| Spell / Storm Channeling | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You surround yourself with supernatural winds, granting you resistance to the forces of the storm and freedom of movement. While sustained, you increase your Lightning Resistance by 2%, your Stun and Pin Resistance by 1%, and your Lightning Resistance Cap by 0%. You also slow incoming projectiles by 1%. Resistances and projectile slowdown scale with Dexterity. The defensive style of a Storm Knight favors avoiding, rather than resisting, direct physical attacks, so you also take a -0% penalty on your Physical resistance and caps.
The sustain cost of this talent increases with Dexterity and talent levels. Embrace the Storm
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You move and fight like the wind. While this talent is sustained, you gain 1% crit chance (physical and spell) and 4% movement speed. These bonuses scale with Dexterity.
The sustain cost of this talent increases with Dexterity and talent levels. Storm Skirmisher
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You avoid attacks with lightning speed, gaining a 1 bonus to Defense. At raw talent level 3, you are so fast that while on the move you can potentially dodge attacks from even the most skilled of enemies, receiving a 1% evasion chance for 0 turns every time you move. At raw talent level 5, you are fast enough to use the cover afforded by enemies to avoid even undodgeable attacks, receiving a 0% chance to negate all damage from any given attack for 0 turns any time you move into a tile adjacent to at least one enemy and increasing the evasion bonus by 2% per such enemy. Effects scale with Dexterity.
Thanks to your speed and ability to use air magic to control your momentum, the evasion and damage negation chances apply even if the movement was forced or from a talent.
Your skill at avoiding attacks also allows you to turn them to your benefit. Starting at raw talent level 2, you gain a 1% chance to counter attack for 22% damage any time a melee attack misses you. At raw talent level 4, you have an equal chance to deflect projectiles to an adjacent square, and when a melee attack misses you you also have a chance to maneuver the enemy into attacking a different, adjacent enemy (if any).
The sustain cost of this talent increases with Dexterity and talent levels. Lightning Dodge
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.00 |
| 0/5 |
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| Cursed / Slaughter | 1.00 |
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| Demented / Void | 1.00 |
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| Technique / Rending | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Range: 8
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Focus your will to project an attack through the ground, striking all foes in a beam with an attack for 80% damage and attempting to knock them back 2 tiles. Targets nearer to you may be struck more than once if they are knocked back.
The attack will also rupture the ground, leaving a jagged terrain which will cause hostile actors in the area to bleed for 12.0 damage over a few turns. Bleeding damage increasses with Willpower and can stack. You are highly nimble and step with care, allowing you to avoid the bleeding effect.
If the attack strikes a target afflicted with Enervate it will also rend their armor, reducing armor hardiness by 5% for 3 turns, to a minimum of 0%. Hardiness reduction increases with Willpower and chance to apply the status increases with Accuracy.
You strike with precision, avoiding any friendly targets in the area. Each hit counts as a melee attack for the purpose of on-hit effects.
Each point in Rending talents will increasse your Physical Power by 3.0. Current bonus: 0.0 Earth Render
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 16
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Project an explosive attack dealing 100% damage to each target in a cone of radius 1 .
All targets hit by the attack will be weakened for 2 turns, reducing Physical resistance by 10%. The power of the status increases with Willpower.
If the attack strikes a target afflicted with Enervate, the force of the blow will resonate with their depleted essence, creating an echo of the first strike dealing 33% damage per stack of the effect.
You strike with precision, avoiding any friendly targets in the area. Each hit counts as a melee attack for the purpose of on-hit effects.
Each point in Rending talents will increasse your Physical Power by 3.0. Current bonus: 0.0 Aura Blast
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Range: 2
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Project a barrage of strikes each dealing 100% damage, in an area of radius -1 up to 2 tiles away.
All targets hit by the attack will have a chance to become destablized for 1 turns. This will set up the target, increasing your chance to score a crit against them by 2% and reducing their saves by 2 each. Chance to apply the status improves with Accuracy.
If the attack strikes a target afflicted with Enervate, the force of the blow will resonate with their depleted essence, creating an echo of the first strike dealing 50% damage per stack of the effect.
You strike with precision, avoiding any friendly targets in the area. Each hit counts as a melee attack for the purpose of on-hit effects.
Each point in Rending talents will increasse your Physical Power by 3.0. Current bonus: 0.0 Far Fist
| 0/5 |
| Steamtech / Psytech gunnery | 1.00 |
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| 0/5 |
| Technique / Bloodthirst | 1.00 |
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| Technique / Two-handed weapons | 1.00 |
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| Spell / Air | 1.00 |
| 0/5 |
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| Technique / Pugilism | 1.00 |
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| Celestial / Twilight | 1.00 |
| 0/5 |
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| Spell / Earth | 1.00 |
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| Chronomancy / Timeline Threading | 1.00 |
| 0/5 |
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| 0/5 |
| Spell / Phoenix Ascendance | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your blood burns with solar fire and glorious power. Increases Fire and Light Resistance by 3% and Blind and Fear Resistance by 2%, scaling with Strength. Also increases Fire and Light Resistance Cap by 0%. However, intense cold can suppress your inner fires - you take a -0% penalty on your cold resistance and cold resistance cap.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Heart
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The iconic power of the phoenix is its ability to rise anew from the ashes. Phoenix knights emulate this power with potent regenerative abilities. While sustained, this talent raises your life regeneration by 0.47 and your healing modifier by 2%. These values increase with Strength.
The sustain cost of this talent increases with Strength and talent levels. Phoenix Blood
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The glory of the phoenix sleeps in your soul, causing regeneration to occur fast enough to instantly close minor injuries as they are inflicted; whenever you take damage, you instantly heal 0 life, up to a maximum equal to the damage dealt. Note that your Healing Modifier will apply to the damage healed, but the maximum healing is counting your Healing Modifier (in other words, you can& Phoenix Soul
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain mana cost: 1.6
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: The glory of the phoenix slumbers within you, building up as you do battle until you unleash its full force upon your foes. While this talent is sustained, if your first attack of the round fails to trigger Eldritch Combat, your eldritch combat chance increases by 0% and your fallback damage increases by 1%. These effects stack with each failure and reset on a successful trigger. Values scale with Strength.
In addition, your critical multiplier is increased by 2%. Glory Rising
| 0/5 |
| Corruption / Brutality | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Gifts | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Psi cost: 5
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Projects an astral copy of you to the designated location that lasts for 2 turns.
The copy can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature or object in a 0 range around it. It does not require light to do so but it can not see through walls.
Projecting does not take a turn. Only one astral projection can exist at any given time.
At raw talent level 2, it will map an area equal in size to its sight radius.
At raw talent level 3, it will also detect traps. You will now sense characters, objects, and traps around you (with the same radius).
At raw talent level 4, you now map the terrain around you.
At raw talent level 5, if you target a character of rank elite or lower who you can already see, your projection possesses that target outright, controlling its actions for the duration.
This talent can be triggered by Eldritch Combat. When it is, you channel your astral projection internally, targeting yourself. This helps you concentrate, instantly lowering the cooldown of up to 1 talents by 1 turns. Astral Projection
| 0/5 |
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| Wild-gift / Earthen power | 1.00 |
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| Technique / Throwing knives | 1.00 |
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| Steamtech / Automation | 1.00 |
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| Celestial / Crusader | 1.00 |
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| Wild-gift / Oozing blades | 1.00 |
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| Corruption / Blight | 1.00 |
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| Spell / Arcane Expertimentation | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You may push the boundaries of magic, but you make sure to do so safely. Your various arcane safeguards provide you with 2% Arcane, Temporal, and Blight resistance, and 0% Arcane, Temporal, and Blight resistance caps. Further, your control of magic enables you to potentially cast spells with will alone, translating into a 1% resistance to silence effects. Resistances scale with Willpower. However, your experimental approach to magic causes some disruption to the natural world, which returns the favor when it gets the chance. Your Nature Resistance and cap is reduced by 0%.
The Aether Permeation talent interacts with your safeguards...differently. If you know that talent, this talent only provides a quarter the normal Arcane resistance. But the other three quarters become Arcane affinity. Experimental Safeguards
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You use your magic to manipulate probability to your benefit. While this talent is sustained, your Luck increases by 1, you Accuracy and Defense by 1, and your chance to both crit (with attacks and spells) and ignore physical crits by 0%. Values scale with Willpower. Fiddling With Chance
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You&039;t have a subject to work on will reduce the amount of time until the effect can trigger again. The effect is determined randomly, but weighted by which will be most useful at the time.
Tip: When the effect triggers, it will come with a burst of harmless temporal energy. If you gain free movement, this energy will be green. If you sustain beneficial effects, cyan. If you reduce detrimental effects, red. If you cool down talents, yellow. If you gain time, white. Messing With Time
| 0/5 |
| Steamtech / Dread | 1.00 |
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| Chronomancy / Matter | 1.00 |
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| Corruption / Torture | 1.00 |
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| Spell / Shades | 1.00 |
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| Steamtech / Furnace | 1.00 |
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| Cunning / Trapping | 1.00 |
| 0/5 |
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| Wild-gift / Higher draconic abilities | 1.00 |
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| Corruption / Scourge | 1.00 |
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| Spell / Phoenix Light | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: 5
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You give a piercing cry of challenge as phoenix wings flash from your back - and carry you into battle. If you wish, you can target an enemy in range 5 when using this talent, flying instantly into melee range with it. If you don&039;t move and enemies will be pulled towards you rather than automatically moving around you. Shriek of Challenge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You invoke cleansing flames over the target, removing 0 negative effects. This can crit.
At raw talent level 3, this spell no longer takes time to cast.
This spell can be triggered by Eldritch Combat. Fires of Cleansing
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 50
Mana cost: 100
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a massive blast of solar fire. This deals 33 solar fire damage and destroys projectiles in a radius of 4, and is so intense that it destroys all removable terrain and ends all map effects in a radius of 2. Any target brought below 20% life by this attack may be instantly killed.
This spell can be triggered by Eldritch Combat. Phoenix Burn
| 0/5 |
| Demented / Slow death | 1.00 |
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| Chronomancy / Threaded Combat | 1.00 |
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| Wild-gift / Summoning (melee) | 1.00 |
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| Steamtech / Sawmaiming | 1.00 |
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| Spell / Storm | 1.00 |
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| Demented / Timethief | 1.00 |
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| Demented / Disfigured face | 1.00 |
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| Chronomancy / Gravity | 1.00 |
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| Demented / Friend of the worm | 1.00 |
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| Spell / Phantasm | 1.00 |
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| Corruption / Rot | 1.00 |
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| Spell / Fire | 1.00 |
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| Spell / Advanced necrotic minions | 1.00 |
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| Cunning / Lethality | 1.00 |
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| Cunning / Artifice | 1.00 |
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| Celestial / Star fury | 1.00 |
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| Spell / Undead drake | 1.00 |
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| Psionic / Solipsism | 1.00 |
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| Corruption / Fearfire | 1.00 |
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| Chronomancy / Temporal Combat | 1.00 |
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| Psionic / Focus | 1.00 |
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| Technique / Unarmed discipline | 1.00 |
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| Spell / One With the Sea | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.3
Sustain mana cost: 0.7
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You are infused with the life-giving power of water. Increases Cold and Nature Resistance by 2%, Poison, and Disease Resistance by 1%. Also increases Cold and Nature Resistance Cap by 0%. At raw talent level 3, you gain water breathing. Resistances scale with Cunning. However, your sensitivity to the flow of life leaves you somewhat more susceptible to life-draining attacks, reducing Blight Resistance and Cap by 0%.
The sustain cost of this talent increases with Cunning and talent levels. Element of Life
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.3
Sustain mana cost: 0.7
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You draw deeply from your strength of spirit. While this talent is sustained, your maximum life increases by 6, and your Eldritch Body&039;t be affected multiple times in the same round.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Drink Deep
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.3
Sustain mana cost: 0.7
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your defensive power flows in a constant stream. While this talent is sustained, you don&039;s damage reduction counts incoming damage as 1 higher when calculating its damage mitigation.
In addition, you now have access to a pool of points called flow. Your flow naturally settles at a total of 1 - each turn it moves one closer to that total. You also have a 2% chance of gaining one flow each time you spend a Drink. When you take damage, you automatically spend up to one flow per 1 damage received to negate that much damage. When you suffer a detrimental effect, you automatically spend up to 0.4 flow per turn of duration to reduce the duration by that much (effects with especially high durations are reduced more per point of flow). When you move, it is at the cost of flow rather than time if enemies are in sight.
Most of the above values increase with Cunning. The sustain cost of this talent increases with Cunning and talent levels. Go With The Flow
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| Spell / Meta | 1.00 |
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| Technique / Sniper | 1.00 |
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| Cursed / Darkness | 1.00 |
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| Spell / Frost alchemy | 1.00 |
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| Demented / Path of horror | 1.00 |
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| Technique / Archery prowess | 1.00 |
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| Psionic / Thermal mastery | 1.00 |
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| Steamtech / Avoidance | 1.00 |
- Automated Cloak Tessellation
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- Embedded Restoration Systems
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| Psionic / Augmented striking | 1.00 |
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| Spell / Eldritch stone | 1.00 |
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| Psionic / Nightmare | 1.00 |
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| Spell / Fire alchemy | 1.00 |
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| Psionic / Absorption | 1.00 |
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| Technique / Finishing moves | 1.00 |
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| Steamtech / Bullets mastery | 1.00 |
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| Cursed / One with shadows | 1.00 |
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| Steamtech / Battle machinery | 1.00 |
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| Wild-gift / Eyal's fury | 1.00 |
| 0/5 |
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| Spell / Necrotic minions | 1.00 |
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| Corruption / Spellblaze | 1.00 |
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| Spell / Deeprock | 1.00 |
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| Spell / Terramancy | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Only great forces can erode the waiting earth. Activating this talent takes no time and has no cost, but doing so depletes a full turn of energy, regardless of your current speeds. You stand strong against your foes, awaiting your opportunity. For one turn, you get 9% resist all, 5% resist all cap, and 13% new effect reduction.
At raw talent level 2, you also recover 0 stamina, 0 mana, and 0 life, and pull all enemies in a radius of 0 0 tiles closer, drawing their attention in the process.
At raw talent level 3, all of your detrimental effects have their durations lowered by 1, and 0 talents cool down an additional turn.
You may only activate this talent when enemies are in sight, unless you are blind (in which case it& Tectonic Patience
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You tap into the impassive powers of the mountain to protect yourself from negative effects. Over the next 0 turns, you can outright ignore up to 1 physical effects. At raw talent level 3, you can also ignore magical effects. At raw talent level 5, you can also ignore mental effects. Effects blocked can crit. This spell can be triggered by Eldritch Combat. Impassive Mountain
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You entomb the targets in the earth for 1 turns, removing them from play and leaving an undiggable stone wall in their place. This spell is resisted by Defense rather than Spell Resist (since the target has to dodge out of the way of the earth rising up to entomb it), and the cross-tier effect leaves the target off-balance rather than spellshocked. You may affect up to 0 total points worth of targets. Critters cost 1 point, Normals 4, Elites 9, Rares 16, Bosses 25, and Elite Bosses 36. Points affected can crit.
This talent can be triggered by Eldritch Combat, in which case targets will be chosen at random from among enemies in range, and targets will be encased in crystal (effectively Frozen) rather than entombed in walls. This version checks stun resistance. Entomb
| 0/5 |
| Psionic / Psionic fog | 1.00 |
| 0/5 |
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| Demented / Entropy | 1.00 |
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| Demented / Rift | 1.00 |
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| Chronomancy / Blade Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Oblivion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Transcending | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Through force of will, transcend the physical realm and reach out to influence your foes on a spiritual level, targeting an enemy up to -4 tiles away.
If the target is afflicted with Enervate, you will cause their depleted energy to resonate with those around them, spreading the effect to all hostile targets within 4 tiles.
Otherwise, the target will be afflicted with 3 stacks of Enervate for 4 turns. Because you are directly manipulating their spiritual energy, this cannot be resisted.
This will also allow the effect to stack up to 6 times, and each stack will reduce movement speed by 7.4% .
Each point in Transcending talents will increase your Global Speed by 0.80%. Current bonus: 0.00% Exhaust
| 0/5 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 48
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Through force of will, transcend the physical and project your spirit out of your body to assail all near-by enemies.
For 3 turns you will be unable to act, your resistance to all damage is increased by 50% , your damage resistance caps are all increased by 25%, and the duration of new status ailments will be reduced by 50%.
Each turn you will attack every foe within 8 tiles twice, with a melee attack dealing 35% damage with each strike.
Each point in Transcending talents will increase your Global Speed by 0.80%. Current bonus: 0.00% Transcend
| 0/5 |
| Steamtech / Elusiveness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.00 |
- Transcendent Electrokinesis
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Chronophage | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Healing Waters | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down cleansing waters on the target, removing 0 detrimental physical effects, and blocking another 0 others over the next 5 turns. This effect can crit. At raw talent level 3, you can also affect mental effects. At raw talent level 5, you can also affect magical effects. At raw talent level 3, this talent takes no time to use.
If the target has no detrimental conditions, you gain 1 flow. If the target is already blocking status, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Cleansing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: 2000% of base
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down pure waters on the target, healing it 12 life, and regenerating another 2 per turn for the next five turns. A crit will boost the heal value and the regeneration duration. At raw talent level 3, this talent takes no time to use.
If the target is at maximum life, you gain 1 flow. If the target is already regenerating, you gain that many drinks.
This spell can be triggered by Eldritch Combat. Pure Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: 5
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You move instantly up to 5 squares, flowing around anyone in your way. Your flowing movement gives you momentum; for the next 2 turns, you can move up to 1 times per turn without spending time, though each free movement also lowers the duration by 1. Free moves are discounted based on your movement speed and the number of them can crit.
If this talent is triggered by Eldritch Combat, then rather than instantly moving you gain 1 flow. If you are already moving freely, you gain that many drinks.
This talent can be triggered by Eldritch Combat. Flowing Waters
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 5
Fixed Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down invigorating waters on the target, instantly cooling down 1 talents of level 1 or lower, and causing such talents to cool down twice as fast for the next 5 turns.
If none of the target&039;t be reduced. Rising Waters
| 0/5 |
| Corruption / Blood | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.00 |
- Circle of Shifting Shadows
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Body | 1.00 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain psi cost: 0.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Your mind is an impervious fortress, and your telekinesis reinforces your grip. While sustained, you increase your Mind Resistance by 3%, your Confusion, Sleep, and Disarm Resistance by 2%, and your Mind Resistance Cap by 0%. However, channeling your inner magic through your mind in this way leaves you somewhat vulnerable to overloads of arcane energy, lowering your Arcane resistance and cap by 0%. Resistances scale with Magic.
The sustain cost of this talent increases with Magic and talent levels. Fortress of Will
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain psi cost: 0.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You are able to apply the principles of mind over matter to your own body, using mental exertion to overcome physical frailty. Every turn that you begin with a different amount of psi than you had last turn, you take difference as a percentage of your maximum, multiply it by 54%, and heal that percentage of the difference between your current and maximum life (this has a maximum of 15, although in practice it is unlikely to ever reach the maximum for PCs). So essentially, each five psi you spend or recover heals 3% of your missing life. Each time you heal due to spending (not recovering) psi, you also reduce the current duration of all physical detrimental effects by 1.
At raw talent level 3, you begin applying principles of mind over magic. This recovery also applies to your mana, if you have any, and the duration reduction applies to magical effects.
At raw talent level 5, the power of your mind is such that it reigns triumphant even over your own mental limits. Any turn that you begin with less psi than you had last turn, you recover 1% of the difference. In addition, the duration reduction now also applies to mental effects.
Of course, these principles also lend themselves nicely to achieving mental supremacies over your foes. Your Mindpower is increased by 1.
The sustain cost of this talent increases with Magic and talent levels. Biokinesis
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain psi cost: 0.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: You have expanded the reach of your mind. A constant zone of telepathic scanning and tactile telekinesis offers you a superior sense of your surroundings, automatically detecting characters and terrain within a radius of 1 while this talent is sustained and increasing ability to see stealthed and invisible creatures by 2.
In addition, you can now wield your weapons psychically rather than physically - you can both wield them telekinetically to strike your foes, or project them as telepathic illusions that attack your opponent&039;s radius with your wielded weapons, dealing 8% damage as your current psychic damage type. Your weapon attacks from behind, forcing the target one tile towards you.
See Stealth and See Invisibility. The sustain cost of this talent increases with Magic and talent levels. Mental Reach
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.8
Sustain psi cost: 0.4
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a mind power
Description: Your combination of physical and psychic attacks leaves your foes disoriented and unable to defend. Any time you deal telekinetic damage to an opponent, that opponent takes a -2 penalty on its mind save and -2% on its Stun, Disarm, and Pin immunities for 1 turns. Any time you deal telepathic damage to an opponent, that opponent takes equal penalties on its physical save and its Confusion, Silence, and Sleep immunities. Repeat hits reset the duration. The opponent resists this effect with its Spell save.
In addition, whenever you take a hit for more than 24% of your max life, you channel your pain outward in a burst of psychic energy to a radius of 1, lashing out with pain-fueled telekinesis or inflicting your own pain upon your foes. Either way, this potentially stuns all enemies in the area for 1 turns. However, since this is a pain-based effect, the pain-lessening effect of a wild infusion prevents it. If a given target is already stunned, you are able to breach its mental defenses to absorb its psychic energy, recovering up to 1 turns worth of psi and stamina; lower-rank targets refund less. If you are currently under the effects of Eldritch Surge, you recover one-fourth as much psi (but this is counting the boost from Eldritch Surge), but never less psi than you recover stamina.
Penalties and life percentage scale with Magic. The sustain cost of this talent increases with Magic and talent levels. Psychic Combat
| 0/5 |
| Psionic / Kinetic mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Fire | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of solar fire, dealing 7 damage to all targets in a line. Damage improves with your Spellpower. At talent level 3, targets will also be set on fire, burning for 1 damage per turn for 1 turns.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
Phoenix Fire talents can be used to lay down Wildfire.
This spell can be triggered by Eldritch Combat. Solar Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of solar fire, dealing 8 damage in a radius 3 cone. Damage improves with your Spellpower. At talent level 3, the solar flames stoke the spirit of yourself and any allies within, increasing current and maximum life by 8 for 1 turns (temporary life is lost first).
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of solar fire, dealing 9 damage to all in a radius of 2. Damage improves with your Spellpower. At talent level 3, you unleash cleansing fires that remove 1 detrimental effects from allies in the area.
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of solar fire, dealing 9 damage to all in a radius of 1. Damage improves with your Spellpower. At talent level 3, you combine healing light with your solar flames, damaging foes normally, but healing any allies in the area for 9 life.
Area increases with talent level.
Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.
This spell can be triggered by Eldritch Combat. Solar Blast
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm Walker | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Summon up a rush of wind to hasten your movements. This allows you to move up to 2 times per turn as a free action for the next 0 turns, but each movement also lowers the duration by one turn. Duration can crit, and both the number of free movements and the duration scale with your movement speed. At raw talent level 3, the summoned winds will also free you of pins and dazes. At raw talent level 5, it will also free you of slows. You may act normally between your free moves.
When you learn this talent, you will also learn the Wind Whisk talent, which allows you to spend free moves to instantly move others.
This talent can be triggered by Eldritch Combat. Wind Stride
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You fly at your target and attack with a blow that resounds with a clap of thunder. If the attack hits, you detonate a blast of thunder with a radius of 0, dealing 3 damage (half lightning, half physical) and stunning enemies within for 1 turns.
This talent can be triggered by Eldritch Combat - when it is, it simply triggers the thunder blast, which deals double normal damage. Thunder Charge
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 5
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You race about the battlefield, striking all opponents in a radius of 2 for 54% weapon damage, and then ending your movement in a chosen location in a range of 5 from your starting point. The damage multiplier is modified by your attack speed (included in the above percentage).
This talent can be triggered by Eldritch Combat. In this case you end your dance in your starting position. Zephyr Dance
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Agile Combatant | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 24
Range: 2
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: With a sudden burst of speed, you quickly dash to an empty space up to 2 tiles away. You are highly agile, moving over, under or around anyone in your way and striking each foe you pass with an unarmed blow for 75% damage. The suddenness of the attack has chance to daze any target hit for 1 turns.
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Swift Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You move with purpose around the field of combat, gaining a tactical advantage each time you re-position.
Each step you take will regenerate 0.00 stamina and have a -13% chance to reduce the remaining cooldown of one random technique by one turn, up to once per turn.
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Tactical Positioning
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You move with unmatched grace, and are not easily hindered in your stride.
Your resistance to stun, pin, and knockback effects is increased by -4% .
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Unhindered Movements
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Remaining flexibe allows you to reduce the effecetiveness of enemy attacks. While wearing leather or lighter armor you will gain 0.1 Armor. Additionally, all projectiles targeting you are effectively slowed by -2% as you react to them with unparalleled deftness. Armor bonus improves with Defense.
Each point in Agile Combatant talents will increase your movement speed by 3.0%. Current bonus: 0.0% Nimble Defender
| 0/5 |
| Chronomancy / Timetravel | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terrakinesis | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a bolt of earth magic, dealing 7 damage to all enemies in a line, half physical, half nature. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, this spell will also dig through terrain. Any enemies who were not previously aware of you when you destroy terrain in this way are surprised by your dynamic entry, losing a turn.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of earth magic, dealing 8 damage in a 3 radius cone. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, the cone coats your foes in thick, hardening mud for 0 turns which lower both the global and movement speeds of enemies within by 0%.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of earth magic, dealing 9 damage to all in a radius of 2. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, the burst leaves behind an area of verdant soil for 0 turns; you and any allies within are healed for 1 life and recover 1 damage shield power each turn (if you don& Earth Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of earth magic, dealing 9 damage to all in a radius of 1. Damage improves with your Spellpower, and the physical portion is subject to armor. At raw talent level 3, this rending blast of earth causes a tremendous earthquake that stuns foes within (as long as they are on the ground) for 1 turns.
Area increases with talent level.
Your control over the earth ensures no allies in the area will come to harm.
This spell can be triggered by Eldritch Combat. Earth Blast
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Martial Arts | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Description: Increases Physical Power by 0, and increases all unarmed damage by 0% and will also allow you to equip heavy gauntlets.
Note that if you know another unarmed mastery talent, only the highest level talent will be used.
Additionally, your hand gear will use base 60% Dexterity and 60% Willpower damage modifiers, and each melee strike you make will deal an additional 4 Physical damage, based on Willpower.
Note that White Monks naturally gain 0.5 Physical Power per character level while unarmed (current physical power bonus: 1.5) and attack 20% faster while unarmed.
Each point in Martial Arts talents will reduce incoming damage by 1.6. Current bonus: 0.0 Guided Hand
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 18
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Spin around, striking all adjacent foes a crushing blow, dealing 140% damage. Any target hit by the attack will have a a chance to be stunned for 0 turns.
Chance to stun improves with Accuracy.
Each point in Martial Arts talents will reduce incoming damage by 1.6. Current bonus: 0.0 Spin Fist
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 32
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Adopt an offensive posture, preparing to pummel your foes. For 0 turns, each unarmed strike that connects will trigger two follow-up strikes for 14% damage each. This can only occur once per target, per turn.
Each point in Martial Arts talents will reduce incoming damage by 1.6. Current bonus: 0.0 Pummel
| 0/5 |
| Technique / Mending | 1.00 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 15
Description: Life springs from within. You move with purpose, energizing your mind and body. You will heal for 2 life each time you move.
When your life force wanes, your will to fight on summons a burst of vigor from the depths of your spirit. When your life falls below 50%, you will gain 5% healing modifier and 80% movement speed, and the base amount healed when moving will double, for 2 turns. This effect has a cooldown.
Each point in Mending talents will increase your stamina regeneration by 0.5. Current bonus: 0.0 Lifefont
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 60
Range: melee/personal
Fixed Cooldown: 48
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Prepare a healing rite which will activate when your lifeforce fades away.
While sustained, taking damage that would normally be fatal will instead set your life to 1 and reduce the triggering damage and all subsequent damage for one turn by 100%.
Additionally, if you know Lifefont, you will also trigger its effect, ignoring cooldown. If you know Chakra, you will trigger it at no cost, ignoring cooldown, up to 0 times.
Each point in Mending talents will increase your stamina regeneration by 0.5. Current bonus: 0.0 Revive
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 40
Range: 10
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Project a sign of spiritual purity, negating up to 1 magical effects from the target.
This technique will remove beneficial effects and/or sustains from an enemy, or detrimental effects from yourself or an ally.
Each point in Mending talents will increase your stamina regeneration by 0.5. Current bonus: 0.0 Holy Sign
| 0/5 |
| Psionic / Psychic Assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Magical Fundamentals | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Mana cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: You know the basics of divination, allowing you to sense all creatures, objects, and traps in a radius of 0 for 1 turns. At raw talent level 3, this also gives you a flash of foreknowledge that translates to an additional, immediate turn. At raw talent level 5, the spell provides even more information, mapping the area around you.
This talent can be triggered by Eldritch Combat. Foundations of Divination
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You are skilled in the fundamentals of conveyance magic. You can teleport yourself or another creature to a space that you have a clear path to within a range of 5. Your arrival creates a ripple in space in a radius 1, stunning enemies within for 1 turns.
At raw talent level 3, you may target outside of your line of sight to teleport randomly between 15 and 50 tiles.
At raw talent level 5, you may do a targeted teleport outside of line of sight, with a range of 50 and an accuracy of 20.
This spell can be triggered by Eldritch Combat, in which case it only causes the ripple in space. Foundations of Conveyance
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spellbinding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a beam of pure mana energy, dealing 7 arcane damage to all targets in a line. Damage improves with your Spellpower. At talent level 3, the raw energy overloads enemy magic - targets also lose 0% of their arcane resources.
Mana Flare talents can be used while in Aether Avatar form.
This spell can be triggered by Eldritch Combat. Mana Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of pure mana energy, dealing 8 damage in a radius 3 cone. Damage improves with your Spellpower. At talent level 3, the wave wipes away forces in its path, removing any temporary map effects it touches (other than your own) and purging 2 beneficial temporary effects on its targets. Magical effects overload destructively when purged in this manner, increasing the damage to that target by 0% each.
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of pure mana energy, dealing 9 damage to all in a radius of 2. Damage improves with your Spellpower. At talent level 3, the burst of raw magic is enough to shut down latent forces, putting 2 talents of each target on cooldown for 2 turns. Latent spell energy is violently disrupted, increasing the damage done to that target by 0% per spell shut down.).
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of pure mana energy, dealing 9 damage to all in a radius of 1. Damage improves with your Spellpower. At talent level 3, this tremendous blast of magic disjoins active powers, ending up to 1 sustains each target has active. Magical sustains are destructively disjoined, increasing the damage done to that target by 0% per spell disjoined.
Area increases with talent level.
This spell can be triggered by Eldritch Combat. Mana Blast
| 0/5 |
| Spell / Riptide | 1.00 |
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12
Mana cost: 25
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of eroding water with a radius of 2. The effect has a duration of 2 and deals 4 Nature and 4 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you recover 0 mana and 0 stamina each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a blast of eroding water with a radius of 1. The effect has a duration of 2 and deals 5 Nature and 5 Cold damage per turn. See Erosion Bolt for full details on eroding water attacks.
At raw talent level three, you lower the duration of the detrimental effects on you by a combined total of -1, divided randomly among your current effects, each time you apply an Erosion effect.
This spell can be triggered by Eldritch Combat. Erosion Blast
| 0/5 |
| Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.00 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your skin becomes as hard as steel, granting you tremendous resistance to all forms of damage, but especially to mundane weapon attack. You get a bonus to both your armor and your flat damage reduction of 1, and to both your armor hardiness and resist all of 0%, all scaling with Constitution.
The sustain cost of this talent increases with Constitution and talent levels. Steelskin
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 0.7
Sustain mana cost: 1.5
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You use your terramancy to refine and enhance all earthen objects to you carry - wood, stone, or metal. They become lighter, sharper, tougher, and so on. As a result of these refinements, your total fatigue is reduced by 1% and your maximum encumbrance increased by 3. You also gain 1 accuracy, 1 armor penetration, 1% physical and nature resistance penetration, and 2% damage shield penetration. Refine Ore
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Nether | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm Invocation | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Mana cost: 30
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a bolt of lightning, dealing 8 damage to all foes in a line. Damage improves with your Spellpower.
At raw talent level 3, the bolt will also chain to 4 targets not hit by the original beam.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
Storm Invocation talents are granted a daze chance by the Tempest talent.
This spell can be triggered by Eldritch Combat. Storm Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Mana cost: 40
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a wave of electrified tornado winds, dealing 8 lightning damage in a radius 3 cone. Damage improves with your Spellpower.
At raw talent level 3, this spell will blow all projectiles in the area off-course and knock back all foes in the cone 2 tiles. If triggered by Eldritch Combat, rather than a hard blast away from you, you create a more sustained windblast that instead slows by 6% for 2 turns.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Storm Wave
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25
Mana cost: 50
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You unleash a burst of lightning around you that deals 9 lightning damage in a radius of 2. Damage improves with your Spellpower.
At raw talent level three, the lightning burst comes with a shockwave of thunder that deals half as much damage (equal parts lightning and thunder) and stuns the targets for 0 turns.
Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Storm Burst
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Mana cost: 60
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: You call down a storm in radius 1, dealing 9 Lightning damage. Damage improves with your Spellpower.
At raw talent level 3, the storm persists for 4 turns. Each turn, all enemies within the storm have a 4% chance of being struck by lightning for 0 damage, blinded by the torrential rain for 0 turns, and/or being slowed by 25% the gale force wind (separate chance of each for each target). The Tempest talent gives this lightning damage a daze chance.
At raw talent level 4, they will also have a chance of being stunned by a shockwave of thunder.
At raw talent level 5, they will also have a chance of being confused (power 25%) by the combined elements of the storm.
Each chance is determined independently for each target. Your control over the elements of the storm is absolute; this spell will not harm your allies.
This spell can be triggered by Eldritch Combat. Further, each round in which you trigger Eldritch Combat while the storm lasts, its duration radius, and power increase (though the amount of increase lowers each time). Storm Blast
| 0/5 |
| Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Eclipse | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Agility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Black Belt | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 24
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Make a precise blow targeting a vital pressure point on your enemy. You sacrifice power for accuracy, dealing only 40% damage but striking with 100 additional accuracy.
If the attack connects, the target will experience bursts of wracking pain over the next 4 turns. Each turn, the target will take an unarmed blow at 40% damage, stacking each turn, such that the final blow will deal 160% damage. If the target is left with 20% life or less after the last blow, they may be instantly slain. If they resist the instant kill, they will instead take one final blow for 200% damage.
Each turn, the wracking pain will have a 4% chance to also cause one random talent to go on cooldown for 0 turns.
All strikes from this effect will have nigh infinite armor penetration and 100 additional accuracy.
Each point in Black Belt talents will increase your Critical Power by 3.0%. Current bonus: 0.0% Secret Fist
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 32
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Adopt a defensive posture, preparing to counter melee attacks.
For 0 turns, your Defense is increased by 16 and each time you are missed by a melee attack from an adjacent target you will counter the blow, attacking for 105% damage and attempting to knock the target back up to 3 tiles and daze them for 0 turns. Defense improves with Dexterity.
Each point in Black Belt talents will increasse your Critical Power by 3.0%. Current bonus: 0.0% Blink Counter
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Your reflexes are highly tuned and improve both your offensive and deffensive capabilities.
You will gain 0% physical critcal chance improved by Dexterity and 1 physical save improved by Willpower.
If you know Blink Counter and the base damage (before resistances, shields, etc.) of an incoming hit is greater than 8% of your maximum life, you will have a 4% chance to gain the Blink Counter effect based on your talent level.
Each point in Black Belt talents will increase your Critical Power by 3.0%. Current bonus: 0.0% Reflex
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Attack | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15
Psi cost: 8
Range: 10
Cooldown: 4
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a bolt of telekinetic force or telepathic power, dealing 7 physical or 8 mind damage in a line. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, you switch each time you use a Psychic Attack talent (either actively or through eldritch combat). Some other talents also have different effects based on telekinetic or telepathic focus, but only Psychic Attack talents change your current focus.
At raw talent level 3, a telekinetic bolt hits hard enough to daze the target for 1 turns.
At raw talent level 3, a telepathic bolt can put the target in a hypnotic trance, reducing global speed by 50%, reducing Defense to 0, and negating Evasion effects for 1 turns. This trance breaks immediately upon receiving any damage.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
If you know the Night Terror talent and have it active, telepathic damage has a small chance of summoning a Night Terror if it kills its target, scaling with Night Terror talent level, while telekinetic damage deals additional darkness damage equal to the base damage times the Night Terror bonus damage percentage.
This spell can be triggered by Eldritch Combat. Psychic Bolt
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 20
Psi cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a wave of telekinetic force or telepathic power, dealing 8 physical or 9 mind damage in a radius 3 cone. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic wave will yank your targets& Psychic Wave
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 30
Psi cost: 15
Range: 10
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Mind (100% of a turn)
Is: a mind power
Description: You unleash a blast of telekinetic force or telepathic power, dealing 10 physical or 12 mind damage in a radius of 1. Damage improves with your Mindpower.
You can sustain the Telekinetic Focus or Telepathic Focus talents to determine whether you attack telekinetically or telepathically. If neither are sustained, it is randomly determined.
At raw talent level 3, a telekinetic blast allows you to bind your foes with your mind, pinning them for 1 turns.
At raw talent level 3, a telepathic blast lulls all foes into slumber, putting them to sleep for 1 turns (losing one turn per 1 damage received).
Area increases with talent level.
Psychic attacks are perfectly controlled by your mind, and will only harm your enemies.
This spell can be triggered by Eldritch Combat. Psychic Blast
| 0/5 |
| Wild-gift / Earthen vines | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon Supremacy | 1.00 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You swap weapons in an instant and make an immediate attack against your target. The sudden change in your fighting style catches the target vulnerable, giving you a +19 bonus to Accuracy for this attack. At raw talent level 3, this attack takes no penalty against invisible opponents. At raw talent level 5, it ignores any Evasion effects on the target. Instant Draw
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 40
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You make a single attack for 36% weapon damage, instantly swap your weapons, and then attack again with your new weapon set.
At raw talent level 3, the chance that the attacks will trigger Eldritch Combat increases by 0%.
At raw talent level 5, both attacks can potentially trigger Eldritch Combat. Aggressive Swap
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Fixed Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You swap your weapons seamlessly, allowing you to reset your stance. You are freed of the disarmed condition, the cooldown of your Focus Strike talent is reset, and for the next 2 turns your Eldritch Combat talent may trigger talents that are on cooldown. At raw talent level 2, you also reset the cooldown of your Sweeping Strike talent. At raw talent level 3, you also reset the cooldown of your Whirlwind Strike talent. At raw talent level 4, you also reset the cooldown of your Rapid Strike talent. At raw talent level 5, you also reset the cooldown of your Aggressive Swap talent. Seamless Exchange
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are a true weapons master. Every time you make an attack that hits but doesn&039;s hands, disarming it.
With a weapon and shield, you follow up with a shield bash that stuns the target.
With a single weapon (or unarmed), you follow up with a second attack from an unexpected angle, confusing the target.
With dual weapons, you strike a different adjacent target as well, forcing both back on their heels to slow them by 50%. If there aren&039;t make the second attack, but will still slow your primary target. Masterstroke
| 0/5 |
| Psionic / Dream Smith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.00 |
| 0/5 |
- Transcendent Thought-Forms
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Scourge drake | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |