| Chronomancy / Paradox | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: You've learned to focus your control over the spacetime continuum, and quell anomalous effects. Increases your Temporal resistance by 35%, extends the duration of the Static History stability effect by 2 turns, and increases your effective willpower for failure, anomaly, and backfire calculations by 50%. Paradox Mastery
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 26.7
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Over the next 1 turns, you attempt to remove the target from the timeline. Its resistances will be reduced by 4%, and if you manage to kill it while the spell is in effect, you'll be returned to the point in time you cast this spell and the target will be slain.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The duration will scale with your Paradox and the resistance penalty will scale with your Paradox and Spellpower. Cease to Exist
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 13.3
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You partially remove yourself from the timeline for 10 turns.
This increases your resistance to all damage by 3%, reduces the duration of all detrimental effects on you by 4%, and reduces all damage you deal by 20%.
The resistance bonus, effect reduction, and damage penalty will gradually lose power over the duration of the spell.
The effects scale with your Paradox and Spellpower. Fade From Time
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 33.3
Range: 2
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: You summon your future self to fight alongside you for 2 turns. At some point in the future, you'll be pulled into the past to fight alongside your past self after the initial effect ends.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The duration will scale with your Paradox. Paradox Clone
| 0/5 |
| Celestial / Sun | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Positive energy cost: -16
Range: 7
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Calls forth a beam of light from the Sun, doing 111.2 Light damage to the target.
At level 3 the beam will be so intense it will also blind the target and everyone in a radius 2 around it for 2 turns.
The damage dealt will increase with your Spellpower. Sun Ray
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Positive energy cost: -20
Range: 4
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 30.4 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
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 10%.
Each time you crit with a physical attack or a spell you have 75% 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: 0.0
Use mode: Activated
Positive energy cost: -15
Range: 10
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 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 2%, your spell cooldowns are reduced by 3%, and you cannot take more than 99% of your maximum life from a single blow.
The effects will increase with your Spellpower. Suncloak
| 0/5 |
| Psionic / Solipsism | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Psi cost: 0
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 50% of all damage you receive into Psi damage and 50% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 40.5% (33.9% from character level with the remainder further reduced by 10.0% 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 50%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You now substitute 60% of your Mental Save for 60% 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 50%). Balance
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: For every percent that your Psi pool exceeds 65%, you gain 1% global speed (up to a maximum of +35%).
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 50%). Clarity
| 5/5 |
Effective talent level: 4.0
Use mode: Passive
Description: Each time you take damage, you roll 53% 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 50%). Dismissal
| 4/5 |
| Wild-gift / Moss | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by 4, its two secondary stats by 2, 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
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 50
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by 4%, 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
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You now gain 1% mind speed while Thought-Form: Bowman is active, 2 Mindpower while Thought-Form: Warrior is active, and 1% resist all while Thought-Form: Defender is active.
These bonuses scale with your Mindpower. Thought-Form Unity
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 13.3
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: For the next 2 turns, you recover 0.0 stamina each turn and all other talents on cooldown will refresh twice as fast as usual.
The duration will scale with your Paradox. Invigorate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 33.3
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: For the next 1 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns.
The duration will scale with your Paradox. Damage Smearing
| 0/5 |
| Wild-gift / Fire drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
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 220.60 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: 5.0
Use mode: Activated
Equilibrium cost: 7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 9 up to 4 tiles away and damaging them for 57.
The damage will increase with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%. Wing Buffet
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Spit a cloud of flames, doing 104.92 fire damage in a radius of 2 each turn for 7 turns.
The damage will increase with your Willpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%. Devouring Flame
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 427.16 fire damage over 3 turns.
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 |
| Psionic / Focus | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 10
Range: 2
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Focus energies into a beam to lash enemies with physical force, doing 29 Physical damage and knocking them off balance for 2 turns (-15% global speed).
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: 1 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 48.3 fire damage over six turns. Pyrokinesis
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Range: 1
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 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 34.6 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-gift / Slime | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 5
Travel Speed: 600% of base
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Spit slime at your target doing 293.2 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 40.0% damage per bounce.
The damage will increase with your Mindpower Slime Spit
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 2
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Releases poisonous spores at an area of radius 0, infecting the foes inside with a random poison doing 42.7 Nature damage over 10 turns.
This attack can crit and deals 3% additional critical damage.
The damage and critical bonus increase with your Mindpower. Poisonous Spores
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Your skin drips with acid, damaging all that hit you for 5.4 Acid damage.
The damage increases with your Mindpower. Acidic Skin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 2
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of 2 with error margin of 4.
Doing so changes your internal structure slightly, taking 1 random talent(s) off cooldown. Slime Roots
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 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 117% weapon damage.
If your mainhand weapon hits, you will also stun the target for 2 turns.
This attack uses your Willpower and Cunning instead of Strength and Dexterity to determine Accuracy and damage.
Any active Aura damage bonusses will extend to the weapons used for this attack. Telekinetic Smash
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: instant
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 25% of your Willpower and Cunning, respectively.
Strength increased by 22
Dexterity increased by 21 Augmentation
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
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 26% chance, based on your cunning. Each trigger requires and uses 15 Psi.
This requires a telekinetically-wielded weapon. Warding Weapon
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 48% chance to get a free, automatic attack against the attacker for 90% damage, up to 2.1 times per turn.
Unarmed fighters using it do consider it a strike for the purpose of stance damage bonuses (if they have any), and will have a damage bonus as a result.
Armed fighters get a normal physical attack.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Stamina cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Defense by 21 for 3 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 14% and reducing their saving throws by 14.
The effects will scale with your Cunning. Set Up
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 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 35%.
Exploit Weakness
| 5/5 |
| Wild-gift / Cold drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You call upon the mighty claw of a cold drake, doing 202% weapon damage as cold damage.
At level 4, the attack becomes pure ice, giving a chance to freeze the target.
Each point in cold drake talents also increases your cold resistance by 1%. Ice Claw
| 5/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain equilibrium cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Your skin forms icy scales, damaging anyone that hits you for 46.05 cold damage and increasing your Armour by 30.
Each point in cold drake talents also increases your cold resistance by 1%.
The damage and Armor will scale with your Willpower. Icy Skin
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 310.12 cold damage, 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 |
| Cursed / Rampage | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 15
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: instant
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: +66% movement speed.
Rampage Bonus: +11% attack speed Rampage
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Nothing will stop your rampage.
Rampage Bonus: You shrug off up to 8 damage each turn during your rampage. If you shrug off more than 30 damage, the rampage duration increases by 1.
The amount of damage you can shrug off improves with your Strength. Tenacity
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 3
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: While rampaging, you slam up to 2 adjacent opponents, stunning them for 2 turns and damaging them for between 6 and 12 physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
Damage increases with your Physical Power. Slam
| 0/5 |
| Wild-gift / Corrosive blades | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Channel acid through your psiblades, extending their reach to create a beam doing 184.5 Acid damage (which can disarm them).
The damage increases with your Mindpower. Acidbeam
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You gain 34% Acid resistance.
When you deal Nature damage to a creature, you gain a 6.7% 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 15.0%.
The resistance and damage increase improve with your Mindpower. Corrosive Nature
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 8
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You focus on a target zone of radius 2 to make up to 2 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 3 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 34.6 Acid damage within radius 1.
The damage will increase with your Mindpower. Corrosive Seeds
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Surround yourself with natural forces, ignoring -3% acid resistance of your targets.
In addition, the acid will nurish your bloated oozes, giving them an additional 5.9 life regeneration per turn. Acidic Soil
| 0/5 |
| Wild-gift / Sand drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Attack the target for 150% nature weapon damage.
If the attack brings your target below 25% 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.
Each point in sand drake talents also increases your physical resistance by 0.5%. Swallow
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You slam your foot onto the ground, shaking the area around you in a radius of 4.
Creatures caught by the quake will be damaged for 79 and knocked back up to 4 tiles away.
The terrain will also be moved around within the quake's radius.
The damage will increase with your Strength.
Each point in sand drake talents also increases your physical resistance by 0.5%. Quake
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 317.04 physical damage, and be blinded for 7 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 |
| Spell / Temporal | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 25
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: instant
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 (89) is absorbed, or the time runs out (5 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 40%.
The shield's max absorption will increase with your Spellpower. Time Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 100
Range: 10
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Removes the target from the flow of time for 4 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
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
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 181, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.40.
You may have up to 1 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 6 turns, are very resilient (15% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
The chance to split increases with your Cunning. Mitosis
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 0 turns.
This process releases a burst of antimagic, dealing 20.5 Manaburn damage in radius 3.
This talent allows you to restore 0.3 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower. Reabsorb
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
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 1 will be created with 59 life (32% 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 70% weapon damage (as Acid). Call of the Ooze
| 0/5 |
Effective talent level: 0.0
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 0% lower Critical multiplier (but always do at least normal damage).
In addition you gain -37% resistance to disease, poison, wounds and blindness. Indiscernible Anatomy
| 0/5 |
| Psionic / Augmented striking | 1.00 |
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Focus thermal energy and strike an enemy for 117% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 119.9 Cold damage and also freeze them for 2 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
| 1/5 |
Effective talent level: 1.0
Use mode: Activated
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Focus charged energy and strike an enemy for 117% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 125.38 lightning damage and halving their stun/daze/freeze/pin resistance for 2 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 188.07.
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
| 1/5 |
Effective talent level: 4.0
Use mode: Passive
Description: Wrap a psionic energy field around your weapons, increasing their armour penentration by 8 and allowing you to siphon excess energy from each weapon hit you land, gaining 2.6 psi per hit. Psi Tap
| 4/5 |
| Psionic / Voracity | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: You draw kinetic energy from your surroundings to replenish your Psi.
This will slow all targets within radius 0 by 15% (max 15%) for four turns, draining 4.6 (max 5.1) stamina from each.
You replenish 3 (max 3) 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. Kinetic Leech
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: You draw thermal energy from your surroundings to replenish your Psi.
This will freeze all targets within radius 0 for 0 (max 0) turns, and deal 19.1 (max 21.6) Cold damage.
You replenish 3 (max 3) 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. Thermal Leech
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 0
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 14.5 (max 16.3) Lightning damage to all targets around you within radius 0, and has a 14% (max 14%) chance to daze them for 3 turns.
You replenish 3 (max 3) 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. Charge Leech
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 2
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Ritch Flamespitter for 10 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 157 Willpower, 136 Cunning and 10 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: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 5
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a 3-headed Hydra for 5 turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
It will get 15 Willpower, 10 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 8
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Rimebark for 5 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 15 Willpower, 15 Cunning and 10 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power, a nature gift and a summon power
Description: Summon a Fire Drake for 2 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 15 Strength, 20 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
| 0/5 |
| Celestial / Radiance | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: You are so infused with sunlight that your body glows permanently in radius 7, even in dark places.
Your vision adapts to this glow, giving you 75% blindness resistance.
The light radius overrides your normal light if it is bigger (it does not stack).
Radiance
| 5/5 |
Effective talent level: 5.0
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 90.
In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by 30 and all evasion bonuses from being unseen are negated.
The effects increase with your Spellpower. Illumination
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 7
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Your Radiance is so powerful it burns all foes caught in it, doing up to 2.8 light damage (reduced with distance) to all foes caught inside.
At level 4 the light is so bright it has -5% chances to daze them for 3 turns.
The damage increases with your Spellpower. Searing Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 20
Range: 7
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 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 3 light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing 11 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
| 0/5 |
| Psionic / Absorption | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any physical/acid/nature/temporal attack, up to a maximum of 8 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining two points of Psi, plus an additional point for every 95.8 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 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. Kinetic Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any fire/cold/light/arcane attack, up to a maximum of 8 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining two points of Psi, plus an additional point for every 95.8 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 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. Thermal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any lightning/blight/darkness/mind attack, up to a maximum of 8 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining two points of Psi, plus an additional point for every 95.8 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 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. 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
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by -40%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn, for each turn you have it maintained. eg. turn 2 it will drain 10%. Forcefield
| 0/5 |
| Wild-gift / Oozing blades | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 4
Range: 10
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Channel slime through your psiblades, extending their reach to create a beam doing 163.2 Slime damage.
The damage increases with your Mindpower. Oozebeam
| 1/5 |
Effective talent level: 4.0
Use mode: Passive
Description: You gain 30% Nature resistance.
When you deal Acid damage to a creature, you gain a 5.7% bonus to Nature damage for 4 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 12.8%.
The resistance and damage increase improve with your Mindpower. Natural Acid
| 4/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
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 19% chance that 1 talent(s) are placed on a -6 turn(s) cooldown.
The chance will increase with your Mindpower. Mind Parasite
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Surround yourself with natural forces, ignoring -3% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 0% chance that one of your mucus oozes will spit at the target as a free action. Unstoppable Nature
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.00 |
| 0/5 |
Effective talent level: 0.0
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 1 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 1, and the duration of each lasting effect is 1 turns.
The effects improve with your Willpower. Grand Arrival
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
30% chance to reduce them by -1. Nature's Cycle
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 9
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power and a nature gift
Description: For -1 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
| 0/5 |
| Corruption / Blight | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Project a corrupted blast of power that deals 11.43 blight damage and removes up to 1 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Infect your target with a corrosive worm that deals 5.85 acid damage per turn for 10 turns.
If the target dies while the worm is inside, it will explode, doing 23.66 acid damage in a radius of 4.
The damage will increase with your Spellpower, and can critical. Corrosive Worm
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 36
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: A furious poison storm rages around the caster in a radius of 4 for 2 turns. Each creature hit by the storm is poisoned for 11.67 nature damage over 6 turns.
Poisoning is cumulative; the longer they stay in the storm, the higher the poison damage they take.
The damage will increase with your Spellpower, and can critical. Poison Storm
| 0/5 |
| Cunning / Poisons | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to coat your melee weapons, sling and bow ammo with poison. Each level, you will learn a new kind of poison:
Level 1: Deadly Poison
Level 2: Numbing Poison
Level 3: Insidious Poison
Level 4: Crippling Poison
Level 5: Stoning Poison
New poisons 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.)
Coating your weapons in poisons does not break stealth.
You may only have two poisons active at once.
Every time you hit a creature with one of your weapons, you have a 20% chance to randomly apply one of your active poisons.
The chance to apply a poison lowers if the target is already poisoned. Vile Poisons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 7
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target, doing nature damage depending on the number of poisons on the target:
- 0 poisons: 50%
- 1 poisons: 110%
- 2 poisons: 170%
- 3 poisons: 230%
If you wield a bow or sling you shoot instead.
Venomous Strike
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Eyal's fury | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Equilibrium cost: 5
Range: 7
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You focus the inexorable pull of nature against a single creature, eroding it and allowing it to be reclaimed by the cycle of life.
This deals 90.4 Nature and 102.2 Acid damage to the target, and is particularly devastating against undead and constructs, dealing 25% more damage to them.
The damage increases with your Mindpower. Reclaim
| 1/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Your devotion to nature has made your body more attuned to the natural world and resistant to unnatural energies.
You gain 42 Spell save, 33.1% Arcane resistance, and 20.0% Nature damage affinity.
You defy arcane forces, so that any time you take damage from a spell, you restore 6.1 Equilibrium each turn for 7 turns.
The effects increase with your Mindpower. Nature's Defiance
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 8
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You call upon the earth to create a blinding, corrosive cloud in an area of radius 4 for 2 turns.
Each turn, this cloud deals 7.7 Acid damage to each foe while (13% chance) burning away one beneficial magical effect.
The damage increases with your Mindpower. Acidfire
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You draw deeply from your connection with nature to create a radius 3 storm of natural forces around you for 0 turns.
This storm moves with you and deals 9.8 Nature damage each turn to all foes it hits.
In addtion, it will drain up to 2 Mana, 1 Vim, 1 Positive, and 1 Negative energy from each enemy within it's area every turn, while you restore Equilibrium equal to 10% of the amount drained.
The damage and drain increase with your Mindpower. Eyal's Wrath
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 200% weapon damage in one of blinding sand, disarming acid, freezing ice, stunning lightning or burning flames, with equal odds.
Additionally, you will cause a burst that deals 214.17 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Each point in Prismatic Slash increase your Physical, Spell and Mind Saves by 1. Prismatic Slash
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe insidious poison in a frontal cone of radius 9. Any target caught in the area will take 69.92 nature damage each turn for 6 turns.
The poison also reduces the healing of enemies poisoned by 50% 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 2%. Venomous Breath
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You have gained the full power of the multihued dragon, and your mastery over the elements is complete.
Increases physical, fire, cold, lightning and acid damage by 10%, and your resistance penetration in those elements by 20%.
Each point in Chromatic Fury also increases your resistances to physical, fire, cold, lightning and acid by 0.5%. Chromatic Fury
| 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: 5
Travel Speed: instantaneous
Usage Speed: 1 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: 0.0
Use mode: Activated
Stamina cost: 30
Range: 2
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Step through the shadows to your target, dazing it for 2 turns and hitting it with all your weapons for 120% 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
| 0/5 |
| Chronomancy / Spacetime Folding | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 75.0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 2.13 temporal damage to your strikes (4.26 for ammo) and reducing your Paradox by 0.0 every time you land an attack (0.0 for ammo).
The damage will increase with your Spellpower. Weapon Folding
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain paradox cost: 125.0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Space bends around you, giving you a -3% chance to displace half of any damage you receive onto a random enemy within a radius of 2.
Displace Damage
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 13.3
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Violently fold the space between yourself and another point within range. You move to the target location, and leave a temporal wake behind that stuns for 4 turns and inflicts 17.84 temporal damage to everything in the path.
The damage will scale with your Paradox and Spellpower, and the range will increase with the talent level. Temporal Wake
| 0/5 |
| Cursed / Shadows | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Hate cost: 0
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power
Description: While this ability is active, you will continually call up to 1 level 40 shadows to aid you in battle. Each shadow costs 6 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level 0), Blindside their opponents (level 0), and Phase Door from place to place. Call Shadows
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Instill hate in your shadows, strengthening their attacks. They gain -12% extra Accuracy and -18% 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 0, 0% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (8 turn cooldown). Shadow Warriors
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of 0 to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level 0, 0% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level 0, 0% 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
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 0
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Focus your shadows on a single target. Friendly targets will be defended for 0 turns. Hostile targets will be attacked, with a -20% chance the shadows will blindside the target.
This talent has no cost. Focus Shadows
| 0/5 |
| Psionic / Projection | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 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 4.5 Physical damage to all who approach.
All damage done by the aura will drain one point of energy per 9.0 points of damage dealt.
If you have a conventional weapon in your psionically wielded slot, this will add 4.5 Physical damage to its hits.
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 45 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. Kinetic Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 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 4.5 Fire damage to all who approach.
All damage done by the aura will drain one point of energy per 9.0 points of damage dealt.
If you have a conventional weapon in your psionically wielded slot, this will add 4.5 Fire damage to its hits.
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 45 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. Thermal Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 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 4.3 Lightning damage to all who approach.
All damage done by the aura will drain one point of energy per 9.0 points of damage dealt.
If you have a conventional weapon in your psionically wielded slot, this will add 4.3 Lightning damage to its hits.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 1 nearby targets, doing up to 42.8 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. 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: 1 turn
Is: a mind power
Description: Overcharge your psionic focus with energy for 0 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 1 times every turn, also increases the radius by 1.
A mindstar or a gem will fire an energy bolt at a random enemy in range 6, each turn for 16.0 damage. The type is determined by the colour of the gem or mindstar base damage. Damage scales with Mindpower. The mindstar will stop its normal attacks. Frenzied Focus
| 0/5 |
| Cursed / Force of will | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 5
Range: 3
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Focusing your hate, you strike your foe with unseen force for 32 damage and 2 knockback.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 55%)
Damage increases with your Mindpower. Willful Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
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 19 damage. The barrier charges at a rate of 1/35th of its maximum charge per turn.
In addition, your ability to channel force with this talent increases all critical damage by 0% (currently: 55%)
The maximum damage deflected increases with your Mindpower. Deflection
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 12
Range: 4
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of 1 in all directions. The blast causes 35 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 0% (currently: 55%)
Damage increases with your Mindpower. Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 18
Range: 4
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Your fury becomes an unseen force that randomly lashes out at foes around you. For 2 turns you strike 1 (0% chance for 2) nearby target(s) within range 5 doing 16 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 0% (currently: 55%)
Damage increases with your Mindpower. Unseen Force
| 0/5 |
| Corruption / Bone | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 28
Range: 34
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 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 0 turns.
The bone will also deal 14.36 physical damage.
The damage will increase with your Spellpower. Bone Grab
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 0 for 18.94 physical damage.
The damage will increase with your Spellpower. Bone Nova
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 43.12 fire damage per melee attack and increasing all fire damage dealt by 10%.
Each hit will also regenerate 1.67 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Mana cost: 45
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 23% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 1/5 |
Effective talent level: 5.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 20 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 10%.
Each hit will also regenerate 1.67 mana.
The effects will increase with your Spellpower. Shock Hands
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: 10
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: instant
Is: a mind power and a nature gift
Description: You transform into pure lightning, moving 750% faster for 3 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.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Speed
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 14
Range: 9
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 133.48 lightning damage.
When it reaches its target, it explodes in a radius of 1 for 239.48 lightning damage and 249.86 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 4 turns.
The tornado will last for 9 turns, or until it reaches its target.
Damage will increase with your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%. Tornado
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 123.64 to 370.92 lightning damage, and can be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in storm drake talents also increases your lightning resistance by 1%. Lightning Breath
| 5/5 |
| Technique / Magical combat | 1.00 |
Effective talent level: 5.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Allows you to use a melee weapon to focus your spells, granting a 67% chance per melee attack to deliver a Flame, Lightning or Earthen Missiles spell as a free action on the target.
When using a shield the chance is reduced by one fourth.
When dual wielding or using a shield the chance is halved for each weapon.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not cooling down.
The chance increases with your Cunning. Arcane Combat
| 5/5 |
| 5/5 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: Raw magical damage channels through the caster's weapon, increasing Physical Power by 45.
Each time your crit with a melee blow, you will unleash a radius 2 ball of either fire, lightning or arcane damage, doing 125.78.
The bonus scales with your Spellpower.
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.
Arcane Destruction
| 5/5 |
| Chronomancy / Speed Control | 1.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 13.3
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Inflicts 10.64 temporal damage, and attempts to stun all creatures in a radius 0 ball for 1 turns.
The stun duration will scale with your Paradox, and the damage will scale with your Paradox and Spellpower. Stop
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 20.0
Range: 6
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Creates a time distortion in a radius of 1 that lasts for 2 turns, decreasing global speed by 13% for 3 turns and inflicting 4.41 temporal damage each turn to all targets within the area.
The slow effect and damage dealt will scale with your Paradox and Spellpower. Slow
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 26.7
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Increases your global speed by 9% for the next 4 game turns. Each time you move with this effect active, you'll leave behind an image of yourself for two turns that may draw enemy attacks.
The speed increase will scale with your Paradox and Spellpower. Haste
| 0/5 |
| Cursed / Fears | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 8
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 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 4% 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 3%.
Fear effects improve with your Mindpower. Instill Fear
| 0/5 |
Effective talent level: 0.0
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 0 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 4% of the time. The Distressed effect reduces all saves by 2.
Fear effects improve with your Mindpower. Heighten Fear
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 0 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 5 mind damage. The Tormented effect causes 4 apparitions to manifest and attack the target, inflicting 5 mind damage each before disappearing.
Fear effects improve with your Mindpower. Tyrant
| 0/5 |
| 0/5 |
| Celestial / Eclipse | 1.00 |
| 5/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 10
Negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Increases your light and darkness resistance penetration by 5% for 1 turns, and reduces the cooldown of all Celestial skills by 0.
The resistance penetration will increase with your Cunning. Totality
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Sustain negative energy cost: 10
Range: 6
Cooldown: 30
Travel Speed: 300% of base
Usage Speed: 1 turn
Is: a spell
Description: Each time one of your spells criticals, you project a bolt of light or shadow at up to 0 targets within radius 6, doing 6.21 light damage or 6.21 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
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain negative energy cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: This powerful spell grants you 5 bonus invisibility, but converts 6 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 8.80 damage to everything in a radius of 0.
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
| 0/5 |
| Cursed / Gloom | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: instant
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 -1% 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: -1). Gloom
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an -1% chance to be crippled by fear for 3 turns, reducing damage they inflict by 12%. 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: -1). Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an -0.3% 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: -1). Dismay
| 0/5 |
| 0/5 |
| Cursed / Darkness | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Creeping dark slowly spreads from 2 spots in a radius of 3 around the targeted location. The dark deals 5 damage, 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 +-5% damage to anything that has entered your creeping dark. Creeping Darkness
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 8
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Sends a torrent of searing darkness through your foes, doing 28 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 +-5% damage to anything that has entered your creeping dark. Dark Torrent
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Hate cost: 10
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 0 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 6 damage per turn.
The damage will increase with your Mindpower. You do +-5% damage to anything that has entered your creeping dark. Dark Tendrils
| 0/5 |
| Technique / Dual weapons | 1.00 |
| 5/5 |
Effective talent level: 5.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 36.
The Defense bonus scales with your Dexterity. At talent levels higher than 5, you may parry melee attacks with your offhand weapon (except mindstars).
(You currently have a 0% chance to deflect up to 0 damage (0% of your offhand weapon damage) from approximately 2.0 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 5/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: You have learned to hit the right spot, increasing your armor penetration by 4 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When dual wielding, increases attack speed by 0%, but drains stamina quickly (-6 stamina/turn). Momentum
| 0/5 |
| Corruption / Scourge | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Hit the target with both weapons, doing 80% damage with each hit. For each hit, the target will bleed for 2.70 damage each turn for 5 turns.
The bleeding effect will increase with your Spellpower. Rend
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Concentrate on the corruption you bring, enhancing each of your melee strikes with 3.47 blight damage (which also heals you for 1.39 each hit).
The damage will increase with your Spellpower. Ruin
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Strike with each of your weapons, doing 80% acid weapon damage with each hit.
If at least one of the strikes hits, an acid splash is generated, doing 13.07 acid damage to all targets other than yourself adjacent to the foe you struck.
The splash damage will increase with your Spellpower. Acid Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 14
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Hits the target with your main weapon, doing 60% darkness weapon damage. If the attack hits you attack with your second weapon, doing 60% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns. Dark Surprise
| 0/5 |
| Wild-gift / Venom drake aspect | 1.00 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 3
Range: 7
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Spray forth a glob of acidic moisture at your enemy.
The target will take 327.57 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.
Each point in acid drake talents also increases your acid resistance by 1%. Acidic Spray
| 5/5 |
Effective talent level: 5.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Exhale a mist of lingering acid, dealing 83.42 acid damage that can critical in a radius of 4 each turn for 7 turns.
Enemies in this mist will be corroded for 3 turns, lowering their Accuracy, their Armour and their Defense by 16.
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: 5.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 60% 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: 5.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 317.43 acid damage.
Enemies caught in the acid have a 25% 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.
Each point in acid drake talents also increases your acid resistance by 1%. Corrosive Breath
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Destroys one of your summons, making it detonate in radius of 0.
- 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
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a mind power and a nature gift
Description: Switches places with one of your summons. This disorients your foes, granting both you and your summon 50% evasion for 0 turns. Phase Summon
| 0/5 |
| Cunning / Lethality | 1.00 |
Effective talent level: 5.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 7.50% greater chance to be critical hits, and your critical hits do 25.0% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 5/5 |
Effective talent level: 1.0
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: You hit your target, doing 107% damage. If your attack hits, you gain 15 armour penetration for 6 turns.
The APR will increase with your Cunning. Deadly Strikes
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: instant
Description: For 3 turns, you put all your will into your blows, adding 71 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |