Spellweaving / Wind and rain | 1.30 |
Effective talent level: 2.6
Use mode: Passive
Is: a spell
Description: Learn how to cast spells with Lightning and Cold. These spells will deal base 66 damage with the following extra effects:
Lightning gains a 60% chance to Daze targets for 3 turns and does not remove dazes.
Cold gains a 47% chance to freeze enemies to the ground, preventing them from moving, for 4 turns.
All damage and effect chances are multiplied by Spellweave Multiplier.
Element damage increases with Spellpower. Wind and Rain
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Through your practice with cold and lightning, you have seen through true force of storms. Icy water and tempest winds can destroy and create, and in the end, nothing can stop them.
Increase your Cold and Lightning damage by 0.0% and gain -5% Cold and Lightning resistance penetration. Storming Through
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You don't just understand storms, you command them.
You gain a Hailstorm, dealing 1 damage each turn to all enemies in radius 3, split equally between Cold and Lightning damage. When you use a Spellwoven spell that uses the Cold, Lightning, or Wind and Rain elements, the Hailstorm increases in power, increasing its damage by 0.0% of the damage of that spell (at most 0 per turn). This power decreases by 5% each turn down to the base values. When you cast a Spellwoven spell not including these elements, you unleash the power of the Hailstorm, resetting its damage and immediately dealing 67% of its stored damage with a chance to freeze enemies to the ground or daze them for 3 turns. These chances are based on the Wind and Rain talent, but increase with the power of the Hailstorm, and Stun and Pin resist are halved to resist these effects.
Hailstorm damage will not remove dazes.
Base and max damage scale with Spellpower. Relentless Hailstorm
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Any sailor knows that the seas of Eyal carry hurricanes and storms that can swallow ships and that even the strongest mage couldn't control. You know that the most powerful storms cannot be controlled, merely unleashed.
Your Cold and Lightning resistance penetration is increased by 0.0%. Gain the Wind and Rain element, which deals 66 damage (from the Wind and Rain talent), divided equally among Cold and Lightning and multiplied by Spellweave Multiplier. Wind and Rain damage has a -10% chance (multiplied by Spellweave Multiplier) to surround targets with an Icestorm, halving their Pinning and Stun resistance and dealing 2 damage, equally divided between Cold and Lightning to every enemy around them in radius 3 for 4 turns. Icestorm damage does not break dazes. The chance of inflicting icestorm reduces by 15% for each icestorm present on the level.
Element damage and Icestorm damage increase with Spellpower.
Additionally, at raw talent level 3, gain Shield Bonus: Cleansing Rain (Gain regeneration as long as the shield is active).
At raw talent level 5, gain Teleport Mode: Lightning Speed (Instead of teleporting, gain a significant amount of movespeed). Eyal's Storm
| 0/5 |
Spellweaving / Molten | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Is: a spell
Description: Learn how to cast spells with Fire and Physical. These spells will deal base 49 damage with the following extra effects:
Physical gains a 30% chance to Wound targets, reducing their healing recieved by 16%, for 4 turns.
Fire deals only 40% initial damage, but deals an additional 80% of base damage (39 damage) as Fire damage over four turns.
All damage and effect chances are multiplied by Spellweave Multiplier.
Element damage increases with Spellpower. Molten
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Like a meteor can make it through the magical barriers and atmosphere of Eyal, enough fire and stone can break through any defense.
Increase your Fire and Physical damage by 0.0% and gain -5% Fire and Physical resistance penetration. Meteoric Force
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You have figured out how to combine your elements to extend the lifespan of your molten effects.
Whenever you hit a Spellwoven Burning target with a non-Fire element Spellwoven spell, extend that burn by 1 turn. When you hit a Spellwoven Wounded target with a non-Physical element Spellwoven spell, extend that wound by 1 turn. Whenever you hit a target affected by Molten Drain with a non-Molten element Spellwoven spell, drain 0 life from the target as draining Molten damage.
Additionally, as a passive bonus, Spellwoven burn damage is increased by 0%, and the healing reduction of wounds is increased to 16%. Unending Melting
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You don't just use Fire or Physical magic, you draw power from the depths of Eyal itself. The magma deep down gives life and death, and so can you.
Your Fire and Physical resistance penetration is increased by 0.0%. Gain the Molten element, which deals 49 damage (from the Molten talent), divided equally among Fire and Physical. Molten damage also has a -14% chance to scorch the ground, creating magma tiles for 4 turns. Enemies on those tiles take 1 Fire damage and 1 Physical damage each turn and are afflicted with Molten Drain for 1 turn, redirecting -14% of direct heals that target receives to you. Molten tile damage increases with Spellpower.
All damage and effect chances are multiplied by Spellweave Multiplier.
Element damage and molten tile damage increase with Spellpower.
Additionally, at raw talent level 3, gain Shield Mode: Slag Shield (The shield becomes a sustained shield that regenerates its power every turn).
At raw talent level 5, gain Teleport Mode: Molten Path (Teleport in a straight line through enemies and walls until you hit an empty space, ignoring and removing all freezes and stuns). Eyal's Flames
| 0/5 |
Spellweaving / Ruin | 1.30 |
Effective talent level: 1.3
Use mode: Passive
Is: a spell
Description: Learn how to cast spells with Acid and Blight. These spells will deal base 49 damage with the following extra effects:
Acid also gains a 45% chance to disarm enemies for 3 turns as their weapons are corroded.
Blight gains a 50% chance to disease enemies, reducing their strength, constitution, or dexterity by 4 for 5 turns. These diseases stack, and diseases that are not currently in use will be prioritized.
All damage and effect chances are multiplied by Spellweave Multiplier.
Element damage increases with Spellpower. Ruin
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Through your practice with blight and acid, you know that everything will break down, eventually, and that nothing can resist it.
Increase your Blight and Acid damage by 0.0% and gain -5% Blight and Acid resistance penetration. Foul Dissolution
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You've learned how to use the energy of pestilence and acid in your other spells, allowing you to spread their power farther.
When you cast a Spellwoven Spell, you gain a 0% chance to inflict one of the diseases from the Ruin talent to any enemies in the area. This chance is multiplied by the Spellweave Multiplier modifier of the shape, instead of the standard modifier. The power is currently 4, the same as the power of the Ruin talent, multiplied by the Spellweave Multiplier of the inflicting spell. Additionally, if the target of the Spell is disarmed, the chance is multiplied by 2.5.
Targets with Spellwoven diseases take an additional 0.0% damage for each disease on them (maxing at three diseases). This damage bonus per disease is increased to 0.0% if the damage is not Blight or Acid damage. Acidic Pestilence
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Acid and Blight hold the power to wear anything down. This is inevitable. However, you understand that you can use this power to prevent harm as well as to destroy.
Your Acid and Blight resistance penetration is increased by 0.0%. Gain the Ruin element, which deals 49 damage (from the Ruin talent), divided equally among Acid and Blight and multiplied by Spellweave Multiplier. Ruin damage also gains a -6% chance (multiplied by Spellweave Multiplier) to afflict targets with Ruinous Exhaustion, reducing all of their damage by -3%, their all damage penetration by 0%, their Attack, Mental, and Spell powers by 0, and their accuracy by 0 for 4 turns.
Element damage, powers reduction, accuracy, and damage penetration reduction increases with Spellpower.
Additionally, at raw talent level 3, gain Shield Bonus: Corroding Shield (Attackers' damage is reduced stackingly each time you are attacked).
At raw talent level 5, gain Teleport Mode: Blightgate (Teleport enemies near your destination to your starting point). Absolute Ruin
| 0/5 |
Spellweaving / Otherworldly | 1.30 |
Effective talent level: 2.6
Use mode: Passive
Is: a spell
Description: Learn how to cast spells with Arcane and Temporal. These spells will deal base 66 damage with the following extra effects:
Arcane also drains arcane resources, draining 66 mana, 33 vim, and 17 positive and negative energies, and dealing the greatest of 50% of the drained mana, 100% of the drained vim, and 200% of the drained negative energy as arcane damage.
Temporal gains a 68% chance to slow enemies, reducing their global speeds by 35% and their projectile's speed by 50% for 4 turns.
All damage and effect chances are multiplied by Spellweave Multiplier.
Element damage and manaburning increase with Spellpower. Otherworldly
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Through your practice with arcane and temporal magics, you understand that power of magic comes as much from the beyond as from here, and nothing is prepared for that beyond this world.
Increase your Arcane and Temporal damage by 0.0% and gain -5% Arcane and Temporal resistance penetration. Magic Time!
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You understand the power of motion. Time's eternal march, the flow of arcane power... You know how to work with it all to take advantage of what other's motion lacks.
When you hit an enemy that is slowed by Spellweave effects or has less than 50% of its mana, vim, positive energy, or negative energy (and has the associated resource pool) with a Spellwoven spell, gain a 3% chance (multiplied by the spell's Shape's Spellweave Multiplier) to gain 45% movespeed for one turn. If you move while this effect is active, you will not be able to gain it again for 5 turns. If a target is slowed and has less than 50% of one of those values, the chance is increased by half. When you move, except by force, your next Spellwoven activated spell cast during your next turn gains an additional 0.99 Spellweave Multiplier multiplier.
Current Cooldown: 0 Void Dance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Every mage knows that what most people see as "reality" in the world of Eyal is not strong. Time can be molded, gravity bent... You, however, know how to harness that unrealness to perform impossible feats.
Your Arcane and Temporal resistance penetration is increased by 0.0%. Gain the Otherworldly element, which deals 66 damage (from the Otherworldly talent), divided equally among Arcane and Temporal and multiplied by Spellweave Multiplier. Otherworldly damage also gains a -7% chance (multiplied by Spellweave Multiplier) to drain time from a target, reducing the duration of up to 1 of their beneficial effects by 0 turns and increasing the duration of one of your beneficial effects by half as much, rounded up (0 turns).
Element damage increases with Spellpower.
Additionally, at raw talent level 3, gain Shield Bonus: Power Draining (When hit, drain the attacker's resources based on the damage received and restore mana based on the amount drained).
At raw talent level 5, gain Teleport Bonus: Voidstepping (After teleporting, gain significant movespeed for two turns, and the ability to run through one wall of thickness 3 or less while this is active). Unreal Showing
| 0/5 |
Spellweaving / Spellweaver | 1.30 |
Effective talent level: 3.9
Use mode: Passive
Is: a spell
Description: Rather than pluck and pull on the elemental threads of the world, you understand how to weave them to produce perfectly controlled effects.
You gain the Attack Spell Crafting spell and 5 Spell Slots that you can craft spells into, gaining another at raw talent level 3. If you have no crafted spells, you also start out with basic spells Beam of Fiery Harm, Beam of Shadowed Harm, and (if you know the Shielding and Teleport based Spellweaving trees) Shield and Blink.
Additionally, gain the basic Spell Components - Shape: Beam and Mode: Basic Damage.
At raw talent level 2, gain Shape: Bolt and Shape: Burst. Spellweaver
| 3/3 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You understand the power of subtlety, but also the power of power.
You gain 0 Spellpower and you gain Shape: Cone.
At raw talent level 2, gain Mode: Damage Over Time (Damage is dealt over several turns).
At raw talent level 3, also gain Mode: Exploit Weakness (Damage and status chance modified by half of the power of resistances befores resistances are normally applied) and Mode: Lingering (Create tiles that damage enemies and last for several turns). Spellweaver's Power
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You have learned how to shape your spells to make them perfectly precise. Increase your spell critical chance by 0%.
Additionally, you've discovered some of the stranger ways to shape your spells.
Gain access to Shape: Wall.
At raw talent level 2, gain access to Shape: Large Beam and Mode: Resisting (Reduce Spellweave Multiplier, but gain temporary resistance to the Spell's Element).
At raw talent level 3, gain access to Shape: Cross and Mode: Applying (Damage is reduced by 40%, but effective Spellweave Multiplier for element status effects is increased by 50%. Spellweaver's Finesse
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: As an Adept in the art of Spellweaving, you've learned many ways to shape your spells and to use tools to enhance them further.
Gain access to Element: Duo (Choose any other two elements you know and use them, both at half strength). Additionally, staves now give you the all modifier increase instead of a boost to their respective element (staves with the Greater ego, including most artifact staves that give multiple element damage increases, as well as staves that do not give damage increases or do not grant Command Staff will not be affected).
At raw talent level 2, gain access to Shape: Square (A basic square) and Mode: Forceful (Spell damage increased by 50%, but the spell no longer inflicts status effects at all).
At raw talent level 3, gain an additional Spell Slot. Spellweaver Adept
| 0/3 |
Spellweaving / Eclipse | 1.30 |
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Through your practice with light and darkness, you have grown to understand that they are everywhere and in everything, empowering you and letting you break through resistances.
Increase your Light and Dark damage by 0.0% and gain -5% Light and Dark resistance penetration. Luminous Shadows
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In the complex swirl of light and darkness, you always have an advantage.
Targets that are Blinded, have Luminescence, or have an Eclipsing Corona take an additional 0% damage. These damage bonuses will not stack.
When the damage is with an element other than Light or Dark, the damage bonus is increased to 10%. Darklight Confusion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You don't just control the Light or Dark, you control the power of night and day itself.
Your Light and Darkness resistance penetration is increased by 0.0%. Gain the Eclipse element, which deals 49 damage (from the Eclipse talent), divided equally among Light and Darkness. Eclipse damage also has a -6% chance to create an Eclipsing Corona around an enemy, reducing all of their resistances by -3% and reducing their defense and stealth power by 1 and their armor and invisibility power by 0 for 4 turns.
All damage and effect chances are multiplied by Spellweave Multiplier.
Element damage and armor, defense, stealth and invisibility power reduction increase with Spellpower.
Additionally, at raw talent level 3, gain Teleport Bonus: Illusions (create a Spellwoven Simulcrum when you teleport that taunts enemies into attacking it instead of you).
At raw talent level 5, gain Shield Mode: Phantasmal (increased shield power, but only applies half of the time). Endless Eclipse
| 0/5 |
Spellweaving / Elementalist | 1.30 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: You are a master of the elements. You cannot put points in this talent directly, instead one point is gained for each raw level in Elementalist tree talents.
At different raw talent levels, gain special bonus effects:
Talent level 5: Gain 10% all resistance penetration.
Talent level 10: Gain 10% all resistance.
Talent level 15: Increase your all damage by 15%.
Talent level 20 (obtained by taking the Grand Elementalist prodigy): Gain the Elemental Purification element, which deals piercing elementless damage based on your highest element talent, piercing 50% of the targets all resistance and ignoring both the target's and your elemental resistances and damage increases, and can inflict Elemental Nullification on enemies, causing them to deal 30% reduced damage and have their damage converted to non-piercing elementless damage. True Elementalist
| 0/15 |
Effective talent level: 0.0
Use mode: Passive
Is: necromancy and a spell
Description: Although few Spellweavers dabble in the necromantic arts, nothing actually stops one from doing so, and most Spellweavers don't even find it particularly unethical. Cold and Darkness are already far nearer to the grave than most magics, after all.
Gain the Frostdusk element, which deals 10 damage, divided equally among Cold and Darkness and multiplied by Spellweave Multiplier. This damage also spreads the chill of the grave, stackingly granting you 1 Armor per target hit for 5 turns (stacking up to 10 Armor) and inflicting targets with Gravechill for 10 turns. Gravechilled targets have a 6% chance to rise from the dead as a skeleton when they die. Skeletons last for 0 turns and their various stats scale with your Talent Level. Armor gain and skeleton chance on death are modified by Spellweave Multiplier.
Damage and Skeleton duration increase with Spellpower. Gravechill
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Although gravity is a force constantly affecting all of us, most don't realize its sheer power. However, the perfect combination of physical and temporal magics can result in some incredible force.
Gain the Gravitic element, which deals 10 damage, divided equally among Physical and Temporal and multiplied by Spellweave Multiplier. This damage also pushes targets 1 tiles away from the center of the spell (or you if the spell uses lingering damage or is a beam or otherwise is moving away from you) and inflicts Gravitic Exhaustion for 1 turns, reducing the target's knockback resistance by -8%. If a target is slammed into a wall by Gravitic damage, they take an additional 20% of base damage as Gravitic damage. Knockback distance and gravitic exhaustion power are modified by Spellweave Multiplier (but knockback distance is minimum 1).
Additionally, gain the Gravitic (Pull) element, which deals an increased 11 Gravitic damage, multiplied by Spellweave Multiplier, pulls targets 1 tiles, and inflicts the same Gravitic Exhaustion effect, but does not deal additional slam damage.
Targets can only be pushed and/or pulled by Gravity damages one per turn.
Element damage increases with Spellpower. Gravitic
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: It turns out that combining a little heat with your blight can produce unexpected and powerful combinations that sap your foes abilities while increasing yours.
Gain the Plaguefire element, which deals 10 damage, divided equally among Blight and Fire and multiplied by Spellweave Multiplier. Fever also afflicts targets with a draining fever, reducing their magic, willpower, or cunning by 1 for 5 turns. These diseases stack, and diseases that are not currently in use will be prioritized. Additionally, diseased targets will take 0 draining Plaguefire damage over the fever's duration, healing you for amount of damage dealt. Draining damage and stat reduction are multiplied by Spellweave Multiplier.
Fevers created by this effect are treated as diseases for the effect of the Acidic Pestilence sustain in the Ruin tree.
Element damage and Fever damage and stat reduction increase with Spellpower. Plaguefire
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Although Arcane and Lightning magic is a somewhat unconventional combo, it turns out that storms of mana can have some truly fascinating effects regarding the manipulation of energies.
Gain the Manastorm element, which deals 10 damage, divided equally among Arcane and Lightning and multiplied by Spellweave Multiplier. Manastorm damage also has a -10% chance to surround targets with an intense storm of mana, draining 0 resources from the target (scaling based on resources, listed below) and every enemy around them in radius 3 for 4 turns, and restoring mana based on the highest of the resources drained (see the scaling below). The chance of inflicting manastorms reduces by 15% for each manastorm present on the level.
Resource scaling:
Mana: Draining 100% of the value, restoring 100% of amount drained.
Vim and Stamina: Draining 50% of the value, restoring 200% of the amount drained.
Psi, Positive and Negative Energies: Draining 25% of the value, restoring 400% of the amount drained.
Steam and Hate: Draining 10% of the value, restoring 1000% of the amount drained.
Element damage and resource drain increase with Spellpower. Manastorm
| 0/3 |
Effective talent level: 0.0
Use mode: Passive
Is: a spell
Description: Acidic and Light magic are a very rare combo to see used by Spellweavers, but some melee-focused Spellweavers who studied at the Gates of Morning developed techniques with it to enhance their melee abilities.
Gain the Corroding Brilliance element, which deals 10 damage, divided equally among Acid and Light and multiplied by Spellweave Multiplier. Corroding Brilliance damage also inflicts targets with a Radiamark for 5 turns, causing your melee attacks made against them to heal you for -4% of the damage dealt and have a -4% chance to instantly make a bonus attack (each target can only have one bonus attack made against them per turn), and preventing them from gaining evasion benefits for being unseen. Melee attack repetition chance and life restoring is modified by Spellweave Multiplier.
Element damage increases with Spellpower. Corroding Brilliance
| 0/3 |