| Cunning / Shadow magic | 2.00 |
| 1/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: 10
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You draw energy from the depths of the shadows.
While sustained, you regenerate 0.00 mana per turn, and your physical and spell attack speed increases by 0.0%. Shadow Feed
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Step through the shadows to your target, dazing it for 2 turns and hitting it with all your weapons for 120% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target. Shadowstep
| 0/5 |
| Cunning / Stealth | 2.00 |
Effective talent level: 2.0
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 25, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 8. Stealth
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When striking from stealth, the attack is automatically critical if the target does not notice you just before you land it.
Shadowstrikes do +0.00% damage versus a normal critical hit up to 3 grids away and then disminishes to 0% at distance 10.
These bonuses are guaranteed for spell and mind crits even if the target can see you before it hits. Shadowstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned how to be stealthy even when in plain sight of your foes. You may attempt to enter stealth regardless of how close you are to your enemies, but success is more likely against fewer opponents that are farther away.
Your chance to succeed is determined by comparing 0.00 times your stealth power (currently 0) to the stealth detection of all enemies (reduced by 10% per tile distance) that have a clear line of sight to you.
You always succeed if you are not directly observed.
If successful, all creatures currently following you will lose track of your position.
This also resets the cooldown of your Stealth talent. Hide in Plain Sight
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are able to perform usually unstealthy actions (attacking, using objects, ...) without breaking stealth. When you perform such an action while stealthed, you have a chance to stay hidden. Success is more likely against fewer opponents and is determined by comparing 0.00 times your stealth power (currently 0) to the stealth detection (reduced by 10% per tile distance) of all enemies that have a clear line of sight to you.
Your base chance of success is 100% if you are not directly observed, and good or bad luck may also affect it. Unseen Actions
| 0/5 |
| Technique / Bloodthirst | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by -1%, your life regeneration by 0.00 per turn, and your stamina regeneration by 0.00 per turn for 2 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 0.00 and 0.00 each turn, respectively. Bloodbath
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 127.2
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You enter a battle frenzy for 1 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain -2% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 0/5 |
| Corruption / Heart of Fire | 2.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 5
Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 39% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 100% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns. Burning Sacrifice
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 2 turns with a power of 16, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 0 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield. Fiery Aegis
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 0.11 health and 0.06 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 3 fire damage on spreading. Devouring Flames
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Restore yourself to full health, but take damage equal to the damage healed over 1 turns. This damage is split evenly among you and all burning enemies in radius 0. Damage you take is irresistable. Damage to enemies is fire damage. Blazing Rebirth
| 0/5 |
| Corruption / Spellblaze | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 8
Drain vim:
Range: 4
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash the fury of the Spellblaze, constantly draining your vim.
While this spell is active at most two meteors will fall near your per turn, dealing 3.00 physical and 3.00 fire damage in radius 2.
This spell disabled automatically on rest or run.
The effects increase with spellpower. Rain of Fire
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain vim cost: 25
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: When you block an attack the shock ripples through your attacker, spreading the force of the Spellblaze in its mind for 5 turns.
While affected the creature will suffer -5% chances to fail using talents and 0 reduced physical, mental and spell saves. Shattered Mind
| 0/5 |
| 0/5 |
| Psionic / Projection | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 1.3 Physical damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 1.3 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 13 physical damage and sending them flying.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Kinetic Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 1.3 Fire damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 1.3 Fire damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of thermal energy is released as a conical blast (radius 6) of superheated air. Anybody caught in it will suffer up to 13 fire damage over several turns.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once. Thermal Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 1.3 Lightning damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 1.3 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 3 nearby targets, doing up to 13.2 Lightning damage to each with a 50% chance of dazing them.
Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once. Charged Aura
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Psi cost: 33.6
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: Overcharge your psionic focus with energy for 0 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 1 enemies per turn, also increases the radius by 1.
A mindstar will attempt to pull in all enemies within its normal range.
A gem will fire an energy bolt at a random enemy in range 6, each turn for 7.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower. Frenzied Focus
| 0/5 |
| Psionic / Solipsism | 2.00 |
Effective talent level: 2.0
Use mode: Passive
Psi cost: 0
Description: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 28% of all damage you receive into Psi damage and 28% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 7.0% (2.4% from character level with the remainder further reduced by 4.6% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 20%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold. Solipsism
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You now substitute 10% of your Mental Save for 10% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 20%). Balance
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: For every percent that your Psi pool exceeds 98%, you gain 1% global speed (up to a maximum of +2%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 20%). Exceptional focus on this talent can suppress your solipsism threshold. Clarity
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each time you take damage, you roll 0% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 20%). Dismissal
| 0/5 |
| Spell / Enhancement | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 1.06 fire damage per melee attack and increasing all fire damage dealt by 0%.
Each hit will also regenerate 0.00 stamina.
The effects will increase with your Spellpower. Fiery Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 50.4
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Hardens your skin with the power of earth, reducing physical damage taken by 2% for 10 turns.
Damage reduction will increase with your Spellpower. Earthen Barrier
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Engulfs your hands (and weapons) in a sheath of lightning, dealing 0 lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by 0%.
Each hit will also regenerate 0.00 mana.
The effects will increase with your Spellpower. Shock Hands
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 75
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You concentrate on your inner self, increasing all your stats by 0.
The stat increase will improve with your Spellpower. Inner Power
| 0/5 |
| Technique / Magical combat | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Allows you to use a melee weapon to focus your spells, granting a 20% chance per melee attack to deliver a Flame, Lightning or Earthen Missiles spell as a free action on the target.
When using a shield the chance is reduced by one fourth.
When dual wielding or using a shield the chance is halved for each weapon.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not cooling down.
The chance increases with your Cunning. Arcane Combat
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 2.00 |
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.6
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Creates a globe of pure light within a radius of 2 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 7.73 light damage. Illuminate
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 5 light damage to the attacker.
The damage will increase with your Spellpower. Phantasmal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: The caster fades from sight, granting 2 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower. Invisibility
| 0/5 |
| Psionic / Absorption | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any physical/acid/nature/temporal attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.6 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Kinetic Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any fire/cold/light/arcane attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.6 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Thermal Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 10
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a shield that will absorb 1% of any lightning/blight/darkness/mind attack, up to a maximum of 4 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 97.6 points of damage absorbed, up to a maximum 2.0 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once. Charged Shield
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain psi cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Surround yourself with a forcefield, reducing all incoming damage by -40%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%. Forcefield
| 0/5 |
| Cursed / Gloom | 2.00 |
Effective talent level: 2.0
Use mode: Sustained
Range: 3
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 10% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: +3). Gloom
| 1/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower, or have an -1% chance to be crippled by fear for 3 turns, reducing damage they inflict by 12%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: +3). Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Each turn, those caught in your gloom must save against your Mindpower or have an -0.3% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +3). Dismay
| 0/5 |
| 0/5 |
| Celestial / Combat | 2.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Infuse your weapon with the power of the Sun, adding 7.0 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 4.
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. Weapon of Light
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Positive energy cost: 15.9
Range: 5
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: In a pure display of power, you project a ranged melee attack, doing 90% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 24% weapon damage.
The second strike chance (which increases with distance) is -1.1% at range 2 and -1.1% at the maximum range of 5.
The range will increase with your Strength. Wave of Power
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 10
Range: 10
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Your weapon attacks burn with righteous fury, dealing -620% of your lost HP as additional Fire damage (up to 13, Current: 0).
Targets struck are also afflicted with a Martyrdom effect that causes them to take -6% of all damage they deal for 4 turns. Weapon of Wrath
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain positive energy cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
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 -3. Second Life
| 0/5 |
| Technique / Dual weapons | 2.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have learned to block incoming blows with your weapons. When dual wielding, your defense is increased by 4.
The Defense bonus scales with your Dexterity. At talent levels higher than 5, you may parry melee attacks with your offhand weapon (except mindstars).
(You currently have a 0% chance to deflect up to 0 damage (0% of your offhand weapon damage) from approximately 0.6 melee attacks (based on your Cunning) each turn.) Dual Weapon Defense
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to hit the right spot, increasing your armor penetration by 4 when dual wielding.
The Armour penetration bonus will increase with your Dexterity. Precision
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: When dual wielding, increases attack speed by 0%, but drains stamina quickly (-6 stamina/turn). Momentum
| 0/5 |
| Cunning / Lethality | 2.00 |
Effective talent level: 2.0
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 3.81% greater chance to be critical hits, and your critical hits do 12.6% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You hit your target, doing 80% damage. If your attack hits, you gain 1 armour penetration for 0 turns.
The APR will increase with your Cunning. Deadly Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Range: melee/personal
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: For 3 turns, you put all your will into your blows, adding 23 physical power to each strike.
The effect will improve with your Cunning and Willpower stats. Willful Combat
| 0/5 |
| 0/5 |