| Wild-heart / Prudence | 1.10 |
Effective talent level: 0.0
Use mode: Passive
Description: Upon receiving damage from a visible, non-adjacent source, your attention will become fixated upon them for 2 turns.
While fixated, you will begin making efforts to evade and mitigate their attacks, receiving 0% less damage from them.
At talent level 4 or higher, you will also gain 0 Defense and Ranged Defense.
The highest ranked enemy will always take priority. Discretion
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Whenever you receive a physical effect from an enemy, you will grow wary of their craftiness, increasing your save against physical effects by 0.
After 3 turns of receiving no physical effects, the bonus will decrease by 10 each turn. Avoidance
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Natural Attacks: Random
Description: As long as you remain still, you will mark the closest, non-adjacent hostile targets you can see (0 per turn).
Whenever a mark becomes adjacent to you, you will automatically strike them with a 21% power attack, removing the mark and dazing them.
The applying power of the dazing is based on the higher of your accuracy or physical power. Vigilance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Upon receiving damage from an adjacent source, you will track who damaged you and how much life you had at that point.
Then, upon killing the source, you will be healed by 0.0% of the difference between your life now and when this effect started or 0.0% of your maximum life (whichever is higher).
The healing effect will diminish the further you are from the source when they die.
The lowest ranked enemy will always take priority. Triumph
| 0/5 |
| Ego / Serpent | 1.00 |
| 1/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You&039;ve cornered them.
You gain 0% of a turn (based on Cunning) whenever placing a Grapple, Pin, or Fear effect on an enemy.
You can only store up to 1 additional turn this way. Cruel Elation
| 0/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 1.10 |
Effective talent level: 1.1
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You ingest an untarnished object whole, eating it in such a way that it is not destroyed, and is instead placed into a special "Stomach" inventory.
Note, however, that the contents of your stomach cannot willfully be accessed and, upon death, you will immediately drop any items you have consumed.
Consuming Inscriptions will immediately unleash their effects, but they WILL be destroyed in the process.
You may consume Infusions, destroying them and increasing your maximum life by 1 to 5, and reducing corruption by 100 to 500 (each based on its tier.)
You may consume Runes, destroying them and increasing your maximum life by 1 to 5, and restoring 100 to 500 resources (based on resource type.)
You can currently consume up to tier 1 items. Consume
| 1/5 |
Effective talent level: 1.1
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Natural Attacks: Bash
Description: Clasp an object in your mouth, allowing you to equip an additional object.
The material level you are allowed to clasp is increased by your talent&AQUAMARINE Clasp
| 1/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Knowing that all the valuable treasure you have amassed is yours and yours only brings you great delight... And power. The more you have to protect, the harder you will fight to protect it!
Every 15 points of encumbrance caused by items you&GREENWHITEYELLOWLASTBLUEWHITELIGHT_REDWHITELIGHT_REDWHITELIGHT_BLUEWHITEYELLOWWHITEPURPLEWHITERED Treasure Hoarder's Will
| 0/5 |
| Wild-heart / Hydragon | 1.10 |
Effective talent level: 1.1
Use mode: Passive
Is: a mind power and a nature gift
Description: You can sprout some feral heads; their bite could tear anything that approaches apart in an instant.
They are necessary in order to use Feral Hydra talents, and in combat, Feral heads are relentless and efficient, unaffected by any offhand penalties.
Every 18 turns, you will generate a new Feral head, up to a maximum of 1. Feral heads will attempt to perform physical saves against stun and sleep effects.
You are granted 3 Physical Save for each head you currently have. The fifth talent point will not add a head, but will {*KEYWORD,absolutely} increase your Physical Save by 11. Three Bites
| 1/5 |
| 1/5 |
Effective talent level: 2.2
Use mode: Passive
Is: a mind power and a nature gift
Description: You can sprout some drooling heads; their acids are powerful enough to melt your foes down.
They are necessary in order to use Breath Hydra talents, and in combat, Drool heads are nimble and toxic, dealing either Acid, Poison, or Lightning damage and completely ignoring armor.
Every 16 turns, you will generate a new Drool head, up to a maximum of 2. Drool heads will attempt to perform spell saves against silence and fear effects.
You are granted 3 Spell Save for each head you currently have. The fifth talent point will not add a head, but will {*KEYWORD,absolutely} increase your Spell Save by 11. Three Breaths
| 2/5 |
Effective talent level: 1.1
Use mode: Passive
Is: a mind power and a nature gift
Description: You can sprout some deceiving heads; they look and act exactly like any one of your other heads.
They can seamlessly act as any other existing head, and in combat, Decoy heads are tricky and deceptive, imitating the attacks of your other heads.
Every 27 turns, you will generate a new Decoy head, up to a maximum of 1. Decoy heads imitate your other heads, sometimes being smitten instead of your real ones.
You are granted 2 Defense for each head you currently have. The fifth talent point will not add a head, but will {*KEYWORD,absolutely} increase your Defense by 6.
These heads are NOT essential and cannot be used to perceive the world. Three Triads
| 1/5 |
| Wild-heart / Regenerate | 1.30 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: You will recuperate for 0% of any bleeding you incur each turn, effectively undoing part of the damage caused.
Additionally, if you receive physical damage beyond 40% of your maximum life, it will cause a harmless, hygienic bleed (triggering the recuperation effect) that reduces the duration of your Poisons and Diseases by 1 each turn.
Deactivate: Convert all detrimental bleeding effects into a 12 turn recuperation effect.
The rate of recuperation improves with Constitution and, although this is not considered as healing, healing mod will affect the amount recuperated. Ceaseless Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain equilibrium cost: 10
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Upon receiving {*KEYWORD,intentional} physical damage, you will begin Recuperating, undoing 0% of the damage dealt over 18 turns. For other damage types (except Fire), you will only recuperate 4% of the damage dealt.
Additionally, while this is active, you will ALWAYS recuperate any damage you cause to yourself, regardless of intention.
Deactivate: Instantly heal for the remaining power of any active Recuperation effects.
The cooldown of this talent decreases with Constitution. Recuperate
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Every 10 points of {*KEYWORD,intentional} physical damage you receive will convert 9.2 stamina into 1.1 maximum life (up to 20; 30% of your maximum life) for 67 turns.
Other forms of damage (except Fire) will increase your maximum life every 100 points instead.
Upon reaching the maximum life value, you attain maximum mass, gaining 1 Size category and 0% resistance to all damage.
Additionally, while this is active, 0% of damage you cause to yourself will be recuperated over 10 turns.
(It will require a total of 547 stamina to attain maximum mass)
Splitting Wounds
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Is: a nature gift
Description: When damage would kill you, you instead fall unconscious, assuming a facade of death for 1 turns and holding on until your life falls below -3. While you are in this state, Recuperation will become 9% more effective, but you will no longer deal damage.
Upon your facade of death, you may deceive nearby enemies, causing them to completely forget about you. When Still As Death ends, all currently deceived foes will become dazed.
The death threshold scales on Willpower, the recuperation boost scales on Constitution, and the likelihood of deception is based on your Cunning vs their Cunning. Still as Death
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +5 Accuracy, +0 Sight Range
Active (6 turns): +27 See Stealth, +27 See Invisible Eagle Eyes
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +5 Physical Power, +0% Physical Critical Chance
Active (6 turns): +37 Armor Penetration Savage Strength
| 0/10 |
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 Physical Save, +18 Maximum Stamina
Active (3 turns): +123% Movement Speed, +55% chance to avoid traps Elusiveness
| 0/10 |
Effective talent level: 1.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses: First Discipline
Description: Passive: +8.00% Healing Mod, +1.5% Shrug Off criticals chance
Active (4 turns): Disinfect 5 poison(s) and/or wound(s); become 75% immune to further poisons/wounds. Lick Wounds
| 1/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 damage reduction on your turn, +0.04 equilibrium on hit
Active (6 turns): Reduce equilibrium by 11% of all damage received Tolerance
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +2 Defense, +0 Luck
Active (6 turns): Removes 0 to 1 random detrimental physical effects and all cross-tier effects Rabbit's Foot
| 0/10 |
Effective talent level: 0.0
Use mode: Activated
Ferocity cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a fury talent and a nature gift
Bonuses:
Description: Passive: +0 Maximum Life, -1 Size Category
Active (6 turns): Reduce all damage by 8 and "reverse" your Size Category Growing Bones
| 0/10 |