Ego / Bull | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You can ball up your anger like energy, literally turning rage into bursts of power.
Whenever you receive intentional damage from a hostile source, you gain 1.0 charges.
Whenever you perform a melee attack, there is a chance (equal to the number of charges you have) you will consume up to 100 charges and attack again (such that having 100 or more charges will guarantee a second attack).
You can store up to 200 charges. Heat Up
| 1/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Because you are always angry, peace has an almost mystical effect on your mental faculties.
You gain 0 Mental Save, 0 Mind Power, and reduce the cooldown of charms and tools by 4%.
However, this bonus is diminished by the inverse of your Confusion immunity when you are currently suffering a Confusion or Frenzy effect.
Current power: 0.0
Current save: 0.0
Current cooldown: 4.5%
Serenity
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: There is nothing fiercer than an angry bull.
Every turn, at the cost of 25.53 stamina each, you will reduce the duration of any and all stuns, pins, and confusion by 1, as well as increasing the duration of frenzies by 1 half the time.
Also, whenever a stun, pin, or confusion effect ends, you will recover 0.00 stamina.
Unfortunately, while this is active, you will be unable to maintain Serenity no matter how immune to confusion you are. Raging Bull
| 0/5 |
Wild-heart / Stone Flesh | 1.10 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Like silk on a ball of yarn, you weave metal around your body, improving your armor hardiness by 9.0% of whatever amount you are missing to achieve 100%.
While this talent is active and your armor hardiness is below 100%, mundane (white color-coded) metallic objects you pick up will be destroyed and turned into 0.9% armor hardiness.
You can also transmogrify metallic objects to acquire its metal that way instead.
Beware that you will lose all gained armor hardiness when this talent is deactivated (such as by sustain-breaking effects or death). Unravel Metal
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 15
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Your body is strong like iron... Because it IS like iron!
Your armor is increased by 2% of your Constitution and Strength.
In addition, when you are struck in melee by a metallic object, there is a 9% chance it will vibrate intensely with your body, disarming the attacker for 3 turns.
The chance of disarming is based on your armor value.
This effect has a cooldown.
Current armor: 0.7
Disarm power: 5 Abs of Steel
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Each gem is filled with mystical, earthly power... It needs only be unlocked.
Each gem in your inventory will increase your physical power by 0.19. Note that "Alchemist" gems DO NOT count!
You can also activate this talent to crush a gem into your body, immediately granting you its imbued effects for 7 turns.
You have 0 gems in your inventory (0.0 physical power). Crush Gems
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: A heart literally like steel, all forms of "natural" death have diminished effect on you.
You gain 0% poison and disease immunity, as well as reducing the damage of poisons and diseases by 0%.
Also, upon gaining "Death Threshold", it will be improved by 0%. Iron Heart
| 0/5 |
Wild-heart / Hoarding Beast | 1.10 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You ingest an untarnished object whole, eating it in such a way that it is not destroyed, and is instead placed into a special "Stomach" inventory.
Note, however, that the contents of your stomach cannot willfully be accessed and, upon death, you will immediately drop any items you have consumed.
Consuming Inscriptions will immediately unleash their effects, but they WILL be destroyed in the process.
You may consume Infusions, destroying them and increasing your maximum life by 1 to 5, and reducing corruption by 100 to 500 (each based on its tier.)
You may consume Runes, destroying them and increasing your maximum life by 1 to 5, and restoring 100 to 500 resources (based on resource type.)
You can currently consume up to tier 0 items. Consume
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Natural Attacks: Bash
Description: Clasp an object in your mouth, allowing you to equip an additional object.
The material level you are allowed to clasp is increased by your talent's level (currently 0 tier items). Unique objects and higher material levels are harder to clasp.
The chance of clasping improves with your Cunning, Willpower, then Constitution; this order being the respective highest levels of influence.
You can currently clasp:
- Gems
- Mindstars
- Rings
- Necklaces
Clasp
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You upchuck a random object inside your stomach, providing much-desired relief that diminishingly reduces all damage you receive by 0.3 times the object's encumbrance value for 6 turns.
Also, the intense power of your stomach acids keep the essence of the object within you, tarnishing it, but granting you bonuses as though it were being worn for 2 turns.
You can currently choose from 1 object(s). Relief
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Knowing that all the valuable treasure you have amassed is yours and yours only brings you great delight... And power. The more you have to protect, the harder you will fight to protect it!
Every 15 points of encumbrance caused by items you've consumed will grant bonus effects. If the item is more powerful or precious, it will count for more.
- (any power): +0.8 Armor (0.0). This diminishes every 50 points.
- Master-crafted: +1.2 Accuracy (0.0).
- Antimagic-powered: +1.6 Mind Power, -0.8 Spell Power (0.0, -0.0).
- Nature-infused: +0.8 Physical Power (0.0).
- Psionic-infused: +1.1 Mind Power (0.0).
- Arcane-infused: +1.4 Spell Power (0.0).
- Unknown-powered: +5 to all stats (0).
The magnitude of these bonuses cap at 250 or your maximum encumbrance (whichever is lower). Treasure Hoarder's Will
| 0/5 |
Wild-heart / Natural Combat | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +5 Accuracy, +0 Sight Range
Active (6 turns): +32 See Stealth, +32 See Invisible Eagle Eyes
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +5 Physical Power, +0% Physical Critical Chance
Active (6 turns): +44 Armor Penetration Savage Strength
| 0/10 |
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 Physical Save, +18 Maximum Stamina
Active (3 turns): +136% Movement Speed, +62% chance to avoid traps Elusiveness
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +6.31% Healing Mod, +0.8% Shrug Off criticals chance
Active (4 turns): Disinfect 3 poison(s) and/or wound(s); become 50% immune to further poisons/wounds. Lick Wounds
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 retaliation reduction, +0.04 equilibrium on hit
Active (6 turns): Convert 12% of damage received into equilibrium Tolerance
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 Defense, +0 Luck
Active (6 turns): Removes 0 to 2 random detrimental physical effects and all cross-tier effects Rabbit's Foot
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +0 Maximum Life, -1 Size Category
Active (6 turns): Reduce all damage by 9 and "reverse" your Size Category Growing Bones
| 0/10 |
Wild-child / Cold-Blooded | 1.10 |
Effective talent level: 0.0
Use mode: Passive
Description: They cry and they scream at you... But what they don't understand is that you aren't killing out of grudge or for pleasure-- It's all just business.
Dealing excessive fatal damage to an enemy will increase their exp bounty.
The increase goes up to 1.7% based on how much damage you've caused beyond their remaining life (capping at 30% of their maximum life). If they are being Overkilled, their overkilled value will be used instead.
- 150 damage vs 100 maximum life: 1.7% bonus
- 130 damage vs 100 maximum life: 1.7% bonus
- 115 damage vs 100 maximum life: 0.9% bonus
- You have mercilessly killed 0 and are generally 0% ruthless. Merciless Killing
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 20
Description: Seems they walked in at a good time. If the bodies mount up here, there will be less cleaning up to do afterwards.
Upon killing an enemy, a 0 radius zone will appear where they died for 4 turns.
Enemies within this zone will provide 1.1% more EXP when killed, decreasing the further they are from the center.
When you are within this zone, your critical hit chance increases by 5.4%, decreasing the closer you are to the center.
This effect has a cooldown. Killing Floor
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Now that you have a pretty good understanding of what you can harvest here, it's time to start reaping in the benefits.
If an enemy is killed with a critical hit (or brutal touch) or without causing more than 0.4% of their maximum life in additional damage, they will leave behind a trophy that can be sold for gold (based on their level, rank and rareness.)
At higher talent levels, you learn to collect heads in better condition (currently a 0% bonus).
This effect only applies to enemies that are Normal rank or higher, and they must provide an exp bounty and not be temporary or summoned. Hunting bosses or uniques will provide the most significant amount of gold.
- Value of a Lv1 normal rank: 0.10 gold
- Value of a Lv1 boss: 0.40 gold
- Value of a Lv1 unique: 0.67 gold
- You have successfully headhunted 0 time(s), earning a total of 0.00 gold (0.00 gold per kill).
(Warning: Many objects still being tested!) Headhunter
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: If there's one thing you've learned about your line of work-- There's no 'gentle' way to murder someone-- Only the brutal way.
Your melee attacks have a 6% chance of becoming a crushing blow, causing 16% more damage if this would cause the target to die. Brutal Touch
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |