Difference between revisions of "Tendrils eruption (talent)"
From Tales of Maj'Eyal
								
												
				|  (add) |  (add) | ||
| Line 7: | Line 7: | ||
| |require={{TalentReq/SpellsReq3}} | |require={{TalentReq/SpellsReq3}} | ||
| |use_mode=Active | |use_mode=Active | ||
| + | |range=7 | ||
| |cooldown=18 ; 10 on Constrict | |cooldown=18 ; 10 on Constrict | ||
| |desc= | |desc= | ||
Latest revision as of 07:45, 19 February 2019
| Tendrils Eruption | ||
|   | ||
| Game Version | 1.5.10 | |
|---|---|---|
| Category Type | Demented | |
| Category | Tentacles | |
| Requirements | Lvl (8,9,10,11,12) Mag (28,30,32,34,36) | |
| Use Mode | Active | |
| Cost | - | |
| Range | 7 | |
| Cooldown | 18 ; 10 on Constrict | |
| Travel Speed | Instantaneous | |
| Use Speed | - | |
| Description | You plant your tentacle hand in the ground where it splits up and extends to a target zone of radius 3. The zone will erupt with many black tendrils to hit all foes caught inside dealing 180–300%cTWD tentacle damage. Any creature hit by the tentacle must save against spell or be numbed by the attack, reducing its damage by 25–40cTL:50 for 5 turns. If at least one enemy is hit you gain 20 insanity. When constricting: The tendrils pummel your constricted target for 1.5*(180–300%cTWD) tentacle damage and if adjacent you make an additional mainhand weapon attack. Talent cooldown reduced to 10. | |


