| Cursed / Gloom | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 7% 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
| 1/5 |
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 |
| Psionic / Absorption | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 20% of any physical/acid/nature/temporal attack, up to a maximum of 20 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 87.7 points of damage absorbed, up to a maximum 2.3 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 1/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 3% of any fire/cold/light/arcane attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.7 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 3% of any lightning/blight/darkness/mind attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.7 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by -25%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%. Forcefield
| 0/5 |
| Spell / Golemancy | 1.00 |
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Improves your golem's armour training and damage resistance.
Increases all damage resistance by 0%; increases Armour value by 4, Armour hardiness by 27%, and reduces chance to be critically hit by 5% when wearing heavy mail or massive plate armour; and increases healing factor by 0%.
The golem can always use any kind of armour, including massive armours. Golem Resilience
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40.8
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 25% chance to target your golem instead. Golem Portal
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
Effective talent level: 1.0
Use mode: Passive
Description: Increases Physical Power by 10, and increases weapon damage by 22% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery. Strength of Purpose
| 1/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 7.3
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 7 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain -15% critical chance and critical strike power while you take -15% less damage from all enemies whose rank is lower then that of your focus target. Warden's Focus
| 0/5 |
| Psionic / Solipsism | 1.00 |
Effective talent level: 1.0
Use mode: Passive
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 15% of all damage you receive into Psi damage and 15% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 8.2% (5.9% from character level with the remainder further reduced by 2.5% 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 20%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You now substitute 10% of your Mental Save for 10% 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 20%). Balance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: For every percent that your Psi pool exceeds 97%, you gain 1% global speed (up to a maximum of +3%).
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 20%). Clarity
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you take damage, you roll 6% 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 20%). Dismissal
| 0/5 |
| Technique / Reflexes | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 8.1
Range: 6
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 1 projectiles.
In addition, your heightened senses also reduce the speed of incoming projectiles by 0%, and prevents your own projectiles from striking you. Shoot Down
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a -15% chance to fire off a defensive shot off in time to intercept the attack, evading it and dealing 20% archery damage.
This cannot damage the same target more than once per turn. Intuitive Shots
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.3
Range: 6
Fixed Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You take close notice of the target for the next 5 turns. If they attempt to use a non-instant talent you react with incredible speed, firing a shot dealing 25% damage that causes the talent to fail and go on cooldown.
This shot is instant, cannot miss, and puts 0 other talents on cooldown for 0 turns. Sentinel
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You put all your focus into escaping combat for 4 turns. While under this effect you gain 2% increased resistance to all damage, 2.2 increased stamina regeneration, immunity to stun, pin, daze and slowing effects and 39% increased movement speed.
Any action other than movement will cancel this effect. Escape
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain paradox cost: 12
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Folds a single dimension of your weapons (or ammo) upon itself, adding 8.21 temporal damage to your strikes.
Additionally you have a 10% chance to gain 10% of a turn when your weapons hit.
The damage will scale with your Spellpower. Weapon Folding
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8.8
Range: melee/personal
Fixed Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: For the next 1 turns, you recover 1.1 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower. Invigorate
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 8
Description: You now have a -15% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
Fold Fate: Deals 7.00 temporal damage to enemies in a radius of 1. Affected targets may lose 30% physical and temporal resistance for 1 turns.
Fold Warp: Deals 3.50 physical and 3.50 temporal damage to enemies in a radius of 1. Affected targets may be stunned, blinded, confused, or pinned for 1 turns.
Fold Gravity: Deals 7.00 physical damage to enemies in a radius of 1. Affected targets will be slowed (30%) for 1 turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn. Weapon Manifold
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8.8
Range: 6
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Is: a spell
Description: Attack the target with either your ranged or melee weapons for 100% damage.
If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50% for 1 turns.
Breach chance scales with your Spellpower. Breach
| 0/5 |
| Cunning / Tactical | 1.00 |
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you avoid a melee blow from an adjacent foe, you have a 0% chance to get a free, automatic melee attack against the attacker for 50% damage, up to 1.2 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning. Counter Attack
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.1
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: Increases Defense by 6 for 0 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 5% and reducing their saving throws by 5.
The effects will scale with your Cunning. Set Up
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of -5%.
Exploit Weakness
| 0/5 |
| Cunning / Stealth | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 0, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 12.
Any non-instant, non-movement action will break stealth if not otherwise specified. Stealth
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You know how to make the most out of being unseen.
When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it. (Spell and mind attacks critically strike even if the target notices you.)
Your critical multiplier against targets that cannot see you is increased by up to 0%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
Also, after exiting stealth for any reason, the critical multiplier persists for 3 turns (with no range limitation). Shadowstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have a special affinity for darkness and shadows.
When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by 0.
While stealthed, your life regeneration is increased by 0.9 (based on your Cunning) and your stamina regeneration is increased by 0.2. The regeneration effects persist for 3 turns after exiting stealth, with 5 times the normal life regeneration rate. Soothing Darkness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30.3
Range: melee/personal
Cooldown: 72
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your mastery of stealth allows you to vanish from sight at any time.
You automatically enter stealth mode, reset its cooldown, and cause it to not break from unstealthy actions for -1 turns. If you were not already stealthed, all enemies in a direct line of sight completely lose track of you.
When your Shadow Dance ends, you must make a stealth check against targets in radius 12 or be revealed. Shadow Dance
| 0/5 |
| Technique / Archery training | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fire a steady shot, doing 136% damage with a 22% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Steady Shot
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.1
Range: 6
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire a shot for 100% damage that attempts to pin your target to the ground for 1 turns, as well as giving your next Steady Shot or Shoot 100% increased chance to critically hit and mark (regardless of whether the pin succeeds).
This shot has a 20% chance to mark the target.
The chance to pin increases with your Accuracy. Pin Down
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.1
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fires a shot that explodes into a radius 0 ball of razor sharp fragments on impact, dealing 100% weapon damage and leaving targets crippled for 0 turns, reducing their attack, spell and mind speed by -74%.
Each target struck has a 20% chance to be marked.
The status chance increases with your Accuracy. Fragmentation Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fires a wave of projectiles in a radius 4 cone, dealing 70% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for 2 turns.
Each target struck has a 20% chance to be marked.
The chance to knockback and stun increases with your Accuracy. Scatter Shot
| 0/5 |
| Spell / Enhancement | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 4.75 fire damage per melee or ranged attack and increasing all fire damage dealt by 2%.
Each hit will also regenerate 0.33 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45.9
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 2% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 0 lightning damage with a chance to daze (25%) per melee or ranged attack and increasing all lightning damage dealt by 0%.
Each hit will also regenerate 0.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 0.
The stat increase will improve with your Spellpower. Inner Power
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you use a non-instant chronomancy spell you gain 0% attack, spell, and mind speed for 1 turns. This effect stacks up to three times but can only occur once per turn.
Time Dilation
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Range: 6
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: Fire a precise shot dealing 164% weapon damage, with 6 increased armor penetration and 100 increased accuracy. This shot will bypass other enemies between you and your target.
Only usable against marked targets, and consumes the mark on hit.
The armor penetration increases with your Dexterity. Headshot
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16.2
Range: 6
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire countless shots into the sky to rain down around your target, inflicting 60% weapon damage to all within radius 0.
If the primary target is marked, you consume the mark to fire a second volley of arrows for 45% damage at no ammo cost. Volley
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.3
Range: 6
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Description: You fire a disabling shot at a target's throat (or equivalent), dealing 70% weapon damage and silencing them for 0 turns.
If the target is marked, you consume the mark to fire two secondary shots at their arms and legs (or other appendages) dealing 18% damage, reducing their movement speed by 50% and disarming them for the duration.
The status chance increases with your Accuracy. Called Shots
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases Physical Power by 0 and increases weapon damage by 0% when using bows or slings, as well as your reload rate by 0.
In addition, your Shoot has a 15% chance to mark targets on hit.
The mark lasts for 5 turns, grants you visibility of the target (even through walls and other concealment), and causes them to become vulnerable to Headshot, Volley and Called Shots. Master Marksman
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You take advantage of unwary foes (those at or above 90% life). Against these targets, Shoot, Steady Shot and Headshot bleed targets for 0% additional damage over 5 turns and have a 50% increased chance to mark (if capable of marking).
In addition, your Steady Shot, Shoot and Headshot now restore 0.0 stamina on hit. First Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 4
Range: 6
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Fire a shot at the target tile that blinds enemies for 0 turns, marks them for 2 turns and illuminates the area within radius 2 for 2 turns. Enemies within the illuminated area lose 1 defence and stealth power and cannot benefit from concealment.
The status chance increases with your Accuracy, and the defense reduction with your Dexterity. Flare
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30.3
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enter a state of heightened focus for 2 turns. While in this state your ranged attack speed is increased by -15%, your shots do not consume ammo, and all shots capable of marking have their chance to mark doubled. Trueshot
| 0/5 |
| Cunning / Poisons | 1.40 |
Effective talent level: 1.4
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a 28% chance to poison the target for 12 nature damage per turn for 4 turns. Every application of the poison stacks, up to a maximum of 48 nature damage per turn.
The damage scales with your Cunning. Apply Poison
| 1/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
Level 1: Numbing Poison
Level 2: Insidious Poison
Level 3: Crippling Poison
Level 4: Leeching Poison
Level 5: Volatile Poison
New poison enhancements can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 0%. (The effect varies for each poison.)
Adjusting your weapon coating takes no time and does not break stealth.
You may only have two poison enhancements active at once; applying a third will cause one of the existing ones to be cancelled at random. Vile Poisons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14.1
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You strike your target with your melee or ranged weapon, doing 120% weapon damage as nature and inflicting additional effects based on your active vile poisons:
Numbing Poison - Reduces global speed by -2% for 5 turns.
Insidious Poison - Applies a standard poison that deals 18.47 nature damage over 5 turns.
Crippling Poison - Places 1 talents on cooldown for 1 turns.
Leeching Poison - Heals you for 18.
Volatile Poison - Deals a further 11.08 nature damage to foes in a radius 1 ball.
Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
Venomous Strike
| 0/5 |
| Spell / Phantasm | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.1
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 3 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 7.01 light damage. Illuminate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 4 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster fades from sight, granting 1 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 0/5 |
| Chronomancy / Bow Threading | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Paradox cost: 5.9
Range: 6
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Is: a spell
Description: Fire an arrow for 67% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal 50% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner. Arrow Stitching
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Effective talent level: 0.0
Use mode: Activated
Paradox cost: 8.8
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (80% of a turn)
Is: a spell
Description: Over the next 2 turns you'll fire up to 2 arrows at this target from this location, each dealing 50% weapon damage to the target.
These shots do not consume ammo. Arrow Echoes
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| Spell / Martial enchantments | 1.00 |
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Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Cast a heavy armour enhancing enchantment on an armour of your choice.
This makes the armour easier to use, reducing the physical stat requirements by 0 and the fatigue by 0.
At level 1, it allows you to wear enchanted heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear enchanted shields.
At level 3, it allows you to wear enchanted massive plate armour.
Enchantments make items arcane powered and you can only have one enchantment on an item at once.
This talent also acts an armour mastery talent.
You become better at using your enchanted armour to deflect blows and protect your vital areas.
Increases Armour value by 0, Armour hardiness by 0%, and reduces chance to be critically hit by 0% with your current body armour.
(This talent only provides bonuses when wearing heavy mail or massive plate armour.)
All effects of this talent only apply to armour that has been enchanted and do not stack with another armour training talent.
These values scale with your Spellpower. Enchant Armour
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Effective talent level: 0.0
Use mode: Activated
Mana cost: 10.2
Range: 6
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Charge raw arcane power into your weapon and then attack an adjacent enemy, doing 107% weapon damage converted to arcane.
If this hits, the target will be thrown back.
This attack uses your spellpower in place of accuracy and applies all on weapon hit bonusses and effects at +7% strength.
Damage multiplier increases with Spellpower. Arcane Smite
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Effective talent level: 0.0
Use mode: Activated
Mana cost: 20.4
Range: 6
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Focus magic into your weapons and attack your target with full force doing 100% weapon damage.
This attack gains 3% physical resistance penetration and applied effects will use your spellpower.
Each weapon style works slightly differently:
Two handed weapon users will Sunder Armour.
Dual weapon users will attack with both weapons and stuns if the mainhand hits.
Unarmed attacks will attack twice for 100% weapon damage each, gaining a combo point for each hit.
Shield users will attack with their weapon and their shield. If the shield attack hits, the target will be knocked back.
Bow users will pin their target to the ground.
Sling users will blind their target.
Damage and duration scale with talent level. Enchanted Assault
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