Darkside (category)

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Brutalize
Brutalize.png
Game Version 1.7.6
Category Type Celestial
Category Darkside
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Activated
Cost 10 Positive
Range Melee/Personal
Cooldown 6
Travel Speed Instantaneous
Use Speed Spell
Description Hits the target with your weapon, doing 30–60cTWD% damage. If the attack hits, the target is stunned for 3–7cTS turns and has their bleed resistance reduced by 50%.

The stun chance increases with your Physical Power.

It may not bleed, exactly, but you'll make it hurt.

Availability -


Lunacy
Lunacy.png
Game Version 1.7.6
Category Type Celestial
Category Darkside
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 curse feeds on the magic, which in turn is powered by the curse.

You gain a bonus to Spellpower equal to 25–50cTS:0.75P% of your Willpower.

You gain a bonus to Mindpower equal to 20–40cTS:0.75P% of your Magic.

Something is not quite right inside you. Your solar spells are somehow twisted, but your bloody rites make things clear as day.

Availability -


Flee the Sun
Flee the sun.png
Game Version 1.7.6
Category Type Celestial
Category Darkside
Requirements Level (8,9,10,11,12) Magic (28,30,32,34,36)
Use Mode Activated
Cost 25 Positive
Range 3–7cTS:0.5P
Cooldown 12
Travel Speed Instantaneous
Use Speed Spell
Description Fade into the darkness and reappear elsewhere within range %d. When you emerge from the shadows, you are accompanied by a bright flash, dealing [28]200cTSpD light damage to enemies in radius 1.

The damage will increase with your Spellpower.

Availability -


Final Sunbeam
Final sunbeam.png
Game Version 1.7.6
Category Type Celestial
Category Darkside
Requirements Level (12,13,14,15,16) Magic (36,38,40,42,44)
Use Mode Activated
Cost All Positive
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed Spell
Description Put all of your physical and magical might into one devastating attack.

Strike all adjacent enemies for 100–150cTWD% weapon damage and daze them (using your highest power) for 3 turns.


Using this talent consumes all of your Positive Energy and prevents you from generating positive energy for 5 turns.

Every point of positive energy increases the damage by 1–2cTS%.

Every 15 points of positive energy increase the radius by 1 (up to 10).

Availability -