| Wild-heart / Severance | 1.10 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11.2
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Noting the target's reliance on something, you strike your weapon down, aiming for what's assisting them.
You perform a 84% weapon damage attack that, if successful, will disrupt up to 0 sustains affecting the target.
The chance of success increases with your accuracy. Hamper
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.8
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: When you see something to cut, you can't help but bring your blade down upon it.
You perform a 42% weapon damage attack, aiming for anything loosely bound to the target.
If successful, you will severely mar them, removing 0 beneficial physical effects and causing them to bleed for 23 physical damage whilst inhibiting their healing by 15%.
The chance of removing effects and the power of the bleeding scales with your accuracy. Separate
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11.2
Range: melee/personal
Fixed Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You sharpen your focus, increasing your Accuracy by 24, your critical hit chance by 18%, and ignoring concealment effects for 5 turns or until the turn after your next melee attack. Precise Hit
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You wind up and focus on a single spot, preparing to strike down upon the targetted spot with all your might.
After 4 turns, you smash down, crushing whatever is so unfortunate to be in that spot, dealing 274% weapon damage, pinning, and automatically critting if this would kill them.
If you move, attack, or use a talent while winding up, the effect will be cancelled.
The cooldown will begin if the attack is successfully executed. Hammer Down
| 0/5 |
| Wild-heart / Raging Beast | 1.10 |
Effective talent level: 2.2
Use mode: Activated
Stamina cost: 50.4
Range: 99
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Headbutt
Description: You unceasingly charge towards a target at 118% additional speed with your head turned down, losing almost all control over your own actions.
Those caught in your path will be dazed for 5 turns and receive 96 physical damage, but the initial target will be stunned for 5 turns and receive 120 physical damage, terminating the effect.
While using this, you are mostly immune to stuns and confusions (as you are hardly in control of your own self anyways) and can smash through up to 1 tile(s) of impassable, diggable terrain. If you can no longer dig, you will crash, becoming dazed.
If you know the talent Gore, this will automatically impale targets struck during the charge.
You must be able to see the target in order to initiate this charge.
The damage scales with your physical power. Headlong Charge
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a nature gift
Description: Whenever you deal intentional physical damage to an adjacent target, you will gain physical damage retaliation equal to 1% of that amount for 2 turns, but no higher than your physical power.
This effect can stack upon itself, merging the current and new effect together at the highest duration (such that 100 damage for 2 turns plus 100 damage for 1 turn would make 150 damage for 2 turns). Thrashing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 22.4
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Headbutt
Description: With savage relentlessness, you impale the target for 6 turns with a 7 physical damage attack, puncturing through their body and binding them to you.
While gored, you will divert 1% of all intentional damage you receive to the victim, as well as sending them to the tile in front of you whenever you move.
Note, however, that the victim can still resist you if they become immovable, resistant to knockbacks, or otherwise cannot be moved.
Additionally, you will gain a bashing natural attack that is strongest on critical hits.
The damage scales with your physical power. Gore
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 46
Sustain stamina cost: 41.1
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: There is nothing but savage force in all your blows, causing intentional physical damage you deal to knock back targets.
Also, whenever you kill a target with a melee attack, you will gain 4% of a turn, then take a voluntary step towards their spot (this step will use turns).
If you kill something during "Headlong Charge", the charge will instead become 4% stronger and dig through 1 more wall. Annihilation
| 0/5 |
| Wild-heart / Brute Force | 1.10 |
Effective talent level: 1.1
Use mode: Activated
Stamina cost: 16.8
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Headbutt
Description: Simply put, you bash your extremely hard skull against a target, dealing 147% physical weapon damage.
If the target has lower armor than you, you may instead stun them for 3 turns. Otherwise, the target will become confused for 3 turns.
The damage scales with your physical power and strength. Head Smash
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 33.6
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Is: a nature gift
Natural Attacks: Weapon Grip
Description: Arms and weapon outstretched, you attempt to cleave through as many victims as possible, performing a 136% damage melee attack with your weapon in a very wide 2 cone.
If a target is critically struck, they will be knocked back, then stunned for 0 turns.
The damage scales with your physical power and strength, while the radius scales with your Size Category. Widest Cleave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 39.2
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: With a loud minotusk roar, you invite the gods of chaos and battle to inhabit your body, empowering you for 2 turns.
In this state, you gain 4.5% Life Steal, are completely immune to stuns, pins, or confusions, and reduce all damage received by 2.3% of your current life.
When this effect ends, your body will undergo a backlash, increasing your Fatigue by 100% for 22 turns. Beckon The Gods
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a nature gift
Description: Whenever you kill a target with a melee attack (or melee talent), the strike will absorb the battle essences out of their body before it goes to waste, restoring your life by 7% of all of their remaining resources (factor varies with each resource).
This healing is not affected by healing factor and will not affect "reversed" resources such as Equilibrium or Paradox. Devourer of Men
| 0/5 |
| Wild-child / Metal Rending | 1.10 |
Effective talent level: 0.0
Use mode: Passive
Description: One of the most vulnerable spots is the cranium-- It's just a matter of getting through to it.
Delivering a physical critical blow has a 4% chance (based on yet another chance against the damage dealt and the target's remaining life) of dealing 100% of the target's maximum life as Physical damage.
If the target resists the instant kill (or is Elite or higher), they will instead receive 2.8% (reduced based on their rank) of their current life as Physical damage.
The chance increases with Dexterity while the mortal blow scales with Strength. Helmbreaker
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
This is a Toggled talent:
Description: When melee attacked, there is a 3% chance you will completely parry the attack.
If their attacking weapon is ordinary and tier 0 or lower, there's a 4% chance you will also destroy their weapon after parrying. If they do not have a weapon, you will instead painfully maim them, reducing their attack and accuracy by 4 for 9 turns.
The chance of parrying scales with your Dexterity, while the chance of breaking scales with your Strength.
For your convenience, this talent may be toggled on and off at no expense. Swordbreaker
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your critical hit rate is increased by 3% of the target's armor hardiness.
Also, when you do strike a critical blow, you will tear through the target's armor, carapace, hide, plating, etc..., rending their armor by 5% of the damage dealt for 0 turns.
The critical chance increases with Dexterity while the armor rending scales with Strength. Mailbreaker
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 39.2
Sustain stamina cost: 35
Range: melee/personal
Cooldown: 28
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: With a focused mind, you prepare for a zen-fueled strike that obliterates all barriers and protections, both physical and magical.
Right before your next melee attack, your melee attacks will have the following properties until your next turn:
- Have nigh infinite armor penetration
- Gain 2% ice block and damage shield penetration
- Break guard (increasing crit chance and power)
- Remove shield effects
Additionally, you will rend the target's armor by 25% of the damage dealt (such that 100 damage would reduce their armor by 25) for a few turns. Shieldbreaker
| 0/5 |
| Wild-heart / Seismancy | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.8
Equilibrium cost: 5
Range: 2
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: You slam your feet into the ground, creating a 2 tile long seam in the earth that deals 12 physical damage and traps all targets within.
The fissure will cause extra damage to immobile targets, but it can be escaped or resisted by those that can traverse walls or are not touching the ground (respectively).
This seam becomes a pitfall that cannot be traversed for 1 turns.
The damage scales significantly with your physical power while the range scales with your encumbrance. Fissure
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a nature gift
Description: Where others see tremors as a natural disaster, you see this as the beating of Eyal's heart.
Whenever someone forcibly moves you, you gain 3% of a turn.
Whenever you forcibly move someone, you are restored 1 equilibrium. Pulse of the Earth
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Sustain equilibrium cost: 20
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your movements cause the earth to shake, armor to rattle, and your foes to tremble.
Whenever you voluntarily move, you will unleash 1 radius tremors, slowing the movement of grounded foes by 2%.
The radius scales with your size category while the movement slowing scales with your encumbrance.
Current slowing: 1%
Slowing at 0 encumbrance: 0%
Slowing at 25 encumbrance: 1%
Slowing at 50 encumbrance: 1%
Slowing at 100 encumbrance: 2%
Slowing at 200 encumbrance: 2% Tremors...
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: It takes but the correct vibrations for metal to become brittle and be undone.
Whispering an ancient word, you slam the ground violently, creating a peculiar 2 radius shockwave that destroys the armor of enemies within (based on their armor hardiness plus 8%). Afterwards, their armor hardiness is reduced by 8%.
Each turn, their armor will repair (based on their remaining armor hardiness) until they completely undo the amount they lost.
The armor hardiness reduction scales with your physical power and encumbrance. Fall Apart
| 0/5 |