| Technique / Weapons Master | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Essence cost: 30
Range: 6
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: Focusing your power, you leap to a chosen square in a range of 6. If your chosen square is occupied, you land in a random square adjacent to the target and attack it, dealing 90% weapon damage. Otherwise, if there are any enemies adjacent to your target square, you attack one at random.
If the target dies as a result of this attack, you are able to chain additional Leaping Strikes at new targets. The talent doesn't go on cooldown, and for the next ten turns you can use Leaping Strike without spending Essence. However, each sequential use lowers all damage inflicted (including from procs) to 50% of normal. This penalty stacks with multiple sequential uses. In addition, you cannot target an open space with this talent while chaining; you can only use it to target new enemies.
The special effect your fighting style applies to Eldritch Combat is increased by 10%.
If this attack triggers Eldritch Combat, it will always trigger a Bolt attack, when that spell is available. Leaping Strike
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Essence cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You atttack all targets in an arc with your weapon or weapons doing 57% damage. If you hit, the target suffers a negative effect for 2 turns.
With a two-handed weapon, you go for the face, blinding the target.
With a weapon and shield, you follow up with a powerful bash, stunning the target.
With a single weapon (or unarmed), you make precisely disabling strikes, disarming and silencing the target.
With dual weapons, you make a disorienting barrage of attacks, confusing the target.
If this attack triggers Eldritch Combat, it will always trigger a Wave attack, when that spell is available. Sweeping Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Essence cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You assault all targets around you for 57% weapon damage. Your attacks also impede their combat efforts for 2 turns, lowering some of their stats by 11%, depending on your weapon type. Chance of success is based on physical power.
If you are wielding a two-handed weapon, you lower their resistances to all damage.
If you are wielding a weapon and shield, you lower all of their damage percentages.
If you are wielding a single weapon (or unarmed), you lower their Accuracy, Defense, Saves, and Powers.
If you are wielding dual weapons, you lower their global speed.
If this attack triggers Eldritch Combat, it will always trigger a Burst attack, when that spell is available. Whirlwind Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Essence cost: 30
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You use your magic to physically attack a distant foe, in much the same way as with the Arcane Strike talent, except instead of using your power to wield your weapon at a distance, you use it to pull your target in close and then attack it twice for 57% weapon damage. You keep whatever magic you used to pull your target active for a time, hampering their mobility for 2 turns and forcing them to target you. If this attack kills your target, the surge of victory empowers your magic, allowing you to hamper the mobility of all enemies in radius 2 instead.
If you wield a two-handed weapon, hampered targets are pulled towards you one tile per turn.
If you wield a weapon and shield, hampered targets are pinned.
If you wield a single weapon (or are unarmed), hampered targets have their movement speed halved.
If you wield dual weapons, you have a 50% chance each turn to force the target to move one tile towards you; this costs the target time as if it spent a turn moving.
Regardless of the exact results, hampering is resisted as a physical pin effect.
If this attack triggers Eldritch Combat, it will always trigger a Blast attack, when that spell is available. Rapid Strike
| 0/5 |
| Race / Lunar | 1.00 |
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 49
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Call upon the light of the moon to quicken your movement and strike down your foes. You gain a 12 defence bonus, and deal a bonus 4.50 silver damage the first time you deal damage in a turn.
The effects last for 8 turns. Silver damage is physical, but deals 120% damage as light, ignoring light resistance, against demons, horrors, undead and titans.
The bonuses will increase with your Strength, Magic, or Cunning (whichever is higher). Moonlit Dance
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: In the name of the moon, you will punish the darkness.
You glow brightly when times are their darkest, increasing your lite radius by 1.
You also deal 0% bonus damage to tainted creatures - demons, horrors, undead, and titans. Light in the Dark
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are always spurred to action, ever onwards. You have no time to wait.
Your resource regeneration rates are increased.
-Mana regen is increased by 0.30.
-Life and stamina regen is increased by 0.19.
-Equilibrium decays towards zero at a 0.18 faster rate.
-Positive and negative energy regen is increased by 0.07.
-Psi regen is increased by 0.06.
-Your willpower for the purposes of paradox anomalies is increased by 2.98.
-You gain an additional 0.60 vim on killing a foe.
-You gain 0.21 hate the first time in a turn you are dealt damage.
-You regain 0.30 steam per turn, and your steam generators will provide 1.49 more steam when activated for a burst.
-Your Mutated Hand will provide 0.90 extra insanity on each tentacle attack, your Glimpse of True Horror will have a 4.48% chance to increase its duration by one, your Pustulent Growth can have 0 extra stacks, and your Tentacled Wings will generate 0.90 insanity for each target hit.
-Your Jinxed Touch and Atrophy talents will have a 4.48% chance to apply an extra stack, your Nihil talent will have a 4.48% chance to increase its duration by one when applied, your Reality Fracture talent will have a separate 1.49% chance to trigger, you can store 0 extra Chaos Orbs, and Void Stars will take -0.49% of the normal time to regenerate.
Addon resources that benefit include pepperpack Melody, stoic Focus, faetouched Caprice, void scholar Void Energy, and Hands, as well as Insanity for addon classes. Others can be coded on request. Midnight Blessing
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
Effective talent level: 1.0
Use mode: Sustained
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The iconic power of the Mage Knights, you channel the raw energy of your magic outwardly as you fight, saving the effort of taking active control of your power and allowing it to flow freely. Your channeled power is visible as a brightly colored aura around you.
Your first successful melee attack each turn grants a 25% chance to trigger one of various Mage Knight talents instead of dealing the bonus damage. This reduces the cooldown of the talent to one-third normal and the Essence cost to one-fifth normal. The talent operates at two-thirds normal power. Triggered talents are determined randomly, but with prioritization based on how useful they are in the moment (spells that restore life are more likely to trigger when low on life, spells that attack multiple foes are more likely to trigger the more foes ar around, etc). Talents of higher talent level are generally prioritized over those of lower level.
If you are wielding a two-handed weapon, triggered talents operate at full power.
If you are using a shield, when you trigger a talent, you also have a 50% chance to automatically Block. Defensive talents have their priority increased when using a shield.
If you are using two weapons, when you trigger a talent, you have a 50% chance to trigger the talent a second time at no further resource cost.
If you are using a single one-handed weapon (or unarmed), your chance of triggering a talent is increased by half.
Note that since Essence users rely on channeling minimal amounts of mana, but are able to combine them with mental and physical effort to produce potent magical effects, they don't receive the normal staff accuracy bonus. Instead, when wielding a staff, they deal bonus damage of their favored energy type equal to one-third their Magic stat plus two per point their Accuracy exceeds their target's Defense (short staves do not change this calculation). Eldritch Combat
| 1/5 |
Effective talent level: 1.0
Use mode: Passive
Description: You have placed runic wards on your skin that protect you from harm. Your wards can shrug off 3% of all incoming damage. Levels in the Thick Skin talent will deduct from this bonus.
Your wards also rejuvenate energy quickly, reflected in a 3 bonus to life regeneration.
Since your wards are runic in nature, their energy rejuvenation also applies to your inscriptions. Each turn you have a 2% chance to lower the cooldown of all of your runes and infusions by 1 and remove their saturation effects. Some of the energy absorbed by your wards also goes to facilitate this, increasing the chance by the percentage of your maximum life that has been lost (so if you're at half life, the chance would be increased by 50% to 3%).
Values scale with Willpower.
Extended mechanics information below. To hide this section, disable the Tooltips Helpers option in the Mage Knight Plus tab of the Game Options menu.
Damage Shrug: You reduce all incoming damage by the listed percentage. This only applies to the damage that gets through to your life. Eldritch Wardings
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Essence cost: 30
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Weapon (80% of a turn)
Description: You can channel magic through your weapon, or wield your weapon through your magic. When you use this attack, you wield your weapon by supernatural means. Phoenix Knight conjure talons of flame to hold their weapons. Mind Knights wield them telekinetically. Storm Knights manipulate currents of wind to wield them. Earth Knights control the wood, stone, and metal that makes them up directly. Sea Knights wield them in cohesive tendrils of water. Mana Knights project magical hands that wield them.
Regardless of the method, this lets you attack an enemy at range 5 for 45% weapon damage. In addition, if the attack hits, it is guaranteed to trigger Eldritch Combat, and the prioritization factor increases by a power of 0.5, making the talents most useful in your current situation more likely to trigger.
This talent also passively enhances your ability to channel power through your aura and weapons. While Eldritch Combat is active, you now shed light bright enough to illuminate all tiles in a 3 radius and reduce the Stealth and Invisibility of enemies within that radius by 0. Your melee attacks passively deal 1 additional damage of your favored energy type. Stealth and Invisibility reduction scale with Willpower and bonus damage scales with the better of Spellpower or Mindpower. Eldritch Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Essence is fundamentally a combination of Stamina, Psi, and Mana, combining physical, mental, and magical reserves into a single pool of energy. Marshalling all your energies together takes effort, but you are able to recover substantially faster than most. Your Essence regeneration improves by 0.0, scaling strongly with Willpower.
In addition, when you pass a turn during combat (default hotkey 5) the brief rest combined with the high adrenaline allows you more opportunity to recover. You regain 0 life (based on your current life regeneration with a cap based on maximum life), 0 Essence (based on your current Essence regeneration), and have a 10% chance to lower the cooldown of all non-fixed cooldown talents by 1. You also gain an additional 0 Surge value that turn. This only works while there are enemies in your vicinity; if you're in a safe location, you don't have enough adrenaline pumping to receive the benefit. These values also scale with Willpower.
Extended mechanics information below. To hide this section, disable the Tooltips Helpers option in the Mage Knight Plus tab of the Game Options menu.
Surge Value: Each turn, you gain the listed surge value. If this causes your surge value to exceed 100, your surge value lowers by 100 and you lower the duration of all detrimental effects upon you by 1. Eldritch Vigor
| 0/5 |
| Technique / Flexible Combat Training | 1.00 |
Effective talent level: 1.0
Use mode: Passive
Description: You are trained in the use of all melee weapons. You get a 16 bonus to Accuracy, 4% critical chance, and a 20% bonus to weapon damage with any melee weapons. These bonuses are increased by 25% when wielding a two-handed weapon.
You also receive a +30 bonus to Physical Power.
When you first learn this talent, you may substitute Magic for all other abilities for purposes of weapon damage and weapon requirements. You are also able to make two attacks per round regardless of fighting style, as follows:
-When armed with two weapons, they may both be one-handed weapons. For each dagger that you wield, your offhand damage modifier increases by 25% and your combat speed by 10% (if you wield a single dagger or a dagger with a shield this modifier will apply to the bonus attack from them as well).
-When armed with a two-handed weapon, any time you attack you make a second attack for 25% normal damage.
-When armed with a shield, any time you attack you also execute a shield bash for 50% normal damage.
-When armed with a single weapon (or unarmed) any time you attack you also make an unarmed strike for 50% normal damage. When fully unarmed you get a +20% bonus to your combat speed.
The damage bonuses don't stack with those from other mastery talents. The Accuracy and critical bonuses don't apply if you know the Combat Accuracy talent or if you have a Steam pool. Flexible Weapon Training
| 1/5 |
Effective talent level: 1.0
Use mode: Passive
Description: You are trained in the use of all armor. You get a +8% bonus to armor hardiness, as well as bonuses to various defensive stats depending on armor worn. The effects of this talent are increased by 25% if you are using a shield.
Cloth Armor: 4% Resist Cap, 4% Resist All, 6% lower chance to receive physical critical hits.
Light Armor: 8% Physical Resistance, 16 Defense*, 6% chance to shrug off physical critical hits.
Massive Armor: 16% additional Armor Hardiness, 8 Armor, 6% reduced critical multiplier when receiving physical critical hits.
Heavy Armor: Receives half of all above benefits.
*The Defense bonus will be converted to a 4 point Damage Mitigation if your existing Dexterity and Defense are low enough that it does not seem like you have sufficient investment in Defense for it to be a useful form of defense for you.
The effects do not apply if you know the Heavy Armour Training or Light Armour Training, or Thick Skin talents, or if you have a Steam pool.
When you first learn this talent, you may substitute Magic for all other abilities for purposes of armor requirements, and you gain the ability to wear all forms of armor.
Extended mechanics information below. To hide this section, disable the Tooltips Helpers option in the Mage Knight Plus tab of the Game Options menu.
Damage Mitigate: Reduces each instance of damage received by the listed amount (as a flat total), to a maximum of up to 30% of the damage with 30% armor hardiness to 50% of the damage at 100% armor hardiness. If you have Damage Withstand, Damage Mitigate, and Damage Ignore, only the one that would reduce the most damage applies to any given instance of damage. Flexible Armor Training
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are trained to attack by various natural and supernatural means. Accuracy, Physical Power, Spell Power, and Mind Power all increase by 12, and critical power is increased by 3%. The effects of this talent are increased by 25% when wielding two weapons. The benefits don't apply if you know the Combat Accuracy talent or if you have a Steam pool. Flexible Power Training
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are trained to better resist detrimental effects. Physical Save, Mental Save, and Spell Save all increase by 12. Your improved resistance also lets you recover from detrimental effects more quickly. You gain a surge value of 22 per turn. The effects of this talent are increased by 25% if you wield a single one-handed weapon.
The benefits are lost if you know the Thick Skin talent or if you have a Steam pool.
Extended mechanics information below. To hide this section, disable the Tooltips Helpers option in the Mage Knight Plus tab of the Game Options menu.
Surge Value: Each turn, you gain the listed surge value. If this causes your surge value to exceed 100, your surge value lowers by 100 and you lower the duration of all detrimental effects upon you by 1. Flexible Resistance Training
| 0/5 |