Puppet Mage: Powerful minion that can decisively end encounters
Puppet Mage: Gives access to the Puppet Mage. It deals Arcane damage, ignores Armor, gains additional Arcane respen with levels, and Spellshocks enemies it damages.
Tri-Bolt: No cooldown; passively gain Arcane Battery charges each time you use a spell that consumes Mana; costs 5 charges to cast. Deals Arcane damage in a radius-2 ball around a target; the 3 closest enemies to the target in a given radius are then themselves hit for 75% damage
Arcane Reactor: Each charge of Arcane Battery you possess grants both yourself and your Puppet Mage +n% All damage; whenever you gain a charge of Arcane Battery, you have a % chance to gain another (not recursive)
Aether Arc: Requires 20 Arcane Battery charges; fires an arc at the target dealing Arcane damage; for every 5 Arcane Battery charges stored, fires an additional arc at a random enemy within 8 tiles of the target; each time a target is hit, they take 10% more damage from further hits in the same cast (stacks multiplicatively)


Puppet Gladiator: Expands the Puppet Warrior's gameplay with crit stacking and AOE
Puppet Gladiator: Upgrades the Puppet Warrior to a Puppet Gladiator, causing all of its weapon strikes to hit adjacent enemies for 25% of the original damage. Levelling the talent grants the Puppet Gladiator additional Critical Chance
Shattering Edge: The Puppet Gladiator's critical melee strikes Shatter the target, flat increasing the damage they take (up to 2x the original damage)
Blastdown: Deals heavy damage to Shattered targets and emits an AoE
Dextrous Momentum: Whenever your Puppet Gladiator crits, they deal a small melee hit to a nearby foe (no recursion)


Puppet Holdfast: Expands the Puppet Knight's gameplay with DoTs and debuffs
Puppet Holdfast: Upgrades the Puppet Knight to a Puppet Holdfast, causing enemies that attack or are attacked by it to become Off-Balance. Levelling the talent grants the Puppet Holdfast flat damage reduction.
Echoing Armor: When your Puppet Holdfast is damaged by or attacks a target, inflicts Echo Shock on the target, dealing Physical damage over time to them and nearby enemies (stacks, can only stack once the duration has ticked once)
Echoing Smash: Deals Physical damage to a target; if they are suffering from Echo Shock, Confuses them, stacks it, and chains to other nearby targets with Echo Shock. Learning this talent makes Echo Shock stack if the victim fails a talent
Echo Shield: Damage dealt by Echo Shock shields you and your puppets (shield stacks but not past a hard limit; limited stacking per turn)


Puppet Arbalest: Expands the Puppet Archer's gameplay with executions and splash damage
Puppet Arbalest: Upgrades the Puppet Archer to a Puppet Arbalest, increasing Breaching Arrows's stack limit by 10. Upgrading the talent increases the Puppet Arbalest's Global Speed
Shattering Spikes: Whenever the Puppet Arbalest hits an enemy with a ranged attack, deals a small additional hit to another nearby enemy (can be the original target)
Detonating Drill: Hits an enemy with a bolt that deals damage 2 times. If the enemy took at least 30% of their total remaining Life, hits them 2 additional times in AoE, else hits 1 additional time for greatly reduced damage
alt: Impaling Spikes: Hits an enemy with a bolt that deals damage 3 times. For every hit that lands, one of the target's ready talents is put on cooldown for 2 turns, plus 1 additional turn for every N stacks of Breaching Arrows on the target.
Impalement: Whenever puppets damage an enemy with 10 or more stacks of Breaching Arrows, they gain a stack of Impaled, increasing their death threshold. Impaled foes lose Bleed immunity
alt: Vital Wound: When your Puppet Arbalest damages an enemy with at least 15 stacks of Breaching Arrows, they suffer a Vital Wound, slowing their talent cooldowns. Vital Wound lasts until the victim exits combat.


War Puppetry: Grants the player additional ways to attack through their puppets; skills increase in damage with the total talent level in the puppets' talent trees
Split Beam: All of your puppets fire a range-10 laser towards a designated point; enemies hit become Shocked
Energise: Sustain; each time you use a Puppeteering spell, the affected puppet gains Damage and Penetration (stacks)
Trip Wire: Fires a laser that crosses through your Warrior, Archer, Knight, and (if owned) Mage puppets in order, causing each to emit a radius-2 explosion; the laser Pins enemies. [Laser does NOT use the standard projection, but rather damages all tiles it passes through]
(alt:) Sustain: Once per turn, casting a non-Puppeteering spell causes all of your puppets to lash a puppet string in a range-10 line towards the opponent nearest them, dealing Physical damage to enemies with a 5% chance to Stun for 2 turns
(alt. alt.) Sustain: Whenever one of your puppets damages an enemy, they attach a Trip Wire to them; 1/puppet/enemy, enemies can have multiple. If an affected enemy moves, or uses a talent with a cooldown greater than 5, all Trip Wires attached to them trigger, firing a string from the puppet(s), to them, then 10 tiles straight towards a nearby enemy, dealing Physical damage with a 10% chance to Stun.
Artful Sacrifice: Detonates a puppet, dealing heavy Physical damage to all enemies in an area and Stunning them; damage increases if the puppet is at low Life.
(alt: ) as above, but detonates all Trip Wires attached to affected enemies.