Acrobat[]
"I once performed in a Circus."
- Time To Go [Common Talent, Agility] - Taking a life grants a speed boost for 10 seconds. Taking a
player's life doubles the speed boost and the duration. (+1 Passive Agility)
- The speed boost is represented by a red glow around the player's eyes.
- Prerequisite: 5 Agility
- Can stack with itself, so killing a large group of mobs such as those in the Duke's Manor will
grant a tremendous speed boost [Tested]
- Kick Off [Common Talent, Agility] - You easily brush off shorter falls, taking no damage. Your first
wall jump will always send you higher than normal. Gain a speed boost after wall jumping over a wall.
(+6 Passive Agility)
- You can fall further before incurring fall damage.
- 3 Second cooldown.
- Prerequisite: 20 Agility
- Steady Footing [Common Talent, Agility] - You're much more resistant to being pushed around. (+9 Carry
Load, +2 Passive Agility)
- Knockback effects are reduced. Friction reduction from ice sheets is negated.
- Prerequisites: 10 Agility, 10 Strength
Adaptive Arsenal[]
"I seek the qualities of Adaptive Arsenal."
- Exposed Durability [Common Talent, Ironsing Exclusive] - Deal 10% more damage to opponents with no armor
durability left.
- Also affect players with no outfit (Stranded Outfit)
- Prerequisite: 60 Ironsing
- An Ironsinger's Instinct [Rare Talent, Ironsing Exclusive] - Successfully dodging an attack coats you in metal and reduces the damage of the next attack taken.
- Successful procs will color the user temporarily grey/gold depending on if user has Gilded path
or not.
- Prerequisite: 75 Ironsing
- Phantom Edge [Rare Talent, Ironsing Exclusive] - Your weapon M1's
have +0.25 range.
- Prerequisite: 75 Ironsing
Adept Caster[]
"I fight from afar."
- Everchanging Aegis [Rare Talent, Intelligence] - You take
20% less from attacks the same element as the last element you were hit with, but 10% more damage from
attacks from different element. (+7 Carry Load, +2 Elemental Intensity)
- The effect procs when hit by a mantra that is not within the Attunementless category.
- Getting hit by another element immediately changes your resistance to that element. i.e Getting
hit by Shadowcast mantras while having Galebreathe resistance will immediately change your
resistance type to Shadowcast after being hit and vice versa.
- The damage type you become resistant to is indicated by a colored shield, continuous damage of
the same element will give a colored outline of the damage type.
- Flamecharm: Red
- Frostdraw: Blue
- Thundercall: Yellow
- Galebreath: Green
- Shadowcast: Purple
- Ironsing: Grey
- Does not effect Oath, Attunement-less, or Monster mantras.
- Prerequisite: 25 Intelligence
- Mutual Exclusive: Return to the Dark Ages
- Overflowing Dam [Rare Talent, Intelligence] - Having full
Ether for 1.5 seconds or more grants an aura to your attacks that grant them 15% more damage.
- "Full ether" refers to having more than 95% ether.
- Prerequisite: 40 Intelligence
- Perfect Flash [Rare Talent, Intelligence] - Having over 95%
health causes your mantras to do +25% damage. This damage bonus will scale down to 10% if your enemies
are far away.
- Prerequisite: 25 Intelligence
- Neural Overload [Advanced Talent, Intelligence] - You
can input up to 4 copies of each Mantra ingredient instead of being limited to 3.
- The Mantra modifiers limit is
increased from 3 -> 4, for copies of modiers. (ex. max of 3 crystal lens -> max of 4
crystal lens)
- This does NOT change the 12 mantra modification limit on a mantra.
- Prerequisites: 85 Intelligence
Aerial Dancer[]
- Wyvern's Claw [Rare Talent] - You deal 10% more damage while
airborne.
- Synergizes well with Aerial Assault or mantras that send the user and target in the air.
- Prerequisites: 15 Strength, 25 Medium Weapon/25 Heavy Weapon/25 Light Weapon
Aeromancer[]
"I am a master of the winds."
- Aerogliding [Rare Talent, Galebreathe Exclusive] - When
falling from a high place, hold spacebar to generate wind currents until you hit the floor. (+2 Passive
Agility, +5 Elemental Intensity)
- Reduces falling speed and prevents fall damage.
- Has a small amount of forwards momentum, allowing for control over where you land.
- Has 1s windup.
- Automatically ends after 5 seconds. (Can be reactivated after deactivation 3 times, air dashing
upwards gives you time to reactivate it and not take any fall damage.)
- The Old Wind Talent has been merged with Aerogliding.
- Greatly reduces height loss with glider, allowing for much longer distances to be traveled.
- Prerequisites: 35 Galebreathe, 30 Agility
- Gale Trap [Common Talent, Galebreathe Exclusive] - Knocking a player tags them with a wind trap, cause
anyone to pick up that body to get sent flying. However, if you pick up the body you gain the speed
boost for 20 seconds. (+4 Elemental Intensity)
- Cancels pickup of any players knocked by you for ~3s, and grants you a speed boost if you pickup
the knocked player.
- Pickup cancellation can be activated multiple times.
- Prerequisite: Wind Step
- Aeronade [Common Talent, Galebreathe Exclusive] - Your Galetrap automatically detonates on contact with
an object. (+2 Passive Agility, +5 Elemental Intensity)
- Instead of the Galetrap mantra sticking to surfaces hit, and activating upon a player stepping
on it, it will instead activate upon contact with any surface.
- Prerequisite: Galetrap
- Vacuum Punch [Common Talent, Galebreathe Exclusive] - Your Gale Punch pulls enemies in before you hit
them.
- Gale punch mantra will now pull players towards the user during the windup of the mantra.
(Cannot be feinted)
- Prerequisite: 20 Galebreathe, Gale Punch
- Suffocating Impact [Common Talent, Galebreathe Exclusive] - When flourishing enemies into walls they are
suffocated and winded for a short duration. (+2 Passive Agility, +5 Elemental Intensity)
- Prerequisites: 30 Strength, 35 Galebreathe
- Gale Coil [Common Talent, Galebreathe Exclusive] - Your suffocates last twice as long. (+2 Passive
Agility, +5 Elemental Intensity)
- Prerequisite: 30 Strength, 35 Galebreathe, Suffocating Impact
- Stifled Jump [Rare Talent, Galebreathe Exclusive] - Enemies
who jump while suffocated by you are dazed. (+2 Passive Agility, +5 Elemental Intensity)
- Will also cancel all momentum from jumping.
- Prerequisite: Suffocating Impact
Alchemist[]
"I enjoy mixing potions."
- Apothecary [Common Talent, Intelligence] - Potions you prepare will have amplified positive effects when
consumed, and amplified negative effects when thrown.
- Prerequisites: 10 Intelligence
- The head equipment "Alchemist's
Hat" and "Big
Alchemist's Hat" have this Talent.
- Appalling, Disgusting, Dulling, Icky, Mindbreaker, Grueling and Buckling potions now have
stronger effects when thrown. (More info on the potions page.)
- This Talent was merged with the old Exterminator Talent. (Although the Alchemist's Hat and Big Alchemist Hat
still have this Talent)
- Chain Reaction [Common Talent, Intelligence] - When applying a potion effect to someone who already has
one, the new effect is amplified. You have a 25% chance not to deplete potions when drinking them.
- Will proc on any player with a potion effect, does not replace the current effect.
- Synergizes with Aromatic Salts,
as it will automatically reapply potion effects.
- Prerequisite: 80 Intelligence
- Chemist's Bag [Common Talent, Intelligence] - You no longer drop Potions on death.
- Prerequisite: 80 Intelligence
- Placebo Effect [Rare Talent, Intelligence] - Drinking
potions near allies will share the potion's effect with them.
- Was reworked to have 100% chance of proccing (Previously 25%) but with a much smaller range.
- Also procs potion sickness, causing allies to throw up upon usage, on potion sickness inflicted
players.
- Prerequisites: 60 Intelligence
- Potion Quaffer [Rare Talent] - You're accustomed to drinking
toxic fluids quickly. You'll get along famously with the other patrons at the tavern. Drinking potions
slows less and grants superior regenerative effects to you.
- Drink potions faster. (~0.5 seconds faster)
- Increases the strength of regeneration potion ingredients for the user.
- Prerequisites: Drank potion, 15 Fortitude / 15 Willpower, 30 intelligence
- Wild Alchemy [Common Talent, Intelligence] - You have a chance to brew 2 potions instead of 1.
- Around ~20-25% chance.
- Prerequisites: 25 Intelligence
Alley Cat[]
"I skulk in alleyways, looking for my next prize."
- Scaredy Cat [Common Talent, Agility] - When enemies initiate a fight first, gain a speed boost. (+2
Passive Agility)
- The enemy must not be in combat to trigger this effect.
- Prerequisite: 5 Agility
- Endurance Runner [Common Talent, Agility] - Even when things look dire, you still have it in you to keep
your legs moving. (+2 Passive Agility)
- Halve the speed penalty tied to lost health.
- Prerequisite: 25 Agility, 25 Fortitude
- The leg equipment "Mercenary's
Boots" has this Talent.
- Conditioned Runner [Advanced Talent, Agility] - You
regenerate health faster than normal when sprinting below 75% HP. (+1 Passive Agility)
- After you don't take damage for 3 seconds, gain 300% health regen while running. Reduced healing
in PVP combat.
- Prerequisites: All Alley Cat Talents
All-Knowing[]
"I seek the qualities of All-Knowing."
- Approaching Singularity [Common Talent, Intelligence] - You now gain +1% Mantra PEN for every 10 point
of Intelligence.
- Prerequisites: 80 Intelligence
Amoran Seeker[]
"I seek out Amorus Pleeksty."
- Flame Within [Common Talent] - An application of Pleeksty's concept of the inner flame, also known as
the soul of man. Set yourself ablaze to gain 5% extra damage and 10% extra speed.
- Unlike normal burn, Flame Within's burn is not cleared by rolling/sliding. Flame Within will not
stop until 30 seconds have passed or until Flame Within is reused.
- Generally dangerous to use without Immolation's self damage reduction.
- 7 seconds cooldown once flames are cleared.
- Prerequisite: 25 Flamecharm
- Last Laugh [Common Talent, Flamecharm Exclusive] - Gain the ability to incinerate yourself. (+5
Elemental Intensity)
- Enable the usage of Flame Within while knocked. This is meant to synergize with Phoenix Flames.
- Will lower the strength of Phoenix Flames from 50% to 25%
healing.
- Prerequisites: 30 Flamecharm, Flame Within
Angler[]
- Fisher's Lure [Common Talent] - Fish are drawn to your line more quickly.
- Obtained after fishing 50 times successfully.
- Increase the rate of hooking something while fishing.
- Hook, Line, and Sinker [Common Talent] - Once something's caught your line, it's much harder to get
loose. (+4 Carry Load)
- Obtained after fishing 30 times successfully.
- Reduces the chance of failure while fishing.
- Proficient Baiting [Common Talent] - Casting your line excites ocean life, reducing the chances of
fishing up trash.
- Obtained after fishing 10 times successfully.
- Reduces the likelihood of fishing up trash items such as Seaweed or Leather Boots.
Annihilator[]
"I seek the qualities of Annihilator."
- Collapsed Lung [Advanced Talent] - Block breaking an
opponent closes off their ability to Vent for 3s.
- The Talent is less effective with less points you have. (ex. Post Shrine of Order)
- Prerequisite: 100 Strength
Apex Predator[]
"My hunt is inescapable."
- Carnivore [Rare Talent, Generic Talent] - In return for
losing the ability to eat vegetation, sate your hunger by gripping monsters and people alike.
- Gain hunger and thirst when you are credited for the death of a monster, NPC or player.
- Prerequisite: 5 Strength, 5 Willpower
- Mutual Exclusives: Vegetarian,
Herbivore.
- Grand Feast [Common Talent, Generic Talent] - Regain tempo, ether, blood and health when gaining hunger
from killing. (+1 Passive Agility)
- Healing is negated in PVP combat.
- 40% tempo gain, ~40-75% ether gain, ~1-2% blood gain, 5% health gain (Needs testing)
- Prerequisite: Carnivore
- Sunken Predator [Common Talent, Generic Talent] - Enemies you hit in the water or the depths have their
speed buffs nullified and are slowed. (+1 Passive Agility)
- Monsters are greatly slowed for a few seconds and can be frozen in place with enough hits.
- Players are only slowed a little bit for less time instead.
- Prerequisite: Power 11
Artisan[]
"I am an artist."
- Master Craftsman [Common Talent, Intelligence] - Your skills alone substitute the need for a Craft
Station. (+5 Health)
- You can make crafts that require a Craft Station without one.
- Prerequisite: 45 Intelligence
Assassin[]
"I prefer to attack unseen."
- Deep Wound [Common Talent, Light] - Assassinating a target applies anti-heal for 20s and gives you a
speed boost for 6s. Assassination damage now scales with level against mobs.
- The damage increase granted from this Talent is significantly high in PVE, allowing you to one
shot some very tanky enemies like Authority Commander despite their 5000 HP.
- The head equipment "Assassin's
Hood" have this Talent.
- Prerequisite: 35 Agility
- Lowstride [Common Talent, Agility] - Speed during crouching increased, unsheathing a weapon is silent
and stealth increased (+1 Passive Agility)
- Crouching is now as fast as walking.
- Crouching already increase your stealth, but Lowstride amplify this.
- Prerequisites: 20 Agility
- Lights Out [Common Talent, Agility] - Those you carry are blindfolded. Assassinating an opponent now
blinds them for 5s. (+1 Passive Agility)
- Unseen Threat [Common Talent, Light] - You can assassinate those with weapons out provided you're not in
combat yourself. Those you assassinate are slowed and unable to jump for 3s.
- Being in combat and having your weapon selected normally gives immunity to assassinations. This
Talent bypass this immunity.
- Merged with the old Low Blow Talent.
- Prerequisite: 60 Agility
Athlete[]
"I am athletic."
- Triathlete [Common Talent] - You swim faster in water. (+2 Passive Agility)
- Pitcher [Common Talent] - You can throw things further.
- Prerequisites: 5 Strength, 5 Agility, throw an object
- The head equipment "Alchemist's
Hat" and "Big
Alchemist's Hat" have this Talent.
Authority Interrogator[]
"I work for the Authority."
- Authority Intimidation [Common Talent, Thundercall Exclusive] - All moves that apply electricity slow
the opponent more.
- Prerequisites: 60 Thundercall, Power 10
- Second Interrogation [Thundercall Exclusive] - Electrified attacks do 50% less damage and posture damage
to you.
- Prerequisites: 65 Thundercall, First Interrogation
- Resolve Crusher [Thundercall Exclusive] - Lightning moves now apply stacks of "Resolve Crusher". At 4
stacks, you apply "Electrified" to your opponent. Attacks from Electrified opponents are converted into
lightning damage, but will deal 10% less damage to you.
- Electrified targets have their physical attack deal lightning damage instead and deal 10% less
damage.
- Prerequisites: 65 Thundercall
- First Interrogation [Thundercall Exclusive] - Attacks from opponents who are Electrified will give you
ether proportional to their initial damage.
- Prerequisites: 65 Thundercall, Resolve Crusher
Bastion[]
"I am an everlasting bastion."
These Talents are designed to make defensive gameplay easier by improving your defense, blocking, and
posture.
- Battle Tendency [Common Talent, Fortitude] - You can breathe more easily with +20% faster posture regen.
(+2 Posture, +10 Sanity)
- You can only regenerate posture passively in combat by not running and not blocking.
- Prerequisites: 15 Fortitude, 15 Willpower
- Braced Collapse [Common Talent, Fortitude] - After being block broken, the next attack to hit you deals
reduced damage.
- Only works for the first hit after being block broken, causing multi-hits to be barely reduced.
- Prerequisites: 25 Fortitude
- Moving Fortress [Common Talent, Fortitude] - Blocking no longer slows you down as much. (+2 Posture)
- Lower the movement speed penalty of blocking.
- Prerequisite: 5 Fortitude
- Perseverance [Common Talent, Fortitude] - When you're knocked down, you get back up again more quickly.
(+5 Sanity)
- Amount of time you stay knocked is reduced from 10 seconds to 7 seconds. Further scales with
willpower, down to 3(?) seconds at 100 Willpower.
- Prerequisites: 30 Fortitude, 30 Willpower
- Reinforced Armor [Advanced Talent] - Incoming PEN is
reduced by 40%. (+5 Health)
- Scales with investment up to its requirement. With 65 FTD you only have 20% pen reduction and it
scales up to the full 40% once you hit 90 FTD.
- PEN calculation: incoming PEN * 0.6 = reduced incoming PEN. (However does not reduce true damage
at all.)
- Prerequisites: 90 Fortitude, All common Bastion Talents
Blindseer []
- All-Seeing Eye [Unlockable Talent, Blindseer Exclusive]: The
mystic eye through which you now see the world can perceive the imperceptible. Invisible foes are
highlighted.
- Prerequisites: Save 4 Pathfinders from the depths without the help of other oath users.
Beast Slayer[]
"I am a slayer of beasts."
- Giantslayer [Common Talent] - Deal more damage to larger foes. (+7 Sanity)
- Deal 10% more damage to larger foes.
- "Larger foes" being non-humanoid NPC. (Ex. Mudskippers, Angels, and Bandits)
- Prerequisite: 20 Willpower
- The head equipment "Dark Owl
Chapeau" has this Talent.
Berserker[]
"I seek the qualities of berserker."
- Berserk [Common Talent] - One with nothing to lose has everything to gain. Succumb to the burning rage
within, nullifying your own armor in exchange for nullifying the armor of your foes on your M1's. Grants
your Criticals +10% PEN while active.
- When activated:
- Your armor is immediately removed for 20 seconds. Includes Exoskeleton/Chitin
- Buff is granted for 20 seconds. Buff is granted only for 10 seconds if you don't meet
Prerequisites.
- Eyes turn red and gain a red trail for 20 seconds.
- Hair turns red for 20 seconds.
- ONLY affects your basic attacks, not mantras or anything else.
- Prerequisites: 80 Strength
Brawler[]
"I do not need a weapon."
- Bruiser's Mixup [Common Talent] - Switching your Fist Style mid-fight makes your basic Fist attacks
inflict bleed temporarily.
- Procs by pressing Y (Works with one Fist Style)
- Prerequisite: Trained Fist
- Trained Fist [Common Talent] - You can now equip Cestus.
- Prerequisite: Completing Navaen Tribe Rescue Quest or Legion Kata Quest and
obtaining fist from the character
creation screen/Polis.
Bruiser[]
"I am a master with my hands."
- Brazen Blow [Common Talent] - [Greataxes] Attacking an enemy slowed by your Greataxe grants you
temporary hyperarmor. (20 second cooldown).
- Can be procced by bleed, allowing for hitstun from a single M1 to proc Brazen Blow.
- Prerequisites: Use a Greataxe, Impairing Blow, 30 Heavy Weapon
- Heavy Fatigue [Rare Talent] - [Greataxes] Hitting an enemy
slowed by your Greataxe temporarily reduces how far they can roll.
- Prerequisites: Use a Greataxe, Impairing Blow, 40 Heavy Weapon
- Impairing Blow [Common Talent] - [Greataxes] Basic attacks will slightly slow your enemy for 2 seconds.
Running attacks will slightly slow your enemy for 3 seconds. Gain +20% posture damage against enemies
with speed boosts.
- Prerequisite: Use a Greataxe, 30 Heavy Weapon
- Rending Impact [Rare Talent] - [Greataxes] Block breaking an
enemy applies knockdown.
- Allows for more time for followups after blockbreak.
- Visually bugged with base crit, and plays the knockdown animation twice.
- Prerequisite: Use a Greataxe, 40 Heavy Weapon
Butterfly[]
"Light on my feet, I sting like a bee."
These Talents are designed to improve and/or reward your ability to roll out of danger.
- Swift Rebound [Common Talent, Agility] - Move faster after successfully dodging an attack. (+1 Passive
Agility)
- Evasive Expert [Rare Talent] - Your speed boost granted from
dodging is increased. (+1 Passive Agility)
- Prerequisites: 15 Agility, Swift Rebound
- Risky Moves [Rare Talent, Agility] - When you successfully
dodge, you'll automatically dodge the next attack. (+1 Passive Agility)
- User is covered in a blue highlight when the effect is active.
- Visual effect might not line up with duration.
- Attacking will cancel the effect early.
- Takes priority over block, allowing for you to "auto-dodge" while simultaneously blocking.
- 20 second cooldown.
- Prerequisite: 25 Agility
- Mutual Exclusives: Observation, Safety Dance
- Ghost [Advanced Talent] - Dodging a move will briefly
make you invisible or until you attack. (+5 Passive Agility)
- Provides I-frames for the duration of the invisibility (2 seconds).
- Will also proc from dodging bleed, occurs when dodging a m1 late in high ping.
- Has a 20 second cooldown.
- You cannot parry attacks during the invisibility.
- Prerequisites: 40 Agility, All Butterfly Talents
Champion[]
"I have never lost."
- Underdog [Common Talent] - You deal 3% more damage to those with higher HP than you.
- "Higher HP" refers to max HP. Due to this, this Talent is almost always active in PvE.
- Prerequisite: 50 Willpower
- Champion's Regalia [Rare Talent] - Flourishing an opponent
grants you 1.5x posture damage for 10 seconds. (+1 Carry Load)
- Indicated by a gold shaded outline on your character.
- Does not work on non-humanoid NPCs.
- Prerequisite: 25 Strength
- Defiance [Rare Talent] - Negative status effects are half as
effective when you are below 35% HP.
- Prerequisite: 70 Willpower
- The Innate Talent of Etrean's has a similar effect,
but isn't applied to all buffs and debuffs.
Charm Caster[]
"I use the song to charm others."
- Chaotic Charm [Common Talent, Charisma] - When attacked at low health enemies deal less damage to you
and more to anyone else.
- When below 25% HP, Every hit taken will apply Chaotic Charm to the opponent, reducing your
incoming damage by 20%, and increasing their damage by 20% to players that aren't you.
- Synergizes greatly with healing, allowing for you to heal 20% more effective health when low.
- Will apply combat tag against opponents.
- Effect Lasts 15s (7.5s against Disbelief Talent)
- Proc Cooldown: 0.25s
- Prerequisite: 55 Charisma, Charismatic Cast
- Charismatic Cast [Common Talent, Charisma] - Landing mantras on enemies charms them reducing damage done
to you, additionally any charmed allies will get up twice as fast after getting knocked out.
- Reduces damage taken by charmed targets by 10%.
- Prerequisite: 25 Charisma
- Lasting Charisma [Common Talent, Charisma] - Enemies charmed by your mantras are charmed longer.
- Doubles the duration of charm from 7.5s to 15s.
- Counteracted by the Disbelief Talent.
- Prerequisite: 55 Charisma, Charismatic Cast
- Tough Love [Common Talent, Charisma] - Deal 10% more damage to enemies charmed by you. Being hit by
someone the same race or oath as you charms them briefly.
- Does not effect mantra damage.
- Prerequisite: 25 Charisma, Charismatic Cast
- Mutual Exclusives: Narcissist
- Dazing Finisher [Advanced Talent, Charisma] - Flourishing enemies that are charmed by you cause them to
not be knocked back and dazed instead.
- Prevents you from knocking back charmed players with flourishes, instead, dazing them.
- Prerequisites: 1 Charisma, All Charm Caster Talents
- Mutual Exclusives: Bulldozer
Christmas Miracle[]
- Christmas Miracle [Common Talent] - Christmas Mod Shop rewards. Regens hunger and thirst. "Thank you so
much K1!" Heh, no problem guys. All in a day's work.
- Using it creates a large Christmas tree that plays an instrumental of We Wish You a Merry Christmas.
- Exclusive to Deepwoken moderators, bought from the Mod Shop using Mod Points.
- Prerequisite: MODSHOPREWARD
Cold Phantom[]
"I seek the qualities of Cold Phantom."
- Freezing Wight [Common Talent, Dual Attunement] - Your Haunted Gale now procs Chilled. (+5 Elemental
Intensity)
- 7 seconds duration.
- Procs Frozen Legs.
- Prerequisites: Haunted Gale, 40 Frostdraw
Colossus[]
"I stand far above others, an insurmountable challenge."
- Destructive Recovery [Rare Talent] - [Greatsword] Enemies
recover an addition 50% less when parrying. (+1 Posture, +2 Carry Load)
- Prerequisites: 25 Strength and 40 Heavy Weapon, Harsh Response, Use a Greatsword
- Unstoppable Force [Rare Talent] - [Greathammer] You take 15%
less posture damage when parried. (+1 Posture, +2 Carry Load)
- Prerequisites: 25 Strength and 40 Heavy Weapon, Unwavering Resolve, Use a Greathammer
- Harsh Response [Common Talent] - Enemies receive less posture back when parrying your attacks.
- Prerequisite: 25 Strength
- Heavy Hitter [Common Talent] - [Heavy Weapons] Your posture damage is increased by 25%.
- Active on every heavy weapon.
- Prerequisites: 25 Heavy Weapon, 15 Strength
Comrade[]
- Lord's Tithe [Rare Talent] - Allies and enemies you
Reinforce are drained of their Ether until you are fully charged.
- While the effect is active, victims can hold block to reduce the ether steal by half.
- Getting hit will cancel the effect entirely.
- Getting your block hit counts as being hit.
- Prerequisites: Reinforce, 40 Shadowcast, 40 Fortitude (Note that reinforce requires 50
fortitude despite the requirement for the Talent being 40)
- Grand Support [Rare Talent] - Everyone you buff with
Reinforce is healed lightly. You're healed slightly if you heal others.
- Heal others by 3%.
- Heal the user by 2% + 1% for every people healed.
- Hold F while casting Reinforce to affect everyone, including non allies.
- Prerequisite: Reinforce, 40 Fortitude
Cosmic Wind[]
"I seek the qualities of Cosmic Wind."
- Pressure Detonation [Common Talent, Dual Attunement] - Block breaking an opponent with a shadow mantra
generates a small vacuum that suffocates those hit.
- Drains tempo on proc.
- Prerequisite: 40 Shadowcast, 60 Galebreathe
Critical Specialist[]
"I am a master of creating openings."
- Knife's Journey [Rare Talent, Light] - Cancelling an enemy's
Mantra windup with your basic attacks now deals 15% more damage
- Only works on daggers.
- Prerequisite: 30 Light Weapon
- Decisive Blow [Common Talent, Light] - Hitting an enemy with your Critical Attack immediately after they
dodge now procs Knife's Journey. Your Knife's Journey procs do 2x Armor damage
- While the effect is active, gain a red trail on your weapon.
- The red trail will show up on non-daggers, but will have no effect.
- Prerequisite: Knife's Journey
Cryomancer[]
"I command the cold."
- Fragile Freeze [Common Talent, Frostdraw Exclusive] - Your ice Mantras will freeze opponents upon
blockbreaking them. (+3 Elemental Intensity)
- Prerequisite: 60 Frostdraw.
- You can spam F to get out of Freeze.
- Chilling Flourish [Common Talent, Frostdraw Exclusive] - When flourishing an enemy, they leave behind a
trail of ice in the direction you send them. (+4 Elemental Intensity)
- Leaves 3-4 ice patches on the ground.
- Prerequisite: 30 Frostdraw
- Spike Traps [Common Talent, Frostdraw Exclusive] - Press [F] during the wind up of your Ice Spikes to
create traps around you instead of spawning a spike in the normal spot.
- Activates the "Ice Spikes" mantra upon being stepped on.
- There are small, blue, transparent "traps" indicating the hitboxes, placed randomly around the
user.
- Can stack multiple times, allowing for very high amounts of traps in one spot.
- Extends the CD on Ice Spike by 5s to 20s total.
- Prerequisite: Ice Spikes, 30 Frostdraw
- Condensation Drip [Common Talent, Frostdraw Exclusive] - Passively collect condensation from the air,
greatly reducing your thirst. (+2 Elemental intensity)
- Slows thirst drain by approximately 3 times.
- Prerequisites: 20 Intelligence, 15 Frostdraw
- Cool Head [Common Talent, Frostdraw Exclusive] - If set on fire while on ice, immediately put it out and
enter a state of chill. During this state, you cannot be lit on fire (+2 Elemental Intensity)
- If you were to catch fire while standing on ice, gain total immunity to the burning status
effect.
- While the effect is active, the user breathes cold air.
- 15s cooldown after the burn immunity ends.
- Prerequisite: 30 Frostdraw
Cryoni[]
"Those that step on my ice know that they have made a grave error."
- Cryostasis [Common Talent, Frostdraw Exclusive] - When block broken, fragile freeze yourself, negating
the damage of the next attack. (+3 Elemental Intensity)
- Only works for the first hit after being block broken, causing multi-hits to be barely reduced.
- If hit during Cryostatis you will inflict frost damage to the opponent.
- Prerequisite: Fragile Freeze, 20 Fortitude.
- Preceding Chill [Rare Talent, Frostdraw Exclusive] - Enemies
hit during the last moments of your ice beam are frozen. (+3 Elemental Intensity)
- Prerequisite: Ice Beam, 60 Frostdraw.
- If the user has Crystallization, this Talent no longer freezes but instead causes crystals to
explode.
Cutthroat[]
"I am ruthless. A knife for hire."
- Blood Thirsty [Common Talent, Agility] - Gain a speed boost after causing an opponent heavy blood loss.
(+1 Passive Agility)
- "Heavy Bloodloss" refers to around 1 bar of blood.
- "Very short duration" (As described by Agamatsu)
- Prerequisite: 45 Agility
- In a Hurry [Common Talent, Agility] - You grip faster with a movement speed boost.
- Reduce grip time by 0.5 seconds (16.67% faster)
- Speed boost from parkouring do not count. It must be an actual speed boost.
- Prerequisite: 30 Agility
- Muffled Screams [Common Talent, Agility] - You quiten the cries of help of those you execute, reducing
the distance at which their allies will hear it and come to assist, and reducing the effectiveness of
Talents that slow your executions. (+1 Passive Agility)
- NPCs have a shortened aggro range from gripping allies in proximity.
- Defiant Until The End and Last Second Negotiation affect your grip speed less.
- Prerequisite: 50 Agility
Darksiphon[]
"I feed on the souls of my enemies."
- Dark God [Common Talent, Shadowcast Exclusive] - If a Shadowcast mantra would drain your opponent's
Ether to 0, drain from their Tempo instead and increase your Tempo. (+1 Elemental Intensity)
- Prerequisite: 20 Shadowcast
- Dark Hours [Shadowcast Exclusive] - Shadowcast mantras deal more damage at night. (+4 Elemental
Intensity)
- Shadowcast mantras deal 20% more damage at night (XX:50-XX:10).
- Prerequisites: 35 Shadowcast
- Dark Replenishment [Shadowcast Exclusive] - Knocking out an enemy in combat restores a portion of your
ether.
- Prerequisites: 50 Shadowcast, 25 Intelligence, Dark God
- Dark Rift [Rare Talent, Shadowcast Exclusive] - Enter a
rifted state when you successfully dodge, where you can't be damaged until its duration ends. Can be
cancelled with feinting or attacking. (+4 Elemental Intensity)
- Blocking, parrying, dodging, or sliding will also cancel the effect.
- You cannot use mantras during the effect.
- You hover with a dark outline while dark rift is active.
- This ability last for 1.8 seconds and goes on a 20 second cooldown when it activates.
- Prerequisites: 60 Shadowcast, Dark hours
- Dark Synergy [Shadowcast Exclusive] - Engulf your enemy in shadows when flourishing them. (+1 Elemental
Intensity)
- Prerequisites: 45 Shadowcast, Dark God
- Overwhelming Drain [Shadowcast Exclusive] - If multiple enemies are hit by your Shadow Eruption, they
are dazed.
- Prerequisite: Shadow Eruption
- Shadow Overflow [Shadowcast Exclusive] - Extra ether stolen with mantras are exerted as dark energy,
damaging and absorbing ether from those nearby. (+3 Elemental Intensity)
- Prerequisites: 55 Shadowcast, Dark God
- Has a 2s cooldown.
- Deal damage around you whenever you steal ether.
Dawnwalker[]
- Absolute Radiance [Unlockable Talent, Dawnwalker Exclusive] -
Dealing damage with Dawnwalker mantras briefly makes you immune
to all elemental effects for a short period.
- Protagonist Syndrome [Unlockable Talent, Dawnwalker Exclusive] -
The grasp of shadow is meaningless in the face of your blinding light. Your Dawnwalker mantras are empowered after getting hit by
Shadowcast.
- Luminous Flash [Unlockable Talent, Dawnwalker Exclusive] - After
dealing a certain amount of damage in Absolute Radiance, gain a chance to empower your strikes with
pure light.
Death Speaker[]
"I am the one who speaks to death."
- Blackhole [Common Talent, Shadowcast Exclusive] - Your singularity pulls everyone nearby in. (+1
Elemental Intensity)
- Prerequisite: Singularity, 60 Shadowcast, Power 13
- Energy Siphon [Shadowcast Exclusive] - Your singularity now pulls ether from the extra players affected.
(+1 Elemental Intensity)
- Prerequisite: Singularity, 60 Shadowcast
Deepwoken[]
- Depths Connection [Character Exclusive] - Your interaction with The Depths allows you to easily draw
Ether from the surrounding air.
- Increase your ether regen.
- Prerequisite: Escape from The Depths once.
- Spell Shout [Character Exclusive] - You will now shout your mantra name upon cast.
- The player will say the name of the mantra they cast in a chat bubble. E.G casting Fire Blade
will make the player say "Fire Blade!"
- Renamed mantras will use the new name. Casting Adrenaline Surge renamed to Speed Boost will say
"Speed Boost!".
- Mantra names are auto formatted so that caps are forced at the start of every word and cannot be
elsewhere. Numbers also cannot be used. Casting a mantra named "64 palms" will say "Palms!".
- If a mantra name gets moderated by the chat (####), the shout will default to the original name
of the mantra.
- You can toggle spell shout visibility by typing '/e shout' into chat. This setting is per-slot.
If you have spell shout visibility disabled, you won't see anyone's spell shouts
- IMPORTANT: Make sure to not use offensive names or slurs for your mantras. This can
result in moderation action taken against you.
- Offensive includes mentions to Race, Gender, Sexual Preference and Religion.
- Prerequisite: Obtaining the Talent from Valikor
- The Sound from Below [Character Exclusive] - You can hear it pounding in your head. The sound that comes
from beneath the waves. Will you respond?
Doomsday Engine[]
"I seek the qualities of Doomsday Engine"
- Frozen Web [Common Talent, Dual attunement] - Landing a critical with a Static Link on your opponent
applies Chilled.
- Prerequisites: Static Link, 40 Frostdraw, 40 Thundercall
- Applies chill for 7 seconds.
- Applies bottom freeze.
Duelist[]
"I am a competent duelist."
- Concussion [Rare Talent] - Enemies you flourish into walls
have their vision altered for a short duration and are dazed longer than usual. (+8 Carry Load)
- Prerequisites: 20 Strength, 15 Fortitude
- Concussive Force [Common Talent] - Enemies you knocked remain downed longer than usual. (+9 Carry Load)
- Enemies remain knocked for 15 seconds instead of 10.
- Prerequisite: 15 Strength
- The head equipment "Blackleaf Helm"
and "Gladiator Helmet" have this
Talent.
- Duelist's Dance [Common Talent] - Parrying an opponent gives you 25% more posture back. (+2 Posture, +4
Carry Load)
- Prerequisites: 20 Strength
- Precise Swing [Common Talent] - After landing a critical your next light attack will chip past your
opponent's block. (+9 Carry Load, +1 Passive Agility)
- If your critical hits a block, this Talent will not work, nor will it work if you break the
block with a critical (if your critical only consists of 1 hit)
- Prerequisites: 25 Strength, 15 Agility
- The head equipment "Phalanx Helmet"
has this Talent.
- Spine Cutter [Rare Talent] - Hitting an enemy in the back
after a roll cancel will initiate a second slash that deals your weapon's raw damage. ( +6 Carry Load,
+2 Passive Agility)
- Deals true damage.
- You deal damage equivalent to 100% of your base damage, unaffected by any modifiers,
essentially dealing another fresh hit for free.
- Can proc from some physical mantras
- Prerequisites: 20 Strength, 25 Agility
- Steady Nerves [Common Talent, Agility] - You dance from toe to toe - successful dodges restore posture.
(+7 Carry Load, +2 Passive Agility)
- Restore 5% Posture on a successful dodge.
- Prerequisite: 15 Strength, 45 Agility.
- Strong Hold [Common Talent] - When above half health and two-handing, posture damage taken is reduced by
20%. (+9 Carry Load, +1 Passive Agility)
- Prerequisites: 30 Strength, 30 Medium Weapon
- The head equipments "Authority Helm"
and "Bulwark Helm" have this Talent.
- Strong Stern [Rare Talent] - The duration you are dazed from
wall bangs is cut in half (+9 Carry Load)
- Prerequisites: 15 Strength, 25 Fortitude
- Tap Dancer [Rare Talent, Agility] - Roll immediately after a
roll-cancel no longer puts your roll on a longer cooldown. (+1 Passive Agility)
- Negate the extra half a second cooldown added to the roll following a roll-cancel.
- Prerequisite: 60 Agility
Duelist Flame[]
"My flame fights for me."
- Concussive Flash [Common Talent, Flamecharm Exclusive] - Your blinding light now concusses foes. (+10
Carry Load, +3 Elemental Intensity)
- People blinded by Blinding Flame are Dazed for 2 seconds.
- Prerequisites: Flame Blind, 30 Flamecharm, 25 Strength
Elementalist[]
"I seek the qualities of Elementalist."
- Ether Overdrive [Advanced Talent, Attunement
Exclusive] - Gain 5% extra PEN and remove the cap on your PEN. Go beyond your limits.
- Like Million Ton Piercer, removes 50% mantra and physical PEN cap.
- Prerequisites: 20 Element, 90 Intelligence
- Mutual Exclusive: Million Ton Piercer
- Elemental Rebound [Rare Talent] - Elemental mantras now
grant extra tempo upon landing (+3 Elemental Intensity).
Empath[]
"I feel the pain of those around me."
- Give and Take [Common Talent, Charisma] - Deal less damage to comrades and receive less damage from
comrades.
- Guildmates, people who are in a Vow of Mastery or people who are in a Vow of Allegiance with you
take less damage from you and deal less damage to you.
- The Canor race's innate Talent has a similar effect.
- Prerequisities: 35 Charisma, Friends in High Places
- The head equipment "Investigator's Hat" and "Tophat" have this Talent.
- Off Your Game [Common Talent, Charisma] - You now slow Taunted enemies when you hit them.
- Prerequisites: Taunt (Charisma Mantra), 90 Charisma
- Cornered Fool [Common Talent, Charisma] - Blockbreaking a Charmed opponent procs Taunt for 5s, making
them take and deal more damage. 15s CD.
- Prerequisites: 85 Charisma, Taunt
Escape Artist[]
"I wish to escape."
- Robber Baron [Common Talent] - You hold onto more items when defeated.
- Item loss on death is reduced from 50% to 25%.
- You no longer lose notes from dying.
Ether Adept[]
"I am an expert on ether."
- Charged Return [Common Talent] - Being under an elemental status effect causes your M1's and critical
attacks to do 20% more damage.
- Prerequisites: 20 Willpower, 15 Strength
- Ether Absorption [Common Talent, Intelligence] - Receive Ether back when inflicted with damage from
Mantras. (+7 Carry Load, +2 Elemental Intensity)
- Prerequisites: 15 Intelligence
- Ether Blade [Common Talent, Intelligence] - Draw your foes ether into your weapon when you parry
ether-based attacks. Gain Ether when you parry mantras.
- Prerequisites: 20 Agility, 15 Intelligence
- Ether Conduit [Common Talent, Intelligence] - Your Ether Adept Talents that grant you ether on proc now
give you stacks of Inspiration. At 3 stacks of Inspiration. your mantras will deal 10% more damage for
3s. (+7 Carry Load, +2 Elemental Intensity)
- Prerequisites: 30 Intelligence
- Eureka [Rare Talent, Intelligence] - Receive ether back on
every successful perfect cast. (+7 Carry
Load, +2 Elemental Intensity)
- Refunds the ether cost of a mantra proportionate to your INT.
- Prerequisite: 30 Intelligence
- Magical Resolve [Common Talent] - Being hit increases Ether
regen for a short duration. (+7 Sanity)
- Prerequisites: 40 Willpower, Battle Tendency
- Mantra Permanence [Common Talent, Intelligence] - Knocking an enemy with a mantra refunds the cost of
the mantra.
- Prerequisites: 20 Intelligence
- Nullifying Clarity [Common Talent, Intelligence] - Deal 10% more damage to enemies with status effects
on them with your basic attacks, but the effect is removed on impact. (Works only with elemental status
effects)
- Prerequisites: 15 Strength, 5 Intelligence
Falling Star Guard[]
"I believe in the men who followed Pleeksty before."
- Meteor Impact [Common Talent, Flamecharm Exclusive] - Aerial moves will follow up into a devastating
slam. (+4 Elemental Intensity)
- Prerequisites: Any "Rising" Mantra, 25 Flamecharm
- Phoenix Impact [Common Talent, Flamecharm Exclusive] - If you Meteor Slam an opponent whilst on fire,
restore some HP and Ether. (+3 Elemental Intensity)
- Prerequisite: Meteor Impact, 40 Flamecharm
Fish[]
"I enjoy sea food."
- Fishman [Generic Talent, Rare Talent] - You can execute
enemies in water. Gain additional healing from knocking others in water. (+5 health)
- You normally cannot grip NPCs and players in water (due to a lack of ground to hold them down).
Fishman allows you to drown them.
Flame Dancer[]
"I dance with the flames."
- Dancing Steps [Common Talent, Flamecharm Exclusive] - Fire mantras now move you in the direction you're
facing. (+3 Elemental Intensity)
- Prerequisites: 35 Flamecharm, Power 8
- Graceful Steps [Rare Talent, Flamecharm Exclusive] - Your
dancing step now give a faster speed boost (+3 Elemental Intensity).
- If you lack the ether to cast a mantra, the speed boost will trigger regardless.
- Prerequisites: 80 Flamecharm, Power 13, Dancing Steps
- The Final Act [Rare Talent, Flamecharm Exclusive] - Landing
a fire mantra immediately after flourishing an opponent will cause them to explode. (+3 Elemental
Intensity)
- Prerequisite: 60 Flamecharm, Power 13
- Mutual Exclusive: Eruption Path: Lava Serpent
Flame Warden[]
"None will escape my flames."
- Cauterized Wounds[Common Talent, Flamecharm Exclusive] - Blood loss from all sources is lowered. (+1
Passive Agility, +3 Elemental Intensity)
- Prerequisites: 40 Flamecharm, 5 Fortitude
- Flamewalker [Common Talent, Flamecharm Exclusive] - When Warding Radiance is active you leave trails of
flame when you slide. (+1 Passive Agility, +3 Elemental Intensity)
- Prerequisites: 25 Agility, 40 Flamecharm, Warding Radiance
- Hell's Partisan [Common Talent, Flamecharm Exclusive] - After landing a flame dagger on an opponent,
your next hit against them will impale with a divine spear from above. (+4 Sanity, +1 Elemental
Intensity)
- Prerequisites: 35 Flamecharm, Fire Forge (Flamecharm Mantra)
- Warding Radiance [Rare Talent, Flamecharm Exclusive] - Every
fire mantra builds up one halo stack. At 3 stacks a halo appears that allows you to slide further.
Hell's Partisan is also triggered passively while this is active. (+1 Passive Agility, +3 Elemental
Intensity)
- Prerequisite: 20 Agility, 30 Flamecharm, Hell's Partisan
Flamecharmer[]
"I speak to the flames."
- Adept Flamecharmer [Character Exclusive, Flamecharm Exclusive] - You can now obtain 1-Star Leveled
Flamecharmer Mantras.
- Prerequisites: 20 Flamecharm
- Azure Flames [Common Talent, Flamecharm Exclusive] - Many of your flames turn blue, signifying their
increased intensity. ( +2 Elemental Intensity)
- Prerequisites: 70 Flamecharm, 40 Willpower
- Expert Flamecharmer [Character Exclusive, Flamecharm Exclusive] - You can now obtain 2-Star Leveled
Flamecharmer Mantras.
- Prerequisites: 30 Flamecharm
- Flamecharmer [Character Exclusive, Flamecharm Exclusive] - Grants you the ability to command Fire as a
Flamecharmer.
- Prerequisites: Flamecharm at Power 1 (Flamecharm 1) or obtain through Flamecharm Trainer
(Amashi)
- Master Flamecharmer [Character Exclusive, Flamecharm Exclusive] - You can now obtain 3-Star Leveled
Flamecharmer Mantras. (+5 Health)
- Prerequisites: 50 Flamecharm
- Produce Spark [Flamecharm Exclusive, Common Mantra Card] - A simple production of Flame for the use of
making Campfires.
- Prerequisites: 20 Flamecharm
- Unyielding Inferno [Common Talent, Flamecharm Exclusive] - Your flames burn just as strong even in the
fiercest of storms. ( +4 Elemental Intensity)
- Negates the dmg decrease Flamecharm receives from rain.
- Prevents fire from going out in rain.
- Prerequisites: 35 Flamecharm
- Wildfire [Common Talent, Flamecharm Exclusive] - Pressing [F] before releasing your Fire Palm will
release a wider but shorter flame.
- Prerequisites: Fire Palm (Flamecharm Mantra)
Flashfreeze[]
"I seek the qualities of FlashFreeze."
- Temperature Shock [Common Talent, Dual Attunement] - Your fire mantras now detonate any stacked
crystals.
- Prerequisites: Glass Path: Crystallization, 40 Flamecharm, 40 Frostdraw
Freak Of Nature[]
"I'm built different" - Cannot Give Talents
- Exoskeleton [Rare Talent] - You have a layer of fortified
Natural Armor that replenishes when you rest. Your Natural Armor will resist 10% Physical Damage when
active. (+10 Health)
- Vesperians will only gain 8% armor from this Talent, totalling to 13% with their own natural
armor.
- Natural Armors can be affected by PEN, but its effectiveness is reduced by 75%.
- Prerequisite: 40 Fortitude.
- To the Finish [Rare Talent] - You take 10% less damage when
below 30% health.
- Prerequisite: 50 Fortitude
Frost Forger[]
"I survive off the frozen Elements."
- Glacial Finish [Common Talent, Frostdraw Exclusive] - Press [F] while using your Ice Smash Mantra to
follow up with a devastating attack.
- Prerequisites: Ice Smash, 35 Frostdraw
- Glacial Mobility [Common Talent, Frostdraw Exclusive] - Cast while slide-jumping to perform a running
attack with your ice sabers.
- The Talent activates after you've slide jumped, and not during the slide jump, unlike the
Talent description.
- Prerequisites: Ice Blades, 20 Frostdraw, 20 Agility.
Frostdrawer[]
"I speak to the frost."
- Adept Frostdrawer [Frostdraw Exclusive] - You can now obtain 1-Star Leveled Frostdrawer Mantras.
- Prerequisites: 20 Frostdraw
- Cold Front [Common Talent, Frostdraw Exclusive] - Your vent is imbued with glacial frost.
- Venting creates an ice patch on the floor and applies Chill to any enemy hit by it.
- Prerequisites: Cryonis, 25 Frostdraw
- Expert Frostdrawer [Frostdraw Exclusive] - You can now obtain 2-Star Leveled Frostdraw Mantras.
- Prerequisites: 30 Frostdraw
- Frostdrawer [Frostdraw Exclusive] - Grants you the ability to command Ice as a Frostdrawer.
- Prerequisites: Frostdraw at Power 1 or obtain through Frostdraw Trainer (Nell)
- Glacial Ice [Common Talent, Frostdraw Exclusive] - Your frost is now considerably more intense. (+6
Sanity)
- Currently bugged or has a unknown effect (Does not increase frost patch sizes, chill duration,
crystal amount, mantra dmg, or crystal dmg)
- Prerequisites: 50 Frostdraw, 20 Willpower
- Master Frostdrawer [Frostdraw Exclusive] - You can now obtain 3-Star Leveled Frostdraw Mantras. (+5
Health)
- Prerequisites: 50 Frostdraw
Frostthorn[]
"My ice protects like a flower growing thorns."
- Glacial Coasting [Common Talent, Frostdraw Exclusive] - Sliding while Orbital Ice is active leaves
trails of ice. (+1 Passive Agility, +3 Elemental Intensity, +1 Health)
- Prerequisites: Orbital Ice, 25 Agility, 50 Frostdraw
- Orbital Ice [Common Talent, Frostdraw Exclusive] - When landing a parry while standing on ice,
automatically forms a gravitational ring of ice that absorbs 15% of the physical damage you take. The
ring breaks after sustaining a certain amount of damage. (Scales with Frostdraw) (+1 Elemental
Intensity)
- Physical resistance of Orbital Ice is equal to "Frostdraw investment ÷ 4", reaching 25% physical
resistance at 100 Frostdraw.
- Prerequisites: 65 Frostdraw
Frozen Warrior[]
- Frozen Legs [Rare Talent, Frostdraw Exclusive] - Your slow
effect prevents your opponents from rolling. (+5 Elemental Intensity)
- Works with Crystallization.
- Lasts the first 1.5 seconds after chill/freeze procs.
- Prerequisite: 60 Frostdraw.
Gale Duelist[]
"My wind fights for me."
- Tempest Wind [Galebreathe Exclusive] - Cast Wind Blade while sliding to unleash a quick whirlwind
attack.
- Will also proc after a slide jump.
- Prerequisites: Wind Blade, 20 Galebreathe.
Gale Kata[]
- Legion Kata [Common Talent] - Gain the ability to use the Legion's
martial arts.
- Allows you to use Legion Style, one of the 3 fist
styles.
- Prerequisites: Talk with Amara while having Captain's
Recc in your inventory. NOTE: IF YOU HAVE CLICKED WHILE HOLDING THE RECC OUT, DELETING IT,
YOU CAN STILL LEARN LEGION KATA
Galebreather[]
- Adept Galebreather [Galebreathe Exclusive] - You can now obtain 1-Star Leveled Galebreathe mantras. (+3
Elemental Intensity, +1 Health)
- Prerequisites: 20 Galebreathe
- Expert Galebreather [Galebreathe Exclusive] - You can now obtain 2-Star Leveled Galebreathe mantras. (+5
Elemental Intensity)
- Prerequisites: 30 Galebreathe
- Galebreather [Galebreathe Exclusive] - Grants you the ability to command wind as a Galebreather. (+3
Elemental Intensity)
- Prerequisites: Galebreathe at power 1 or obtain from Galebreathe trainer (Friid)
- Master Galebreather [Galebreathe Exclusive] - You can now obtain 3-Star Leveled Galebreathe mantras. (+3
Elemental Intensity, +5 Health)
- Prerequisites: 50 Galebreathe
Galeforce[]
"I use the winds to enforce my will."
- After Cut [Galebreathe Exclusive] - If an attack is physical and wind it will apply an after cut that
does 10% of the damage you dealt. If an attack was a mantra, it does 5% damage instead. (+2 Elemental
Intensity)
- Prerequisites: 40 Galebreathe, Breathing Impact
- Breathing Impact [Galebreathe Exclusive] - When knocked into objects by wind mantras enemies take
additional blunt damage based off of how hard they are hit. (+5 Elemental Intensity)
- The following Galebreath Mantras have knockback and can benefit from this Talent: Airforce,
Champions Whirlwind, Tornado Kick, Gale Punch , Rising Wind, Wind gun
- Prerequisites: 30 Galebreathe
- Inhale [Galebreathe Exclusive] - Cancelling a wind spell stores its power in your lungs for 5 seconds,
empowering the next wind spell cast in
that time. All relevant modifications and
upgrades from the inhaled wind mantras are applied to the empowered mantra. While also gaining a speed
boost after a successful inhale. (+1 Elemental Intensity)
- Prerequisites: 50 Galebreathe, Breathing Impact
- Speed boost has a 2 second cooldown.
Genius Intellect[]
"My brains are my strength."
- Neuroplasticity [Rare Talent] - Your mind is a pliable,
flexible substance. The Ether cost of additional modifications to your Mantras is now reduced by 20%.
(+1 Wildcard Mantra Slot)
- The increased Ether Cost from Modified Mantras is reduced by 20% (ether cost increase for tier 1
modifications is reduced from 10 Ether to 8, for tier 2 - from 20 Ether to 16).
- Does not apply retroactively to previously modified mantras. You must reset your mantras with an
Amnesic Driftwood and mod the mantra again to benefit from the reduced cost.
- Prerequisites: 35 Charisma / 35 Intelligence / 35 Willpower
Glassdancer[]
"I seek the elegance of a Glassdancer."
- Glass Path: Crystallization [Frostdraw Exclusive] - Your ice abilities no longer grant a slow effect or
the ability to freeze and instead cause ice crystals to grow on your opponent. (+4 Elemental Intensity)
- Applying chill, freeze, or frost elemental damage applies red ice crystals on the enemy instead
of slowing opponent. Stacking 5 ice crystals makes them explode.
- 3 base damage per crystal explosion. (Scales with frostdraw investment)
- 1s cooldown on explosion proc.
- Increases damage of Crystal Impale and Crystal Knee.
- Changes Chilling enchant to proc 1 crystal per hit.
- Changes color of Gran Sudaruska and Chilling enchant to become a pinkish red color.
- Prerequisite: 40 Frostdraw
- Mutual Exclusive: Unyielding Frost
- Crystal Shrapnel [Common Talent, Frostdraw Exclusive] - Your crystal explosions now have an AoE that
applies crystals to all hit. (+5 Elemental Intensity)
- Will also damage the target that procced the crystal explosion, increasing total damage.
- Prerequisites: Glass Path: Crystallization, 60 Frostdraw
- Reclaimed Glass [Common Talent, Frostdraw Exclusive] - Your Crystal Shrapnel explosions now grant you
and any allies caught in them 10% Elemental Resistance for 10 seconds. (+5 Elemental Intensity)
- Prerequisites: Crystal Shrapnel, 65 Frostdraw
Great Wall[]
- Fortitude Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your
fortitude to its fullest.
- Prerequisite: 75 Fortitude
Gunslinger[]
"I always shoot first."
- Armor Piercing [Rare Talent] - Your bullets now ignore 20%
of an opponent's physical armor.
- Prerequisites: 30 Medium/Light Weapon and have completed the Trig quest.
(helping The Summer Company)
- Bulletproof [Common Talent] - You take no armor damage from guns.
- Prerequisites: 20 Medium Weapon/Light Weapon/Fortitude, And have completed the Trig quest.
(helping Asius)
- Hip Shooter [Rare Talent] - When wielded with a Medium/Heavy
weapon, your side gun can now fire a bullet projectile. 5s CD
- Prerequisites: 25 Light Weapon, 50 Medium Weapon/Heavy Weapon, Have a Light gun in your offhand
- QuickDraw [Common Talent] - Allows you to fire your offhand gun right after swinging. [Not necessary on
dual guns]
- Allows the user to instantly start attacking with their offhand gun after attacking with their
main weapon
- Prerequisites: 55 Light Weapon, Using a Gun
- True Ether Bullets [Rare Talent] - [Guns] Using Ether
Bullets applies elemental damage of your highest investment.
- Prerequisites: 30 Intelligence and 20 light/medium weapon, Use a Gun / Rifle
Hammer Rage[]
"I seek the qualities of Hammer Rage."
- Brain Rattler [Common Talent] [Clubs] - Guardbreaking an opponent with your Critical rattles their brain
in its container, causing increased blood loss and blurring their vision.
- Prerequisites: 50 Medium Weapon, Club equipped
- Dispatch [Common Talent] [Clubs] - Bear Trapped targets deal 20% less posture. Dazed targets deal 20%
less posture. This can stack.
- Prerequisites: Bear Trap, 55 Medium Weapon, Club equipped
- Hammerfall [Common Talent] [Clubs] - Aerial attacks do 25% more posture damage when blocked.
- Prerequisites: 35 Medium Weapon, Club equipped
Heat Column[]
"I seek the qualities of Heat Column."
- Fan the Flames [Common Talent, Dual Attunement] - Your stored Wind mantras can now empower your Fire
mantras.
- The effects of inhale (causing mantra
modifiers to transfer across gale mantras) will now also affect flame mantras.
- Prerequisites: Inhale, 40 Flamecharm
Heretic[]
"I do not hold the beliefs of the common people."
- All the Dead Gods [Rare Talent] - Your M1s now apply
anti-heal for 8s. (+7 Sanity)
- Whenever you land an M1, you apply 100% prevention of your enemy's healing for 8 seconds.
- Anti-heal percentage scales with investment up to its requirement, which causes a 40
Will, 15 Int investment to apply a ~33% anti-heal. (Only applies to Shrine of Order users)
- Lower anti-heal procs add up, causing 3 M1s to always apply full anti-heal regardless of
investment.
- Does not work on allies.
- Blocks health packs from knocks, spit healing, Bloodless Gem, passive health regen, campfire regeneration, Blood Scourge and Vampirism.
- The anti-heal effect is signified by a purple "fog" particle effect on the victim.
- Prerequisite: 65 Willpower, 40 Intelligence
- Heretic's Sutra [Common Talent] - A chant that steers you into the state of Insanity for 20 seconds.
- Gives a burst of insanity to yourself, which achieves the following:
- You start benefitting from Talents that require insanity to use (namely Lose Your Mind)
- Talents that need you to be losing sanity to proc are passively activated for 15 seconds
(namely Shared Misery and Piercing Will)
- Prerequisite: 80 Willpower, have had tier 1 insanity (shivering), and talk to Kasen, located in
Layer 2 Floor 1.
Human Architecture[]
"I seek the qualities of Human Architecture."
- Brick Wall [Advanced Talent] - You refuse. You cannot
be knocked off your feet until you are knocked completely unconscious. (+5 Health, +2 posture)
- Gain total immunity to ragdoll, only being pushed back instead from moves that would normally
ragdoll.
- By extension, this makes you more resistant to knockback as a whole as the lack of
ragdoll means you retain air friction.
- Also makes you resistant to the Eternal Gale, causing only momentary stun instead of
ragdolling you.
- Gain total immunity to knockdowns (Heavy critical, Starkindred's Ascension etc...)
- The time you are knocked, as in having 0 health, is increased (tested with 100 Willpower and
Perseverance before and after having the Talent)
- Prerequisites: 100 Fortitude, 100 Willpower, Perseverance
- Not a Scratch [Advanced Talent] - You don't show any
signs of damage. (+2 Posture)
- Your character no longer shows any signs of damage no matter how low their HP is. No cuts, no
scratches, no torn clothing, etc.
- Spotter (for your opponent's allies) / Rhythm no longer shows how much health your character
has.
- Prerequisites: 20 Fortitude, 100 Willpower
Hunter[]
- Peripheral Vision [Rare Talent] - Your glare now ignores if
your opponent is facing you. (+5 Sanity)
- Prerequisites: 40 Willpower, Glare
Ice Age[]
"I would see this world freeze"
- Bottom Freeze [Common Talent, Frostdraw Exclusive] - Hitting chilled enemies with Ice Projectiles while
they are on ice freezes them to the ground. (+5 Elemental Intensity)
- Will stop all movement from players affected, and will prevent rolling.
- Prerequisite: 25 Frostdraw
- Cryonis [Common Talent, Frostdraw Exclusive] - All ice spells casted ontop of ice cost less Ether. (+5
Elemental Intensity)
- Ice Mantras cost 40% less ether if casted while standing on ice.
- Prerequisite: 40 Frostdraw
- Frost Buster [Common Talent, Frostdraw Exclusive] - Greatsword and Greathammer Crits leave a trail of
ice. (+5 Elemental Intensity,)
- Also grant the ability to damage boats with Greatsword and Greathammer Crits.
- Even though it's not mentioned, Greataxes also work with this Talent.
- Prerequisite: Cryonis, 15 Heavy, 45 Frostdraw.
- Frostbite [Common Talent, Frostdraw Exclusive] - Enemies no longer heal when under the effect of your
chill. (+5 Elemental Intensity)
- Prerequisite: 25 Frostdraw
- Works with Crystallization
- Frozen Pin-Cushion [Rare Talent, Frostdraw Exclusive] - Ice
Daggers now freeze opponents. (+3 Elemental Intensity)
- Prerequisite: Ice Daggers, 60 Frostdraw.
- Instantly procs Crystallization upon landing on the target, knocking them backwards and deal
more damage
- Saint Jay [Rare Talent, Frostdraw Exclusive] - When a
chilled enemy receives a heal it's then redirected to you instead. While this is active and they are on
ice your rate of healing is increased. (+5 Elemental Intensity)
- Is currently bugged, and will not heal the user regardless of circumstance.
- The user doesn't steal healing from others if the user was the one that procced the healing (via
Revitalizing Hair Product, Grand
Support Talent etc.).
- If using Glass Path: Crystallization then every crystal applied will proc Saint Jay for 2
seconds. (Doesn't stack)
- Prerequisite: Frostbite
- Unyielding Frost [Advanced Talent, Frostdraw
Exclusive] - Your Chill can proc through block, with blocked Chilling proc lasting 80% of the duration.
(+5 Elemental Intensity)
- No longer procs Frozen Legs.
- Prerequisites: 100 Frostdraw
- Mutual Exclusive: Glass Path: Crystallization
Immolator[]
"I burn so that I may succeed."
- Agitating Spark [Common Talent] - If you hit an opponent that you've lit on fire, it spreads to anyone
nearby. Including yourself. (+3 Elemental Intensity)
- Prerequisites: 40 Flamecharm
- Immolation [Flamecharm Exclusive, Common Talent] - Fire spells cost 70% less while on fire. If you hit
someone while on fire, apply fire damage. You take 50% less damage from self-inflicted flames. (+8
Sanity, +2 Elemental Intensity)
- "Self-Inflicted flames" include Flame Within, Agitating Spark you spread and environmental burns
created by you.
- Prerequisite: Agitating Spark, 40 Flamecharm
- Phoenix Flames [Flamecharm Exclusive, Advanced
Talent] - Any time you would burn to death, you instead rise again with 50% of your health restored. Has
a 60 second cooldown. (+2 Elemental Intensity)
- If burn was procced by the Last Laugh Talent, the healing is reduced to 25%.
- Prerequisites: All Immolator Talents
Inferno[]
"All must burn."
- All-Consuming Flame [Common Talent] - Your flames will incinerate unconscious Targets much faster.
- Burn grip unconscious targets in 3 seconds (same time as a manual grip) intead of 5.
- Prerequisites: Corpse Explosion
- Corpse Explosion [Common Talent] - Bodies that you burn to death immediately explode dealing massive
damage.
- Prerequisites: 60 Flamecharm and Agitating Spark
- Pleeksty's Faith [Common Talent] - When on fire, automatically quench flames at the cost of some ether.
- Prerequisites: 25 Flamecharm, 15 Willpower, 15 Charisma
- Does not proc with flames produced by the user with Flame Within, Agitating Spark, or SHORT-CIRCUIT.
- Pleeksty's Will [Common Talent] - You gain significantly more ether from consuming elemental
ingredients.
- Prerequisites: "Flamecharmer Ploom" Quest in Etris with 40 Flamecharm /
50 Charisma / by completing quest requirements.
- Is also a requirement to fight Aska in Firfire. Without
this Talent, you will wipe through his flames.
Ironsinger[]
"I obtained the lost art of Ironsinging."
- Alloyblood [Advanced Talent, Ironsing Exclusive] - You don't bleed
like others do. Bleed damage is halved. Blood loss is reduced by 75%.
- Bleed damage now only deals 15% more damage.
- Blood loss reduction is less effective if using Curse of the No Life King.
- Blood loss reduction stacks multiplicatively with Cauterized Wounds.
- Makes your blood a shade of light grey when being attacked by a bleed damage attack.
- Scales with investment up to its requirement. If you have less MTL than required it gives less
bleed and blood less reduction
- Prerequisite: 100 Ironsing
- Ironsinger [Common Talent] - Grants you the ability to command Metal as an Ironsinger. Press X to Pull
on Metal Rods.
- Most ironsing mantras apply stacks of Metal Rods on targets. Pressing X will pull affected
towards you, the strength of the pull depending on the amount of Metal Rods.
- Adept Ironsinger [Common Talent] - You can now obtain 1-star Ironsinger mantras.
- Prerequisite: 20 Ironsing
- Expert Ironsinger [Common Talent] - You can now obtain 2-star Ironsinger mantras.
- Prerequisite: 30 Ironsing
- Metal Shackles [Common Talent, Ironsing Exclusive] - Guardbreaking an opponent prevents them from
receiving speed boost for 5 seconds.
- Prerequisites: 40 Ironsing, 15 Strength
- Laced Traps [Common Talent, Ironsing Exclusive] - People hit by your 'Caltrops' cannot jump and are
slowed for a small duration.
- Prerequisite: Caltrops mantra, 45 Ironsing
- Thornmail [Common Talent, Ironsing Exclusive] - Getting flourished applies a metal rod on your attacker.
- Prerequisite: 45 Ironsing
- Ironclad Punishment [Common Talent, Ironsing Exclusive] - Your Ironsing mantras deal more posture damage
to enemies the more armor durability they have.
- Prerequisites: 45 Ironsing
- Master Ironsinger [Common Talent] - You can now obtain 3-star Ironsinger mantras. (+5 Health)
- Prerequisite: 50 Ironsing
- Heavy Shoulders [Common Talent, Ironsing Exclusive] - If your opponent has 3 or more rods, their dodges
are slower.
- Prerequisites: 55 Ironsing
- Oh The Irony [Common Talent, Ironsing Exclusive] - Opponents affected by 'Taunt' receive double iron
rods for the duration.
- Prerequisites: 60 Ironsing, 40 Charisma, Taunt
- Piercing Metal [Common Talent, Ironsing Exclusive] - Deal additional armor damage to enemies per metal
rod affecting them.
- Prerequisites: 60 Ironsing, Power 13
Iron Will[]
- Willpower Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your
willpower to its fullest.
- Prerequisite: 75 Willpower
Javelin Lord[]
- Grand Skewer [Thundercall Exclusive, Rare Talent] - Your
Grand Javelin now carries opponents through the air.
- Prerequisite: Grand Javelin, 60 Thundercall
Jetstriker[]
- Decisive Winds [Unlockable Talent, Jetstriker Exclusive] - When
damaged below 50% health, gain maximum sprint momentum temporarily, then this ability is put on
cooldown.
- Rush of ancients [Unlockable Talent, Jetstriker Exclusive] -
Dashing at maximum sprint momentum makes you one with the wind itself. (+4 Passive Agility)
- Stratos Step [Unlockable Talent, Jetstriker Exclusive] - Holding
space while climbing will now let your perform Stratos Steps to get even higher. (+5 Health, +3
Passive Agility)
- Consumes Ether per step.
- Stratos Steps will only proc twice before going on a cooldown.
- Said cooldown applies to individual steps.
- Jetstream pursuit [Unlockable Talent, Jetstriker Exclusive] -
Upon a succesful flourish, teleport to the opponent when they stop moving. Receive a significant
boost of momentum.
- When proccing on humanoid npcs, sends you to the center of the npc's hitbox.
- Acceleration Points [Unlockable Talent, Jetstriker Exclusive] -
Striking an opponent in the back with mobility mantras or basic attacks now steals and grants
additional momentum.
Justicar[]
"I fight to preserve my way."
- Jus Karita [Common Talent] - Gain the ability to use fist combat against weapons. Including the ability
to block weapons with your hands using Ether.
- Allows you to use Jus Karita style.
- Prerequisites: Achieve a Power level of 5 and a Light Weapons attribute of 40, talk with Polis.
- Justicar's Prowess [Common Talent] - Jus Karita +30% posture damage against other fist styles.
- Deal +30% posture damage against Way of Navae and Legion Kata
- Prerequisite: Jus Karita
- Justicar's Renewal [Common Talent] - Hitting an opponent with your Jus Karita critical resets the
cooldown. (Cooldown of 10 seconds).
- Whenever you land the critical of Jus Karita, you can immediatly use it again with no delay.
- This effect can only happen every 10 seconds.
- Despite the card saying "hitting", you do not need to damage someone to reset the
cooldown (if it gets blocked, parried or dodged, it also resets it)
- Prerequisite: Jus Karita
- Swiftkick Prodigy [Common Talent] - Hitting successive basic attacks with Jus Karita will give a
temporary speed buff.
- Hitting your opponent with the M1s 3 times will grant you a speed boost.
- Prerequisite: Jus Karita
- Flying Swiftkick [Common Talent] - Hitting a Jus Karita critical attack while Swiftkick Prodigy is
active will greatly slow your enemy, and consume your speed boost.
- Prerequisites: Jus Karita and Swiftkick Prodigy
Lancer[]
"I am a master of the spear."
- Blade's Edge [Common Talent] [Spears] - Damage dealt with the tip of the spear is increased by 10% (+2
Passive Agility)
- Prerequisites: 30 Medium, Using a spear
- Defensive Sweep [Common Talent] [Spears] - Posture breaking an opponent grants you +50% PEN for 3
seconds.
- Prerequisites: 50 Medium, Using a spear
- Driving Impact [Common Talent] [Spears] - The first hit of your Spear's Critical Attack will deal the
posture damage of the second hit as well. The second hit no longer deals posture damage.
- Prerequisites: 30 Medium, Using a spear
- Lancer's Impale [Common Talent] [Spears] - Hitting an enemy after a perfect dodge makes your next attack
deal bleed damage. If that attack would already bleed, it adds +10% chip damage instead. (+4 Passive
Agility)
- Prerequisites: 30 Medium, Using a spear
Lava Serpent[]
"I seek the path of the Serpent."
- Empowered Eruption [Common Talent, Flamecharm and Eruption Exclusive] - Your next Eruption after
landing a critical is empowered with increased range and damage. 10s cooldown. (+4 Elemental Intensity)
- Prerequisites: Eruption Path: Lava Serpent, 50 Flamecharm
- Eruption Path: Lava Serpent [Common Talent, Flamecharm Exclusive] - Your fire abilities no longer proc
burn and instead proc an eruption under the enemies feet. (+4 Elemental Intensity)
- Instead of setting your target on fire, create an eruption on hit, dealing 15 damage. (0.5s
cooldown)
- Prerequisites: 40 Flamecharm
- Mutual Exclusive: The Final Act, Wraith Path: Twisted Puppets
- Flash Point [Common Talent, Flamecharm and Eruption Exclusive] - Block-breaking an enemy with a fire
mantra applies Burning and causes your Eruptions to be Empowered for the next 10s. 45s CD. (+4 Elemental
Intensity)
- Prerequisites: Eruption Path: Lava Serpent, 45 Flamecharm
- Molten Defense [Common Talent, Flamecharm and Eruption Exclusive] - Upon being block broken, you
erupt. 30s cooldown. (+4 Elemental Intensity)
- Prerequisites: Eruption Path: Lava Serpent, 60 Flamecharm
- The Floor is Lava [Advanced Talent, Flamecharm and
Eruption Exclusive] - Your Eruptions leave lethal pools of lava beneath them.
- Prerequisites: Eruption Path: Lava Serpent, 100 Flamecharm
Leader[]
"I seek the qualities of Leader."
- Callout [Common Talent] - You can mark objects or enemies by pressing Z, which will mark them for all
nearby allies.
- Prerequisites: 20 Charisma
- Spotter [Common Talent] - Marking enemies while in Rhythm will now indicate their health status to your
allies.
- Prerequisites: 40 Charisma, Rhythm, Callout
Leaf in the Wind[]
- Observation [Rare Talent, Agility] Dodge frames are larger
if you cancel your roll immediately. (+1 Passive Agility)
- Cancelling your roll quickly will grant dodge frames equals to the length of a regular roll.
- Prerequisite: 20 Agility
- Mutual Exclusive: Risky Moves
- Safety Dance [Rare Talent] - Your base dodge frames are
increased by 0.05s. (+1 Passive Agility)
- You gain more invincibility frames while dodging, granting you longer immunity to damage.
- Prerequisite: 20 Agility
- Mutual Exclusive: Risky Moves
Legion Shock Trooper[]
"I fight for the Legion."
- Cyclone Blade [Common Talent] - After a successful Gale Dash you wrap your weapon in wind essence
causing your next Light attack to do bleed damage and chip through your opponents block. (+2 Passive
Agility, +2 Elemental Intensity)
- Prerequisites: 30 Agility, 55 Galebreathe, Air Pressure
- Air Pressure [Common Talent] - Dodging an attack or hitting an enemy's block will transform your next
dash into a Gale Dash.
- Prerequisites: 20 Agility, 50 Galebreathe
- Hoplite [Common Talent] - Posture damage is reduced by 30% when wielding a spear and standing still. (+2
Passive Agility)
- Stacks with shield.
- Prerequisites: 15 Fortitude, Using a spear
- Pressure Break [Common Talent] - Breaking an enemy's posture will cause them take intense wind pressure
damage and be flung backwards. (+8 Carry Load, +2 Passive Agility)
- Prerequisites: Air Pressure, 30 Strength / 30 Agility, 65 Galebreath
- Wind Step [Common Talent] - Create a step of wind below you when jumping in the air. Jumping while
sliding down a slope or off a cliff launches you forwards. (+4 Elemental Intensity)
- Press space while in the air to double jump. This leaves a small tornado behind that someone
else can jump into to also double jump.
- While in combat, this ability cost Ether to use.
- Prerequisites: 40 Galebreathe
Liberator[]
"I will save my people."
- Savior [Common Talent] - After saving a player from being gripped gain a short speed boost for a short
duration. (+1 Sanity)
- "Saved" being interrupting a grip attempt.
- Prerequisite: 15 Willpower
Lichtenberg[]
"I seek the qualities of Lichtenberg."
- Scorched Peak [Common Talent, Dual Attunement] - Blockbreaking an enemy on fire or with a fire mantra
causes them to be struck by lightning.
- Prerequisites: 50 Thundercall, 25 Flamecharm
Limitbreaker[]
"I go beyond my limits."
- Comeback Kid [Common Talent] - When waking up from being knocked you are unable to be knocked down for 5
seconds. (120 second cooldown)
- Gain total immunity to getting knocked when you wake up from being knocked. You can still be
damaged but wont be knocked even at 0%.
- Prerequisites: Power 8
- Defiant until the End [Common Talent] - Slow the enemy trying to execute you down with one last shout of
your determination. (+6 Sanity)
- Players with this Talent will shout "THINK YOU'VE SEEN THE LAST OF ME" when gripped, which slows
down the grip attempt.
- Stacks with Last Second Negotiation. (with both a grip takes about 6.5 seconds)
- Prerequisite: 20 Willpower
- Last Resort [Common Talent] - Deal 10% more damage when your health is significantly low. (+10 Sanity)
- When below 25% HP, gain +10% damage.
- Red particles appear around your shoulders while the Talent is active.
- Prerequisite: 35 Willpower
- Lose your Mind [Rare Talent] - Deal more damage the more
insane you are. Grants +15% damage at maximum insanity. (+5 Sanity)
- Grant 15% extra damage when below 70% Insanity.
- Deepbound's Sanity gain from killing mobs in the Depths is reduced.
- Prerequisite: 30 Fortitude, 30 Strength
- Piercing Will [Rare Talent, Willpower] - When your sanity is
at stake gain +15% PEN on your attacks.
- The bonus PEN is applied starting from Tier 1 Insanity (33% sanity)
- Prerequisite: 80 Willpower
- The Eleventh Hour [Common Talent] - When below 15% health your mantras require no ether to cast for 11
seconds. (60 Second Cooldown) (+10 Sanity)
- Prerequisite: 35 Willpower
- Uproar [Common Talent] - When hit 3 or more times within 3 seconds go into an uproar where you cannot be
stunned for a short duration. (Hyperarmor Benefit)
- Prerequisite: 35 Fortitude
Marauder[]
"I often attack others."
- Aggressive Posture [Common Talent] - Hitting your opponent with a basic attack causes them to slow down
while walking backwards. (+1 Passive Agility)
- Bloodletter [Common Talent] - Hitting opponents on the ground lowers their blood. (+1 Passive Agility)
- Bloodletter is an innate Talent.
- The head equipment "Bloodfeather
Cowl" have this Talent.
- Old Habits Die Hard [Common Talent] - A blocked attack after a failed parry will cause the attack to
deal half posture. (+5 Health)
- Prerequisite: 20 Willpower
- Thresher Claws [Rare Talent] - All of your attacks have 10%
more PEN.
- Mantras receive only 5% more PEN.
- Prerequisites: Power 13
- Thresher Scales [Common Talent] [Quest Talent] - You regenerate your armor at campfires. (+5 Health)
Master Survivalists[]
"I am nature's master."
- Survival Kit [Common Talent, Charisma, Willpower, Fortitude] - You keep a well-stocked set of tools on
your person at all times. Your flint never runs out of uses.
- Flint now has infinite uses.
- Obtainment: Wipe with Herbivore, Iron Gut and Termite.
- Prerequisites: 20 Intelligence / 20 Willpower / 20 Charisma.
Meditative Trance[]
- Warrior's Respite [Rare Talent] - Standing still for 15
seconds in order to initiate healing.
- Any action, be it blocking, moving, attacking, dodging (except instant roll cancelling) or
getting pushed around will cancel the effect. (This was not the case a long time ago, and was
overpowered)
- Does not activate when on moving ships.
- Does activate when in water and with spawn immunity.
- Prerequisite: 15 Fortitude
Mental Fortress[]
"My mind is indomitable."
- Breathing Exercise [Common Talent] - Your sanity recovers more quickly once out of terrifying
situations. (+5 Health)
- Your passive sanity regen is increased.
- You do not regen sanity when something is actively draining it, like being in The
Depths.
- Prerequisite: 5 Willpower
- Conquer your Fears [Common Talent] - Killing the beings of the deep replenishes your sanity somewhat.
When an Ally grips an enemy nearby to you, you regain Sanity. (+3 Sanity)
- Recover sanity when killing monsters in The Depths.
- You regain Sanity when Allies grip a humanoid near you (either a player or a mob).
- Prerequisites: 10 Willpower, Breathing Exercise
- Disbelief [Common Talent] - You're resistant to the effects of Illusion magic. You are resistant to
charms and tricks. (+5 Sanity)
- Halves the duration of the Charmed status effect and Illusionary Servant casted against you.
- Charm now last 3.75 seconds (down from 7.5 seconds)
- Lasting Charisma Charm last 7.5 seconds (down from 15 seconds)
- Prerequisite: 25 Willpower
Merchant[]
- Art of the Deal [Common Talent, Equipment Exclusive] -
Your rapport with merchants gives you lower prices!
- Reduces an item's price by about 12%.
- Obtained by equipping an Aristocrat
Coat.
Metallurgist[]
"Metal itself is my shield, whichever form it may take."
- Intuitive Repairs [Common Talent, Ironsing Exclusive] - Your 'Iron Skin' repairs armor while it's
active.
- Iron Skin also repairs natural armor from Chitin and Exoskeleton.
- Prerequisite: Iron Skin mantra, 25 Ironsing
- Metal Absorption [Common Talent, Ironsing Exclusive] - Your 'Iron Hug' also absorbs armor from the
enemy.
- Iron Hug will steal 200 armor durability from the target.
- Prerequisite: Iron Hug mantra, 30 Ironsing
- Metal Eater [Common Talent, Ironsing Exclusive] - When you have no ether, consume Armor durability to
cast your Ironsing mantras. (+5 Elemental Intensity)
- If you can't cast a mantra due to a lack of ether, consume 50 armor durability to cast it.
- Prerequisite: 50 Ironsing
- Metal Thief [Common Talent, Ironsing Exclusive] - Pulling an opponent absorbs a portion of their current
Armor durability.
- Each rods will steal 20 armor durability.
- Prerequisite: 50 Ironsing
- Polished Armor [Common Talent, Ironsing Exclusive] - You receive 10% less damage when your Armor
protects you from an attack and has over 90% durability.
- Prerequisite: 75 Ironsing
Metamancer[]
"I want to WIN."
- Chain of Perfection [Common Talent] - You gain stacks of 'Perfection' on hitting mobs with close-range
attacks. Perfection increases your damage towards mobs the more stacks you have. All stacks are lost on
taking damage. (+1 Elemental Intensity)
- Gain a 4% damage boost against PVE enemies for every hit against at close range.
- Can stack up to 25 times, for a 100% damage boost.[1]
- This effect is not accounted for in the 75% damage boost cap.
- Lose the entirety of the damage boost after taking damage. (Excludes self damage from sources
like Flame Within and Jumpstart, but not fall damage.)
- Unlock requirement: Defeat any Bosses solo without
taking any damage.
- Chain of Perfection is applied to every slot after unlock, but it has a delay between the
obtainment of it and it being applied to all slots
- Requirement: Power 2
- Lootskipper [Rare Talent] - Mobs have a much higher chance
to drop their rarest loot when slain. (+4 Carry Load)
- Increases the odds of the item with the lowest rate appearing.
- This applies to the mob DROP and not the chest they spawn.
- If the mob only has a singular drop, increase the odds of dropping said item.
- If a mob has a large selection of drops, and the rarest scenario is no drops, lootskipper will
increase the chance of nothing dropping (ex. Primadon drops Mantra modifiers more than nothing)
Ministry Prophet[]
"I wish to see this world drown."
- Already Dead [Common Talent, Equipment Exclusive] - You
take reduced damage from abilities with a health cost.
- Lowers Shade Devour self-damage. Removes Deepspindle running crit self-damage.
- Obtained from: Deepscorn Casque
- Withering Soul [Common Talent, Outfit Exclusive] - Your M1's
proc 20% of their damage as Wither. Wielding the Deepspindle will double the amount to 40%.
- Obtained from: Darkened Bastion
Mindbreaker[]
"I dominate the minds of others."
- Shared Misery [Common Talent] - Using a M1/Critical Attack on an enemy while losing sanity causes them
to lose sanity. (+5 sanity)
- Prerequisites: 85 Willpower
Mountain Climber[]
"I scale the tallest peaks."
- Boulder Climb [Common Talent] - Your climb height increases when you slide jump. (+1 Passive Agility)
Mr Charm[]
- Charisma Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your
charisma to its fullest.
Murmur[]
"My soul is an instrument with its own frequency."
- Ardour Scream [Common Talent] - Amplify your shout into a scream using Ardour, dominating weaker
foes. (Tool in your inventory) (+9 Sanity).
- Affected targets takes 25% more damage and has their posture stat halved (multipliers ignored).
- Since the target's posture is halved, you do not take extra posture damage when
parried.
- Takes 100% ether to be used, therefore deactivating ardour.
- Will also combat tag anybody hit.
- Can stack with m1s, crits, silentheart attacks, and other non-mantra skills, obstructing
animations.
- Prerequisite: 40 Willpower, 15 Strength, Murmur: Ardour
- Murmur: Ardour [Unlockable Talent] - An application of your Soul Murmur that enables one to
channel the Murmur into raw strength. Press H.
- Will drain ether when in use under power 20. (ether drain scales on level)
- Deactivated when having 0% ether, or upon using Ardour scream.
- Prerequisites: Kill the Dread
Serpent. Talk with Old
Stranger.
- Murmur: Rhythm [Unlockable Talent] - An application of your Soul Murmur that enables the user
to perceive the subtle murmur emanating from all things. Press G while crouched.
- Prerequisite: Quest in Eternal Gale.
- Murmur: Tacet [Unlockable Talent] - An application of your Soul Murmur that enables the user
to suppress their own murmur. Press T while crouched.
- Prerequisite: 10 Charisma and 5 Cestis Bounties or 5
Bounty Hunting Contracts
Natural Armor[]
"I seek the qualities of Natural Armor."
- Padded Armor [Common Talent] - While your armor is broken (or if you have no armor), you take 5% less
damage. (+3% Blunt Armor)
- Steel Scales [Common Talent] - You take an additional 5% less damage when your armor is broken. (+3%
Slash Armor)
- Prerequisites: Power 8, Padded Armor
Navaen Nomad[]
"I am one with Navae."
- Captain Etrea [Common Talent] - [Fists] Moving while blocking with a shield no longer slows you down.
(+4 Carry Load)
- Prerequisites: Trained Fist, Moving Fortress, Shield Equipped, 20 Fortitude and 30 Strength.
- Fists of Fortitude [Rare Talent] - Every 6 light attacks
with fist builds up a shield of endurance (Ether Shield) reducing incoming damage by 15%. (+1 Carry
Load)
- Prerequisites: Fists, 20 Fortitude, 20 LHT
- You must land 6 hits on your opponent for Fists of Fortitude to activate.
- The Cooldown is 1 minute and 10 seconds.
- This Talent also works with Jus Karita
- Way of Navae [Common Talent] - Gain the ability to use fist combat against weapons. Including the
ability to block weapons with your hands using Ether.
- Allows you to use Way of Navae style
- Prerequisites: Bring a Navaen Nomad Captive to Eastern Camp Master on Etris, or Eastern Tribal Leader on Summer Isle.
Needle[]
"I seek the qualities of Needle."
- Duelist's Lunge [Common Talent, Rapier Exclusive] - [Rapier] running M1's deal increased posture damage.
Upon landing your Critical, your next running M1 will have increased range.
- Prerequisites: Using Rapier, 30 Light Weapon
- Frenzied Dance [Common Talent, Rapier Exclusive] - [Rapier] When your posture is about to collapse, you
deal greater chip and posture damage.
- Prerequisites: Using Rapier, 50 Light Weapon
- Pressure Skewer [Common Talent, Rapier Exclusive] - [Rapier] Flourishing an enemy causes your M1's to
deal additional blood loss until you take damage.
- While active, also grants +25% chip damage.
- Prerequisites: Using Rapier, 40 Light Weapon
Nimble Blade[]
"I seek the qualities of Nimble Blade."
- Fast Blade [Common Talent] - Extend the speed boost you get from successfully parrying an attack. (+1
Passive Agility)
- Lightspeed Reflexes [Rare Talent, Agility] - Feinting gives
a very brief auto-parry window. (+1 Passive Agility)
- Prerequisites: 20 Agility, 20 Intelligence
Omniscient[]
"I am all knowing."
- Intelligence Unbounded [Common Talent] - You have gained the ability to surpass your limits and train
your Intelligence to its fullest.
- Prerequisites: 75 Intelligence
- All Knowing [Rare Talent] - Your prediction now ignores the
range requirement to reflect attacks. (+3 Elemental Intensity)
- Prerequisites: 60 Intelligence, Prediction (Intelligence Mantra)
- Successive Prediction [Common Talent] - Predicting an attack will briefly allow you to predict another.
(+3 Elemental Intensity)
- Allows you to reflect the entirety of multi-hit moves (such as enforcer's spin attack)
- Prerequisite: 50 Intelligence, Prediction (Intelligence Mantra)
- Twelve Steps Ahead [Common Talent] - Landing Prediction will halve the cooldown to a minimum of 2s.
Whiffing will double the cooldown to a maximum of 30s. This effect stacks for up to 30 seconds (+3
Elemental Intensity)
- Prerequisites: 80 Intelligence, Prediction (Intelligence Mantra)
One Eyed King[]
- Strength Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your
Strength to its fullest.
- Prerequisites: 75 Strength
Outlaw[]
"I seek the qualities of Outlaw."
- Lock n Load [Common Talent] - [1H Guns] The first bullet in your gun does more damage when fully loaded.
This damage buff scales with the number of bullets up to 15%.
- Prerequisites: 60 Light Weapon, using a Gun
- One in the Chamber [Common Talent] - [1H Guns] After fully reloading, the last bullet in your gun will
do more damage. This damage buff scales with number of bullets up to 20%.
- Prerequisites: 50 Light Weapon, using a Gun
- Rapid Fire [Common Talent] - [1H Guns] When you land a critical shot gain an ability to rapidly fire
your critical for 2s. 12s Cooldown.
- Prerequisites: 50 Light Weapon, using a Gun
- Rapid Reload [Common Talent] - [1H Guns] You have 20% faster reload when reloading an empty pistol.
- it takes 0.4 seconds to reload each bullet of an empty gun instead of 0.5 seconds.
- Prerequisites: 50 Light Weapon, using a Gun
- Sleight of Hands [Common Talent] - [1H Guns] When you flourish an opponent you instantly load a bullet.
- Prerequisites: 50 Light Weapon, using a Gun
- Ultrakill [Common Talent] - [1H Guns] When under the effects of Rapid Fire you reload 2X as fast.
- Prerequisites: Rapid Fire, 55 Light Weapon, using a Gun
Politician[]
"I seek the qualities of politician."
- Cult of Personality [Common Talent, Charisma Exclusive] - You gain +3% PEN for each person Charmed,
capping at +15% PEN.
- Prerequisites: 90 Charisma
- Pardon Me [Common Talent, Charisma Exclusive] - Crimes you commit in allied territories are often
ignored. Who's asking?
- Guards from faction which you are at or above neutral reputation will not aggro on you.
- Crimes still induce reputation lose however will turn hostile/react to crimes when your
reputation become negative.
- Prerequisites: 85 Charisma
Prospector[]
- Harvester [Common Talent] [Quest Talent] - Chance to receive two sets of ingredients when harvesting.
- Prerequisite: Complete Ciea's Quest 3 times.
- Excavator [Common Talent] [Quest Talent] - Chance to receive two sets of ore when mining, mine ores a
lot faster.
- Prerequisite: Turn in 5 pure ores at a blacksmith.
Public Figure[]
"I am for the people."
- Celebrity [Common Talent] - Your natural skill in mediating conflict makes people think more highly of
you. Your base reputation with factions is higher and your reputation caps out higher.
- Prerequisite: 40 Charisma
- This Talent was merged with the old "diplomat" Talent.
- Under The Radar [Common Talent] - The negative reputation threshold for a faction to put out posters of
you is now higher. (+1 health)
- Prerequisite: 60 Charisma
- If it is stacked with the "Celebrity" Talent you can immediately avoid being hunted by Voidwalkers until you lose one of the two Talents
or continue to have a very bad reputation with The Knives of Eylis or some other faction.
- You'll Need To Get Past Me [Common Talent] - When you're attacked, one of your many allies will leap
into action to protect their boss.
- Prerequisite: 75 Charisma
- Cooldown of 60 seconds
Pyroclast[]
"I seek the qualities of Pyroclast."
- Volcanic Glass [Advanced Talent, Flamecharm and
Frostdraw Exclusive, Dual Attunement] - Detonating crystals causes an eruption soon after. (+5 Elemental
Intensity)
- Prerequisites: Eruption Path: Lava Serpent, Glass Path: Crystallization
Pyromancer[]
"I am a master of the flame."
- Hungry Flames [Common Talent] - When you have no Ether, consume Stomach and Water to instantly cast your
next fire mantra. (+5 Elemental Intensity)
- Prerequisites: 30 Flamecharm, 15 Fortitude
Raging Bull[]
"My attack is unstoppable."
- Bulldozer [Rare Talent] - Enemies you flourish into a wall
have a chance of breaking the wall and are guard broken on impact.
- Prerequisite: 25 Strength
- Mutual Exclusives: Dazing Finisher
- Broken Ankles [Common Talent] - Blockbreaking an opponent puts their Mobility slot Mantras on CD for
12s. 30s CD
- Prerequisite: 70 Strength
- Piercing Blow [Rare Talent] - Attacks that break an
opponent's block ignore their Armor resistances.
- Prerequisite: 80 Strength
Rampaging Brute[]
"I seek the qualities of Rampaging Brute."
- Shield Breaker [Common Talent] - Blunt damage now fully ignores the posture bonus from shields. (+4
Carry Load, +1 Posture)
- Prerequisite: 60 Strength
- Bypass the increased posture from your enemies shield. Effectively, your enemy is stripped from
their shield.
- Unwavering Resolve [Common Talent] - Getting parried punishes your posture 33% less. (+2 Posture, +4
Carry Load)
- Prerequisite: 40 Strength
- Million Ton Piercer [Advanced Talent] - Gain 5% extra
PEN and remove the cap on your PEN. Go beyond your limits
- Like Ether Overdrive, removes 50% mantra and physical PEN cap.
- Prerequisites: 90 Strength, All Rampaging Brute Talents
- Mutual Exclusive: Ether Overdrive
Rampant Static[]
"My static is uncontrollable."
- Jolting Current [Common Talent, Thundercall Exclusive] - Your lightning attacks in water strike others
near them with lightning. ( +4 Elemental Intensity)
- Prerequisite: 35 Thundercall
Rending Needle[]
- Conductor's Cable [Common Talent, Ironsing Exclusive] - Applying Conductor rods on opponents steals some
of their armor to you.
- Prerequisite: Rending Needle: Conductor
- Rending Impact: Impaler [Rare Talent, Ironsing Exclusive] -
If an enemy is affected by 5 or more metal rods, your Ironsing Pull instead pulls out all of the rods
for massive damage.
- Ironsing Pull is activated by pressing X.
- Prerequisites: Master Ironsinger, 75 Ironsing
- Mutual Exclusives: Rending Needle: Conductor, Rending Needle: Jailer
- Rending Needle: Conductor [Rare Talent, Ironsing Exclusive]
- 5 metal rods will combine into a conductor rod. If an enemy uses a non-Ironsing elemental mantra,
they're dealt with their element back in return.
- Prerequisites: Master Ironsinger, 75 Ironsing
- Mutual Exclusives: Rending Impact: Impaler, Rending Needle: Jailer
- Rending Needle: Jailer [Rare Talent, Ironsing Exclusive] -
If an enemy has 5 or more rods, your Ironsing Pull will restrain them instead of pulling them.
- Once restrained, makes the target unable to react in any way. (Venting is enabled)
- Enemies have damage reduced by 30% when Metal Jailed.
- Prerequisites: Master Ironsinger, 75 Ironsing
- Mutual Exclusives: Rending Impact: Impaler, Rending Needle: Conductor
Saboteur[]
"I sabotage others."
- Family Recipe [Unlockable Talent] - You can now craft bombs at a crafting bench. (+2 Elemental Intensity)
- Incendiary Formula [Common Talent] - Bombs will set your enemies on fire upon detonation, as well as
launch with more force. Bombs will deal increased damage to burning enemies
- Prerequisite: Family Recipe
- Explosive Efficiency [Common Talent] - Crafting a bomb will yield two bombs. Chance to make three.
- Prerequisite: Incendiary Formula
- Sulphur Surprise [Common Talent] - Your cooldown for throwing bombs will be shortened after your first
bomb damages an enemy.
- Prerequisite: Incendiary Formula
- Hot Potato [Common Talent] - Gain a large boost of speed after throwing a bomb. Your bombs have a chance
to detonate twice. (+2 Elemental Intensity, +6 Passive Agility)
- Prerequisite: Family Recipe
- Pocket Bombs [Common Talent] - You have a chance to activate a bomb in your inventory when damaged. (+5
Health, +1 Elemental Intensity)
- Prerequisite: Family Recipe
- Drops two bombs from one bomb.
Sage of Wisps[]
"I seek to command the elements as my servant."
- Will o' Wisp [Advanced Talent, Attunement Exclusive]
- Your mastery over the Wisps of the Song enables you to mediate the innate conflicts between your
wisps, allowing any number of Wisps to be active at a time. (+1 Wisp Mantra slot)
- Allows the player to summon one of each Wisp at the same time.
- Prerequisites: Attunement Wisp mantra, 25 Element
Saint of Blades[]
- Light Weapons Unbounded [Unlockable Talent] - You have gained the ability to surpass your limits and
train your Light Weapons attribute to its fullest.
- Prerequisite: 75 Light Weapon
- Medium Weapons Unbounded [Unlockable Talent] - You have gained the ability to surpass your limits and
train your Medium Weapons attribute to its fullest.
- Prerequisite: 75 Medium Weapon
- Heavy Weapons Unbounded [Unlockable Talent] - You have gained the ability to surpass your limits and
train your Heavy Weapons attribute to its fullest.
- Prerequisite: 75 Heavy Weapon
Scholar of the Cloud[]
- Windwaker [Common Talent] - Call upon a gust of wind to propel your boat even faster.
- Unintuitive to most the community, using Windwaker is meant to grant a further speed boost only
inside a Wind Gate.
- Prerequisite: Sail with your mast pointed towards the wind in a sea highway for an unknown
amount of time, 20 Galebreathe
Scrapsinger[]
"I seek the qualities of the Scrapsinger."
- Gilded Path: Scrapsinger [Common Talent, Ironsing Exclusive] - Flourishing an enemy consumes any rods
they have and siphons their armor to you per rod.
- Prerequisite: 35 Ironsing
- Refine and Reuse [Common Talent, Ironsing Exclusive] - Consuming rods with Scrapsinger reduces incoming
PEN against you for 14 seconds. Each rod reduces PEN by 5% multiplicatively.
- Prerequisite: Gilded Path: Scrapsinger, 45 Ironsing
- Artisan's Blade [Common Talent, Ironsing Exclusive] - Activating Scrapsinger forges a metal blade behind
you for every 2 rods you consume. Metal blades will fire at a target upon landing an ironsing or metal
infused attack.
- Prerequisite: Gilded Path: Scrapsinger, 45 Ironsing
- Songs Unforged [Common Talent, Ironsing Exclusive] - Your weapon criticals will now activate
scrapsinger.
- Prerequisite: Gilded Path: Scrapsinger, 50 Ironsing
- Masterwork [Rare Talent, Ironsing Exclusive] Successful hits
from Artisan's Blades will proc metal rods and deal slightly more damage.
- Prerequisites: Artisan's Blade, 60 Ironsing
- Reshape and Remold [Advanced Talent, Ironsing
Exclusive] - Successful procs of Scrapsinger will increase the amount of armor damage your opponent
takes. After hitting the cap, the opponent will take +5% damage.
- Prerequisites: 70 Ironsing, All Scrapsinger Talents
Seeker of Sound[]
"I search for the Song."
- Dragon's Song [Common Talent] - Using a mantra after an uppercut grants ether.
- 2s Cooldown
- Grants +20 ether on proc.
Self-Shocker[]
"I am a self-starter."
- Jumpstart [Common Talent, Thundercall exclusive] - Using Static Withdraw when not being carried applies
Jumpstart, increasing your ability to scale walls, your speed and applies shock to all outgoing physical
damage and damage taken. Grants a +10% damage multiplier. (+4 Elemental Intensity)
- Prerequisite: 35 Thundercall, Static Withdraw
- Raging Static [Common Talent, Thundercall exclusive] - Your Jumpstart no longer gives you movement
buffs, but your Jumpstart physical damage is increased up to +20%. The self damage to activate it is
lowered. Your cooldown on Jumpstart is also lowered.
- Prerequisite: 35 Thundercall, Jumpstart
Sapper[]
- Dark Receiver [Common Talent, Dual Attunement] - Shadow moves will also steal Ether from those you are
Static Linked tethered to.
- ~2-3% increase in ether steal per mantra.
- Prerequisites: Static Link, 40 Thundercall, 40 Shadowcast
Shadowcast Master[]
- Shadowcast Unbounded [Unlockable Talent] - You have gained the ability to surpass your limits and
train your Shadowcast to its fullest. (+10 Health)
- Prerequisite: 75 Shadowcast
Shadowcaster[]
"I speak to the shadows."
- Adept Shadowcaster [Unlockable Talent, Shadowcast Exclusive] - You can now obtain 1-star Leveled
Shadowcaster Mantras.
- Prerequisite: 20 Shadowcast
- Blossoming Darkness [Common Talent, Shadowcast Exclusive] - The more Ether you drain during Shadow Roar,
the bigger it gets. (+1 Elemental Intensity)
- Prerequisite: Shadow Roar
- Expert Shadowcaster [Unlockable Talent, Shadowcast Exclusive] - You can now obtain 2-star Leveled
Shadowcaster Mantras.
- Prerequisite: 30 Shadowcast
- Fear [Common Talent, Shadowcast Exclusive] - Enemies will briefly hang in place when they run from you.
(+4 Elemental Intensity)
- Prerequisite: 50 Shadowcast
- Lasting Sorrow [Common Talent, Shadowcast Exclusive] - Shadows last longer on your opponent. (+4
Elemental Intensity)
- Prerequisite: 50 Shadowcast
- Master Shadowcaster [Unlockable Talent, Shadowcast Exclusive] - You can now obtain 3-star Leveled
Shadowcaster Mantras. (+5 Health)
- Prerequisite: 50 Shadowcast
- Shadow Travel [Rare Talent, Shadowcast Exclusive] - Teleport
to a location in exchange for Ether cost. Certain ranges will require a health sacrifice. Be careful as
this technique can prove lethal to the user.
- Can teleport users to the roof of the depths, and wipe them due to fall damage.
- Prerequisite: 75 Shadowcast, Dark God
- Shadowcaster [Unlockable Talent, Shadowcast Exclusive] - Grants you the ability to command shadows as
a Shadowcaster.
- Prerequisite: Shadowcast with Power 1 or obtain through Shadowcast trainer (Nostor)
- Sightless Still [Common Talent, Shadowcast Exclusive] - The more a person is affected by your shadowcast
the more you obscure their vision. Block breaking an opponent obscures their vision with darkness more
potent than your Shadow mantras. (+5 Elemental Intensity)
- Prerequisite: 30 Shadowcast
- This Talent was merged with the old Black Out.
- Mutual Exclusive: Singularity
- Singularity [Common Talent, Shadowcast Exclusive] - Enemies will briefly hang in place when hit by a
shadow move. (+1 Elemental Intensity)
- Prerequisite: 40 Shadowcast
- Mutual Exclusive: Sightless Still
Shieldmaster[]
"My shield is my ally."
- Knight's Rally [Common Talent] - When using a shield, you ready your block more quickly after taking a
hit. (+4 Sanity)
- When holding a shield, reduce time in "weak block" after getting hit.
- Prerequisites: 30 Fortitude, 10 Willpower, Use a Shield.
- Turtle Shell [Common Talent] - If your shield is on your back, take reduced backstab damage and negate
Spine Cutter.
- Shares a visual effect with the Arcwarder "Arc Suit" mantra.
- Prerequisites: 50 Fortitude, Knight's Rally
Shipwright[]
"I repair ships."
- Emergency Repairs [Common Talent] - Your repairs are twice as efficient when the ship is on low health.
Your repairs scale somewhat with the Max Health of the ship. (+2 Carry Load)
- Repairing restores 25% more HP to the boat when it's below 25% HP.
- Your repairs scale with the health of the ship by [needs testing].
- Prerequisite for emergency repairs: Automatically gained after using the Repair
Hammer 11 times.
- The head equipment "Brigand's Bicorn" has this Talent.
- Spare Nails [Common Talent] - You always keep a couple spare. Your repairs are more efficient and you no
longer drop Wood on death. (+2 Carry Load)
- Repairing restores 400 HP instead of 250 HP.
- Prerequisite for spare nails: Automatically gained after using the Repair
Hammer 51 times.
- The head equipment "Brigand's Bicorn" has this Talent.
Silencer[]
"The song shall be silenced."
- Silencer's Blade [Galebreathe Exclusive, Rare Talent] - Meleeing a 'Suffocated' opponent will extend the
duration of the Suffocation and grant a speed boost.
(+1 Elemental Intensity)
- Landing M1 attacks on suffocated targets apply a new stack of suffocation.
- Prerequisites: 60 Galebreathe, Power 10
- A World Without Song [Galebreathe Exclusive, Advanced
Talent] - Every 3 hits with a Wind Mantra now procs Suffocate. (+1 Elemental Intensity)
- Suffocation prevent the victim from casting mantras and deal damage overtime.
- Prerequisites: 75 Galebreathe, Silencer's Blade
Silvertongue[]
"I get my way."
Prerequisite: Charisma
- Friends in High Places [Common Talent] - Your connections often let you off the hook when you're in
trouble with the law. Nepotism sure does pay!
- Whenever you are knocked by town guards from a faction in which you have good reputation, the
town guards will scold you instead of gripping you, letting you live.
- Golden Tongue [Rare Talent] - Typing gives a random buff to
you and those around you. (60 second cooldown)
- One gives a Reinforce-like buff without healing, the other grants ~33% Ether.
- The buff is random for each person affected.
- Prerequisite: 40 Charisma
- Snake Oil [Common Talent] - Okay, the amount you're charging people for your items is getting downright
criminal. But I'm just a Talent description, I can't stop you.
- Gain 40% more notes from selling items.
- Prerequisite: 30 Charisma
Showboater[]
"I seek the qualities of Showboater."
- Unnecessary Theatrics [Common Talent, Charisma Exclusive] - Deliver a one-liner on uppercuts, flourishes
and critical attacks that charms your opponents briefly. (Does not proc "Golden Tongue" Talent).
- Prerequisites: Charismatic Cast, 75 Charisma
Soul Converter[]
- Bloodiron Spirit [Rare Talent] - You regain some Armor upon
killing enemies. (+5 Health)
Soverign of Slaughter[]
- Chime of Conflict [Common Talent] - Drift in and out of reality, challenging those hailing from distant
lands. Grants you the ability to access the PvP Arena.
- Prerequisite: Speak to Yamaketzal, Power 5
Specter[]
"I seek the qualities of Specter."
- Haunted Path: Specter [Common Talent, Galebreathe Exclusive] - Build up spectral energy by performing
successful dodges and landing Wind mantras. Phantom winds from Haunted Gale no longer appear. You can no
longer suffocate enemies.
- Prerequisites: Haunted Gale, 50 Galebreathe
- Apparitions [Common Talent, Galebreathe Exclusive] - Instead of Haunted Gale Phantoms and Suffocation,
each proc will now send apparitions towards your enemy. The apparitions apply 'Winded' where
'Suffocation' would suffice. Apparitions cannot be parried if you are in 'Phantom Step'.
- Prerequisites: Haunted Path: Specter, 50 Galebreathe
- Phantom Step [Common Talent, Galebreathe Exclusive] - Press X to begin running at high speeds and your
regular dashes transform into gale dashes. (Must have at least 10% Spectral Gauge)
- Prerequisites: Haunted Path: Specter, 55 Galebreathe
- Vanishing Wraith [Rare Talent, Galebreathe Exclusive] - Your
'Aerial Attacks' while in Phantom Step will now teleport you behind your target
- Prerequisites: Phantom Step, 60 Galebreathe
- Possession [Advanced Talent, Galebreathe Exclusive] - After
an apparition hits an enemy, receive 30% posture damage on all Galebreath attacks for 6 seconds.
If the apparition hits while you have Phantom Step activated, receive a 15% chip damage buff as well for
the same duration.
- Prerequisites: Haunted Path: Specter, 75 Galebreathe
Static Weaver[]
"I weave webs of lightning.
- Static Link [Common Talent, Thundercall exclusive] - Flourishing or uppercutting an enemy creates a
static link between you and your enemy. Your lightning stuns enemies for 1.5x as long. (+4 Elemental
Intensity)
- Prerequisites: 40 Thundercall, 15 Intelligence
- Jumper Cables [Common Talent, Thundercall exclusive] - Getting knocked with an active tether allows you
to steal health from tethered targets and not get knocked.
- Whenever you would get knocked but have a tether active, steal HP from the target to survive the
hit.
- 3–4 seconds cooldown between knock preventions.
- Prerequisite: Static Link, 40 Thundercall, 20 Fortitude
- Link Conduction [Common Talent, Thundercall exclusive] - While you have active tethers your lightning
mantras cost less ether. (+4 Elemental Intensity)
- Each active link reduce mantra ether cost by 30%.
- Prerequisite: Static Link, 65 Thundercall
- Static Ace [Common Talent, Thundercall exclusive] - Using Lightning Stream with an active tether link
targets your closest active link.
- Using Lightning Stream with a tether will instantly grab the target.
- Prerequisite: Static Link, 70 Thundercall
- Static Allure [Common Talent, Thundercall exclusive] - Having two active tethers will cause the previous
tethered enemy to get magnetized to your newest tethered enemy, also increases the duration of tethers
by 15 seconds. (+2 Health)
- Prerequisite: Static Link, 50 Thundercall, 15 Intelligence
Stormblade[]
"My blade is unrelenting, a storm." (Innate now)
- Stormcaller Slash [Common Talent, Thundercall exclusive] - Call forth the fury of storms by pressing F
at the end of your move.
- After a performing a Thundercall Combat Mantra, pressing F within a second afterwards delivers
extra attacks.
- Prerequisite: Lightning Blade
Stormcaller[]
"I seek the qualities of Stormcaller."
- Storm Link [Common Talent, Dual Attunement] - While you have a Static Link on someone, your Wind mantras
that hit them are imbued with flashes of Lightning.
- Only adds thundercall elemental damage to your gale mantras, does not proc any Talents, status
effects, or stun.
- Prerequisite: Static Link, 60 Thundercall, 50 Galebreathe
Sturdy Resolve[]
"My will stands strong."
- Grasp on Reality [Common Talent] - Damage taken from insanity is reduced.
- Reduce damage taken from the Tier 2 insanity, Scratching.
- Prerequisites: 25 Fortitude, 5 Willpower
- The head equipment "Celtor
Commander Helm" has this Talent.
- Unfazed [Common Talent] - You are more resilient to the side effects of going insane. You no longer
Shiver and you Panic with less severity.
- Contrary to the card's description, effect of insanities are delayed by a full tier.
- You now Shiver at Tier 2 insanity instead of Tier 1.
- Shiver slows movement, but does not cancel M1/Mantra.
- You now Scratch yourself at Tier 3 insanity instead of Tier 2.
- Prerequisites: Grasp on Reality, 50 Willpower, 50 Fortitude
Super Conductor[]
"I seek the qualities of Superconductor."
- Voltaic Conductor [Common Talent, Dual Attunement] - Your Thundercall Mantras deal 20% chip damage
against enemies with conductor rods.
- Prerequisites: Rending Needle: Conductor, 40 Thundercall, 75 Ironsing
- Doesn't work on Iron tether because it goes through guard.
Survival Instinct[]
"I will not fall to the elements."
These Talents are designed to let you survive longer against starvation and thirst by making living off of
Mother Nature easier.
- Herbivore [Common Talent] - You gain more nutrition from eating plants.
- Prerequisite: 8 Fortitude
- Mutually Exclusive: Carnivore
- The head equipment "Herbalist's
Hat" and "Big
Herbalist's Hat" have this Talent.
- Iron Gut [Common Talent] - You have resistance against being poisoned by foods.
- Prerequisites: Herbivore, 10 Fortitude, vomit once
- The head equipment "Herbalist's
Hat" and "Big
Herbalist's Hat" have this Talent.
- Termite [Common Talent, Unlockable Talent] - You can eat things most would consider inedible.
- Unlock requirement: Wipe with the Iron Gut Talent (can't be given by armor)
- Prerequisites: 20 Fortitude, 10 Willpower
- Note: Allows user to eat sticks ,bamboo, wax, coral, spider eggs, and every ore.
Survivor[]
"In nature, I am at home."
- Winter's Protection [Common Talent, Equipment Exclusive]
- Your tightly-bound winter gear negates elemental damage buffs from weather on damage against you. Also
seems to provide some resistance to the Gale.
- Obtained by equipping Winter Corps
Parka.
- Increases the time it takes for parasites to kill you.
Swiftshade[]
"I seek the qualities of Swiftshade."
- Dustlunge [Advanced Talent, Agility Exclusive] - You
can now assassinate your enemies from much farther, shadestepping to their location if they're too far.
Assassinating an enemy will automatically assassinate other nearby enemies. (+1 Passive Agility)
- Your assassination range is greatly extended, teleporting you to your target when outside the
standard assassination range.
- When you assassinate a player, everyone else nearby gets backstabbed by a shadow. These apply
all your backstab Talents.
- Merged with the old Shared Demise Talent.
- Prerequisites: All Assassin Talents, 90 Agility
- None Left Behind [ Common Talent, Agility] - You can now shadestep to pick up knocked humanoids far away
from you. (+1 Passive Agility)
- Pressing the V
key on a knocked entity who's in close/medium range teleports you to them.
- Can be used to go through walls if you can aim at the knocked entity through it.
- Prerequisite: Dustlunge, 100 Agility
Tactician[]
"I think before I fight."
- Hard Read [Common Talent] - Hitting your opponent during a feint will cause them to be dazed.
- Prerequisites: 20 Intelligence
- Punishing Blow [Rare Talent] - You now daze swinging
opponents when hitting them with an M1 with a heavy weapon.
- Prerequisite: 20 Heavy Weapon
- Target Switch [Common Talent] - Parrying an opponent while hitting someone else makes your next mantra
free.
- This effect is signaled by a yellow halo.
- Prerequisites: 20 Intelligence
- Foolish Outburst [Common Talent] - Blocking or parrying a vent will absorb the Tempo cost of the vent. A
Tactician steadies the course of battle.
- Prerequisites: 50 Intelligence
- Water off a Duck's Back [Common Talent] - Venting will shift any elemental status effects affecting you
onto those hit by your vent.
- Prerequisites: 50 Intelligence
Tamed Flame[]
"I seek the qualities of Tamed Flame."
- Controlled Combustion [Common Talent, Flamecharm Exclusive] - Your Agitating Spark no longer spreads to
your allies.
- Prerequisites: Agitating Spark, 40 Charisma
- Note: Your Agitating Spark no longer spreads to yourself too. In some places, such as Duke's
Dungeon, this Talent doesn’t work well, spreading to your allies if they are too close to the
target.
- Hitting a target with some flame mantras will briefly emit a visual effect in yourself and
produce a sound of putting out flame. (These are purely visual effects, therefore, not necessary
to dodge)
Tavernkeep[]
"I enjoy a good meal."
- Artisan Chef [Common Talent] - The food you cook now becomes Artisan food, increasing its hunger and
thirst gained by +30%. (+3 Elemental Intensity)
- Increases food nutritional value by 25%.
- Confirmed Prerequisites: 25 Intelligence, 15 Charisma, Cooked 50 Dishes
- Master Chef [Common Talent] - Buffs applied by food you cook now have their buff effects amplified by
+30%. (+5 Elemental Intensity)
- Increases food boosts by 30%.
- Confirmed Prerequisites: 25 Intelligence, 15 Charisma, Cooked 50 Dishes
The Demon Blade[]
"My unholy blade works for no man."
- Explosive Finish [Common Talent, Flamecharm Exclusive] - If an enemy is on fire when you flourish, blast
them away with a fire blast. (+2 Elemental Intensity)
- Prerequisite: 45 Flamecharm
- Flaming Flourish [Common Talent , Flamecharm Exclusive] - Set enemies on fire when you flourish or
uppercut them. (+2 Elemental Intensity)
- Prerequisite: 30 Flamecharm
The Emperor's
Blade[]
"My blade burns through my foes."
- Emperor Flame [Common Talent, Flamecharm Exclusive] - Absorb fire produced by you, once you reach 5
stacks your next attack will be an automatic explosive finish flourish.
- Prerequisite: Agitating Spark, 60 Flamecharm
- Mirage Clone [Rare Talent, Flamecharm Exclusive] - Successfully
dodging leaves behind a heat mirage clone that sets enemies that swung at you on fire. (+4
Elemental Intensity)
- Has a 20s Cooldown
- Prerequisite: 65 Flamecharm
The Negotiator[]
"I can talk myself out of any situation."
- Last Second Negotiation [Common Talent] - Most enemies will hesitate a moment longer to execute you.
- Whenever you are getting gripped, your character will say "WAIT WAIT WAIT WAIT!!!", which has a
chance to automatically cancel the grip attempt, forcing the target to attempt a grip again.
This also slightly slows down the grip attempt.
- Prerequisites: 55 Charisma, all Silvertongue Talents
Thief[]
"I steal from others."
These Talents are meant to reap the reward of your latest hunt or trick your enemies.
- Cap Artist [Common Talent, Agility] - Pressing [R] while crouching allows you to fake being dead. (+2
Passive Agility)
- Your eyes are still open, your name is still visible and you do not leave a loot bag.
- Cancelled by pressing [R] again.
- Using Cap artist in the depths makes you have normal gravity
- Prerequisite: 25 Agility, 5 Charisma
- Master Thief [Common Talent, Agility, Charisma] - Gain more notes when mugging a player.
- Prerequisites: Pickpocket, 25 Charisma
- Pickpocket [Common Talent, Agility, Charisma] - Gain the ability to pickpocket by pressing "N". (+2
Passive Agility)
- The target need to be knocked to be able to pickpocket them.
- Prerequisites: 5 Agility, 10 Charisma
- Only works on other players.
- Another Man's Trash [Advanced Talent] - Take
unequipped equipment when mugging a player. (+2 Passive
Agility)
- Prerequisites: 10 Agility, 35 Charisma, All Thief Talents
- Cap Artist requires 25 Agility despite the 10 Agility requirement of this Talent.
- If the player you are mugging doesn't have any notes, you will still take any unequipped
equipment.
- Does not take enchanted items.
Thunder Brawler[]
"My fists are imbued with lighting."
- Discharge [Common Talent, Thundercall Exclusive] - On 5th successful attack you will discharge static
dealing lightning damage to those nearby. (+2 Elemental Intensity)
- Prerequisite: 20 Light Weapon, 15 Thundercall
- Does not work with Hero Blades (Tested)
- Volt Kick [Common Talent, Thundercall Exclusive] - After landing a lightning kick, press [F] to follow
up on your opponent with a less potent kick. (+7 Carry Load, +2 Elemental Intensity)
- Prerequisite: 30 Thundercall, Thunder Kick
Thunder Caster[]
"I electrocute my foes from afar."
- Jolt Cast [Common Talent, Thundercall Exclusive] - Every Perfect Casted Thundercall Mantra builds a
stack of Jolt Cast. At 3 stacks, your next Lightning Mantra will take less time to cast. (+7 Carry Load,
+2 Elemental Intensity)
- Requirement: 30 Thundercall, 30 Intelligence
- Rain of Static [Common Talent, Thundercall Exclusive] - After successfully casting lightning impact,
strike down countless thunder at those below. In return your Lightning Impact will require more time to
cast. (+7 Carry Load, +2 Elemental Intensity)
- When casting Lightning Impact, hover above the ground and fire multiple projectiles. Afterward,
you strike down normally.
- Prerequisite: Lightning Impact (Mantra)
Thunderblade[]
"My blade conducts the skies wrath."
- Gathering Electricity [Common Talent, Thundercall Exclusive] - Reaching 5 Static Blade charges will now
consume the stacks and apply a lightning buff to your blade. 60 second cooldown. (+10 Carry Load, +4
Elemental Intensity)
- Prerequisite: 65 Thundercall, 25 Strength / 25 Agility, Static Blade, Any Medium Weapon (Cannot
obtain with Rifle)
- Overcharge [Common Talent, Thundercall Exclusive] - Your next dash after activating Static Blade is
enhanced by lightning (+2 Elemental Intensity)
- Prerequisite: Gathering Electricity
- Static Blade [Common Talent, Thundercall Exclusive] - Hitting blocks, blocking or parrying hits will now
generate an electric charge in your blade, granting a small speed buff. Charges can stack up to 5 times.
(+3 Elemental Intensity)
- Prerequisite: 40 Thundercall, 20 Medium Weapon
- Works with Hero Blades (Tested)
Thundercaller[]
"I speak to lightning."
- Adept Thundercaller [Common Talent, Thundercall Exclusive] - You can now obtain 1-star Thundercaller
mantras. ( +5 Elemental Intensity)
- Prerequisite: 20 Thundercall
- Discovery Of Fire [Common Talent, Thundercall Exclusive] - Flints and Flamecharm are for simpletons.
- Grants the tool "Discovery of Fire", which uses ether to light up all nearby campfires.
- Using this ability will light nearby downed enemies aflame.
- Prerequisite: 50 Thundercall
- Expert Thundercaller [Common Talent, Thundercall Exclusive] - You can now obtain 2-star Thundercaller
mantras. ( +1 Elemental Intensity)
- Prerequisite: 30 Thundercall
- Master Thundercaller [Common Talent, Thundercall Exclusive] - You can now obtain 3-star Thundercaller
mantras. (+4 Elemental Intensity)
- Prerequisite: 50 Thundercall
- Kickstart [Common Talent, Thundercall Exclusive] - Play the resurrector. Use your lightning to
defibrillate your allies on the battlefield.
- Use kickstart on a knocked target to bring them back up in 3 seconds at the cost of some ether.
- Default knock time is 10 seconds, so you can make your friends get back into the fight
over 3 times faster.
- Requires an animation, stunlocking yourself.
- Prerequisite: 40 Fortitude or Charisma, 50 Thundercall
- Shocking Finish [Common Talent, Thundercall Exclusive] - Following a flourish up with a lightning beam
causes it to be casted instantly. (+3 Elemental Intensity)
- Does not work on monsters
- Prerequisite: Lightning Beam
- Static Fakeout [Rare Talent, Thundercall Exclusive] - Roll
cancelling immediately after a parry will cause you to teleport behind your opponent. (+3 Elemental
Intensity)
- Prerequisite: 30 Agility, 35 Thundercall
- Static Flash Clone [Common Talent, Thundercall Exclusive] - When using lightning clones you instead
disappear leaving behind a static clone for a short duration. (+3 Elemental Intensity, +1 Health)
- Prerequisite: Lightning Clones, 30 Agility, 35 Thunder
- Static Withdraw [Common Talent, Thundercall Exclusive] - If you get knocked for the first time, if
someone tries to carry you, you can discharge and damage them, goes on cooldown after use. Bodies of
knocked enemies will be charged with electricity which will stun people who attempt to carry them.
- Very tight activation window + delayed activation. If you successfully hit the shock the moment
someone tries to carry you, you immediately get back up and trigger the related Talents.
- Prerequisite: 25 Thundercall
- Stratoshock [Common Talent, Thundercall Exclusive] - Your lightning deals more damage in the rain. (+4
Elemental Intensity)
- Prerequisite: 35 Thundercall
- Thundercaller [Common Talent, Thundercall Exclusive] - Grants you the ability to command Lightning as a
Thundercaller. (+3 Elemental Intensity, +1 Health)
- Prerequisite: Thundercall with Power 1 (1 Thundercall)
or obtain from Thundercall trainer (Funke)
Toxic Personality[]
"I seek the qualities of Toxic Personality."
- Manipulator [Common Talent, Charisma Exclusive] - Deal 20% more critical attack damage to charmed
enemies, but the effect is removed on impact.
- Works insanely well with Talent "Unnecessary Theatrics" as it reapplies the charm.
- Prerequisites: Charismatic Cast, 60 Charisma
- Narcissist [Common Talent, Charisma Exclusive] - Charming an already Charmed opponent Overcharms you
briefly. Guess you really were always that great.
- Prerequisites: Charismatic Cast, 60 Charisma
- Mutual Exclusives: Tough Love
Trickster[]
"I often like to play pranks on others."
- Cheap Shot [Rare Talent, Agility] - Your attacks gain 10%
PEN when you have an active speed boost. (+6 Passive Agility)
- Down Comes the Claw [Common Talent, Agility] - Landing a Critical while you have a speed boost prevents
your opponent from being able to dodge twice in a row for 5s. (+1 Passive Agility)
- Pursuit [Common Talent, Agility Exclusive] - If you land your Revenge, clear the cooldown immediately.
(25s cooldown) (+1 Passive Agility)
- Prerequisites: Revenge (Agility Mantra), 90 Agility
- Crippling Comeuppance [Common Talent, Agility] - Landing Revenge puts your opponent's Mobility slot
Mantras on CD for 15s. 30s CD. (+1 Passive Agility)
- Prerequisites: Revenge, 100 Agility
- Maiming Claws [Common Talent, Agility] - Down Comes the Claw now disables your opponent's posture
regeneration for 3s on proc. (+1 Passive Agility)
- Prerequisites: 100 Agility, Down Comes the Claw
Twisted Puppets[]
"I seek the qualities of twisted puppets."
- Burning Puppets [Common Talent, Dual Attunement] - Your puppets can now inflict burn and fire-based
Talents when they explode. (+4 Elemental Intensity)
- Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm and 40 Shadowcast
- Burning Sacrifice [Rare Talent, Dual Attunement] - Sacrifice
puppets who have been alive for half of their lifetime and burn purple for Emperor Flame Stacks.
- Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm and 40 Shadowcast, Emperor Flame
- Explosive Rage [Common Talent, Dual Attunement] - Causing explosion will make your puppets go into a
frenzy - speeding up and dealing slightly more damage. (+4 Elemental Intensity)
- Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm and 40 Shadowcast
- Moths to a Flame [Common Talent, Dual Attunement] - You summon a puppet of black flames that homes onto
enemies with black flames. (+4 Elemental Intensity)
- Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm and 40 Shadowcast
- Wraith Path: Twisted Puppets [Common Talent, Dual Attunement] - Your Flamecharm mantras summon puppets
of shadow and flame. Your flames are now black. (+4 Elemental Intensity)
- Turns Hero Blade of Flame, Ysley's Pyre Keeper "Callow
and Verdant", Pleeksty's Inferno, Blazing, and Railblade's criticals and all flame mantras black.
- Burn from flame mantras deals no damage, but drains ether and spawn puppets instead; burn from
shadow mantras deal slightly less damage than base burn and doesn't spawn puppets.
- Flame Within deals less self damage, but drains ether.
- Prerequisites: 40 Flamecharm and 40 Shadowcast
- Mutual Exclusives: Eruption Path: Lava Serpent, Azure Flames
Tyrant[]
"I seek the qualities of Tyrant."
- Audacity [Advanced Talent] - Once you've brought down
your prey, instill fear into all those who would separate you from claiming it. 25s cooldown. (+1
Posture)
- You create an AoE stun and slow around you when you start gripping someone.
- Allies within AoE get a 10% DMG Buff
- Makes you immune to Defiant Until the End and Last Second Negotiation when it procs. (Bugged on
NPCS)
- Prerequisites: 100 Charisma, 50 Strength
- No Survivors [Common Talent, Charisma] - Your allies and yourself execute faster when affected by
Overcharm.
- Prerequisites: 80 Charisma, 45 Strength
- Rule Through Fear [Rare Talent, Charisma] - Executing an
enemy applies Overcharm to nearby allies and yourself.
- Prerequisites: 85 Charisma, 50 Strength
Scoundrel[]
- Dirty Boxing [Rare Talent] - Enemies hit after you feint
them with your fist suffer slight bleed and have their vision obscured slightly. (+1 Passive Agility)
- 5 Second Cooldown.
- Prerequisites: Trained Fist, 25 Agility
- Pocket Sand [Common Talent] - [Fist] Feinting into an uppercut blinds and dazes your opponent briefly.
We're even now, right? 30s cooldown (+4 Carry Load)
- Prerequisites: Trained Fist, 35 Light Weapon, 20 Strength
Undying Ember[]
"My spirit is forever burning."
- Denial Repulse [Rare Talent, Flamecharm Exclusive] - You now
emit a delayed burst of flames after coming close to death. (+1 Elemental Intensity)
- When Flame of Denial activates, release an explosion around you.
- Prerequisite: Flame of Denial
- Undying Flame [Rare Talent, Flamecharm Exclusive] - Your
flame can be casted in the depths. (+1 Elemental Intensity)
- Graceful Flame can now be casted in the depths. Graceful Flame passively restores sanity and
health to those around it.
- Merged with the old Soundness of Mind Talent.
- Prerequisites: 40 Flamecharm, 40 Willpower, Graceful Flame
Unstable Capacitor[]
"I seek to embrace the instability of lightning as a source of power."
- Battery Sapper [Common Talent, Dual Attunement] - If your Human Battery targets have Ether, it will
drain their Ether to help pay for your Mantras. 10s cooldown.
- Prerequisites: Surge Path: Unstable Capacitor, 60 Thundercall, 25 Shadowcast
- Catalytic Strike [Common Talent, Thundercall Exclusive] - Posture breaking an enemy will Overload their
Surge stack.
- Prerequisites: Surge Path: Unstable Capacitor, 50 Thundercall
- Closed Circuit [Common Talent, Thundercall Exclusive] - Surge Overloads that fail to arc to other
opponents will deal additional damage to the Overloaded enemy.
- Prerequisites: Surge Path: Unstable Capacitor, 50 Thundercall
- Fried Circuits [Common Talent, Thundercall Exclusive] - Overloading an enemy applies Sapped for 5s.
- Sapped effect causes the duration of mantra cooldowns to increase, which acts similar to Thunder Wisp.
- Prerequisites: Surge Path: Unstable Capacitor, 60 Thundercall
- Surge Path: Unstable Capacitor [Common Talent, Thundercall Exclusive] - Your lightning no longer applies
Shock, instead apply Surge. At maximum stacks of Surge, your opponents will Overload, sending arcs of
lightning in every direction.
- Turns all Thundercall mantras, Jumpstart, Stormseye and Hero
Blade of Lightning blurple. May affect Arcwarder in the future.
- Prerequisite: 40 Thundercall
- Human Battery [Common Talent, Thundercall Exclusive] - When you are out of Ether, convert the Surge
stacks of nearby enemies into Ether to pay the cost of your Mantras.
- Prerequisites: Surge Path: Unstable Capacitor, 60 Thundercall
Vigil Swordsman[]
"I fight for Maestro Evengarde Rest."
- Bear Trap [Common Talent] - Landing a hit with your critical against an opponent makes your opponent
unable to jump for a duration. Also slows your opponent. (+1 Passive Agility)
- The status effect is represented by blood pouring from the legs.
- Prerequisites: 20 Strength, 20 Agility
- Blade Dancer [Common Talent] - Landing an M1 removes your roll cooldown. (+1 Passive Agility)
- Speed Demon [Rare Talent] - Your attacks now inflict bleed
while you have a speed boost. 1s cooldown. (+1 Passive Agility)
- "Bleed" gives a 30% damage bonus, is not accounted for in the damage cap, and bypasses armor.
- Works with M1s and criticals.
- Prerequisite: 25 Agility
- Action Surge [Common Talent] - Adrenaline Surge now increases your swing speed by 0.03 for its duration.
(+1 Passive Agility)
- Prerequisite: 70 Agility, Adrenaline Surge
- Air Counter [Rare Talent] - You can now 'Aerial Attack' to
catch enemies who have recently jumped in the air above you as an anti-air attack with reduced Light
Attack damage. Upon hitting the opponent briefly hinder them. (+5 Passive Agility)
- 5 Seconds Cooldown.
- Prerequisite: 60 Agility
- Spinning Swordsman [Common Talent] - Running attacks do +15% extra damage when you have a speed boost.
(+1 Passive Agility)
Vigil of Winds[]
"I survive from the teachings of Master Stratos."
- Maestro's Blade [Common Talent] - Inhaling a spell will cause the wind to be applied to your M1's. (+4
Elemental Intensity)
- Increases Curved Blade of Winds damage contrary to popular belief, but is only a 5% increase,
compared to the regular 10%.
- Duration scales with Elemental Intensity
- Prerequisites: Inhale, 60 Galebreathe
Visionshaper[]
- Cheap Trick [Common Talent, Visionshaper Exclusive] - When hit
below half health briefly disappear, leaving behind an illusion clone to keep your enemy occupied for a
short duration. Briefly disappear after knocking an enemy.
Vocalist[]
"I seek the qualities of vocalist."
- Encore [Rare Talent, Charisma Exclusive] - Your sing will
stun opponents who are already charmed.
- On proc, apply 0.4s of "full stun".
- Doesn't affect allies.
- Additionally if this Talent is used with Propagandist and an ally is affected by your sing then
they will proc Encore with every basic attack hit.
- Prerequisite: 40 Charisma, Sing (Charisma Mantra)
- Propagandist [Common Talent, Charisma Exclusive] - Your Sing will now stir your allies into a frenzy,
causing them to become Overcharmed for 15s, applying Charmed to enemies they hit with basic attacks.
- Prerequisites: 75 Charisma, Sing (Charisma Mantra)
Vow of Mastery[]
"I create my own vows."
- Vow of Mastery [Common Talent] - The Vow of
Mastery grants the Master the power to command their Subject. To initiate a vow you must ask the
other player if they'd like to make the vow. e.g. "wanna make a vow of mastery?"
- Players who take the vow are considered allies with their master and others who take the vow.
- Commands Given: "Sleep", "Drop", "Run, "Eat", "Say (Text)", "Use", "Locate", "Leech"
- Prerequisite: 20 Charisma
- Command: Live [Advanced Talent] - Once per hour,
command a servant to defy all odds and obey your command - live.
- Prerequisites: 75 Charisma, other Vow of Mastery Talents
- Effect: Will fully heal your servant if they have lower than 40% hp
- 40 Minutes cooldown, 60 if less than 75 charisma.
- Command: Return [Rare Talent] - Command your servant to obey
your vow and return to your side.
- Prerequisites: 60 Charisma, Vow of Mastery
- Effect: Pulls the subject to you even through walls and if they're knocked they get up
immediately
- 15 Seconds cooldown, 30 if less than 60 charisma.
Warrior[]
- Chronostasis [Rare Talent] - Landing an M1 or Critical
Strike puts target Resonance on cooldown for a short
duration. (+1 Posture)
- Prerequisite: Power 13, Engage
- Critical Attack [Common Talent] [Quest Talent] - Landing a hit with your critical restores 30% of your
posture. (+1 Posture)
- Prerequisite: Arthur quest right outside of the Garden reservoir
- Engage [Common Talent] [Quest Talent] - Landing an M1 slightly restores some of your Ether. (+1 Posture)
- Prerequisite: Arthur quest right outside of the Garden reservoir
Waterborne[]
"Water is my home."
- Conditioned Swimmer [Common Talent] - You lose less hunger and thirst while swimming. (+1 Passive
Agility)
- Scuba Drowner [Rare Talent] - You won't always drown to
death when downed in water. (+3 Passive Agility, +5 Health)
- Prevent death by drowning.
- Prerequisite: Power 5
Weapon Master[]
"I am a master of all weapons."
- Aerial Assault [Common Talent] - Allows you to move quickly when you dodge mid-air. (+2 Passive Agility)
- Prerequisite: [name] quest at the Pathfinders Respite
- Brutal Momentum [Common Talent] - [Greatswords/Greathammers] Successfully dodging will give your next
swing hyperarmor. ( )
- Prerequisite: 50 Heavy Weapon, Greatsword/Greathammer equipped
- Finishing Touch [Common Talent] - [Dagger] Instantly execute enemies finished with the critical attack
of your dagger.
- Prerequisites: 50 Agility, 40 Light Weapon, Dagger equipped
- Matador [Common Talent] - Deal +20% more damage to human enemies with hyperarmor.
- Doesn't work on Non-Humanoid Monsters.
- Prerequisite: 20 Strength, 5 Agility
- Mercy Kill [Common Talent] - When you flourish an enemy much weaker than you, you kill them instantly.
Enemies that are greatly weaker than you die instantly from a single hit.
- Prerequisite: Unbound Element or Weapon.
- One Handed Training [Common Priority Talent] - [Heavy Weapons] You can now wield heavy weapons one
handed.
- Grants you the ability to equip an offhand while one-handing
- Prerequisite: 40 Heavy Weapon
- Showstopper [Rare Talent] - When an enemy would roll through
one of your physical attacks, stomp the ground, dazing anyone nearby. Removes speed buffs from target
upon landing.
- Prerequisite: 40 Strength
- Successive Throw [Common Talent] [Dagger] - When you successfully flourish an enemy, you throw out a
dagger afterwards
- Prerequisite: 35 Light Weapon
- Warrior's Swing [Common Talent] - [Heavy Weapons] Reduces incoming damage by 20% if hit during Heavy
swing hyperarmor.
- Prerequisite: 30 Heavy Weapon,
Whisper[]
"A whisper in the dark."
- Haunted Gale [Common Talent] - Every 3 hits landed by perfectly casted Galebreathe mantras will cause
the target to be quickly struck by a phantom of wind. (+5 Elemental Intensity)
- Prerequisite: 40 Galebreathe, Power 8
- 3 hits landed is reduced to 2 if Gale Wisp is active.
- There is a cap of 2 strikes per mantra, per enemy.
Windrunner[]
- Agility Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your
agility to its fullest.
Oath[]
- Oath: Arcwarder - You vow to be a shield for
your comrades, to wear your regalia with pride and serve the greater collective. From each according to
their ability, to each according to their needs.
- Prerequisites: 20 Fortitude, 20 Flamecharm, 20 Thundercall. Complete Alpha's quest.
- Oath: Oathless - You vow to never be bound to
any oath; to live your life free of restraint. If free will is an illusion, why not make it a convincing
one? (+2 Wildcard Mantra Slots, +15% Oath Resistance, +10 Health)
- Prerequisites: Talk to a Girl in cave near Miner's Landing docks.
- Oath: Blindseer - You vow to not let the
horrors of the world to pierce your tightly fashioned blindfold. Everything is simply as we choose to
percieve it. (+10 Sanity, +1 Support Mantra Slot, +1 Wildcard Mantra Slot)
- Prerequisites: 40 Willpower, all 3 Mental Fortress Talent, Blindfold and read the inscriptions
in The Temple of the Forgotten Flame.
- Oath: Dawnwalker - You vow to forever
reach towards the brilliant Light. There's no shadow that your radiance cannot expunge. (+2 Combat
Mantra Slots)
- Prerequisites: Have 30 Kyrsan Medalions and speak to Klaris.
- Oath: Visionshaper - You vow to only
see that which you see. Reality itself is malleable, pliable to your deft hands. (+1 Support Mantra
Slot, +2 Combat Mantra Slots)
- Prerequisites: 50 Charisma, Complete Aelita's
Encounter, Bring a Dark Feather to Surge.
- Oath: Linkstrider - You vow to give up
your own life for the sake of others. Stepping out of the fray, you become a foundation of your allies'
strength. (+2 Support Mantra Slots, +1 Wildcard Mantra Slot)
- Prerequisites: Sacrifice 4 players with oaths in The Entropy Catalyst.
- Oath: Jetstriker - You vow to flow with
the song itself, drifting across where the trails may take you. If the song permeates everything, then
let it be your conduit, and you its master. (+1 Wildcard Mantra, +1 Mobility Mantra, +8 Passive Agility)
- Prerequisites: 50 agility and beat Alirian in race.
- Oath: Starkindred - You vow to feel the
knowledge of all that is, all at once. Your heart beats with the world itself, as the Stars above watch
over you. (+2 Combat Mantra Slots, +8 Health)
- Prerequisites: 40 strength, 1 player grip, talk to Samael in Derelict Church (Songseeker Wilds)
and kill Iblis, The
Fallen Angel, then return to Samael.
- Oath: Silentheart - You vow to reject
the Worlds of the song, denying yourself of mantras in pursuit of your own path to true strength, no
matter the cost. ( +10 Health, +2 Posture)
- Prerequisites: 25 Strength, 25 Agility / 25 Charisma, 75 Weapon, be attunement-less, get
gripped by any attunement user, go to the Beloved Zofia and talk to The Dreadstar.
- Oath: Contractor - Your heart is forever
now eternally tied to Zi'eer, the 4th Prophet of the Ministry. You swear to serve under his will, no
matter the cost.
- Ministry Reputation, learn what happened from Yun'Shul then return to Lord Regent.
Miscellaneous[]
"Uh..."
- Anxious Guard [Common Talent] - Hitting an enemies block causes their parry window to be lowered for a
short duration.
- Armor Conserver [Common Talent] - You lose 15% less armor when hit.
- Prerequisite: Power 8
- Does not affect Natural Armor from Exoskeleton and Chitin
- Berserker [Common Talent. Fortitude] - Knocking an enemy grants you 20% damage resistance for 15
seconds. (+10 Carry Load)
- Prerequisite: 35 Fortitude, 30 Strength
- Blighted Song [Common Talent, Shadowcast Exclusive] Attaching your Shadow Chains to enemies disables
yours and the enemy's ability to cast mantras. You take reduced damage from enemies while this is
applied.
- Prerequisite: Shadow Chains
- Blinded [Common Talent] - Your vision is obscured by something. Somehow, you feel safer. You remember
the warmth of your youth. (+20 Sanity)
- Create a dark blueish fog around you (simulating blindness).
- While the Blindseer Oath grant full vision even with a
blindfold, the Talent still works.
- The Talent grants immunity to the Flame Blind mantra.
- The face equipment "Blindfold" have this Talent.
- Full Reset [Common Talent] - Knocking an enemy resets your resonance cooldowns. This effect has a 60 second cooldown.
- Prerequisite: Power 16, Obtain resonance
- Gourmand [Common Talent] - Your hunger and thirst gain from eating increased. (+2 Carry Load, +1
Posture)
- Heavy Haul [Common Talent, Fortitude] - Enemies who carry you move significantly slower.
- Prerequisite: 15 Strength
- Impervious Slumber [Rare Talent] - Getting hit while knocked
no longer resets your time knocked.
- Prerequisite: 35 Fortitude
- Lightweight [Common Talent] - Move faster when your armor runs out of durability. (+3 Passive Agility)
- When your Armor is at 0%, movement speed is increased by 25%.
- Martyr [Common Talent] - Enemies gain less health and posture when knocking you.
- Enemies who knock you restore only half of the posture and health they would normally obtain
(50% -> 25%).
- If the enemy have the Talent Replenishing Knockout, both Talents negate each other, resulting in
a normal health pack.
- Prerequisites: Power 3
- Polite Awakening [Common Talent] - Recover 15% of your max health after getting up from being downed.
(Only Procs when below 20% HP) (+1 Passive Agility)
- Ready or Not [Common Talent] - The first attack to hit you while out of combat has its damage cut in
half.
- Prerequisite: Power 1, 20 Fortitude
- Replenishing Knockout [Common Talent] - You gain more health and posture from downing enemies.
- Knocking enemies will replenish 1.5x more of your health and posture (50% -> 75%).
- If the target have the Talent Martyr, both Talents negate each other, resulting in a normal
health pack.
- Prerequisite: Power 3
- Return to the Dark Ages [Rare Talent] - Your mantra damage
is cut by 20%, but your incoming mantra damage is cut by 20% too. (+5 Health)
- Also reduces burn damage received and dealt by 20%.
- Prerequisite: Power 10
- Mutual Exclusive: Everchanging Aegis
- Speed Emission [Common Talent] - Gain a slight speed boost after landing a vent.
- Star Duster [Common Talent, Equipment Exclusive] - You
take 10% less damage from airborne enemies.
- Prerequisite for Equipment: Power 10
- Pack Mule [Common Talent] - The max quantity for food you can hold is increased by 5. (+1 Carry Load)
- Prerequisite: 5 Fortitude.