Chronomancy (category)

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Precognition
Precognition.png
Game Version 1.7.4
Category Type Chronomancy
Category Chronomancy
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Activated
Cost 10 Paradox
Range 2–14cTS + 10
Cooldown 20
Travel Speed Instantaneous
Use Speed Spell
Description You peer into the future, sensing creatures and traps in a radius of 2–14cTS + 10 for 2–10cTS turns.

If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active.


Foresight
Foresight.png
Game Version 1.4.5
Category Type Chronomancy
Category Chronomancy
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Gain [10]50cTStD:Mag defense and [2]10%cTStD:Mag chance to shrug off critical hits.

If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits. These bonuses scale with your Magic stat.


Contingency
Contingency.png
Game Version 1.4.5
Category Type Chronomancy
Category Chronomancy
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Sustained
Cost 36 Paradox
Range melee/personal
Cooldown 50
Travel Speed instantaneous
Use Speed Spell
Description Choose an activatable spell that affects only you and does not require a target. When you take damage that reduces your life below 25–45%cTS:60% the spell will automatically cast.

This spell will cast even if it is currently on cooldown, will not consume a turn or resources, and uses the talent level of Contingency or its own, whichever is lower. This effect can only occur once every 50 turns Needs verification and takes place after the damage is resolved.


Spin Fate
Spin fate.png
Game Version 1.4.5
Category Type Chronomancy
Category Fate Weaving
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Each time you would take damage from someone else you gain one Spin, increasing your defense and saves by 2–8cTS:0.75P for three turns.

This effect may occur once per turn and stacks up to three Spin (for a maximum bonus of 2–8cTS:0.75P*3).