Psionic
Updates to 1.0 forthcoming.Mindslayer talents-
Absorption
Only two shields may be sustained at once. Deactivating one triggers a spiked shield.
- Kinetic Shield: 30 psi, 20 cooldown, sustained, instant cast
Absorbs physical and acid damage. While sustained, it absorbs (50 + Cun[30])% of the damage, to a maximum of ([3 + (1 +Wil[1]) * 6.69 * talent] rescaled + focused channeling bonus) damage per attack. Regenerates psi at a rate of (2 + damage absorbed / [30 - (0.4 * gem level) - (2 * shield discipline level)]). When the sustain is stopped, it becomes a spiked shield for 5 turns that can fully absorb (75 * talent + regular shield strength * square root of regular shield strength) damage, and at (2 + 2 * damage absorbed / [30 - 0.4 * gem level - 2 * shield discipline level]) psi generation.
- Thermal Shield: 30 psi, 20 cooldown, sustained, instant cast
Absorbs cold and fire damage. While sustained, it absorbs (50 + Cun[30])% of the damage, to a maximum of ([3 + (1 +Wil[1]) * 6.69 * talent] rescaled + focused channeling bonus) damage per attack. Regenerates psi at a rate of (2 + damage absorbed / [30 - (0.4 * gem level) - (2 * shield discipline level)]). When the sustain is stopped, it becomes a spiked shield for 5 turns that can fully absorb (75 * talent + regular shield strength * square root of regular shield strength) damage, and at (2 + 2 * damage absorbed / [30 - 0.4 * gem level - 2 * shield discipline level]) psi generation.
- Charged Shield: 30 psi, 20 cooldown, sustained, instant cast
Absorbs lightning and blight damage. While sustained, it absorbs (50 + Cun[30])% of the damage, to a maximum of ([3 + (1 +Wil[1]) * 6.69 * talent] rescaled + focused channeling bonus) damage per attack. Regenerates psi at a rate of (2 + damage absorbed / [30 - (0.4 * gem level) - (2 * shield discipline level)]). When the sustain is stopped, it becomes a spiked shield for 5 turns that can fully absorb (75 * talent + regular shield strength * square root of regular shield strength) damage, and at (2 + 2 * damage absorbed / [30 - 0.4 * gem level - 2 * shield discipline level]) psi generation.
- Absorption Mastery: 15 psi, (120 - 12 * talent) cooldown, instant cast
Projection
Only two auras may be active at one time. Deactivating one gives you the option to "spike" it, costing energy to unleash an attack. You may deactivate it without spiking by targeting yourself when prompted. They deal normal damage in a radius of one at the end of every normal speed turn, so they can hit enemies you are chasing, but not ones you are running from (info from b21).
- Kinetic Aura: 30 psi, 15 cooldown, sustained
While sustained, deals ([10 + (1 +Wil[1]) * 5.15 * talent] rescaled + focused channeling bonus) physical damage. Drains (damage / [10 + gem level + aura discipline level]) psi. Can be spiked, costing (30 - 2 * gem level) psi. The spike is a beam with range (6 * reach talent bonus) hitting for (40 + 10 * talent * square root of aura strength) physical damage, and (3 + talent, rounded down) knock back.
- Thermal Aura: 40 psi, 15 cooldown, sustained
While sustained, deals ([10 + (1 +Wil[1]) * 5.15 * talent] rescaled + focused channeling bonus) fire damage. Drains (damage / [10 + gem level + aura discipline level]) psi. Can be spiked, costing (40 - 2 * gem level) psi. The spike is a cone with radius (6 * reach talent bonus) hitting for (40 + 10 * talent * square root of aura strength) fire damage over ??? turns.
- Charged Aura: 50 psi, 15 cooldown, sustained
While sustained, deals ([10 + (1 +Wil[1]) * 5.15 * talent] rescaled + focused channeling bonus) lightning damage. Drains (damage / [10 + gem level + aura discipline level]) psi. Can be spiked, costing (50 - 2 * gem level) psi. The spike is chain lightning with range 10 beaming between (1 + gem level + 0.5 * talent, rounded down) targets for (40 + 10 * talent * square root of aura strength) lightning damage each.
- Projection Mastery: 15 psi, (120 - 12 * talent) cooldown, instant cast
Psi-Fighting
- Telekinetic Smash: 10 psi, 10 cooldown
Attacks for (180-300)% mainhand weapon damage. Substitutes Willpower and Cunning for Strength and Dexterity for this attack. Will also hit with Conduit damage, if applicable.
- Augmentation: 10 psi, sustained
Increases Strength by (talent * Willpower * 0.05, rounded down) and Dexterity by (talent * Cunning * 0.05, rounded down).
- Conduit: sustained
Adds (100 + 20 * talent)% of your active aura's damage to your telekinetically wielded weapon. Places channeled auras on cooldown until conduit is deactivated.
- Frenzied Psifighting: 30 psi, 20 cooldown, (3, 6, 9, 12, 15) duration.
Focus
- Mindlash: 15 psi, (15 - gem level) cooldown, (5 * reach talent bonus) range
Hits a target for ([6 + (1 +Wil[1]) * 39.8 * talent] rescaled * [1 + 0.3 * gem level]) physical damage.
- Pyrokinesis: 20 psi, (20 - gem level) cooldown, (5 * reach talent bonus) radius
Hits all in range for ([21 + (1 +Wil[1]) * 42.2 * talent] rescaled * [1 + 0.3 * gem level]) fire damage over 10 turns.
- Reach: passive
Increases the range/radius of many skills by (previous range * [0.02 * gem level * talent] rounded down, with a maximum of 10). Leech skills are rounded up instead of down.
- Focused Channeling: passive
Augmented Mobility
- Mindhook: 20 psi, ([20 - 2 * talent], rounded up) cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Pulls the target next to you.
- Quick as Thought: 30 psi, 80 cooldown, (10 + Wil[10]) duration
Increase movement speed by (talent * 10)%
- Telekinetic Leap: 10 psi, 15 cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Leap to a location in line of sight.
- Shattering Charge: 60 psi, 10 cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Voracity
- Kinetic Leech: (22, 19, 16, 13, 10) cooldown, ([2 * reach talent bonus] rounded up) range
Slows targets by (10 + 3 * talent)% for 4 turns, regaining (3 + talent * [1 + Wil(1)]) psi per target hit.
- Thermal Leech: (22, 19, 16, 13, 10) cooldown, ([1 * reach talent bonus] rounded up) range
Freezes targets for ([1 + 0.5 * talent], rounded up) turns, regaining (4 + talent * 1.18 * [1 + Wil(1)]) psi per target hit.
- Charge Leech: (22, 19, 16, 13, 10) cooldown, ([2 * reach talent bonus] rounded up) range
Hits targets for between (1.05 * [28 + mindpower] * talent modifier) rescaled lightning damage and 1/3 as much, dazing for ??? turns and regaining (5 + talent * 1.33 * [1 + Wil(1)]) psi per target hit.
- Insatiable: passive
+ (10, 20, 30, 40, 50) maximum psi capacity.
Finer Energy Manipulations
- Perfect Control: 15 psi, 100 cooldown, (6, 7, 8, 9, 10) duration
Increases attack by (talent * [1 + Cun(8)] + 15, rounded up) and physical crate chance by 1/2 as much.
- Reshape Weapon: 1 cooldown
Improves any weapon by (3 + [1 + Wil(1)] * 2.08 * talent) rescaled accuracy and physical power.
- Reshape Armor: 1 cooldown
Improves any armor by (0.1 * [50 + (1 + Wil[1]) * 14.4 * talent]rescaled, then rounded down) fatigue, and adds (1/4 as much, rounded down) armor. Works on cloaks, belts, gloves, boots, helmets, shields, and body armor.
- Matter is Energy: 50 cooldown, (3 + 2 * gem level used) duration
Mental Discipline
- Aura Discipline: passive
Aura cooldowns reduced by (1, 2, 3, 4, 5), +(talent) damage required to lose a point of psi from aura damage.
- Shield Discipline: passive
Shield cooldowns reduced by (2, 4, 6, 8, 10), -(2 * talent) damage required to gain a point of psi from shield damage absorption.
- Iron Will: passive
+ (10, 20, 30, 40, 50) stun resistance, +(6, 12, 18, 24, 30) mental saves.
- Highly Trained Mind: passive
+ (2, 4, 6, 8, 10) Willpower and Cunning.
Grip
Solipsist talents-
Distortion
Dream Smith
Psychic Assault
Slumber
Solipsism
Thought forms
Dreaming
- Sleep: 5 psi, 7 range, (9 - raw talent) cooldown
Puts target in a radius of (1 + talent/4 rounded down) to sleep for (2 + talent/3 rounded up) turns. Contagious at talent level 5.
- Lucid Dreamer: 20 psi, sustained, 12 cooldown
Slip into lucid dream. Consider sleeping, but can still act, immune to insomnia, inflict more damage to Insomniac targets, gain bonus to saves.
- Dream Walk: 10 psi, 7 range, 10 cooldown
Walk through the dream world, appearing near target location (radius 7 - talent). If target is sleeping, appear as close as possible instead.
- Dream Prison: 40 psi, sustained, 7 range