Talents: Difference between revisions
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='''Fencing'''= | ='''Fencing'''= | ||
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!Provides the following bonuses when using fencing weapons: | |||
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|Attacks hit '''2''' additional nearby target for '''75%''' damage<br />Criticals hit '''3''' additional nearby targets for '''75%''' damage<br />Can cast spells while shield equipped<br />Shield skill halved.<br />'''+15%''' damage<br /><br /> | |||
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!Passive stats(all weapons): | |||
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|'''+8%''' Magical hit ratio<br />'''+8%''' Physical hit ratio<br />'''-5%''' Defense Ratio | |||
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Revision as of 07:18, 10 November 2019
Characters earn a talent point at level 10 and 40, be careful as once your talents points are chosen, they can only be changed in the Cash Shop. Using 'Rebirth' at maximum level does reset your stat points but not your talent points.
Short Sword
Provides the following bonuses when using short sword | |
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1-25% Chance of granting you a Critical Point on a successful hit (scales with skill %) Criticals earned like this can only be used by short swords. 15% damage | |
Passive stats(all weapons): | |
Criticals regen 2 times faster +8% chance to Crush (deals extra damage) Increased combo damage (+1,+3,+5) |
Long Sword
Provides the following bonuses when using long swords: | |
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Dash speed +42% +15% damage | |
Passive stats(all weapons): | |
+5% Crush Chance (deals bonus damage) +5% Crush Damage +5% Physical hit ratio |
Fencing
Provides the following bonuses when using fencing weapons: | |
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Attacks hit 2 additional nearby target for 75% damage Criticals hit 3 additional nearby targets for 75% damage Can cast spells while shield equipped Shield skill halved. +15% damage | |
Passive stats(all weapons): | |
+8% Magical hit ratio +8% Physical hit ratio -5% Defense Ratio |
Axe
Provides the following bonuses when using axes: Attacks cleave to two nearby units for 33% damage +15% damage Passive stats(all weapons): +15% chance to Crush (deals extra damage) +10% Crush damage |
Hammer
Provides the following bonuses when using Hammers: Physical absorption on target's armor is reduced proportional to endurance left on armor Physical absorption on mobs is reduced by up to 75% proportional to health left on mobs +15% damage Passive stats(all weapons): Physical attacks ignore 8% of Physical Abs. Reduce target armor endurance by 0.35% per hit (doubled with crit). +6% Physical damage |
Archery
Provides the following bonuses when using bows: 75% chance to pierce units on their way to their target 75% chance to hit a single unit each sideways for each tile 50% chance to hit the monsters twice 50% chance to not use an arrow when attacking. +5% stun ratio +15% damage Passive stats(all weapons): +5% Physical hit ratio |
Earth
Provides the following bonuses when using Earth magic: Drains stamina. +10% damage Exclusive spells(learnt with talent): Earth Shock Wave (190 Int) Passive stats:: +8% Earth absorption -8% Fire Absorption |
Lightning
Provides the following bonuses when using Lightning magic: Cast +22% faster Cast recovery speed reduced by 40% +10% damage Exclusive spells (learnt with talent): Fury of Thor (182 Int) Bonus to other elements: Cast +14% faster Cast recovery speed reduced by 40% Passive stats: +8% Lightning absorption -8% Earth Absorption |
Fire
Provides the following bonuses when using Fire magic: Burns enemies, stacking up to 3 times Spells reduce 20% of target's Fire and Magical Absorption +10% damage Exclusive spells (learnt with talent) Hellfire (200 Int) Bonus to other elements and mobs Spells Reduce 15% of target's Element and Magical Abs. Passive stats: +10% chance to Crush (deals extra damage) +15% crush damage +8% Fire absorption -8% Ice Absorption |
Ice
Provides the following bonuses when using Ice magic: Freezes enemies +10% damage +5% Magic hit ratio Exclusive spells (learnt with talent) Blizzard (195 Int) Passive stats: +5% Magical hit ratio +8% Ice absorption -8% Lightning Absorption |
Holy
Provides the following bonuses when using Holy magic: Replaces Hunger with Faith Healing spells overheal, granting a shield up to 20% of Max HP +100% health with healing spells +100% stamina with stamina recovery spells Exclusive spells (learned with talent): Divine Touch (costs 100 Faith, damage based on level, 15% max MP cost, 20 Int) Mass Heal (heals up to 3 allies in a 5x5 area, 60 Int) Meditation (28% max MP recovery, 20% max MP cost, 40 Int) |
Poison
Provides the following passive stats: Poison deals additional damage based on unit's current health 25% Chance to tick poison on hit +10% Poison resistance +25% change to reduce Paralyzed duration by 1 secound when hit |
Tank
Provides the following passive stats: Increase aggro on monsters +15 Vitality +1 Vitality every 20 levels +30% HP Recovery +25% chance to reduce Paralyzed duration by 1 second when hit -8% chance of being stunned by physical attacks +7% Physical Absorption when directly facing your opponent with a shield +7% Magical Absorption when directly facing your opponent with a shield |
Xelima
Provides the following passive stats: +25% chance to crush(deals extra damage +15% Crush damage +8% physical damage +8% magical damage +30 Hit Ratio -25% Max HP -25% HP Recovery -25% HP from Health Potions -8% Defence Ratio -8% Magic Resistance |
Merien
Provides the following passive stats: Increased attack speed Dash Speed +21% Cast +15% faster Cast recovery speed reduced by 35% Activation cooldowns reduced by 50% +15 Strength +15 Magic -15% Damage dealt to enemies (Physical and magical) Exclusive spells (learned with talent): Transfer Criticals |