Talents

File:Witherald's 003 Talents GFX.png
==Foreword==
Here's an explanation on how to use [CTRL + F] or [F3] for this page. (You can also do this on mobile! Press the 3 dots on the mobile Google browser and tap on "Find in page"!)
*FIND A SPECIFIC TALENT: Input the Talent name to find the specific Talent and its requirements.
**(i.e "Orbital lce" to find the description, requirements, and effect for Orbital lce)
*FIND TALENTS GIVEN A REQUIREMENT: Input an investment number along with its attribute to find Talents that require that many points in that attribute.
**(i.e "40 Agility" to find Talents that you will have access to at 40 Agility)
*FIND A GROUP OF TALENTS: Input a tree/category name to find Talents pertaining to that tree/category.
**(i.e "Butterfly" to find Talents that are within Butterfly)
*FIND A MYSTIC PHRASE FOR A TALENT: Below each Talent tree/category name will be the respective Mystic quote.
**(i.e "I prefer to attack unseen." for the Assassin Talent tree)
***If the phrase is absent, either the page has yet to be updated or achieving a selection from the specific Talent tree with Mystic isn't possible, and will be left entirely up to luck, assuming you have the requirement(s) for the Talent(s).
==Overview==
File:Witherald's 003 Talents GFX1 (made by @khandahman).png
Talents are one of the fundamental aspects of Deepwoken that define your character from others and are essential for getting stronger. Talents are perks primarily gained when increasing your character's Power and come in the form of either a permanent passive effect or an active ability. Certain Talents may also be obtained by completing Quests or equipping Items. Additionally, some powerful Talents called Oaths, Murmurs and Resonances can only be obtained through specific while often perilous tasks, although only one of each can exist on your character at the same time.
There are certain Talents that you receive automatically upon meeting their requirement. The following talents will not take up Talent slots: [NEEDS VISUAL WORK]
- Echo Talents
-Attunement obtainment and progression talents
-Oath talents
-Any talents received by drawing a card hand (e.g. - King Thresher spine quest after completing it for the second time) 
 
The maximum amount of talents that you can have (talent hand and quests combined) is 76, minus 2 talents per mantra you own exlcuding the Kelsius quest, and without quests being 69 talents
Most Talents are locked with a prerequisite. Depending on the prerequisite, you can unlock them for your next hand if you completed the following requirements. The most common prerequisites a Talent would need are:
*A high enough Core Attribute, whether it be Strength, Fortitude, Agility, Intelligence, Willpower, or Charisma.
**E.g.: Overflowing Dam requires 40 INT as a prerequisite.
*A certain Talent in a certain category.
**E.g.: Picking a Mental Fortress Talent will make you more likely to pull another Mental Fortress Talent in your next set of Talents.
*Doing certain actions that may influence your rolls, such as Alchemy.
**E.g.: Drinking at least one potion is a prerequisite for potion Talents.
*Having a certain weapon equipped.
**E.g.: Having a greataxe equipped is required to roll greataxe Talents.
*A high enough Power.
**E.g.: Thresher Claws requires Power 13 as a prerequisite.
Some Talents are mutually exclusive with other Talents, meaning picking one mutually exclusive Talent will remove the other Talent from your Talent pool. However, if you use the Shrine of Chance to remove the mutually exclusive Talent that you currently have, the other Talent returns to your Talent pool so that it may be obtained once again.
When it comes to mutually exclusive Talents, you can have either:
*Everchanging Aegis or Return to the Dark Ages;
*Risky Moves or Safety Dance/Observation;
*Eruption Path: Lava Serpent or The Final Act;
*Orbital Ice or Fists of Fortitude;
*Singularity or Sightless Still;
*Million Ton Piercer or Ether Overdrive;
*Bulldozer or Dazing Finisher;
*Wraith Path: Twisted Puppets or Eruption Path: Lava Serpent;
*Wraith Path: Twisted Puppets or Azure Flames;
*Tough Love or Narcissist
Certain Talents lie in "Priority Talents" - the type of Talents that game weighs very highly to get them into your hands if you meet the requirements. Assuming you meet these requirements, you will see these cards often upon powering up.
===Card Terminology===
*Common
**The simplest type of Talent. Common Talents make up the majority of a character's Talents, and have small/basic effects, with a few exceptions such as Attunement Paths.
*Rare
**Rare Talents. You will see far less rares than commons, only two per power increase. Often "stronger" than common Talents, or have larger effects.
*Advanced
**The most uncommon type of Talent, though not rare if you meet the requirements. These Talents have potent, powerful effects on a character.
*Oath
**Talents obtained through taking an Oath. They relate to the Oath taken and don't take up Talent slots.
*Mantra
**Grants a Mantra. These cards come in their own separate Whisper Rolls. See Mantras.
*Mystery
**Grants a random Mantra. See Whisper Rolls and Mantras.
*Trait
**Improves an ability or aspect of your character. See Traits.
File:Power Card Icon.png|Power Icon indicates a level-up at the top center of your screen
File:Power Card example.png|Hand of Talent Cards (Verse One)
File:Mantra Card example.png|Hand of Mantra Cards (Verse One)
File:Talent Hands Updaed.png|Hand of Talent Cards
==Talents==
__TOC__
===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 
*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)
**While not mentioned in the Talent description, your climb height increases when you slide jump.
**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. 18s CD
**Reduces DMG by 60% and lasts for 2 seconds.
**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)
**The effect procs when hit by a mantra that is not within the Attunementless category.
**Unlike "Return to the Dark Ages" doesn't reduce phys DMG from mantras, only elemental.
**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: Orange
***Frostdraw: Blue
***Thundercall: Yellow
***Galebreathe: Green
***Shadowcast: Purple
***Ironsing: Grey
***Bloodrend: Red
**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 2 seconds or more grants an aura to your attacks that grant them 10% more damage.
**Overflowing Dam doesn't require you to wait for 2s upon reaching 100% ether, whereas the Talent's Description says you do need to wait to get the damage buff. It just applies the moment you hit full ether.
**Prerequisite: 40 Intelligence
**The arms equipment "Warlock's Mantle" has this Talent.
*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 modifiers. (ex. max of 3 crystal lens -> max of 4 crystal lens)
**Rerolling this Talent will not affect the number of modifiers on your mantras, especially 4 Mantra ingredient copies. 
**This does NOT change the 12 mantra modification limit on a mantra.
**Prerequisite: 85 Intelligence
===Aerial Dancer===
"I dance with the winds."
*Wyvern's Claw [Rare Talent] - You deal 10% more damage while airborne. Mantras receive a 5% damage increase instead.
**Synergizes well with Aerial Assault or mantras that send the user and target in the air.
**Prerequisites: 15 Strength, 25 in any weapon stat
===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)
**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.
**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 )
**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)
**Prerequisites: 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)
**Prerequisites: 15 Strength, 35 Galebreathe
*Stifled Jump [Rare Talent, Galebreathe Exclusive] - Enemies who jump while suffocated by you are dazed. (+2 Passive Agility)
**Will also cancel all momentum from jumping.
**Prerequisite: Suffocating Impact
===Alchemist===
"I enjoy mixing potions."
You need to have made and drunk at least one potion for the Talents to start showing up.
*Apothecary [Common Talent, Intelligence] - Potions you prepare will have amplified positive effects when consumed, and amplified negative effects when thrown
**Prerequisite: 10 Intelligence
**The head equipment "Alchemist's Hat" and "Big Alchemist's Hat" have this Talent.
**The negative components of potions have a stronger effect when thrown. (More info on the potions page.)
***This Talent was merged with the old Exterminator Talent. (Although the Strapped Hat still has 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.
**Prerequisite: 80 Intelligence
***This Talent was merged with the old Taste Test Talent.
*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 if they've ingested a potion recently.
**Prerequisite: 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 OR 15 Willpower, 30 intelligence
***This Talent was merged with the old Subsistence Talent.
*Wild Alchemy [Common Talent, Intelligence] - You have a chance to brew 2 potions instead of 1.
**Around ~20-25% chance. Gives a duplicate of the created potion.
**Prerequisite: 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.
**Prerequisites: 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.
**Gives 0.1% Mantra PEN per point in Intelligence.
**Prerequisite: 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 10% 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 second cooldown if you clear the flames by using the tool again, no cooldown (excluding burn immunity) if Flame Within naturally ends.
**Flame Within grants a mobility buff, NOT a speed boost (it will not proc Talents such as Speed Demon).
**The damage buff applies to Mantras.
**Can be enabled while knocked. This is meant to synergize with Phoenix Flames. Doing so will lower the strength of Phoenix Flames down to 25% healing.
**The old Last Laugh Talent has been merged into Flame Within.
**Will deal 3% damage upon use, lowered to 1.5% with Deepscorn Casque.
**Prerequisite: 25 Flamecharm
===Angler===
"I am a simple fisherman."
*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.
**Duration scales with investment up to its requirement. With 75 Strength, Collapsed Lung will last 2 seconds. Every point in Strength above 75 will add 0.04 seconds to the duration, capping at the full 3 seconds with 100 Strength.
**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.
**If you end up having "Vegetarian" flaw with this talent, killing an enemy will make you vomit, effectively losing all of the food and thirst you would gain in the process
**Prerequisites: 5 Strength, 5 Willpower
**Mutual Exclusives: Vegetarian (Flaw), 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, 55% ether gain, 3% blood gain, 5% health gain.
**NOTE: The health gain WAS bugged and you didn't gain any extra health upon kills. It is now fixed and works as it should.
**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" has 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 increases your stealth, but Lowstride amplifies this.
**Prerequisite: 20 Agility
*Lights Out [Common Talent, Agility] - Assassinations now give you 30% PEN and blind the target for 5s. Those you carry are now blindfolded. (+1 Passive Agility)
**Prerequisite: 55 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 bypasses this immunity.
**Merged with the old Low Blow Talent.
**Prerequisite: 60 Agility, Deep Wound
===Athlete===
"I am athletic."
*Triathlete [Common Talent] - You swim faster in water. (+2 Passive Agility)
**Prerequisite: Power 1
*Pitcher [Common Talent] - You can throw things further. (+3 Carry Load, +1 Passive Agility)
**Prerequisites: 5 Strength, 5 Agility, throw an object and hit a player/npc.
**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.
**Resolve Crusher's "Electrified" effect is only applied after the 5th stack (not the 4th stated by the Talent)
**Each stack lasts for 5 seconds. If another stack is not applied within that timeframe, the stack is reset, and you need 5 more stacks to activate this Talent.
**Electrified, when procced, lasts for 4 seconds.
**Prerequisite: 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.
**Damage is reduced by ~20%.
**Only works for the first hit after being block broken, causing multi-hits to be barely reduced.
**Prerequisite: 25 Fortitude
**The arms equipment "Providence Coat" has this talent
*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)
**Cooldown scales with Willpower, maximum of 100.
**Cooldown also is reduced by 1 second by Brick Wall.
**Amount of time you stay knocked is reduced by 25%.
**Prerequisites: 30 Fortitude, 30 Willpower
*Reinforced Armor [Advanced Talent] - Incoming PEN is reduced by 30%. (+5 Health)
**Scales linearly with investment up to its requirement. You'll have 10% pen reduction at 65 FTD and gain 0.8% PEN reduction per point in FTD above 65; scaling up to the full 30% once you hit 90 FTD.
**PEN calculation: incoming PEN *0.7 = reduced incoming PEN. (However, Reinforced Armor does not reduce damage that entirely bypasses your armor (e.g. Oath damage))
**Prerequisites: 90 Fortitude, All common Bastion Talents
===Blindseer===
"I seek the qualities of 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: 40 willpower and to wear a blindfold, then go to the temple of forgotten flames
* Leveling: Save 4 Pathfinders from the depths without the help of other Oath users.
===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.
**While the talent says criticals only gain 10% PEN, they will still gain the full armor bypass bonus just like m1s.
**When activated:
***Your armor is immediately removed for 20 seconds. Includes Exoskeleton/Chitin.
***You regain your armor immediately after the buff ends.
***Padded Armor, Steel Scales, and Lightweight are activated. However, your M1s activate your opponent's Padded Armor and Steel Scales.
***Buff is granted for 20 seconds. Buff is granted only for 10 seconds if you don't meet the stat requirement.
***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.
***May visually bug your Armor bar if toggled on and off too quickly.
**Prerequisite: 80 Strength
===Bloodhound===
"The scent of my enemy is still fresh."
*Bloodwarden's Sense [Common Talent] - Enemies you attack with a mantra above 60% Blood Poisoning are highlighted red briefly.
**Prerequisite: 30 Bloodrend
*Smell of Blood [Rare Talent] - When people touch a blood pool, briefly see their blood and blood poison.
**Prerequisite: 65 Bloodrend
===Bloodrender===
"I obtained the forbidden knowledge of Bloodrending."
*Adept Bloodrender [Common Talent] - You can now obtain 1-star Bloodrender mantras.
**Obtained at 20 Bloodrend
*Bloodrender [Common Talent] - Grants you the ability to command Blood as a Bloodrender. Your Bloodrend mantras replenish your blood, steal blood and apply 'Blood Poisoning'.
**Obtained when getting Bloodrender
*Crimson Fountain [Common Talent] - Blockbreaking or flourishing an enemy now spills a pool of blood below them.
**Prerequisite: 40 Bloodrend
*Expert Bloodrender [Common Talent] - You can now obtain 2-star Bloodrender mantras.
**Obtained at 30 Bloodrend
*First Blood [Common Talent] - Your first blood mantra you use in combat has no blood cost.
**Prerequisite: 10 Bloodrend
*Hemorrhaging Blow [Rare Talent] - Block breaking your opponent with a blood mantra turns your opponent's combat healing into damage for 8 seconds (55 second CD)
**The damage to healing conversion is 1:1, meaning 20 healing = 20 damage.
**It works on all (non passive) healing, meaning you can block break them and then use something that would heal them them for additional damage. This however wouldn't work on things like Health Regen Potions or Conditioned Runner as that they are forms of passive healing.
**This works on healing outside of combat.
**Works with Mindsoothe, Blood Scourge bell, Grand Support, Fadetrimmer's healing spray and etc.
**Prerequisite: 95 Bloodrend, Master Bloodrender
*Master Bloodrender [Common Talent] - You can now obtain 3-star Bloodrender mantras. Your maximum blood capacity is 25% more than a normal individual. You regen blood at a quicker pace. (+5 Health)
**Obtained at 50 Bloodrend.
*Rush Hour [Rare Talent] - Stab yourself to become stronger, faster, and deal increased blood bar damage.
**Gives you a tool that passively drains your blood and health for these buffs. Rush Hour can be deactivated at any time by using the tool again.
**While buffed, you regenerate blood when you land M1s.
**The damage buff its 15% (according to a tester).
**Prerequisite: 50 Bloodrend
*Sanguine Siphon [Common Talent] - Landing a critical attack while in a blood pool will consume that pool and empower your next blood mantra.
**Prerequisite: 40 Bloodrend
*Sheltering Grasp [Common Talent] - Blood mantras cast within blood pools have a reduced blood cost.
**Prerequisite: 30 Bloodrend
===Bloodsong===
"The elements crave the blood of others."
*Blood and Iron [Common Talent, Dual Attunement] - Pulling rods out of your opponent now replenishes an equivalent amount of blood.
**Prerequisite: 40 Bloodrend, 40 Ironsing
*Brain Death [Common Talent, Dual Attunement] - Enemies that are already suffocated will have their suffocation duration extended when hit by a bloodrend mantra.
**Prerequisite: 40 Bloodrend, 40 Galebreathe
*Cold Blooded [Common Talent, Dual Attunement] - Chilled enemies passively lose blood, alternatively take blood from enemies when their crystals explode.
**Prerequisite: 40 Bloodrend, 40 Frostdraw
*Electrolyte [Common Talent, Dual Attunement] - Hitting Bloodrend mantras while having temporary health applies electrify while removing a portion of temporary health.
**Prerequisite: 40 Bloodrend, 40 Thundercall
*Malevolent Sapper [Common Talent, Dual Attunement] - The more blood poisoning your opponent has, the more ether your shadow mantras steal from your opponent.
**Prerequisite: 40 Bloodrend, 40 Shadowcast
*Scorchblood [Common Talent, Dual Attunement] - Guardbreaking your opponent with a bloodrend mantra sets them on fire.
**Prerequisite: 40 Bloodrend, 40 Flamecharm
===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 (Works even if you only have one Fist Style)
**8 Second cooldown between style change.
**This Talent does not work with Jus Karita.
**Prerequisite: Trained Fist
*Trained Fist [Common Talent] - You can now equip Cestus.
**Prerequisite: Completing Navaen Tribe Rescue Quest or Legion Kata Quest & 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.
**Procs by hitting someone through block with chip DMG (Obfuscation Enchant, Precision Swing, Inniate chip DMG and etc)
**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 slow your enemy for 3 seconds. Gain +20% posture damage against enemies with speed boosts.
**Prerequisites: 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.
**Prerequisites: Use a Greataxe, 40 Heavy Weapon
===Bulwark===
"I am the one to hold the walls."
*Defensive Reprisal [Common Talent] - Being flourished grants you 10% posture resistance for 5s.
**Prerequisities: 65 Fortitude
*Dancing Guard [Common Talent] - Parrying an opponent and then parrying another enemy in quick succession applies slow for 3s.
**Prerequisities: 55 Fortitude
*Down to your Level [Common Talent] - While you have a speed debuff, your M1s slow your enemies for 2s.
**Procs from Entaglement, Daze, Chill and most other things that slow you down.
**Does not proc from Grand Fisher Plate or Wormwarder Lantern despite them reducing your movement speed.
**Prerequisites: 60 Fortitude
*Knuckle Guard [Common Talent] - Hitting Dazed enemies grants you 10% posture resistance for 5s.
**Prerequisities: 55 Fortitude, 25 Strength
===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)
**Prerequisite: 15 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. Additionally, you deal +10% more damage to physically larger foes.
**"Higher HP" refers to current HP.
**"Larger foes" refers to non-humanoid NPC. (Ex. Megalodaunts, Threshers, Deep Owls, Ethiron)
**Prerequisite: 40 Willpower
**This was merged with the old Giantslayer Talent.
*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.
**Works only if you successfully hit someone with flourish. Doesn't work on parry, block, dodge hits.
**Prerequisite: 25 Strength
*Defiance [Rare Talent] - Negative status effects are half as effective when you are below 35% HP.
**Prerequisite: 70 Willpower
**Currently, the only things Defiance cuts in half are:
***Flamecharm's burn damage
***Frostdraw's chill duration
***Galebreathe's winded duration
***Galebreathe's suffocation duration
***Frostdraw's crystal stacks
***Thundercall's surge stacks
***Shadowcast's Sightless Still duration
***Blood Poisoning
***Wither gain
***Ring of Pestillence duration
***The potency of potions
===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.
**Will apply combat tag against opponents.
**Deals a very very small damage (like 1 damage) whenever it procs.
**Effect Lasts 15s (7.5s against Disbelief Talent)
**Proc Cooldown: 0.25s
**Prerequisites: 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.
**Charmed targets deals 10% less damage to you
**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.
**Prerequisites: 55 Charisma, Charismatic Cast
*Tough Love [Common Talent, Charisma] - Deal 10% more damage to enemies charmed by you. Mantras deal +5% instead. Being hit by someone the same Aspect or Oath as you charms them briefly.
**Instead of your charm debuffing affected players and making them take more damage, it actually applies an on-hit buff when attacking someone affected by your charm, granting a damage buff to that attack. This means Tough Love is affected by the damage modifier cap.
**Prerequisites: 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 reward. Regens hunger and thirst. "Thank you so much K1!" Heh, no problem guys. All in a day's work.
**Grants access to the Christmas Miracle tool
**Prerequisites: MODSHOPREWARD
===Cold Phantom===
"I seek the qualities of Cold Phantom."
*Freezing Wight [Common Talent, Dual Attunement] - Your Haunted Gale now procs Chilled.
**7 seconds duration.
**Procs Frozen Legs.
**Applies 1 Crystal if used with Crystallization path.
**Also works with Specter path's Apparitions.
**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 & 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 & 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 10%.
**Active on every heavy weapon.
**Prerequisites: 25 Heavy Weapon, 15 Strength
===Comrade===
"I am a friend to others."
*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 stop ether drain.
**Lord's Tithe cancels on victims once they drop beneath 5% Ether.
**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 apply reinforce to everyone, including non allies.
**Only procs on allies.
**Prerequisites: Reinforce, 40 Fortitude 
**(Note that reinforce requires 50 fortitude despite the requirement for the Talent being 40)
===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 and steals their Tempo.
**If the user has the Apparitions Talent, this can proc apparitions by inflicting suffocation.
**Prerequisites: 40 Shadowcast, 60 Galebreathe
===Critical Specialist===
"I am a master of creating openings."
*Finishing Touch [Common Talent] - [Dagger] Instantly execute enemies finished with the critical attack of your dagger.
**Prerequisites: 50 Agility, 40 Light Weapon, Dagger equipped
*Knife's Journey [Rare Talent, Light] - [Daggers] Cancelling an enemy's Mantra windup with your basic attacks now deals 15% more damage
**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
*Successive Throw [Common Talent] [Dagger] When you successfully flourish an enemy, you throw out a dagger afterwards
**Prerequisite: 35 Light Weapon
===Cryomancer===
"I command the cold."
*Fragile Freeze [Common Talent, Frostdraw Exclusive] - Your ice Mantras will freeze opponents upon blockbreaking them.
**You can spam F to get out of Freeze.
**Not mentioned in the description, but this also freezes enemies who are guardbroken while Chilled.
**Prerequisite: 60 Frostdraw.
*Chilling Flourish [Common Talent, Frostdraw Exclusive] - When flourishing an enemy, they leave behind a trail of ice in the direction you send them.
**Leaves 3-4 ice patches on the ground.
**Prerequisite: 30 Frostdraw
*Spike Traps [Common Talent, Frostdraw Exclusive] - Press 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.
**Prerequisites: Ice Spikes, 30 Frostdraw
*Condensation Drip [Common Talent, Frostdraw Exclusive] - Passively collect condensation from the air, greatly reducing your thirst.
**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.
**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, freeze yourself, reducing incoming damage by 50% and dealing frost damage to attackers.
**Only works for the first hit after being block broken, causing multi-hits to be barely reduced.
**~33 second cooldown.
**Prerequisites: Fragile Freeze, 20 Fortitude.
*Preceding Chill [Rare Talent, Frostdraw Exclusive] - Enemies hit during the last moments of your ice beam are frozen.
**Prerequisites: 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."
*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, 10 Fortitude
*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.
**Prerequisite: 20 Shadowcast
*Dark Hours [Shadowcast Exclusive] Your Shadowcast Mantras deal 15% more damage at night and in realms the Sun does not reach.
**Night cycle is XX:50 to XX:10.
**Always active in the depths.
**Prerequisite: 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.
**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.
**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.
**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.
**Prerequisites: Singularity, 60 Shadowcast, Power 13
*Energy Siphon [Shadowcast Exclusive] Your singularity now pulls ether from the extra players affected.
**Prerequisites: Singularity, 60 Shadowcast
===Deepwoken===
"I seek the qualities of Deepwoken."
*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?
**Prerequisite: Power 2.
===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.
**Applies fragile freeze if the critical guardbreaks.
===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. (+1 Posture, +4 Carry Load)
**Prerequisite: 20 Strength
*Precise Swing [Common Talent] - After landing a critical your next light attack will gain 5% 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)
**5 second cooldown per enemy in PVP.
**5 second cooldown per enemy type in PVE, meaning if you use Spine Cutter on a Mudskipper Brute, you cannot use Spine Cutter on any Mudskipper Brutes until the cooldown wears off.
**The second slash has no PEN.
**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 2 flat posture on a successful dodge.
**Prerequisites: 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.
**Works only with medium weapons.
*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
===Pursuer===
"I seek the qualities of Pursuer."
*Going Nowhere [Rare Talent] - When enemies dodge your attacks, their momentum is killed and they're briefly prevented from sprinting. (+6 Passive Agility)
**Prerequisites: 25 Strength, 25 Agility
===Duelist Flame===
"My flame fights for me."
*Concussive Flash [Common Talent, Flamecharm Exclusive] - Your blinding light now concusses foes. (+10 Carry Load)
**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
===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.
**Take 20% less damage from allies and deal 20% less damage to allies. This does not apply to self damage.
***The Canor Aspect's innate Talent has a similar effect and they can stack, totaling to 48% damage reduction.
**Guildmates, your Roblox friends, 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.
**Prerequisites: 35 Charisma
**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.
**you can obtain this talent from the Pathfinder's Backpack and the Grand Pathfinder's Backpack Equipment
===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 15% more damage.
**Procs on Burn, Chill, Shock, Shadow (ether steal status effect), Winded, and Suffocation.
***Procs on some self-afflicted statuses, like Flame Within, but not Raging Static.
**Prerequisites: 20 Willpower, 15 Strength
*Ether Absorption [Common Talent, Intelligence] - Receive Ether back when inflicted with damage from Mantras. (+7 Carry Load)
**Prerequisite: 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.
**Gives ~3% ether per parry
**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 5s. (+7 Carry Load)
**6 second Cooldown.
**Stacks of Inspiration last 3 seconds. New stacks do not refresh the duration.
**Ether Absorption and Mantra Permanence do not grant stacks of Inspiration.
**Prerequisite: 30 Intelligence
*Eureka [Rare Talent, Intelligence] - Receive ether back on every successful perfect cast. (+7 Carry Load)
**Refunds the ether cost of a mantra proportionate to your INT.
**It has 6 seconds cooldown.
**Prerequisite: 30 Intelligence
*Mantra Permanence [Common Talent, Intelligence] - Knocking an enemy with a mantra refunds the cost of the mantra.
**Prerequisite: 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)
**Procs on Burn, Chill, Shock, Fear (from the Fear talent), Winded, and Suffocation.
**Does not work with Critical Attacks
**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.
**Meteor impact is used by light attacking after using some mantras that end with both user and victim suspended in air, including: Rising Flame, Flame Leap, Flame Leap (Reversal Spark), Rising Frost, Rising Wind, Lightning Impact, and Saintsworn's Galebreathe Blade of Saints. There may be more that do, but simply aren't documented yet.
***Rising Thunder can also activate it, but only if the initial grab guard breaks, which is very unlikely. Additionally, Wind Blade can activate it as well, but only if you use the Tempest Wind Talent's variant of the mantra. 
**Some mantras, despite leaving both players in the air, can't activate Meteor Impact, such as Flashfire Sweep, Celestial Assault, or Skyshatter Kick (Round Spark)
**Prerequisites: Any "Rising" Mantra, 25 Flamecharm
***Rising Flame, Rising Frost, Rising Thunder, Rising Wind, or Rising Shadow
*Phoenix Impact [Common Talent, Flamecharm Exclusive] - If you Meteor Slam an opponent whilst on fire, restore some HP and Ether.
**Prerequisites: Meteor Impact, 40 Flamecharm
===Fang and Coil===
*Fang and Coil [Common Talent] - Adopt the path of the serpent.
**Allows you to use Fang and Coil style
**Prerequisites: 20 Light Weapon, Friend Etris Reputation, defeat The Doom of Caeranthil and speak to Vesque.
===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.
**Prerequisites: 35 Flamecharm, Power 8
*Graceful Steps [Rare Talent, Flamecharm Exclusive] - Your dancing step now give a faster speed boost.
**If you lack the ether to cast a mantra, the speed boost will trigger regardless.
**Description may be a bit misleading: This Talent makes so the dash that you do with the Talent "Dancing steps" its faster. It does NOT give any "speed boost". 
**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.
**Does not have a cooldown.
**Will not proc on knocked NPCs/players and mobs.
**Can proc with Mecha Gatling.
**Prerequisites: 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)
**Effectiveness of this talent reduced with No Life King enchant
**Stacking with Alloyblood
**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)
**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)
**Prerequisites: 35 Flamecharm, Fire Forge (Flamecharm Mantra) OR Warding Radiance
*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)
**Prerequisites: 20 Agility, 30 Flamecharm
===Flamecharmer===
"I speak to the flames."
*Adept Flamecharmer [Character Exclusive, Flamecharm Exclusive] - You can now obtain 1-Star Leveled Flamecharmer Mantras.
**Prerequisite: 20 Flamecharm
*Azure Flames [Common Talent, Flamecharm Exclusive] - Many of your flames turn blue, signifying their increased intensity.
**Azure Flames burn deals 9 damage per seconds.
**If you have the lava serpent path, the explosion will have less delay before proccing, more posture damage, and a bigger radius with this Talent.
**Prerequisites: 70 Flamecharm, 40 Willpower
*Expert Flamecharmer [Character Exclusive, Flamecharm Exclusive] - You can now obtain 2-Star Leveled Flamecharmer Mantras.
**Prerequisite: 30 Flamecharm
*Flamecharmer [Character Exclusive, Flamecharm Exclusive] - Grants you the ability to command Fire as a Flamecharmer.
**Prerequisite: 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)
**Prerequisite: 50 Flamecharm
*Produce Spark [Flamecharm Exclusive, Common Mantra Card] - A simple production of Flame for the use of making Campfires.
**Works as flint
**Prerequisite: 20 Flamecharm
*Unyielding Inferno [Common Talent, Flamecharm Exclusive] - Your flames burn just as strong even in the fiercest of storms.
**Negates the dmg decrease Flamecharm receives from rain.
**Prevents fire from going out in rain.
**Prerequisite: 35 Flamecharm
===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 seek the qualities of Human Architecture."
*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. (+5 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. (+5 Health)
**Prerequisite: 50 Fortitude
===Frost Forger===
"I survive off the frozen Elements."
*Glacial Finish [Common Talent, Frostdraw Exclusive] - Press 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.
**Prerequisite: 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.
**Prerequisite: 30 Frostdraw
*Frostdrawer [Frostdraw Exclusive] - Grants you the ability to command Ice as a Frostdrawer.
**Prerequisite: 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 does nothing (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)
**Prerequisite: 50 Frostdraw
===Frozen Lightning===
"I seek the qualities of Frozen Lightning."
*Fulgurite Formation [Common Talent, Dual Attunement] - When your Crystals explode, lightning strikes. When your Surge charges Overload on an enemy, your Crystals apply twice on them for 8s
**Prerequisites: Glass Path: Crystallization, Surge Path: Unstable Capacitor, 50 Frostdraw, 50 Thundercall
===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, +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)
**Durability of Orbital Ice is equal to "Frostdraw investment ÷ 4", reaching 25 at 100 Frostdraw.
**Cooldown of 90 seconds.
**Mutual Exclusive: Fists of Fortitude
**Can only be stacked with Fists of Fortitude, if you have the Icebringer's Vestments outfit
**Prerequisite: 65 Frostdraw
===Frozen Warrior===
"I feel like a warrior encased in ice."
*Frozen Legs [Rare Talent, Frostdraw Exclusive] - Your slow effect prevents your opponents from rolling.
**Works with Crystallization.
**Lasts the first 1.5 seconds after chill/freeze procs.
**Only procs off mantras
**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===
"I seek the qualities of 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.
**Prerequisite: 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===
"I seek the qualities of Galebreathe Master."
*Adept Galebreather [Galebreathe Exclusive] - You can now obtain 1-Star Leveled Galebreathe mantras.
**Prerequisite: 20 Galebreathe
*Expert Galebreather [Galebreathe Exclusive] - You can now obtain 2-Star Leveled Galebreathe mantras.
**Prerequisite: 30 Galebreathe
*Galebreather [Galebreathe Exclusive] - Grants you the ability to command wind as a Galebreather.
**Prerequisite: Galebreathe at power 1 or obtain from Galebreathe trainer (Friid)
*Master Galebreather [Galebreathe Exclusive] - You can now obtain 3-Star Leveled Galebreathe mantras. (+5 Health)
**Prerequisite: 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.
**The only Galebreath mantras that benefit from the 5% damage increase are: Wind Blade, Air Force, Tornado Kick, Tornado, Gale Trap and Wind Gun.
**After Cut is not a damage modifier, it's a second hit with no hitstun. This means it is unaffected by the damage modifier cap.
**Prerequisites: 40 Galebreathe
*Breathing Impact [Galebreathe Exclusive] - When knocked into objects by wind mantras enemies take additional blunt damage based off of how hard they are hit.
**The following Galebreathe Mantras have knockback and can benefit from this Talent: Air Force, Champion's Whirlwind, Tornado Kick, Gale Punch, Rising Wind, Wind Gun
**Prerequisite: 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 not mentioned in the Talent description, inhaling a spell will cause the wind to be applied to your M1's.
**Inhaling a Galebreathe Mantra adds (Mantra Level multiplied by 2)% damage to the next Galebreathe Mantra. For example, a level 5 inhale will give your next Gale mantra a 10% damage buff.
**Prerequisites: 60 Galebreathe
**Inhaling grants a speed boost for a short duration, this 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.
**Prerequisite: 35 Charisma OR 35 Intelligence OR 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.
**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.
**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.
**Prerequisites: Crystal Shrapnel, 65 Frostdraw
===Great Wall===
"I seek the qualities of 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] - [Guns] Your gun attacks now ignore 15% of an opponent's physical armor. Applied Multiplicatively before PEN is applied.
**Prerequisites: 30 Medium/Light Weapon and have completed the Trig quest. (helping The Summer Company)
**Doesn't bypass PEN cap/Doesn't work if you hit 50% pen cap.
*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)
**This Talent simply removes armor damage from bullets, it has no effect on PEN of bullets.
*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
*Quick Draw [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
***Landing 3 shots will make the 3rd shot deal elemental damage. Goes on a ??? second cooldown afterward.
****The 3rd shot apply your attunement's elemental effect:
*****Flamecharm: Your bullets apply burn/eruption (Lava Serpent)
*****Frostdraw: Your bullets apply chill/crystal (Crystallization)
*****Thundercall: Your bullets apply shock/surge stack (Surge)
*****Galebreathe: Your bullets after cut and apply winded briefly
*****Shadowcast: Your bullets steal ether/apply burn (Twisted Puppets)
*****Ironsing: Your bullets apply metal rods
*****Bloodrend: Your bullets drain blood
****If the user has multiple attunement at the same level, it will use the first attunement in the priority list: Thundercall > Shadowcast > Flamecharm > Galebreathe > Frostdraw
***This Talent does not make guns scale off your attunement. It still scales off your Light/Medium Weapon stat but just converts your Physical Damage to Elemental Damage.
***This Talent CAN be obtained with 20 medium and a pistol equipped.
***If the user has no attunement, this Talent has NO EFFECT. It is recommended to put one point into an attunement if using this Talent on an attunement-less build.
===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) and the damage buff that inhale grants, (Inhaled mantra's level times 2)%, 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 or Critical, the target has most healing forms reduced/disabled for 8 seconds.
***Anti-heal percentage from a non-passive source scales with the total numerical investment of Willpower + Intelligence. Scales up to 100% with 105 points in both stats collectively. (Ex. Still has 100% antiheal at [60 Willpower + 45 Intelligence] OR [60 Intelligence + 45 Willpower]). Relevant for Shrine of Order.
***Antiheal percentage can be calculated by dividing your points in INT + WLP by 105. (Ex. 35 INT + 45 WLP = 80) > (80/105 = 76.2% Antiheal)
**The scaling from investment only affects spit healing, Bloodless Gem and Blood Scourge.
***Passive health regeneration and campfire regeneration are FULLY blocked even if the full requirements are not met. (Ex. 30 INT + 60 WLP will still negate campfire & health regen entirely even though every other health source will only be reduced by 85.7%.)
**The anti-heal effect is signified by a purple "fog" particle effect on the victim.
**Does not work on allies.
**Does NOT affect healthpacks.
**Prerequisites: 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.
***Immediately lose 15% sanity on use.
***If above 80% sanity, immediately lose sanity down to 65%
**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.
***Note that this passive does NOT work with Lose Your Mind, as it only procs based on your current sanity percentage. And while Heretic's Sutra can help with sanity loss, it does not passively activate Lose Your Mind.
**Prerequisites: 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.
**Brick Wall Also reduces cooldown of Perseverance by approximately 1 second.
**Cap Artist is disabled with this Talent.
**Gain total immunity to knockdowns (Heavy critical, Starkindred's Ascension etc...)
**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
*Mythic Stability [Rare Talent] - Players and regular mobs cannot instantly execute you while you're on your feet. Protects you from one instance of instant execution when knocked. 60s CD.
**Prerequisites: 85 Fortitude
===Hunter===
"I seek the qualities of 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.
**Prevents you from rotating your character and moving around overall.
**Prerequisite: 25 Frostdraw
*Cryonis [Common Talent, Frostdraw Exclusive] - All ice spells casted ontop of ice cost less Ether.
**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.
**Also grant the ability to damage boats with Greatsword and Greathammer Crits.
**Even though it's not mentioned, Greataxes also work with this Talent.
**Does not work with crits that don't slam the floor, like Kyrscleave or Railblade.
**Prerequisites: Cryonis, 15 Heavy, 45 Frostdraw.
*Frostbite [Common Talent, Frostdraw Exclusive] - Enemies no longer heal when under the effect of your chill.
**Prerequisite: 25 Frostdraw
**Works with Crystallization
*Frozen Pin-Cushion [Rare Talent, Frostdraw Exclusive] - Ice Daggers now freeze opponents.
**Prerequisites: 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 nullified and 60% of the healing is redirected to you. While this is active and they are on ice your rate of healing is increased.
**Contrary to popular belief, you can steal healing with Saint Jay (only green healing, though). However, the second passive of Saint Jay is bugged.
**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.
**Does not proc Frozen Legs.
**Prerequisite: 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.
**Has a 1s cd. Under unknown circumstances, it will have a 3s cd.
**Can spread to allies.
**Controlled Combustion will prevent this Talent from burning you and your allies.
**Prerequisite: 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)
**"Self-Inflicted flames" include Flame Within, Agitating Spark you spread and environmental burns created by you.
**"Apply fire damage" applies the burn status effect instead of adding fire damage. It also applies burn even if you have Eruption Path: Lava Serpent.
***Not all attacks proc this effect, unlike what the Talent description implies. Instead, all instances of Physical damage apply burn, even if the attack doesn't deal pure Physical damage (e.g. Clutching Shadow or Metal Eruption). And all attacks that have the slash (blood particle) vfx on hit like Ice Daggers or Gale Lunge will also proc Immolation, applying burn.
**Prerequisites: 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.
**If burn was procced by the Flame Within Talent while knocked, the healing is reduced to 25%.
***If you get knocked while already on fire from Flame Within and do not get interrupted, you get the full 50% heal.
**Prerequisites: All Immolator Talents
===Inferno===
"All must burn."
*Corpse Explosion [Common Talent] - Your flames will incinerate unconscious Targets much faster and bodies that you burn to death immediately explode dealing massive damage.
**Burn grip unconscious targets, even yourself, in 4 seconds (same time as a manual grip) instead of 8.
**The explosion does not work; you'll burn them to death without an explosion.
**Prerequisites: 60 Flamecharm and Agitating Spark
*Pleeksty's Faith [Common Talent] - When on fire, automatically quench flames at the cost of some ether.
**Does not proc with flames produced by the user with Flame Within or Agitating Spark.
**Prerequisites: 25 Flamecharm, 15 Willpower, 15 Charisma
*Pleeksty's Will [Common Talent] - You gain significantly more ether from consuming elemental ingredients.
**Prerequisite: "Flamecharmer Ploom" Quest in Etris with 40 Flamecharm OR 50 Charisma OR by completing quest requirements.
**Is also a requirement to fight Aska in Firfire. Without this Talent, you will wipe through his flames.
===Innate (Aspect Talents)===
"I rely on my instincts."
*Chitin [Vesperian Exclusive] - You have a layer of Natural Armor that replenishes when you rest.
**While not empty, receive 5% less damage from every source, but this bonus is halved to 2.5% if you have the Exoskeleton Talent. Remaining durability can be tracked below the armor durability bar, in a green bar named "Natural Armor".
*Deepfolk [Ganymede Exclusive] - The secrets of the Deep are easier for you to unravel. Your mind is sturdier against its effects
**1.2x Sanity gain multiplier. You require 1 less Knowledge when making deals with Deep Shrines (Knowledge cost can't go below 1).
*Feathered Glider [Tiran Exclusive] - As a show of independence when they come of age, Tirans will strike out on their own with just their hand-crated glider, gliding down from the mountain peaks where they make their homes. You take 10% less fall damage.
**Tirans gain Feathered Glider with infinite durability. The glider changes color depending on the Aspect variant.
*Loyalty [Canor Exclusive] - Your bond with your allies is strong enough to reduce damage between you.
**Allies take 35% less damage from you and deal 35% less damage to you. This can stack with the Give and Take Talent, totaling to 48% damage reduction.
**This does not apply to self damage.
*Mark of Jurik [Jurik and Hollowtide Capra Variant Exclusive] - Mark of Jurik, the Moonseye. A beacon of calm, those in your presence are resistant to insanity.
**Gain a tool that buffs the sanity of nearby players. Also buffs effected players' HP regen and slightly buffs their food & thirst replenishment from consuming food and their blood regen. 4m CD.
***Also buffs non allies. Does not require you to be resting at a campfire.
*Mark of Ku [Ku Capra Variant Exclusive] - Mark of Ku, the Mother. Improves the rest of those in your presence.
**Gain a tool that buffs the blood regen of nearby players. Also buffs the effected players' HP regen and slightly buffs their sanity and their food & thirst replenishment from consuming food. 3m 30s CD.
***Also buffs non allies. Can only be used while you are resting on a campfire.
*Mark of Nemit [Nemit Capra Variant Exclusive] - Mark of Nemit, the First Beast. Food consumed in your presence is more nourishing.
**Gain a tool that buffs the food and thirst replenishment of nearby players. Also buffs the effected players' HP regen and slightly buffs their blood regen and sanity. 3m 30s CD.
***Also buffs non allies. Can only be used while you are resting on a campfire.
*Maudet [Adret Exclusive] - Your understanding of your destiny is such that learning new things often comes naturally to you. People appreciate your diplomatic ways of speaking.
**Passively obtain the benefits of the Autodidact Boon. Increased reputation gain with factions.
*Molt [Etrean Exclusive] - Ailments and blessings alike fade away more quickly.
**Status effects, good or bad, have a shorter duration.
**Only works on Chilled, Potions, and Suffocation.
*Mothwing Dust [Chrysid Exclusive] - Being attacked causes you to release Mothwing Dust, granting you vision of your attacker, not to be confused with the band name.
**When you are hit at the start of combat, the player who hit you will be highlighted with a translucent red outline. This effect lasts 10 seconds.
*Navae's Guidance [Gremor Exclusive] - Navae's star guides your path, showing you the way forward. You are less prone to starvation.
**Receive a compass, displayed at the top of your screen, which point South. Lose less hunger. If you have the blind flaw, you will have a little more vision unlike other Aspects with the blind flaw.
*Nightchild [Felinor Exclusive] - Relying on your instincts, you are naturally more stealthy. You are more nimble on wooden surfaces.
**Start with 20% more stealth and gain a 1.2x stealth gain multiplier. Gain bonus agility when climbing on all kind of surfaces, not only wooden ones.
*Seaborne [Celtor Exclusive] - You have a keen understanding of ships and their maintenance.
**Ship cost is lowered, they turn 20% faster and have more health. They also repair the ships faster with a repair kit for ships.
*Versatile [Khan Exclusive] - You learn how to use new pieces of equipment quicker than others. You can equip things at 3 points lower than the requirement. (This does not work on power requirements)
**This works for Weapon requirements too. It also lowers all requirements on things with more than one, so a 72 Galebreathe 22 Medium Weapon Curved Blade of Winds would be possible on a Khan for example. Additionally, Versatile stacks with Silentheart's Weapon stat requirement reduction.
*Teachings of the Edenkite [Drakkard Exclusive] - Find your centre.
**Allows you to meditate, emitting a white aura and causing two white orbs to circle your head. Very heavily reduces your hunger and thirst consumption while you passively gain EXP and Attribute EXP and regenerate health at a mediocre rate, which is slightly reduced when in combat.
===Ironsinger===
"I obtained the lost art of Ironsinging."
*Alloyblood [Advanced Talent, Ironsing Exclusive] - You don't bleed like others do. Bleed damage reduced by 30%. Blood loss is reduced by 75%.
**Bleed damage now only deals 20% more damage. Bleed from Speed Demon now only does 10.5% more damage.
**Blood loss reduction is less effective if using Curse of the No Life King.
**Blood loss reduction stacks multiplicatively with Cauterized Wounds.
**Scales with investment up to its requirement. If you have less MTL than required it gives less bleed and blood less reduction.
**Makes your blood a shade of light grey when being attacked by a bleed damage attack. Additionally, it changes your Bloodrend mantras to the same grey.
**Prerequisite: 100 Ironsing
*Ironsinger [Common Talent] - Grants you the ability to command Metal as an Ironsinger. Press to Pull on Metal Rods.
**Ironsing mantras apply stacks of Metal Rods on targets. Pressing will pull affected towards you, the strength of the pull depending on the amount of Metal Rods, 5 rods limit on default path.
**This keybind can be configured.
*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.
**Landing a caltrop slows down and disables jump for 1.1 second, timer resets if victim gets hitted by other caltrop.
**Prerequisites: 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.
**15% extra posture damage at 100% armor
**Posture buff not applies to M1s and doesn't work on non Ironsing mantras.
**Prerequisite: 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.
**Currently is bugged, but on proc suppose to drastically reduce roll distance (example)
**Prerequisite: 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.
**Each rod applies 5% armor drain multiplier, extra 50% armor drain at max rods.
**Prerequisites: 60 Ironsing, Power 13
===Iron Will===
"I seek the qualities of 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===
"I seek the qualities of Javelin Lord."
*Grand Skewer [Thundercall Exclusive, Rare Talent] - Your Grand Javelin now carries opponents through the air.
**Prerequisites: Grand Javelin, 60 Thundercall
===Jetstriker===
"Journey before destination."
*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 immediately 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 Weapon, Using a spear
*Defensive Sweep [Common Talent] [Spears] - Posture breaking an opponent grants you +50% PEN for 3 seconds.
**Prerequisites: 50 Medium Weapon, Using a spear
*Driving Impact [Common Talent] [Spears] - The first hit of your Spear's Critical Attack will deal greatly increased posture damage. Subsequent hits will do reduced posture damage.
**Prerequisites: 30 Medium Weapon, Using a spear
**Works only with normal two-hit Critical Attacks of Spears
*Lancer's Impale [Common Talent] [Spears] - Hitting an enemy after a perfect dodge makes your next attack deal 30% bleed damage. If that attack would already bleed, it adds +10% chip damage instead. (+4 Passive Agility)
**Prerequisites: 30 Medium Weapon, Using a spear
*Hoplite [Common Talent] - Posture damage is reduced by 30% when wielding a spear and standing still. (+2 Passive Agility)
**Stacks with shield.
**Was moved to Lancer class, used to be in Legion Shock Trooper.
**Prerequisites: 15 Fortitude, Using a spear
===Lava Serpent===
"I seek the path of the Serpent."
*Eruption Path: Lava Serpent [Common Talent, Flamecharm Exclusive] - Your fire abilities no longer proc burn and instead proc an eruption under the enemies feet.
**Instead of setting your target on fire, create an eruption on hit, dealing 15 damage. (0.5s cooldown)
**Prerequisite: 40 Flamecharm
**Mutual Exclusive: The Final Act, Wraith Path: Twisted Puppets
*Empowered Eruption [Common Talent, Flamecharm & Eruption Exclusive] - Your next Eruption after landing a critical is Empowered with +50% range and damage. 10s cooldown.
**Prerequisites: Eruption Path: Lava Serpent, 50 Flamecharm
*Flash Point [Common Talent, Flamecharm & Eruption Exclusive] - Block breaking an opponent causes your Eruptions to be Empowered for the next 10s. 45s CD. Block breaking an opponent with a Fire Mantra procs Burning.
**Prerequisites: Eruption Path: Lava Serpent, 55 Flamecharm
*Molten Defense [Common Talent, Flamecharm & Eruption Exclusive] - Upon being block broken, you erupt. 30s cooldown.
**Prerequisites: Eruption Path: Lava Serpent, 60 Flamecharm
*The Floor is Lava [Advanced Talent, Flamecharm & Eruption Exclusive] - Your Eruptions leave lethal pools of lava beneath them. Don't fall in.
**Has scaling, but it barely exists: 
**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 , which will mark them for all nearby allies.
**Prerequisite: 20 Charisma
*Spotter [Common Talent] - Marking enemies while in Rhythm will now indicate their health status to your allies.
**Activated by pressing Z.
**Disabled on players with Not a Scratch.
**Prerequisites: 40 Charisma, Rhythm, Callout
===Leaf in the Wind===
"I seek the qualities of 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, causing your next Light attack to do +30% damage as bleed and have +10% chip damage. (+2 Passive Agility)
**Does not have a cooldown, lasts for 3s.
**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
*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 Galebreathe
*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.
**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.
**Prerequisite: 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%.
**Prerequisite: 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 below 25%. (+10 Sanity)
**Red particles appear around your shoulders while the Talent is active.
**Prerequisite: 35 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
===Marauder===
"I often attack others."
*Aggressive Posture [Common Talent] - Hitting your opponent with a basic attack causes them to slow down while walking backwards. Parrying an opponent causes them to slow down slightly when walking backwards. (+1 Passive Agility)
**Prerequisite: Power 10
*Anxious Guard [Common Talent] - Hitting an enemies block causes their parry window to be lowered for 5s (15s cooldown).
**Prerequisite: Power 10
*Old Habits Die Hard [Common Talent] - Blocking an attack with your lingering block frames after failing a parry will cause the attack to deal 25% less posture damage. (+5 Health)
**Prerequisite: 20 Willpower
*Thresher Claws [Rare Talent] - All of your attacks have +5% more PEN. Your M1's and critical attacks have an additional +5% PEN on top.
**Prerequisite: Power 13
*Thresher Scales [Common Talent] [Quest Talent] - You regenerate your armor at campfires. (+5 Health)
**Prerequisite: Power 10
===Master Survivalists===
"I am nature's master."
*Survival Kit [Common Talent, Charisma, Willpower, Intelligence] - 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.
**Prerequisite: 20 Intelligence / 20 Willpower / 20 Charisma.
===Meditative Trance===
" I am often in my own world."
*Warrior's Respite [Rare Talent] - Stop moving 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. 
**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, the amount depending on how strong the monster is.
**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===
"I seek the qualities of 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.
**Prerequisites: Iron Skin mantra, 25 Ironsing
*Metal Absorption [Common Talent, Ironsing Exclusive] - Your 'Iron Hug' also absorbs armor from the enemy.
**Iron Hug will steal 20% of armor from the target.
**Prerequisites: Iron Hug mantra, 30 Ironsing
*Metal Eater [Common Talent, Ironsing Exclusive] - When you have no ether, consume Armor durability to cast your Ironsing mantras.
**If you can't cast a mantra due to a lack of ether, consume ~30% total armor durability to cast it. (Always takes 30% armor, doesn't scale with ether to cast, aka 1 or 9999 ether mantra will always take only 30% armor)
**Prerequisite: 50 Ironsing
*Metal Thief [Common Talent, Ironsing Exclusive] - Pulling an opponent absorbs a portion of their current Armor durability.
**Each rod will steal 2% armor (up to 20%)
**Prerequisite: 50 Ironsing
*Polished Armor [Common Talent, Ironsing Exclusive] - You receive 5% less damage when your Armor protects you from an attack and has over 90% durability. This 5% will scale up to 10% less damage at 100 MTL.
**The scaling is 5% + IRONSING INVESTMENT*0.05, meaning that you will have 8.75% damage reduction upon meeting the requirements for this talent. (TESTED DONT EDIT)
**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.
**Gain a 5% damage boost against PVE enemies for every hit against at close range.
**Can stack up to 20 times, for a 100% damage boost.https://www.youtube.com/watch?v=lHYqvY2Xc5E
***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."
*Lose Your Mind [Rare Talent] - Deal more damage the more insane you are. Grants +15% damage at maximum insanity. (+5 Sanity)
**The damage buff starts at 70% Sanity (Tier 1 Insanity) and scales non-linearly with your sanity until it caps out at +15% damage with 0% Sanity (Tier 3 Insanity).
**Deepbound's Sanity gain from killing mobs in the Depths is reduced.
**Prerequisites: 30 Fortitude, 30 Strength
*Piercing Will [Rare Talent, Willpower] - When your sanity is below 35%, gain up to +15% PEN on your attacks. Starting at 5% PEN, the lower your sanity, the higher your PEN.
**The bonus PEN is applied starting from 35% Sanity
**Scales on your current sanity percentage, similar to Lose Your Mind.
**Prerequisite: 80 Willpower
*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
===Mr Charm===
"I seek the qualities of Mr Charm."
*Charisma Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your charisma to its fullest.
** Prerequisite: 75 Charisma
===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, Victims take 25% more damage and 50% more posture damage for 10s. (Tool in your inventory) (+9 Sanity).
**Takes 100% Ether to be used, therefore deactivating Ardour.
***Can be used at 40% Ether rather than needing to be at 100% with the Soulbreaker Oath.
**Instead of debuffing affected players and making them take 25% more damage, it actually applies an on-hit buff when attacking someone affected by Ardour Scream, granting a 25% damage buff to that attack. This means Ardour Scream is affected by the damage modifier cap.
**Doesn't apply insanity.
**Will also combat tag anybody hit.
**Can stack with m1s, crits, Silentheart attacks, and other non-mantra skills, obstructing animations.
**Prerequisites: 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 .
**Will drain ether when in use under power 20. (ether drain scales on level)
**Deactivated when having 0% ether, or upon using Ardour scream.
**Increase outgoing M1 posture damage by 15% and reduce incoming posture damage by 15%
**Prerequisite: Kill the Dread Serpent, The Doom Of Caeranthil, or talk with the 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 while crouched.
**Pings all nearby Monsters, NPC’s, and Players, through walls while gray-scaling your screen.
**Red = Low Health, Yellow = Average Health, Green = Healthy
**Disabled on players with Not a Scratch.
**Prerequisite: Complete the Quest in the Second Layer.
*Murmur: Tacet [Unlockable Talent] - An application of your Soul Murmur that enables the user to suppress their own murmur. Press while crouched.
**Prerequisites: 10 Charisma and 5 Cestis Bounties or 5 Bounty Hunting Contracts
===Natural Armor===
"I seek the qualities of Natural Armor."
*Armor Conserver [Common Talent] - You lose 15% less armor when hit.
**Prerequisite: Power 8
**Does not affect Natural Armor from Exoskeleton and Chitin
*Lightweight [Common Talent] - Move faster when your armor runs out of durability. (+3 Passive Agility)
**When your Armor is at 0% or if you are wearing the Stranded outfit, movement speed is increased by 25%.
**This is a mobility buff, NOT a speed boost.
*Padded Armor [Common Talent] - While your armor is broken (or if you have no armor), you take 5% less damage. (+3% Blunt Armor)
**Prerequisite: Power 8
*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.
***Works with Jus Karita and Light's Final Toll despite not using "fists" as a weapon.
***Despite the Talent description saying "With a shield", blocking without a shield equipped will still make the Talent work, thus removing slowdown on blocking completely.
*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 Light Weapon
**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 but won't come out on your Talent hands, you MUST have FISTS equiped to get it.
*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)
**Despite claiming it extends the speed boost you get off parrying, it really just give you a speed boost after parrying. Normally parrying without this Talent does not give you a speed boost.
**Prerequisite: 20 Agility
*Lightspeed Reflexes [Rare Talent, Agility] - Feinting gives a very brief auto-parry window. (+1 Passive Agility)
**Prerequisites: 20 Agility, 20 Intelligence
*Speed Emission [Common Talent] - Gain a slight speed boost after landing a vent.
**Prerequisite: 25 Agility
===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.
**Prerequisite: 75 Intelligence
*All Knowing [Rare Talent] - Your prediction now ignores the range requirement to reflect attacks.
**Prerequisites: 60 Intelligence, Prediction (Intelligence Mantra)
*Successive Prediction [Common Talent] - Predicting an attack will briefly allow you to predict another.
**Allows you to reflect the entirety of multi-hit moves (such as enforcer's spin attack)
**Prerequisites: 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.
**Prerequisites: 80 Intelligence, Prediction (Intelligence Mantra)
===One Eyed King===
"I see what I desire to."
*Strength Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your Strength to its fullest.
**Prerequisite: 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
*Rapid Fire [Common Talent] - [1H Guns] When you land a critical shot gain an ability to rapidly fire your critical for 2s. 12s Cooldown.
**Procs on dodge,block and getting hit.
**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.
**Prerequisite: 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.
**Prerequisite: 85 Charisma
===Prospector===
"I seek the qualities of 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.
**Spawns in an NPC to attack whoever hits you. The 3 known NPCs are Bandits, Bandit Leaders, or Bounty Hunters.
**Prerequisite: 75 Charisma
**Cooldown of 60 seconds
**Note that an ally appearing with the Talent only works with players and is scaled by the level of the attacking enemy.
***An ally is able to appear anywhere on the map and in any locations (aka Luminants, Depths and Dungeons).
***The ally will perform just like a normal NPC, requiring to be gripped after being knocked. (Unless you have insta-grip Talents like Mercy Kill).
===Pyroclast===
"I seek the qualities of Pyroclast."
*Volcanic Glass [Advanced Talent, Flamecharm & Frostdraw Exclusive, Dual Attunement] - Detonating crystals causes an eruption soon after.
**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.
**Prerequisites: 30 Flamecharm, 15 Fortitude
===Quack Doctor===
"My cure is most effective."
*Blood Bag [Common Talent] - You receive extra blood from knocking an enemy.
**Prerequisite: 20 Bloodrend
*Blood Transfusion [Rare Talent] - Successfully landing a critical attack while under a negative status effect will transfer the effect plus recover a small portion of your blood bar. (20 second CD)
**Prerequisite: 60 Bloodrend
*Just a Taste [Common Talent] - First Bloodrend mantra you hit in combat has increased blood drain.
**Prerequisite: 20 Bloodrend
*Open Wound [Common Talent] - Guardbreaking enemies leaves enemies more susceptible to blood loss from Bloodrend mantras.
**Prerequisite: 40 Bloodrend
===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.
**Prerequisite: 35 Thundercall
===Rending Needle===
"I seek the qualities of Rending Needle."
*Conductor's Cable [Common Talent, Ironsing Exclusive] - Applying Conductor rods on opponents steals some of their armor to you.
**Steals 10% armor on proc
**Prerequisite: Rending Needle: Conductor
*Rending Needle: 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.
**Does 5 damage per rod. This damage can be resisted by physical armor.
**Affected by Grim, Taunt, Isshin's ring, Exposed Durability and any other defensive debuffs.
**Not affected by "Return To The Dark Ages" talent
**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.
**Works as default path with exception of applying a Conductor rod after 5 normal metal rods are applied.
**Conductor rods last 30 seconds or until an elemental mantra is used.
**On proc, the Conductor Rod will apply the elemental effect of the Mantra your opponent is trying to use to themselves.
**If your opponent uses a Mantra while being affected by a Conductor rod, 5% of their armor will be drained and it proc have the following effect:
***Flamecharm Mantra: Apply Burn (base path) / Cause Eruption (Eruption path)
***Frostdraw Mantra: Deals a very low amount of damage (base path) / Apply Crystal on victim (Crystallization path)
***Galebreathe Mantra: Suffocate + cancels mantra (base path) / spawns Apparitions (Specter Path)
***Shadowcast Mantra: Doubles the Ether cost of the Mantra cast
***Thundercall Mantra: Applies Shock + Cancels mantra (base path) / Applies Surge stack + cancels mantra (Surge path)
***Attunement-less/Ironsing/Bloodrend/Oath Mantra: The rod does not fall off, but their armor is still drained
**You can't pull out Conductor rods, nor can they be consumed with Scrapsinger.
**Prerequisites: Master Ironsinger, 75 Ironsing
**Mutual Exclusives: Rending Needle: 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.
**Will restrain for 1.08s with 5 rod proc and 1.6s if 10 rod proc 
**Prerequisites: Master Ironsinger, 75 Ironsing
**Mutual Exclusives: Rending Needle: Impaler, Rending Needle: Conductor
===Saboteur===
"I sabotage others."
*Family Recipe [Unlockable Talent] - You can now craft bombs at a crafting bench.
**Prerequisite: Complete Lucien's quest.
*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: Hot Potato
*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. (+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)
**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===
"With the blade, I am chosen."
*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
===Sapper===
"I seek the qualities of 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
===Scarlet Donor===
"I wish to share my blood with the world."
*Blood Bank [Common Talent] - Consuming 'Charm' now gives slight temporary health.
**Prerequisites: 80 Bloodrend, 40 Charisma, Manipulator
*Donation Drive [Common Talent] - Consuming 'Charm' on an opponent replenishes some blood. Additionally, you can also activate this effect and Manipulator through blockbreaking with a Bloodrend mantra.
**Prerequisites: 50 Bloodrend, 55 Charisma, Manipulator
*Sharing is Caring [Common Talent] - Your 'Charm' on opponents also slightly increases your blood drain against them.
**Prerequisites: 50 Bloodrend, 30 Charisma, Charismatic Cast
===Scholar of the Cloud===
"I seek the qualities of 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.
**Prerequisites: Sail with your mast pointed towards the wind in a sea highway for an unknown amount of time, 20 Galebreathe
===Scoundrel===
"I seek the qualities of Scoundrel."
*Dirty Boxing [Rare Talent] - Enemies hit after you feint them with your fist suffer slight bleed and have their vision obscured slightly. 5s Cooldown (+1 Passive Agility)
**The "bleed" does not refer to Bleed Damage, but rather a very miniscule amount of damage to the blood bar.
***The damage is so small, that there is no pixel difference between the damage received with or without it.
**The cooldown is actually 8 seconds despite what the talent description says.
**This Talent also works with Jus Karita.
**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)
**This Talent does not work with Jus Karita.
**Prerequisites: Trained Fist, 35 Light Weapon, 20 Strength
===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.
**
**Doesn't work well with reinforced armor
**Prerequisites: 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.
**Deals 10 Ironsing damage per blade.
**Doesn't scale on Ironsing Investment
**Hits from Artisan's Blades do not drain armor from enemy.
**Artisan's Blades do not benefit from Exposed Durability's damage buff or any other defense debuff.
**Not affected by "Return To The Dark Ages"
**Parrying Artisan's blade gives Auto Parry frames.
**Procs by pulling rods out of someone, amount of Artisan's blade proc depends on pulled amount of rods (6 rods = 3 Artisan's) 
**4.5 posture per blade.
**Artisan blades last 20 seconds.
**"Metal infused" attacks are Ignition deepcrusher m1, crit (in any stance), Iron requiem m1 without bullets. 
**Prerequisites: Gilded Path: Scrapsinger, 45 Ironsing
*Songs Unforged [Common Talent, Ironsing Exclusive] - Your weapon criticals will now activate scrapsinger.
**Prerequisites: Gilded Path: Scrapsinger, 50 Ironsing
*Masterwork [Rare Talent, Ironsing Exclusive] Successful hits from Artisan's Blades will proc metal rods and deal 50% more damage.
**Increases Artisan's Blades damage from 10 to 15, additionally Artisan's Blades will apply 1 rod per each hit.
**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 10 stacks, the opponent will take +5% damage until the stacks drop below 10.
**Extra 5% armor drain on flourish/crit, as example 2% from pulled out rod + Reshape and Remold applies bonus 5% 
**Bonus armor drain works ONLY ON CRIT OR FLOURISH, not on further hits after that.
**5% DMG bonus currently bugged. (Since Summer 2023)
**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.
**Prerequisites: 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.
**Prerequisites: 35 Thundercall, Jumpstart
===Septicemia===
"I have sewn an insidious poison within my enemy's blood."
*Gruesome Harvest [Advanced Talent] - Landing Bloodrend mantras on opponents with over 70% blood poison will give you slight temporary health.
**Prerequisite: 95 Bloodrend
*Hemolysis [Common Talent] - Deal 20% more critical attack damage to opponents with over 25% blood poisoning.
**Prerequisites: 40 Bloodrend, 25 Strength
*Hemolytic Transfusion [Common Talent] - Guardbreaking an enemy with a Bloodrend mantra increases the amount of blood poison from the attack.
**Prerequisite: 65 Bloodrend
*Juicy Snack [Common Talent] - Eliminating enemies returns their amount of blood poison as health to you.
**Prerequisites: 60 Bloodrend, 20 Fortitude
*Panacea [Rare Talent] - Hitting an enemy with a Bloodrend mantra stops their blood poison from decaying briefly.
**Prerequisite: 60 Bloodrend
*Tainted Ground [Common Talent] - Enemies who stand in blood pools will not decay blood poison.
**Prerequisite: 30 Bloodrend
*Vasculitis [Common Talent] - Your opponent cannot proc deep gems if they have over 20% blood poisoning for a brief duration (Must hit them while they are over 20% BP.)
**Prerequisite: 40 Bloodrend, 35 Intelligence
===Shadowcast Master===
"I seek the qualities of 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.
**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.
**Prerequisite: 50 Shadowcast
*Lasting Sorrow [Common Talent, Shadowcast Exclusive] - Shadows last longer on your opponent.
**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.
**Prerequisites: 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.
**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.
**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.
**25% damage reduction to attacks from the back.
**Turtle Shell is pretty inconsistent, as some attacks will bypass it entirely and deal their full damage. Ex: Sightless Beam and Radiant Dawn.
**Each time this Talent takes effect, white square particles will release from around the user.
***This 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.
**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.
**Suffocation prevent the victim from casting mantras and deal damage overtime.
**If used with Haunted Path: Specter, every 3 hits will make an Apparition appear, proccing Winded. 
**Prerequisites: 75 Galebreathe, Silencer's Blade 
===Silvertongue===
"I get my way."
*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.
**Prerequisite: 20 Charisma
*Golden Tongue [Rare Talent] - Typing gives a random buff to you and those around you. (60 second cooldown)
**Can either restore 30% of max ether or grant 10% damage reduction for 30 seconds, similar to reinforce (does not stack).
**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).
**The cooldown indicator says that this Talent has a 10s CD, which is technically incorrect. There is no CD for the Charm application, but there is a 10s CD on the one-liners.
**Prerequisites: Charismatic Cast, 75 Charisma
===Soul Converter===
"I convert blood to iron."
*Bloodiron Spirit [Rare Talent] - You regain some Armor upon killing enemies. (+5 Health)
**Any kill gives you 3% of your total armor durability.
===Soverign of Slaughter===
"I destroy my enemies."
*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.
**Prerequisites: 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.
**Despite the Talent description, perfect casting Galebreathe mantras still causes phantom winds to appear.
**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'.
**Apparitions can be parried in "Phantom step" (Possibly a bug)
**Prerequisites: Haunted Path: Specter, 50 Galebreathe
*Phantom Step [Common Talent, Galebreathe Exclusive] - Press 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 Galebreathe 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.
**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.
**Prerequisites: Static Link, 40 Thundercall, 20 Fortitude
*Link Conduction [Common Talent, Thundercall exclusive] - While you have active tethers your lightning mantras cost less ether.
**Each active link reduce mantra ether cost by 30%.
**Prerequisites: 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 with no travel time.
**Actually target the first active tether, not the closest.
**Prerequisites: 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.
**Prerequisites: Static Link, 50 Thundercall, 15 Intelligence
===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.
**Prerequisites: 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.
*Magical Resolve [Common Talent] - Being hit increases Ether regen for a short duration. (+7 Sanity)
**On hit, gain 300% ether regeneration for 1 second.
**Prerequisites: 40 Willpower, Battle Tendency
*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. (+3 Health)
**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, all lotuses, 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.
**Negates damage buffs from weather. This only applies to Stratoshock.
===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. (The teleport near for assassination is disabled when in combat)
**When you assassinate a player, everyone else nearby gets backstabbed by a shadow. These apply all your backstab Talents.
**Also grant the ability to assassinate player who are in combat.
**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 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.
**Prerequisites: 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.
**Prerequisite: 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.
**Prerequisite: 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.
**Prerequisite: 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.
**Transfer ANY elemental status effects (Suffocation, Winded, Chill, Shock) and potion effects to your enemy.
**Prerequisite: 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%.
**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%.
**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.
**Upon proccing Emperor Flame, this Talent will be put on a 3s cd.
**Prerequisite: 45 Flamecharm
*Flaming Flourish [Common Talent , Flamecharm Exclusive] - Set enemies on fire when you flourish or uppercut them.
**You also apply burn on enemies by swinging uppercut nearby. Aka doesn't have to be a hit to apply burn.
**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. This flourish will deal additional damage and proc Wither, reducing your opponent's maximum health temporarily.
**Does not proc the Talent "Dazing Finisher".
**Lasts for ~11s, and has a 30s cd.
**If this Talent is on cd, you will not consume flames, and proc burn on yourself normally.
**Will not proc on knocked NPCs/players, but can gain stacks from them.
**Using Flame Within will grant a stack. If your Flame Within were to burn someone on use, receive an additional stack, totalling 2 simultaneous stacks.
**While under Flame Within with Immolation, gain a stack upon hitting a non-burning person, despite Agitating Spark stating that it will only proc if you hit someone whilst they're on fire (it does not go under cd in this case as well).
**Prerequisites: 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.
**Has a 20s Cooldown
**With eruption path, it will proc eruption.
**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.
***Does not work in PVE.
**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 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 again.
**Using Cap artist in the depths makes you have normal gravity.
**Disabled with Brick Wall.
**Prerequisites: 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 . (+2 Passive Agility)
**The target need to be knocked to be able to pickpocket them.
**Prerequisites: 5 Agility, 10 Charisma
*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. (+7 Carry Load)
**Prerequisites: 20 Light Weapon, 15 Thundercall
**Does not work with Hero Blades (Tested)
===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)
**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)
**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)
**Prerequisites: 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.
**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.
**Prerequisites: 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.
**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.
**Since December 2023, you can't light up campfires for some reason
**Can be parried
**Prerequisite: 50 Thundercall
*Expert Thundercaller [Common Talent, Thundercall Exclusive] - You can now obtain 2-star Thundercaller mantras.
**Prerequisite: 30 Thundercall
*Master Thundercaller [Common Talent, Thundercall Exclusive] - You can now obtain 3-star Thundercaller mantras.
**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.
**Prerequisites: 40 Fortitude OR 40 Charisma, 50 Thundercall
*Shocking Finish [Common Talent, Thundercall Exclusive] - Following a flourish up with a lightning beam causes it to be casted instantly.
**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.
**Prerequisites: 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.
**Prerequisites: 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 an additional +5% damage when in the rain.
**Prerequisite: 35 Thundercall
*Thundercaller [Common Talent, Thundercall Exclusive] - Grants you the ability to command Lightning as a Thundercaller. 
**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.
**10s CD.
**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.
**Overcharms for 4 seconds.
**Mutual Exclusives: Tough Love
**Prerequisites: Charismatic Cast, 60 Charisma
===Transitory Vitality===
"I use my blood's plasma to better defend myself."
*Sow and Mend [Rare Talent] - Sacrifice 17.5% of your blood for temporary health. (15s CD)
**Prerequisites: 60 Bloodrend, Master Bloodrender
*Cyclical Exsanguination [Common Talent] - Whenever you deal more than 20 damage to an enemy in an instance, pause your temporary health decay for 3 seconds.
**Prerequisite: 65 Bloodrend, Sow and Mend
*Embolism [Common Talent] - If an enemy is guardbroken while you have temporary health, convert your temporary health into additional damage.
**Prerequisite: 65 Bloodrend, Sow and Mend
*Hypovolemic Focus [Common Talent] - While you have temporary health, your opponent regains far less posture from parrying you
**Prerequisite: 65 Bloodrend, Sow and Mend
===Trickster===
"I often like to play pranks on others."
*Cheap Shot [Rare Talent, Agility] - Your attacks gain 10% PEN multiplicatively when you have an active speed boost. (+6 Passive Agility)
**It multiplies your PEN by 1.1x. IE: if you are at 30% PEN, Cheap Shot gives 3% PEN. This can bypass the 50% PEN cap.
**Prerequisite: 65 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)
**5s CD per target.
**Prerequisite: 75 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)
**In the 30/05/2024 update, the duration of Maiming Claws was increased to 4s, but the Talent description was never updated.
**Prerequisites: 100 Agility, Down comes the Claw
===Twinblade===
*Turning of the Wheel [Rare Talent] [Twinblades] - After perfect dodging a swing or critical attack, step backwards and ramp up your swingspeed.
**Prerequisites: 75 Medium Weapon, Twinblade equipped.
*Face Cutter [Rare Talent] [Twinblades] - Your Spine Cutter now deals an additional hit.
**Prerequisites: Spine Cutter, 75 Medium Weapon, Twinblade equipped.
===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.
**Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm & 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, a damage boost per puppet, and a slight speed boost.
**Grants +4% M1 damage and a speed boost per Puppet for 6s. Caps off at +12% Damage.
**Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm & 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.
**Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm & 40 Shadowcast
*Moths to a Flame [Common Talent, Dual Attunement] - You summon a puppet of black flames that homes onto enemies with black flames.
**Prerequisites: Wraith Path: Twisted Puppets, 40 Flamecharm & 40 Shadowcast
*Wraith Path: Twisted Puppets [Common Talent, Dual Attunement] - Your Flamecharm mantras summon puppets of shadow and flame. Your flames are now black.
**Turns Hero Blade of Flame, Ysley's Pyre Keeper "Callow & 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 & 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. Charmed or nearby enemies will fear for longer. Nearby allies gain a 10% damage buff (40s). (+1 Posture)
**You create an AoE stun and slow around you when you start gripping someone.
**Makes you immune to Defiant Until the End and Last Second Negotiation when it procs. (Bugged on NPCS)
**The damage buff is indicated by a white glowing halo effect surrounding the affected player's head.
**Prerequisites: 100 Charisma, 50 Strength
*No Survivors [Common Talent, Charisma] - Your allies and yourself execute faster when affected by Overcharm.
**Reduces grip time by 0.5 seconds (16.67% faster)
**Prerequisites: 80 Charisma, 45 Strength
*Rule Through Fear [Rare Talent, Charisma] - Executing an enemy applies Overcharm to nearby allies and yourself.
**Overcharms for 10 seconds.
**Prerequisites: 85 Charisma, 50 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.
**When Flame of Denial activates, release an explosion around you.
**Prerequisite: 40 Willpower, 40 Flamecharm, Flame of Denial
*Undying Flame [Rare Talent, Flamecharm Exclusive] - Your flame can be casted in the depths.
**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 Willpower, 40 Flamecharm, Graceful Flame
===Unstable Capacitor===
"I seek to embrace the instability of lightning as a source of power."
*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, Hero Blade of Lightning and Boltcrusher blurple. May affect Arcwarder and Saintsworn in the future.
**Each Surge stack lasts 30 seconds.
**You need to apply 5 Surge stacks and then land another attack that would apply a Surge stack to cause an Overload.
***This is reduced to 4 Surge stacks with the Charged Ring.
**Surge Overload deals 2.5 damage per Surge stack with 5 Thundercall scaling to Overloaded target.
**Surge Overload AoE deals 2 damage per Surge stack.
***Surge Overload can be resisted by Thundercall armor.
**Surge stacks are a global status effect, meaning anyone with Surge path can utilize them, with the effects changing based on who caused the Overload.
**Prerequisite: 40 Thundercall
*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.
**This talent is currently bugged and does nothing.
**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.
**Adds 5 damage to the Overload with 5 Thundercall scaling.
**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
*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.
**Every Surge stack equates to 10 Ether.
**Works on Surge stacks that weren't applied by you.
**Does not work on Surge stacks applied to yourself.
**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)
**Prerequisite: 25 Agility
**The head equipment "Monastery Cowl" has this Talent.
*Speed Demon [Rare Talent] - Your attacks now inflict a reduced-strength bleed while you have a speed boost. 1s cooldown. (+1 Passive Agility)
**"Bleed" from Speed Demon gives a 15% damage bonus, is not accounted for in the damage cap, and bypasses armor.
***Bleed from other sources is a 30% damage bonus.
**Works with M1s and criticals.
**Prerequisite: 25 Agility
*Action Surge [Common Talent] - Adrenaline Surge now increases your swing speed by 0.04 for its duration. (+1 Passive Agility)
**Prerequisites: 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)
**Prerequisite: 20 Agility
===Visionshaper===
"I speak to the Owls."
*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.
**Prerequisites: 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" at base, "Fight", "Sacrifice" at 50 Charisma, "Return" at 60 Charisma and "Explode" at 75 Charisma.
**Prerequisite: 20 Charisma
*Command: Live [Common Talent] - Once per hour, command a servant to defy all odds and obey your command - live.
**Prerequisites: 75 Charisma, Vow of Mastery
**Effect: Will fully heal your servant if they have lower than 40% hp
**10 Minutes for Master and 40 Minutes for Subject cooldown. 60 if less than 75 Сharisma
*Command: Summon [Advanced Talent] - Command your servant to obey your summons and appear before you no matter the distance.
**Prerequisites: 80 Charisma, Vow of Mastery
**Effect: Teleports the subject to the master regardless of distance. Teleportation takes a few seconds to complete, and any hit will cancel it
**30 Second for Master and 2 Minutes for Subject
===Warrior===
"I enjoy fighting."
*Chronostasis [Rare Talent] - Landing an M1 or Critical Strike puts target Resonance on cooldown for a short duration. (+1 Posture)
**Prerequisites: 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)
**Prerequisite: Power 1
*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: Ivory's quest at the Pathfinders Respite
*Brutal Momentum [Common Talent] - [Heavy Weapons] Successfully dodging will give your next swing hyperarmor.
**Prerequisites: 50 Heavy Weapon, Heavy equipped.
**Since 30 November 2024 update, earlier inability to proc Hyperarmor weapons: Pyrekeeper, Railblade and Greataxes now have return Hyperarmor swings on parry, which means that Brutal Momentum works on them.
*Matador [Common Talent] - Deal +20% more damage to human enemies with hyperarmor.
**Doesn't work on Non-Humanoid Monsters.
**Prerequisites: 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: Unbounding either weapons (HVY, MED or LHT), your attunement, or a physical stat (STR, FTD or AGL) for the first time ever.
*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
*Switchblade [Advanced Talent] - You can now utilize Dagger Talents when not wielding a dagger.
**Prerequisites: 50 Light Weapon, 50 Medium Weapon/50 Heavy 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.
**Prerequisites: 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===
"I move like water."
*Agility Unbounded [Common Talent] - You have gained the ability to surpass your limits and train your agility to its fullest.
**Prerequisite: 75 Agility
===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. (+1 Wildcard Mantra Slot, +2 Combat Mantra Slot)
**Prerequisites: 20 Fortitude, 20 Flamecharm, 20 Thundercall, Complete Alpha's quest.
*Oath: Bladeharper - You vow to carry your blades as an instrument, to lend yourself to any cause it guides you to. Collapse the infinite number of possibilities ahead of you into just one. The blade keeps you as much as you keep it. (+2 Combat Mantra Slot)
**Prerequisites: 25 Agility OR 25 Strength, 75 MED OR a total of 90 in LHT/HVY, defeat yourself after interacting with a Sky Statue.
*Oath: Blindseer - You vow to not let the horrors of the world pierce your tightly fastened blindfold. Everything is simply as we choose to perceive it. (+10 Sanity, +1 Support Mantra Slot, +1 Wildcard Mantra Slot)
**Prerequisites: 40 Willpower, all 3 Mental Fortress Talents, Blindfold, and read the inscriptions in The Temple of the Forgotten Flame.
*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. (+10 Ether, +2 Combat Mantra Slot)
**Prerequisites: Etrea Reputation, Ministry Reputation, learn what happened from Yun'Shul then return to Lord Regent.
*Oath: Chainwarden - You vow to be the chain that binds the wicked and drags them back where they belong. There are those in this world who should not be free. (+1 Wildcard Mantra Slot, +2 Combat Mantra Slot)
**Prerequisites: Combined total of 40 in Strength/Fortitude/Willpower, Authority reputation, defeat Emar Vend.
*Oath: Dawnwalker - You vow to forever reach towards the brilliant Light. There is no shadow that your radiance cannot expunge. (+2 Combat Mantra Slot)
**Prerequisites: Have 30 Kyrsan Medalions and speak to Klaris.
*Oath: Fadetrimmer - You vow to forever hone your precision with the scissors. There will never be another fringe incident again. (+1 Wildcard Mantra Slot, +1 Combat Mantra Slot)
**Prerequisites: Power 12, Change your hair 12 times at any Barber. (Does not have to be a unique haircut)
*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 Slot, +1 Mobility Mantra Slot, +8 Passive Agility)
**Prerequisites: 50 Agility, beat Alirian in a race.
*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. (+1 Wildcard Mantra Slot, +2 Support Mantra Slot)
**Prerequisites: Sacrifice 4 players with Oaths OR 4 Scarlet Lotuses in The Entropy Catalyst.
*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 Slot, +10 Health, +20% Oath Resistance)
**Prerequisite: Talk to Cerulean in the cave near Miner's Landing docks.
*Oath: Saltchemist - You vow to dedicate body and mind to the furthering of the Material Arts. Your body is a conduit through which true knowledge shall be siphoned. Knowledge is power, and you shall be its vessel. (+1 Wildcard Mantra Slot, +1 Support Mantra Slot, +20 Carry Load)
**Prerequisites: 75 Intelligence, complete Ciea's quest once.
*Oath: Silentheart - You vow to reject the Words of the Song, denying yourself of mantras in pursuit of your own path to true strength, no matter the cost. You can wield weapons with half the usual requirements. (+2 Posture, +10 Health)
**Prerequisites: 25 Strength, 25 Agility OR 25 Charisma, 75 in any Weapon stat, be attunement-less, get gripped by any attunement user, go to the Beloved Zofia and talk to The Dreadstar.
*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 the Derelict Highchurch (Songseeker Wilds) and kill Iblis, The Fallen Angel, then return to Samael.
*Oath: Visionshaper - You vow to only see that which you wish to 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: Saintsworn - A vow to the fallen heroes. Press L to swap to Saintsblade. (+2 Combat Mantra Slots, +2 Support Mantra Slots, +1 Wildcard Mantra Slot)
**Prerequisites: 20 Flamecharm, 20 Galebreathe, 20 Shadowcast, 20 Frostdraw, 20 Thundercall, resonate with the Flamecharm pillar at Saramaed Summit and talk to Jace, resonate with the Galebreathe pillar at The Garden Reservoir and talk to Trinity Galenwarde, resonate with the Shadowcast pillar at Moon's Eyrie and talk to Urek Felhand, resonate with the Frostdraw pillar atop the Crypt of the Unbroken and talk to Faust, and resonate with the Thundercall pillar at Boatman's Watch and talk to Tessa, in any order.
*Oath: Soulbreaker - The sum of your fragments is greater than the whole. Though your very being is splintered and threatening to drift apart, every shard of you Vows to remain One. Your Oath is a solvent that joins all of your distinct selves into the gestalt you (+2 Combat Mantra Slot, +1 Mobility Mantra Slot.)
**Prerequisites: 50 charisma/willpower total (aka can be 1 wp 49 charisma or 25 wp and 25 charisma) Total hero reputation with Etris Any murmur Bell + have a Yun'shul wish Step 1: Talk to Theadre about The King being a God. Step 2: Talk to Bookkeeper Andros about The King's ardour Step 3: Go to Yun'shul and unlock it "For now I am one, but I wish to be three."
**To progress oath just interact with any deep shrine.
===Miscellaneous===
"Uh..."
*Berserker [Common Talent] - Knocking an enemy grants you 20% damage resistance for 15 seconds. (+10 Carry Load)
**This does work on non humanoid monsters, granting you the damage resistance buff on kill.
**Prerequisites: 35 Fortitude, 30 Strength
*Blinded [Common Talent] - Your vision is obscured by something. Somehow, you feel safer. You remember the warmth of your youth. (+20 Sanity)
**Makes everything darker and creates fog at long distances
**While the Blindseer Oath grants 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.
*Coldseep Reactor [Common Talent, Equipment Exclusive] - By cultivating the localized chemosynthetic microorganisms within the Depths and utilizing them as a power source, your helm thrums with a protective field of static electricity and heat.
**Grants full immunity to the Second Layer's Parasites.
**Obtained from Grand Fisher Helm
**Prerequisite for equipment: Power 13
*Diver's Resilience [Common Talent, Equipment Exclusive] - You can parry unparryable attacks from giant monsters, but due to the heft of the plate, you have slightly reduced speed.
**Allows you to parry most unparryable mob attacks at the cost of reducing your mobility.
**Obtained from Grand Fisher Plate
*Full Reset [Common Talent] - Knocking an enemy resets your resonance cooldowns. This effect has a 60 second cooldown.
**Prerequisites: Power 16, Obtain resonance
*Gourmand [Common Talent] - Your hunger and thirst gain from eating increased. (+2 Carry Load, +1 Posture)
**Prerequisite: Power 5
*Grotesque Resilience [Common Talent, Equipment Exclusive] - Reduces all damage from "Damage Over Time" effects.
**Reduces Burn damage by 50%
***If you are utilizing Flame Within, the DoT damage reduction will be reduced down to 25%.
**Reduces Bleed damage by 25%
**Does not work on all Damage over Time effects.
***Does not work on: Poison (hp drain) Corrupt Resonance Downside, Deep Widow Poison, Bladeharper's Reveal, Viscosity, Rush Hour from Bloodrend
**Obtained from: Parasol Planter
*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
*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.
**Prerequisite: Power 3
*Pack Mule [Common Talent] - The max quantity for food you can hold is increased by 5. (+1 Carry Load)
**Prerequisite: 5 Fortitude
*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)
**Prerequisite: Power 1
*Ready or Not [Common Talent] - The first attack to hit you while out of combat has its damage cut in half.
**Prerequisites: 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 has 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 dealt by 20%.
**Prerequisite: Power 10
**Works well with Silentheart.
**Mutual Exclusive: Everchanging Aegis
*Star Duster [Common Talent, Equipment Exclusive] - You take 10% less damage from airborne enemies.
**Obtained from Star Duster
**Prerequisite for Equipment: Power 10
*Surestep [Common Talent, Equipment Exclusive] - Your boots secure your footing in all forms of terrain by digging into the ground with metal spikes.
**Makes you immune to the ragdoll and movement speed debuff of the Wind from the Second Layer and Moon's Eyrie.
**Obtained from Delver Boots
*Temple Guard [Common Talent, Equipment Exclusive] - For the first 0.3s of your Critical Attack's windup, you take 90% less damage from any attacks that cancel your windup.
**Procs even if your critical cannot be canceled (Hyper Armor).
**Obtained from Monastery Champion Robes
**Prerequisite for Equipment: Power 13
*Wormwarder [Common Talent, Equipment Exclusive] - Your lantern generates a shroud of static electricity around you that the flesh-burrowing parasites of the Eternal Gale detest. It's not exactly the lightest thing to lug around, though.
**Makes you entirely immune to the Second Layer's Parasites, but at a cost of granting you a mobility debuff.
**Obtained from Wormwarder Lantern
==Other==
*Fold [Obtained through Power] - Discard your current hand of Talents. On your next Power Level, you are able to pick another hand of cards. (10 Cards total, 2 choices)
==Talent Quests==
Introduced in the Verse 2 update, crucial Talents have been given their own quests. Some of these Talents will be permanently unlocked after completing these quests, and they will be given to your character(s) for free upon reaching the required Power. All quests require you to talk to an NPC and then return to them once their errand is complete. You can turn off these Talents if you wish at the echo screen.
===Megalodaunt Slayer (Engage + Critical Attack)===
*The quest giver, Arthur, is located at the cave entrance to The Garden Reservoir. He will request that you kill a Megalodaunt. This can be any Megalodaunt anywhere.
*It is common to find a Megalodaunt inside of the cave behind him, but if none spawn then you can always find two guaranteed spawns at the "Sharko Cave" in Lower Erisia.
*After killing the Megalodaunt and talking to him once you will obtain Engage and Critical Attack across all slots. Every new character after completing the quest will get Engage at Power 3 and Critical Attack at Power 5.
===Aerial Assault===
*The quest giver is located in Lower Erisia near Alastir, leaning on one of the stone pillars.
*Make your way to the Temple of the Forgotten Flame and interact with the purple flame in front of Neero.
*You will automatically gain this at Power 2 on all new slots.
===Chain of Perfection===
*To obtain, you must defeat any Boss solo without taking any damage.
*You will automatically gain this at Power 2 on all new slots.
===Thresher Scales===
*The quest giver is located in the Starswept Valley, just beyond the stone pillars and leaning on a wall next to a ruined building overhang.
*Jessamine will ask you to kill a King Thresher.
*King Threshers can rarely spawn surrounded by two/three other Threshers. There's also a guaranteed spawn at the Lightkeeper Temple.
*Completing the quest will grant the Talent.
*You will automatically gain this at Power 10 on all new slots.
===Treefelling Blow===
*You can collect lumber from the trees you fell with your fists. It's only natural. (+4 Carry Load)
*Requires Strong left
*Quest giver located at Etris and Isle of Vigils they are the NPCs that gives you a free lumber axe. Tell them about your wood.
*Punch down 5 trees, then return.
**This Talent was made by Arch_Mage.
===Family Recipe===
*You can craft bombs at a crafting bench.
*NPC is located at Songseeker outside of the mineshaft entrance.
*They will ask you to go inside the mineshaft and kill a specific Mineskipper, then the quest will be considered finished.
===Harvester===
*Talk to Ciea which is located inside of the hive widow cave entrance. They will ask you to make 3 potions.
**See Alchemy for potion recipes that won't do absolutely nothing.
*The closest cauldron is located at the Light Keepers Temple, if you do not have the Summon Cauldron mantra. Most ingredients can be found at Fort Merit.
===Excavator===
*Turn in 5 Pure Ores into the Blacksmith.
*This Talent lets you mine significantly faster, and gives you a chance at harvesting 2 ores when you break one.
===Mercy Kill===
*Obtained by Unbounding either weapons (HVY, MED or LHT), your attunement, or a physical stat (STR, FTD or AGL) for the first time ever.
*This Talent lets you instagrip enemies weaker than you with a swing, or flourish. If they are low enough you will also bash their skull or penetrate their chest with your weapon.
==Equipment Talents==
Certain Talents are given when a specific equipment or outfit is worn. Most of these Talents are exclusive to that equipment, though some are also available as cards from powering up. Multiple copies of the same Talent do not stack. Equipment Talents are listed in alphabetical order:
*Actions Speak Louder: Warmaster's Medallion - Your Critical Attack cooldown is 20% shorter, but your Resonance cooldown is doubles as long. In areas where your Resonance is suppressed, reduce your cooldown by 5% instead.
**Your critical cooldown is reduced by 20%, but your Resonance cooldown is doubled.
**In 1v1 Chime of Conflict, your critical cooldown is reduced by 5% instead.
*Already Dead: Deepscorn Casque - You take reduced damage from abilities with a health cost.
**Lowers Shade Devour damage and removes Deepspindle running critical attack self-damage completely.
*Apothecary: Skeptic Pioneer - Potions you prepare will have amplified positive effects when consumed.
**Also available as a common Talent.
*Bloodletter: Bloodfeather Cowl - Hitting opponents on the ground lowers their blood.
**Hitting knocked opponents lowers their blood bar. This Talent was made innate, so it does nothing on this equipment.
*Brunt: Hive Tactician Armor - While 2-handing, you take less posture damage.
**Reduce posture damage taken by 10% while 2 handing a weapon (unavailable for light weapons).
*Centurion's Resolve: Legion Centurion - Your Legion Kata attacks now deal 10% more damage.
**Counts as a damage modifier, so it will build up to and is affected by the damage modifier cap.
*Chief's Will: Navaen War Chief - Your Way of Navae fist style has 25% armor PEN.
**This bypasses the PEN cap.
*Coldseep Reactor Grand Fisher Helm - By cultivating the localized chemosynthetic microorganisms within the Depths and utilizing them as a power source, your helm thrums with a protective field of static electricity and heat.
**Grants full immunity to the Second Layer's Parasites.
*Crippling Darkness: Prophet's Cloak - Your non-basic attacks have 20% PEN.
**Grants 20% Mantra PEN.
*Devastating Power: Pathfinder Arch-Sorcerer - Gain extra Ether for every Mantra hit.
*Diver's Resilience: Grand Fisher Plate - You can parry unparryable attacks from giant monsters, but due to the heft of the plate, you have slightly reduced speed.
**Cannot parry ALL types of attacks, similar to Hunter's Brace, you can parry kicks and some other knockback moves. Additionally, your movement speed is reduced.
*Elegy of Light: Lightkeeper's Medallion - The Unspoken Vow of the Waking God resonates through you, if briefly. Protects you from the effects of Deep Gems for 3 minutes. Remains dormant until you take the life of an equal.
**Grants a talent tool ability. Upon activating it, your body will emit light and Deep Gems cannot be procced on you. This effect lasts 3 minutes.
**Once the duration ends, you will need to kill another player of an equal power or a boss to recharge it.
*Environmentalist: Pathfinder Cloak - Resist the effects of Weather Effects.
*Featherfall: Tiran Pendant - Prevents falls from damaging you. After sufficient damage has been resisted, the pendant will go inactive and require time to recharge.
**Negates fall damage up until it reaches a cap for damage negated. Then, Featherfall will go on a 10 minute cooldown.
*Ferryman's Curse: Ferryman's Coat - Wearing this gives you a 20% chance to convert incoming elemental damage into Lightning damage.
*Fists of Navae: Navaen Nomad Robes - You have a larger flourishing window.
*Force Your Way: Ignition Deepdelver, Ignition Gauntlets - You can parry unparryable attacks from giant monsters, at the cost of 1% armor durability.
**Cannot parry ALL types of attacks, similar to Hunter's Brace, you can parry kicks and some other knockback moves.
*Grotesque Resilience: Parasol Planter - You take reduced damage from 'Damage over Time' effects.
**Reduces Burn damage by 50%
***If you are utilizing Flame Within, the DoT damage reduction will be reduced down to 25%.
**Reduces Bleed damage by 25%
**Does not work on all Damage over Time effects.
***Does not work on: Poison (hp drain) Corrupt Resonance Downside, Deep Widow Poison, Bladeharper's Reveal, Viscosity, Rush Hour from Bloodrend
*Hunter's Reflexes: Cutthroat Light Armor - Your dodge window is slightly increased (0.05s).
*Immortality: Immortal Helm - Knock prevention for one hit whilst at 1% HP.
*Intrepid Flame: Flame Worshipper Armor - Flames wear off slower on you.
*Knack: Eager Tradesman - Trees yield more Wood when felled. Your Repair speed in increased.
*Legendary: Grandmaster Pathfinder Cloak - Your weapon gives you ether back.
*Looter: Experienced Adventurer - Get extra loot from items you turn in for rewards.
*Lowstride: Hive Drone, Shadow Hunter, other outfits - Increases stealth and allows the player to unsheathe silently.
**Also available as a common Talent.
*Paired Soul: Vigil Initiate, Cloak of Winds or Royal Etrean Guard - Wielding a katana with this outfit grants extra damage.
**Increases Katana damage by 25%.
**Increases Shattered Katana, Alloyed Katana and Purple Cloud damage by 5%.
**Counts as a damage modifier, so it will build up to and is affected by the damage modifier cap.
*Riot Breaker: Authority Commander - You receive 15% less posture damage and deal 10% more posture damage when under attack by 3 or more enemies.
*Serpent's Dance: Jade Vigil's Weave - Unleash the power of Fang and Coil to unlock a devastating Running Critical Attack, feint to cancel momentum.
**Allows you to use Fang and Coil's running critical. This attack does not work on any Cestus that already has a unique crit.
*Star Duster: Star Duster - You take 10% less damage from airborne enemies.
*Surestep Delver Boots - Your boots secure your footing in all forms of terrain by digging into the ground with metal spikes.
**Makes you immune to the ragdoll and movement speed debuff of the Wind from the Second Layer and Moon's Eyrie.
*Temple Guard: Monastery Champion Robes - For the first 0.3s of your Critical Attack's windup, you take 90% less damage from any attacks that cancel your windup.
**Procs even if your critical cannot be canceled (Hyper Armor).
*Test: Etrean Rogue - Does nothing at all.
*The Path, Unveiled: Justicar or Mod Suit - Your Jus Karita attacks deal 15% more damage.
**Only grants a 10% damage buff, the talent was nerfed but the description was never changed.
**Counts as a damage modifier, so it will build up to and is affected by the damage modifier cap.
*Tidekeeper: Celtorian Tideknight - Losing 25% of your health within the span of 3 seconds grants a 15% damage buff, 20% defense buff, and prevents from being knocked for 10 seconds
*Unbreakable: Darksteel Plate - Significantly reduces the time spent stunned when you are block broken.
*Withering Soul: Darkened Bastion - Your M1's proc 20% of their damage as Wither. Wielding the Deepspindle will double the amount to 40%.
*Whistleguard: Whistling Periapt - The favor of the winds is yours: landing three hits (five for light weapons) without taking damage against your opponent envelops you in a shield of wind.
**The wind shield grants one (1) autoparry frame and has a cooldown of 10 seconds.
**The wind shield lasts a few seconds or until you get hit (in which case, it will automatically parry the attack), cast any mantra, feint any attack, or use your critical attack.
**Some mantras, like Mecha Gatling, can build up stacks for this.
**If you have the wind shield active and a talent that allows you to parry unparryable monster attacks like, Force Your Way or Diver's Resilience, you will autoparry them.
*Wind Dancer: Windrunner Robes - Roll cancelling twice in quick succession will grant you a speed boost. One of your rolls must dodge a hit.
*Wormwarder: Wormwarder Lantern - Your lantern generates a shroud of static electricity around you that the flesh-burrowing parasites of the Eternal Gale detest. It's not exactly the lightest thing to lug around, though.
**Makes you entirely immune to the Second Layer's Parasites, but at a cost of granting you a mobility debuff.
*Rock Blaster: Miner's Hardhat - Doubles your ore yields when mining
**Combining this Talent with excavator gives you a chance to get 4 ores at a time
*Excavator: Miner's Hardhat - Chance to receive two sets of ore when mining You mine things more quickly.
**You can also obtain this Talent by turning in 5 Pure Ore (must be Erisore, Irithine, Umbrite or Astruline) to any Blacksmith.
==Blacklisted Talents==
Certain Talents cannot be obtained through Roll 2, as they come with significant drawbacks, are mutually exclusive with other Talents, or could otherwise break certain builds.
*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)
*Return to the Dark Ages [Rare Talent] - Your incoming and outgoing mantra damage is reduced by 20%. (+5 Health)
*Dancing Steps [Common Talent, Flamecharm Exclusive] Fire mantras now move you forward slightly.
*Eruption Path: Lava Serpent [Flamecharm Exclusive] - Your fire abilities proc an eruption under the enemies feet instead of burn.
*Nullifying Clarity [Common Talent, Intelligence] - Deal more damage to enemies with status effects on them with your basic attacks but remove the effect on hit.
*Agitating Spark [Common Talent] - If you hit an opponent that you've lit on fire, it spreads to yourself and others around you.
*Glass Path: Crystallization [Frostdraw Exclusive] - Your ice abilities cause ice crystals to grow on your opponent instead of slowing them.
*Static Fakeout [Rare Talent, Thundercall Exclusive] - Roll cancelling immediately after a parry will cause you to teleport behind your opponent.
==Trivia==
*Despite both Boulder Climb and Maestro's Blade being merged with Kick Off and Inhale respectively, their descriptions were not updated to indicate this fact.
*A Fold can be used if you are not satisfied with your current hand of cards, giving you an additional hand of cards on your next power increase.
*One Handed Gun Talents can, for some reason, still be rolled on builds using Dual Guns.
*The Talent, Ultrakill, breaks the fourth wall by requesting the player to play ULTRAKILL.
**Ironically, it then proceeds to write the name of the game incorrectly, as ULTRAKILL is meant to be written in all capitals.
*You can filter Talents in a campfire to see their associated stats. Some stats may show with 2 different filters, which means they have dual requirements (2 attributes needed instead of 1).
*Hovering over the Talent category in a campfire reveals the Mystic prompt for it, even prompts for categories that cannot obtained via Mystic (Innate, Genius Intellect, Comrade etc.).
*If you have a very few amount of cards you are capable of rolling, instead of being dealt a hand when you power up you will be met with the message "A hand has not yet been dealt, but another hand will be dealt after your next hand."
*The Pocket Sand Talent, especially its description, is a reference to Rogue Lineage. Paying Tal 20 Silver to "learn some tricks" results in them using pocket sand on you. Catching up to them results in you gaining an ability similar to the Talent in this game, and speaking to them afterwards yields the same dialogue as found in the Talent description, "So... We're even now, right?"
*Treefelling Blow’s description used to say “…Look, it’s funny, are you gonna take it or not?” before it was made a quest Talent.
*You can test if Speed Demon is working by hitting an artificial mob like a Rock Golem or Stone Knight. You will hear three cutting sound effects as the bleed damage procs. Bleed procs are harder to identify against humanoid mobs, as they are visual.
*Lava serpent's and Azure flame's can both be used simultaneously.
*The Strength stat unbounded Talent (Strength Unbounded) is under the category "One Eyed King" which is a reference to a very strong character in the anime Tokyo Ghoul.
*The total amount of Talent Cards at Power 20 without Roll 2's or Mantra Quests is 47.
==References==
Category:Mechanics
Category:Outfits
Category:Skills
Category:Talents