Celestial (category type)

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Chants

Chant Acolyte
Chant of fortitude.png
Game Version 1.7.4
Category Type Celestial
Category Chants
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description You may only have one Chant active at a time.

You have learned to sing the praises of the Sun, in the form of three defensive Chants.

Chant of Fortitude: Increases your mental save by [5]60cTSpD and maximum life by 12.5–25%cTL:100%.

Chant of Fortress: Increases your physical save by [5]60cTSpD, your physical resistance by [8]25cTSpD%, your armour by [8]25cTSpD and your armour hardiness by 15%.

Chant of Resistance: Increases you spell save by [5]60cTSpD, your fire/cold/lightning/acid resistances by [10]30cTSpD% and reduces all damage that comes from distant enemies (3 spaces or more) by 15–33%cTL:50%.

You may only have one Chant active at a time.


Chant Illuminate
Chant of fortress.png
Game Version 1.7.4
Category Type Celestial
Category Chants
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Your Chants now bathe you in a cloak of light, which increases your stamina and mana regenerations by [10]20cTSpD/10 per turn and does [5]50cTSpD light damage to anyone who hits you in melee.

These values scale with your Spellpower.


Chant Adept
Chant of resistance.png
Game Version 1.7.4
Category Type Celestial
Category Chants
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Your skill at Chanting now extends the cloak of light, increasing your light radius by 0.75–3.5cTS:0.75P.

Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to 1–1.8cTS:0.75P debuffs.

Chant of Fortitude cures mental effects.

Chant of Fortress cures physical effects.

Chant of Resistance cures magical effects.


Chant Radiant
Chant of light.png
Game Version 1.7.4
Category Type Celestial
Category Chants
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Your passion for singing the praises of the Sun reaches its zenith.

Your Chanting now increases your light and fire damage by [10]30cTSpD% and, up to 1–3cTS times per turn when you are hit by a weapon attack, you will gain 2–5cTS Positive Energy.

These values scale with your Spellpower.



Circles

Circle of Shifting Shadows
Circle of shifting shadows.png
Game Version 1.7.4
Category Type Celestial
Category Circles
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Cost 20 Negative
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description Creates a circle of radius 2.5–4.5cTS at your feet (max radius 5); the circle increases your defense and all saves by [4]30cTSpD while dealing [4]30cTSpD darkness damage per turn to everyone else within its radius. The circle lasts 4–8cTS turns (max 10 turns).

The damage will increase with your Spellpower.



The visual effect of this circle is shown below, at the maximum radius of 5:

Circle of shifting shadows (ground effect).png

Circle of Blazing Light
Circle of blazing light.png
Game Version -
Category Type Celestial
Category Circles
Requirements Level (14,15,16,17,18) Magic (30,32,34,36,38)
Use Mode Activated
Cost 10 Positive
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description Creates a circle of radius 2.5–4.5cTS at your feet; the circle lights up affected tiles, increases your positive energy by (1 + 0.25 * [2]15cTSpD) each turn, and deals [2]15cTSpD light damage and [2]15cTSpD fire damage per turn to everyone else within its radius. The circle lasts 4–8cTS turns.

The damage will increase with your Spellpower.


Circle of Sanctity
Circle of sanctity.png
Game Version 1.7.4
Category Type Celestial
Category Circles
Requirements Level (14,15,16,17,18) Magic (30,32,34,36,38)
Use Mode Activated
Cost 20 Positive
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description Creates a circle of radius 2.5–4.5cTS at your feet (max radius 5); the circle protects you from silence effects while you remain in its radius while silencing and dealing [4]30cTSpD light damage to everyone else who enters. The circle lasts 3–6cTS turns (max 8 turns).



The visual effect of this circle is shown below, at the maximum radius of 5:

Circle of sanctity (ground effect).png

Circle of Warding
Circle of warding.png
Game Version 1.7.4
Category Type Celestial
Category Circles
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Cost 10 Positive and 10 Negative
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description Creates a circle of radius 2.5–4.5cTS at your feet; the circle slows incoming projectiles by (5 * [2]20cTSpD)%, and attempts to push all creatures other then yourself out of its radius, inflicting [2]20cTSpD light damage and [2]20cTSpD darkness damage per turn as it does so. The circle lasts 4–8cTS turns.

The effects will increase with your Spellpower.


Creates a circle of radius 2.5–4.5cTS at your feet (max radius 5); the circle slows incoming projectiles by (5 * [2]20cTSpD)% and attempts to push all creatures other than yourself out of its radius, inflicting [2]20cTSpD light damage and [2]20cTSpD darkness damage per turn as it does so. The circle lasts 4–8cTS turns (max 10 turns).

The effects will increase with your Spellpower.



The visual effect of this circle is shown below, at the maximum radius of 5:

Circle of warding (ground effect).png

Celestial Surge
Celestial surge.png
Game Version 1.7.4
Category Type Celestial
Category Circles
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Activated
Cost 15 Positive and 15 Negative
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed Spell
Description Conjure a surge of celestial power through your circles. Any foe standing within one of your circles will be slowed by 50% for 2–5cTL:7 turns and take [10]75cTSpD light and [10]75cTSpD darkness damage.

Residual power from the surge will emanate from your circles for %d turns; each circle you stand in will increase your celestial resources.

Circle of Shifting Shadows: +1 negative.

Circle of Sanctity: +1 postive.

Circle of Warding: +0.5 postive and negative.

Note: enemies standing in multiple circles will take damage multiple times



Combat

Weapon of Light
Weapon of light.png
Game Version -
Category Type Celestial
Category Combat
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Sustained
Cost 10 Positive
Range Melee/Personal
Cooldown 10
Travel Speed Instantaneous
Use Speed -
Description Infuse your weapon with the power of the Sun, adding (7 + 0.092 * Spellpower * 1–7cTS) light damage on each melee hit.

Additionally, if you have a temporary damage shield active, melee attacks will increase its power by half the added light damage from this talent.

If the same shield is refreshed 20 times it will become unstable and explode, removing it.

The damage dealt and shield bonus will increase with your Spellpower.


Wave of Power
Wave of power.png
Game Version -
Category Type Celestial
Category Combat
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Activated
Cost 15 Positive
Range 2 + 0.8–8cSS:Str
Cooldown 6
Travel Speed Instantaneous
Use Speed -
Description In a pure display of power, you project a ranged melee attack, doing 90–200%cTWD weapon damage.

If the target is outside of melee range, you have a chance to project a second attack against it for 40–65%cTL:100% of the damage of the first attack.

The second strike chance is 15–70%cL:100% as (Target Range * Talent Level) varies from 4–50.

The range will increase with your Strength.


Weapon of Wrath
Weapon of wrath.png
Game Version -
Category Type Celestial
Category Combat
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Sustained
Cost 10 Positive
Range 10
Cooldown 10
Travel Speed Instantaneous
Use Speed -
Description Your weapon attacks burn with righteous fury, dealing 10–80%cTL:100% of your lost HP as additional Fire damage, up to a maximum of [10]400cTSpD.

Targets struck are also afflicted with a Martyrdom effect that causes them to take 5–25%cTL:50% of all damage they deal for 4 turns.


Second Life
Second life.png
Game Version -
Category Type Celestial
Category Combat
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Sustained
Cost 20 Positive
Range Melee/Personal
Cooldown 30
Travel Speed Instantaneous
Use Speed -
Description Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for 9–40%cTL:150% of your max life.



Crusader

Absorption strike
Absorption strike.png
Game Version -
Category Type Celestial
Category Crusader
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Cost -7 Positive
Range Melee/Personal
Cooldown 8
Travel Speed Instantaneous
Use Speed -
Description You strike your foe with your two handed weapon, dealing 110–230%cTWD weapon damage.

If the attack hits, all foes in radius 2 will have their light resistance reduced by 5–20%cTS:0.75P and their damage reduced by 1–15%cTS:0.75P (maximum 30%) for 5 turns.


Mark of light
Mark of light.png
Game Version -
Category Type Celestial
Category Crusader
Requirements Level (14,15,16,17,18) Magic (30,32,34,36,38)
Use Mode Activated
Cost 20 Positive
Range 5
Cooldown 15
Travel Speed Instantaneous
Use Speed Instant
Description You mark a target with light for 5 turns, causing all melee hits you deal to it to heal you for 15–50%cTL:100% of the damage done.


Righteous strength
Righteous strength.png
Game Version -
Category Type Celestial
Category Crusader
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Sustained
Cost 20 Positive
Range Melee/Personal
Cooldown -
Travel Speed Instantaneous
Use Speed -
Description While wielding a two handed weapon, your critical strike chance is increased by 3–10%cTS:0.75P, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by 5–15%cTS for 4 turns, stacking up to 3 times.

In addition, your melee critical strikes leave a lasting lightburn on the target, dealing [10]120cTSpD light damage over 5 turns and reducing opponents armour by 5–30cTS.

The damage increases with your Spellpower.


Flash of the blade
Flash of the blade.png
Game Version -
Category Type Celestial
Category Crusader
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Activated
Cost 15 Positive
Range Melee/Personal
Cooldown 9
Travel Speed Instantaneous
Use Speed -
Description Infuse your two handed weapon with light while spinning around.

All creatures in radius one take 50–130%cTWD weapon damage.

In addition while spinning your weapon shines so much it deals 50–150%cTWD light weapon damage to all foes in radius 2.

At level 4 your spinning blade creates a shield that blocks all damage for 1 turn.



Eclipse

This page is about the talent category; for the artifact, see Eclipse (artifact).

Blood Red Moon
Blood red moon.png
Game Version 1.7.4
Category Type Celestial
Category Eclipse
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Increases your spell critical chance by 3–15%cTS:0.75P.


Totality
Totality.png
Game Version 1.7.4
Category Type Celestial
Category Eclipse
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Activated
Cost 15 Positive and 15 Negative
Range Melee/Personal
Cooldown 30
Travel Speed Instantaneous
Use Speed Spell
Description For 5–9cTS turns, increase your light and darkness resistance penetration by 5–55%cL:100% as (Cunning * Talent Level) varies from 0–500

Also reduces the cooldown of all Celestial skills by 3–6cTS:log.

The resistance penetration will increase with your Cunning.


Corona
Corona.png
Game Version 1.7.4
Category Type Celestial
Category Eclipse
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Sustained
Cost 10 Positive and 10 Negative
Range 6
Cooldown 10
Travel Speed 4
Use Speed Spell
Description Each time one of your spells criticals, you project a bolt of light or shadow at up to 1–5cTS targets within range 6, doing [15]70cTSpD light damage or [15]70cTSpD darkness damage per bolt.

This effect costs 2 positive or 2 negative energy each time it is triggered, and will not activate if either your positive or negative energy is below 2.

The damage scales with your Spellpower.


Darkest Light
Darkest light.png
Game Version 1.7.4
Category Type Celestial
Category Eclipse
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Activated
Cost 25 Positive and 25 Negative
Range Melee/Personal
Cooldown 15
Travel Speed Instantaneous
Use Speed Spell
Description Shroud foes within radius 10 in darkest light, dealing 10–50cTS light and 10–50cTS darkness damage per turn and converting 10–55%cTS of the damage they deal between light and darkness for 5 turns.


Glyphs

Glyph of Paralysis
Glyph of paralysis.png
Game Version -
Category Type Celestial
Category Glyphs
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Cost -10 Positive
Range 1–5cTS:log
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description You bind light in a glyph on the floor. All enemies walking over the glyph will be dazed for 4–8cTS turns.

The glyph is a hidden trap that lasts for 6–10cTS turns, and a disarm power of 0–75cS as (0.15 * Raw Magic * Talent Level) varies from 0–75. Its detection power is 80% of the disarm power.


Glyph of Repulsion
Glyph of repulsion.png
Game Version -
Category Type Celestial
Category Glyphs
Requirements Level (14,15,16,17,18) Magic (30,32,34,36,38)
Use Mode Activated
Cost -10 Positive
Range 1–5cTS:log
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description You bind light in a glyph on the floor. All targets walking over the glyph will be hit by a blast that knocks them back and does (15 + 0.12 * Spellpower * 1.5–5cTS) physical damage.

The glyph is a hidden trap that lasts for 6–10cTS turns, and a disarm power of 0–75cS as (0.15 * Raw Magic * Talent Level) varies from 0–75. Its detection power is 80% of the disarm power.

The damage will increase with your Spellpower.


Glyph of Explosion
Glyph of explosion.png
Game Version -
Category Type Celestial
Category Glyphs
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Cost -10 Positive
Range 1–5cTS:log
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description You bind light in a glyph on the floor. All targets walking over the glyph will trigger an explosion of light that does (15 + 0.12 * Spellpower * 1.5–5cTS) damage to everyone within 1 tile.

The glyph is a hidden trap that lasts for 6–10cTS turns, and a disarm power of 0–75cS as (0.15 * Raw Magic * Talent Level) varies from 0–75. Its detection power is 80% of the disarm power.

The damage will increase with your Spellpower.


Glyph of Fatigue
Glyph of fatigue.png
Game Version -
Category Type Celestial
Category Glyphs
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Activated
Cost -10 Positive
Range 1–5cTS:log
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description You bind light in a glyph on the floor. All targets walking over the glyph will be slowed by 27–55%cTL:100% for 5 turns.

The glyph is a hidden trap that lasts for 6–10cTS turns, and a disarm power of 0–75cS as (0.15 * Raw Magic * Talent Level) varies from 0–75. Its detection power is 80% of the disarm power.



Guardian

Shield of Light
Shield of light.png
Game Version -
Category Type Celestial
Category Guardian
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Sustained
Cost 10 Positive
Range 10
Cooldown 10
Travel Speed Instantaneous
Use Speed -
Description Infuse your shield with light, healing you for [5]22cTSpD each time you take damage at the expense of up to 2 positive energy.

If you do not have any positive energy, the effect will not trigger.

Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing 10–80%cTWD light damage.

The healing done will increase with your Spellpower.


Brandish
Brandish.png
Game Version -
Category Type Celestial
Category Guardian
Requirements Level (14,15,16,17,18) Magic (30,32,34,36,38)
Use Mode Activated
Cost 25 Positive
Range Melee/Personal
Cooldown 8
Travel Speed Instantaneous
Use Speed -
Description Hits the target with your weapon doing 100–300%cTWD damage, and with a shield strike doing 100–200%cTWD damage. If the shield strike connects, your shield will explode in a burst of light that inflicts [20]200cTSpD light damage on all targets except yourself within radius 2.5–4.5cTS of the target, and light up all tiles in that radius.

The light damage will increase with your Spellpower.


Retribution
Retribution.png
Game Version -
Category Type Celestial
Category Guardian
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Sustained
Cost 20 Positive
Range 2–6cTS
Cooldown 10
Travel Speed Instantaneous
Use Speed -
Description Retribution negates half of all damage you take while it is active. Once Retribution has negated [40]400cTSpD damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of 2–6cTS and deactivating the talent.

The amount absorbed will increase with your Spellpower.


Crusade
Crusade.png
Game Version -
Category Type Celestial
Category Guardian
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Activated
Cost -20 Positive
Range Melee/Personal
Cooldown 5
Travel Speed Instantaneous
Use Speed -
Description You demonstrate your dedication to the light with a measured attack striking once with your weapon for 30–120%cTWD damage and once with your shield for 30–120%cTWD damage.

If the first strike connects 1–3cTS random talent cooldowns are reduced by 1.

If the second strike connects you are cleansed of 1 debuff.



Hymns

Hymn of Shadows
Hymn of shadows.png
Game Version -
Category Type Celestial
Category Hymns
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Sustained
Cost 20 Negative
Range Melee/Personal
Cooldown 12
Travel Speed Instantaneous
Use Speed Instant
Description Chant the glory of the Moon, empowering your dark elemental attacks so that they do [5]25%cTSpD additional darkness damage.

In addition, this talent surrounds you with a shield of shadows, dealing [10]50cTSpD darkness damage to anything that attacks you.

You may only have one Hymn active at once.

The effects will increase with your Spellpower.


Hymn of Detection
Hymn of detection.png
Game Version -
Category Type Celestial
Category Hymns
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Sustained
Cost 20 Negative
Range Melee/Personal
Cooldown 12
Travel Speed Instantaneous
Use Speed Instant
Description Chant the glory of the Moon, granting you infravision up to 6–10cTS grids, stealth detection (+2–15cTS power), and invisibility detection (+2–35cTS power).

In addition, this talent surrounds you with a shield of shadows, dealing [5]25cTSpD darkness damage to anything that attacks you.

You may only have one Hymn active at once.

The stealth and invisibility detection, as well as the on-hit damage, will increase with your Spellpower.


Hymn of Perseverance
Hymn of perseverance.png
Game Version -
Category Type Celestial
Category Hymns
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Sustained
Cost 20 Negative
Range Melee/Personal
Cooldown 12
Travel Speed Instantaneous
Use Speed Instant
Description Chant the glory of the Moon, granting you 22–50%cTL:100% stun, blindness and confusion resistance.

In addition, this talent surrounds you with a shield of shadows, dealing [10]50cTSpD darkness damage to anything that attacks you.

You may only have one Hymn active at once.

The on-hit damage will increase with your Spellpower.


Hymn of Moonlight
Hymn of moonlight.png
Game Version -
Category Type Celestial
Category Hymns
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Sustained
Cost 20 Negative
Range 5
Cooldown 12
Travel Speed Instantaneous
Use Speed Instant
Description Chant the glory of the Moon, conjuring a shroud of dancing shadows that follows you as long as this spell is active.

Each turn, a shadowy beam will hit up to 1–5cTS of your foes within radius 5 for 1 to [7]80cTSpD damage.

This powerful spell will drain 8–3cTL:0 negative energy for each beam; no beam will fire if your negative energy is too low.

The damage will increase with your Spellpower.


Light

Healing Light
Healing light.png
Game Version 1.7.4
Category Type Celestial
Category Light
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Cost Gain 10 Positive
Range Melee/Personal
Cooldown 10
Travel Speed Instantaneous
Use Speed Spell
Description An invigorating ray of Sunlight shines on you, healing your body for [20]440cTSpD life.

The amount healed will increase with your Spellpower.


Bathe in Light
Bathe in light.png
Game Version 1.7.4
Category Type Celestial
Category Light
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Cost Gain 20 Positive
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed Spell
Description A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 0.75 * [4]80cTSpD per turn and increasing healing effects on everyone within by Heal Amount / (Heal Amount + 50). The effect lasts for 4–7cTS turns.

Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.

If the same shield is refreshed 20 times it will become unstable and explode, removing it.

It also lights up the affected zone.

The amount healed will increase with the Magic stat


Barrier
Barrier.png
Game Version 1.7.4
Category Type Celestial
Category Light
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Cost Gain 20 Positive
Range Melee/Personal
Cooldown 15
Travel Speed Instantaneous
Use Speed 1.7.4
Description A protective shield forms around you that lasts for up to 10 turns and negates [30]370cTSpD damage.

The total damage the barrier can absorb will increase with your Spellpower.


Providence
Providence.png
Game Version 1.7.4
Category Type Celestial
Category Light
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Cost Gain 20 Positive
Range Melee/Personal
Cooldown 30
Travel Speed Instantaneous
Use Speed Spell
Description Places you under the protection of a ray of sunlight. For 3–7cTS turns, the light removes a single negative effect from you every turn.


Radiance

Radiance
Radiance.png
Game Version -
Category Type Celestial
Category Radiance
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description You are so infused with sunlight that your body glows permanently in radius 3–7cTS, even in dark places.

Your vision adapts to this glow, giving you 25–75%cTL:100% blindness resistance.

The light radius overrides your normal light if it is bigger (it does not stack).


Illumination
Illumination.png
Game Version -
Category Type Celestial
Category Radiance
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description The light of your Radiance allows you to see that which would normally be unseen.

All enemies in your Radiance aura have their invisibility and stealth power reduced by (15 + [1]100cTSpD).

In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by (5 + [1]35cTSpD) and all evasion bonuses from being unseen are negated.

The effects increase with your Spellpower.


Searing sight
Searing sight.png
Game Version -
Category Type Celestial
Category Radiance
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Sustained
Cost 10 Positive
Range Melee/Personal
Cooldown 15
Travel Speed Instantaneous
Use Speed -
Description Your Radiance is so powerful it burns all foes caught in it, doing up to [1]35cTSpD light damage (reduced with distance) to all foes caught inside.

At level 4 the light is so bright it has 5–20%cTL:35% chances to daze them for 3 turns.

The damage increases with your Spellpower.


Judgement
Judgement.png
Game Version -
Category Type Celestial
Category Radiance
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Activated
Cost 20 Positive
Range Melee/Personal
Cooldown 25
Travel Speed Instantaneous
Use Speed -
Description Fire a glowing orb of light at each enemy within your Radiance. Each orb will slowly follow its target until it connects dealing [1]40cTSpD light damage to anything else it contacts along the way. When the target is reached the orb will explode dealing [20]150cTSpD light damage and healing you for 50% of the damage dealt. This powerful ability will dim your Radiance, reducing its radius to 1 for 5 turns.



Star fury

Moonlight Ray
Moonlight ray.png
Game Version 1.7.4
Category Type Celestial
Category Star Fury
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Activated
Cost 10 Negative
Range 10
Cooldown 3
Travel Speed Instantaneous
Use Speed Spell
Description Focuses the power of the Moon into a beam of shadows, doing [14]230cTSpD damage.

The damage dealt will increase with your Spellpower.


Shadow Blast
Shadow blast.png
Game Version 1.7.4
Category Type Celestial
Category Star Fury
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Activated
Cost 20 Negative
Range 6
Cooldown 10
Travel Speed Instantaneous
Use Speed Spell
Description Invokes a blast of shadows that deals [10]120cTSpD darkness damage, and leaves a radius 3 field that does [10]120cTSpD/2 darkness damage per turn for 2.8–6cTS turns (maximum 9).

The damage dealt will increase with your Spellpower.


Twilight Surge
Twilight surge.png
Game Version 1.7.4
Category Type Celestial
Category Star Fury
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Activated
Cost Gain 10 Positive and 20 Negative
Range Melee/Personal
Cooldown 5
Travel Speed Instantaneous
Use Speed Spell
Description A surge of twilight pulses from you, doing (10 + 0.2 * Spellpower * 1–5cTS) light and (10 + 0.2 * Spellpower * 1–5cTS) darkness damage to all others within radius 5.

The damage dealt will increase with your Spellpower.


Starfall
Starfall.png
Game Version 1.7.4
Category Type Celestial
Category Star Fury
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Activated
Cost 20 Negative
Range 6
Cooldown 12
Travel Speed Instantaneous
Use Speed Spell
Description A star falls on a radius 1.3–2.7cTS area, doing [28]170cTSpD darkness damage on impact and stunning all within the area for 4 turns.

The damage dealt will increase with your Spellpower.


Sun

Sun ray
Sun beam.png
Game Version -
Category Type Celestial
Category Sun
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Activated
Cost -16 Positive
Range 7
Cooldown 9
Travel Speed Instantaneous
Use Speed -
Description Calls forth a beam of light from the Sun, doing [20]220cTSpD Light damage to the target.

At level 3 the beam will be so intense it will also blind the target and everyone in a radius 2 around it for 2–4cTS turns.

The damage dealt will increase with your Spellpower.


Path of the sun
Path of the sun.png
Game Version -
Category Type Celestial
Category Sun
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Activated
Cost -20 Positive
Range 4–9cTL:10
Cooldown 15
Travel Speed Instantaneous
Use Speed -
Description A path of sunlight appears in front of you for 5 turns. All foes standing inside take (0.2 * [10]310cTSpD) Light damage per turn.

While standing in the path, your movement takes no time and can not trigger traps.

The damage done will increase with your Spellpower.


Sun's vengeance
Sun vengeance.png
Game Version -
Category Type Celestial
Category Sun
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 2–10%cTS:0.75P.

Each time you crit with a physical attack or a spell you have 30–75%cTL:100% chance to gain Sun's Vengeance for 2 turns.

While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.

If Sun Ray was on cooldown, the remaining turns are reduced by one instead.

This effect can only happen once per turn.


Suncloak
Suncloak.png
Game Version -
Category Type Celestial
Category Sun
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Activated
Cost -15 Positive
Range 10
Cooldown 15
Travel Speed Instantaneous
Use Speed -
Description You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.

While the cloak is active

  • Your spell casting speed is increased by [10]40%cTSpD up to a of maximum 50%.
  • Your spell cooldown are reduced by 3–35%cL:50% as [5]450cTSpD varies from 32–350.
  • You cannot take more than 90–70%cTL:30% of your maximum life from a single blow.

The effects will increase with your Spellpower.



Sunlight

Searing Light
Searing light.png
Game Version 1.7.4
Category Type Celestial
Category Sunlight
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Activated
Cost Gain 15 Positive
Range 7
Cooldown 5
Travel Speed Instantaneous
Use Speed Spell
Description Calls the power of the Sun into a searing lance, doing [15]170cTSpD damage to the target and leaving a radius 1 area of searing light on the ground for 4 turns that does [15]170cTSpD / 2 light damage to all foes within it.

The damage dealt will increase with your Spellpower.


Sun Flare
Sun flare.png
Game Version 1.7.4
Category Type Celestial
Category Sunlight
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Activated
Cost 30 Positive
Range Melee/Personal
Cooldown 12
Travel Speed Instantaneous
Use Speed Spell
Description Invokes the Sun to cause a flare within radius 2.5–4.5cTS (max 8), blinding your foes for 4 turns and lighting up the area (for the same radius and duration).

All enemies effected will take [10]250cTSpD light damage.

At talent level 3 you gain [15]50cTSpD% light, darkness, and fire resistance for 4 turns.

The damage done and resistances will increase with your Spellpower.


Firebeam
Firebeam.png
Game Version 1.7.4
Category Type Celestial
Category Sunlight
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Activated
Cost 30 Positive
Range 10
Cooldown 12
Travel Speed Instantaneous
Use Speed Spell
Description Call forth the Sun to summon a fiery beam that pierces to the farthest enemy dealing 10 + [1]50cTSpD fire damage to all enemies hit.

This spell will automatically cast again at the start of your next two turns.

You will gain 2.75–4.94cTS positive energy each time firebeam or an instant damage proc caused by firebeam deals damage.

The damage done will increase with your Spellpower.

Note: this spell can only be cast if there is an enemy in range, so it can be used to scout for stealth/cloaked enemies


Sunburst
Sunburst.png
Game Version 1.7.4
Category Type Celestial
Category Sunlight
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Activated
Cost 30 Positive
Range 10
Cooldown 12
Travel Speed Instantaneous
Use Speed Spell
Description Release a burst of sunlight beams at 1–5cTS random foes in radius 10, dealing [10]250cTSpD damage to all foes hit and increasing your bonus light damage by 40–70%cTL:100% of your bonus darkness damage for 4 turns.

Note: the damage bonus is applied first, so the subsequent damage dealt will benefit from it



Twilight

Twilight
Twilight.png
Game Version 1.7.4
Category Type Celestial
Category Twilight
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Activated
Cost 15 Positive
Range Melee/Personal
Cooldown 6
Travel Speed Instantaneous
Use Speed Spell
Description You stand between the darkness and the light, allowing you to convert 15 positive energy into 24–220cS as (0.4 * Cun * Talent Level) varies from 4–200 negative energy.

The negative energy gain will increase with your Cunning.


Jumpgate
Jumpgate.png
Game Version 1.7.4
Category Type Celestial
Category Twilight
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Sustained
Cost 20 Negative
Range Melee/Personal
Cooldown If Raw Talent Level < 4, then cooldown is 20–8cL:0 as Raw Talent Level varies from 1–4
Otherwise cooldown is 8–4cL:0 as Raw Talent Level varies from 4–5.
Travel Speed Instantaneous
Use Speed Spell
Description Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use Jumpgate: Teleport to instantly travel to the jumpgate, as long as you are within 13–18cTS tiles of it.

Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.

At talent level 4 (effective), you learn to create and sustain a second jumpgate.


Mind Blast
Mind blast.png
Game Version 1.7.4
Category Type Celestial
Category Twilight
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Activated
Cost 20 Negative
Range Melee/Personal
Cooldown 15
Travel Speed Instantaneous
Use Speed Spell
Description Let out a mental cry that shatters the will of your targets within radius 10, dealing [1]100cTSpD darkness damage and confusing (20–45%cTS to act randomly) them for a duration of 2–12cS as (0.05 * Cun + Talent Level) varies from 0–10 (maximum 10 turns).

The damage will improve with your spellpower and the duration will improve with your Cunning.


Shadow Simulacrum
Shadow simulacrum.png
Game Version 1.7.4
Category Type Celestial
Category Twilight
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Activated
Cost 30 Negative
Range 5
Cooldown 50
Travel Speed Instantaneous
Use Speed Spell
Description Creates a shadowy copy of a hostile target. The copy will attack its progenitor immediately and lasts for 1 + [3]10cTStD:Cun turns.

The duplicate has +50% darkness resistance, -50% light resistance, deals 50% less damage, and has life equal to a percentage of the target: 0–50%cL:90% as 0.1 * Cun * Talent Level varies from 0–50.

The duration and life scale with your Cunning.