims, dealing 167 mind damage over 11 turns, as well as reducing their mind power and mind save by 19.
This effect cannot kill its victims and will halt upon bringing them below 25% of their max life, at which point, the agony will bring them to their knees, reducing their global speed by 30% for as long as their life remains below that amount.
If a victim resists, 30% of the damage is immediately dealt instead.
If a victim is already under this effect, 30% of the remaining damage immediately occurs before applying the new effect. Sordid Howl
| 3/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Fear effects you've caused each have a 0% chance of causing the victim to fail attacks directed at you. For non-melee attacks, they will err by 1 tile instead.
Note that fear immunity will reduce the chance of failure.
- 1 fears = 0% chance
- 2 fears = 0% chance
- 3 fears = 0% chance
- 4 fears = 0% chance
- 5 fears = 0% chance Menace
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power and a nature gift
Description: With a heart-stoppingly abyssal shriek, you attempt to lock the minds of all within a 0 radius into this single moment of terror.
Victims at 5% life or less will go Braindead, effectively dead in mind, though still present in body. Otherwise, they will become stunned with fear for 0 turns.
Victims who resist will only receive half the normal duration. Incite Death
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Focus thermal energy and strike an enemy for 50% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 13.4 Cold damage and also freeze them for 0 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: Focus charged energy and strike an enemy for 50% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 13.42 lightning damage and halving their stun/daze/freeze/pin resistance for 0 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 20.14.
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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 0 and allowing you to siphon excess energy from each weapon hit you land, gaining 0.0 psi per hit. Psi Tap
| 0/5 |
| Psionic / Voracity | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 5 by 19% (max 25%) for four turns, draining 14.7 (max 44.0) stamina from each.
You replenish 12 (max 36) 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: 4.5
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 3 for 3 (max 4) turns, and deal 44.5 (max 133.5) Cold damage.
You replenish 10 (max 29) 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
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 3.8 (max 11.5) Lightning damage to all targets around you within radius 0, and has a 15% (max 15%) chance to daze them for 3 turns.
You replenish 2 (max 7) 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
| 0/5 |
| 0/5 |
| Wild-heart / Mist Beast | 1.30 |
Effective talent level: 6.5
Use mode: Activated
Equilibrium cost: 35
Range: 5
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: You lay a thick, harmless 5 radius mist for 21 turns, completely obstructing vision.
The mist, however, is conspicuous, and will alert enemies within it. Mist Shroud
| 5/5 |
Effective talent level: 3.9
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Within the mist, you are everywhere and nowhere.
While active, you can clearly see 4 tiles into mist without obstruction.
Also, while within mist, if you receive damage from a source immediately next to you, you will fade away, teleporting to a random misty spot within 5 tiles and breaking targetting (this has a cooldown).
If the attacker is undergoing hallucinations, you will also leave behind an illusion of yourself and force them to target it. Mist Lurker
| 3/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 15
Description: Your mist is slightly hallucinogenic, having a 0% chance of causing Delirium.
Delirious victims will create a 0 power illusion of yourself next to them 6% of the time.
The illusions do absolutely nothing, and will immediately vanish if the source of the illusion performs a melee attack and makes a successful mental save against its power.
Hallucination checks poison and confusion immunity. Hallucinations
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: You shroud yourself with a 2 radius sickening mist, causing a stacking 2 nature damage over a few turns and forcing victims to flee from you.
The damage caused and chance of fleeing increases the closer victims are to yourself.
Note that this zone is considered as mist, and though you are the source of the mist, it will affect you as well. Sickening Mist
| 0/5 |
| Wild-heart / Swamp Beast | 1.30 |
Effective talent level: 6.5
Use mode: Sustained
Sustain equilibrium cost: 5
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: You have a natural affinity for water-- The murkier, the better.
You gain vision of anyone in a 14 radius if they are soaked, on a soaked tile, or if their tile requires water-breathing, but lose 20% of your movement speed.
However, while moving on soaked or breathing tiles, you become stealthed at 56 power and gain 63% movement speed. These bonuses are doubled if the tile requires special breathing.
This stealth refreshes whenever you move on a soaked or breathing tile. Beneath The Wake
| 5/5 |
Effective talent level: 3.9
Use mode: Activated
Equilibrium cost: 25
Range: 6
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: You blast a 3 radius area with 18 turns of murky water that puts out fire effects, as well as soaking for several turns, and knocking back everything within by 2 tiles.
When this talent mind crits, it will become a powerful geyser of water, stunning those struck.
The area also becomes soaked for 18 turns, soaking anything that enters without Beneath The Wake.
Soaked victims have their movement speed slightly slowed, their fatigue significantly increased, and their fire damage reduced. Drench
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Breath (87% of a turn)
Is: a mind power and a nature gift
Description: You spray the target's eyes (or some other perceptive organ if they don't have any) with brackish, mucky water, blinding them for 0 turns. At talent level 5, this gains a splash effect.
Immunity does not affect this blindness, and when this talent mind crits, the blinding duration is doubled.
Even when their vision returns, they are still unable to properly see for 1 more turns, reducing Accuracy and Defense by 1 and sight range by 8.
Note that the secondary effect is considered as a blind, and can be used for the purposes of a guaranteed Clean Slip.
Your talent level will add 0 accuracy to the attempt. Brine Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Mind (33% of a turn)
Is: a mind power and a nature gift
Description: Slippery and sly, you slap a nearby target in an attempt to distract them before vanishing in front of their very (blinded) eyes.
If the target fails a blinding check (or they are already blinded), you will break all pins and stuns and slip 0 tiles away from them.
When this talent mind crits, the escape is guaranteed, causing you to vanish into water.
If Beneath The Wake is active (or you got a mind crit), you will also soak a 1 radius area around your destination for 0 turns.
The chance of hitting increases with Cunning, but your talent level will also add 0 Cunning to the check. Clean Slip
| 0/5 |
| Psionic / Psi-fighting | 1.50 |
Effective talent level: 7.5
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (33% 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 163% weapon damage.
If your mainhand weapon hits, you will also stun the target for 7 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: 4.5
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 15
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 28% of your Willpower and Cunning, respectively.
Strength increased by 8
Dexterity increased by 15 Augmentation
| 3/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 10
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 75% 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 18% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |