Rares

== Overview ==
A Rare Talent is a Talent card that is more uncommon than common cards. They usually have bigger effects on gameplay, and are essential to a good build.
You are able to roll 2 Rare cards with each level up. This might increase if you folded a hand of cards previous level. Many people freeze it so they dont lose it when they have 2 or more cards that are good.
Use Ctrl+F to search Talents on the page.
__TOC__
== Rare Talents ==
=== Strength ===
*Bulldozer - Enemies you flourish into walls have a chance of breaking the wall and are guard broken on impact. 
**Prerequisites: 25 Strength
*Champion's Regalia - Flourishing an opponent grants you 1.5x posture damage for 10 seconds. (+1 Carry Load)
**Indicated with a gold cell-shade outline on your character.
**Prerequisites: 25 Strength
*Showstopper - When an enemy would roll through one of your physical attacks, stomp the ground, dazing anyone nearby.
**Prerequisites: 40 Strength
*Piercing Blow - Attacks that break an opponent's block ignore their Armor resistances.
**Prerequisites: 80 Strength
*Strong Stern - The duration you are dazed from wall bangs is cut in half. (+9 Carry Load)
** Prerequisites: 15 Strength, 25 Fortitude
*Concussion - 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
*Lose Your Mind - 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
*Spine Cutter - 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
*Going Nowhere - When enemies dodge your attacks, their momentum is killed and they're briefly prevented from sprinting. (+6 Passive Agility)
**Prerequisites: 25 Strength, 25 Agility
*Carnivore - In return for losing the ability to eat vegetation, sate your hunger by gripping monsters and people alike. 
**Prerequisites: 5 Willpower and 5 Strength
**Mutual Exclusives: Herbivore, Vegetarian flaw
*Rule Through Fear - Executing an enemy applies Overcharm to nearby allies and yourself.
**Overcharms for 10 seconds.
**Prerequisites: 85 Charisma, 50 Strength
*Wyvern's Claw - You deal 10% more damage while airborne. Mantras receive a 5% damage increase instead. 
**Prerequisites: 15 Strength, 25 Heavy/Medium/Light Weapon
*Destructive Recovery - [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 - [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
=== Fortitude ===
*Warrior's Respite - Stop moving for 15 seconds in order to initiate healing.
**Prerequisites: 15 Fortitude
*Impervious Slumber - Getting hit while knocked no longer resets your time knocked. 
**Prerequisites: 35 Fortitude
*Exoskeleton - You have a layer of fortified Natural Armor that replenishes when you rest. Your Natural Armor will resist 10% of Physical Damage while active. (+5 Health)
**Prerequisites: 40 Fortitude
*Grand Support - Everyone you buff with Reinforce is healed lightly. You're healed slightly if you heal others.
**Prerequisites: 40 Fortitude, Reinforce
*To The Finish - You take 10% less damage when below 30% health. (+5 Health)
**Prerequisites: 50 Fortitude
*Lose Your Mind - 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
* Strong Stern - The duration you are dazed from wall bangs is cut in half. (+9 Carry Load)
** Prerequisites: 15 Strength, 25 Fortitude
*Concussion - 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
*Potion Quaffer - 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.
**Prerequisites: 15 Fortitude, 15 Willpower OR 15 Intelligence, Drank Potion
*Fists of Fortitude - Every 6 light attacks with fist builds up a shield of endurance (Ether Shield) reducing incoming damage by 15%. (+1 Carry Load)
**The Cooldown is 1 minute and 10 seconds.
**Also works with Jus Karita, but you still need Trained Fists to obtain this talent.
**Prerequisites: Trained Fists, 20 Light Weapon, 20 Fortitude
*Lord's Tithe - Allies and enemies you Reinforce are drained of their Ether until you are fully charged.
**Prerequisites: 40 Fortitude, 40 Shadowcast, Reinforce
=== Agility ===
*Evasive Expert - Your speed boost granted from dodging is increased. (+1 Passive Agility)
**Prerequisites: Swift Rebound, 15 Agility
*Safety Dance - Your base dodge frames are increased by 25%. (+1 Passive Agility)
**Prerequisites: Power 20 Agility
**Mutually Exclusives: Risky Moves
*Observation - Dodge frames are larger if you cancel your roll immediately. (+1 Passive Agility)
**Prerequisites: 20 Agility
**Mutual Exclusive: Risky Moves
*Risky Moves - When you successfully dodge, you'll automatically dodge the next attack. (+1 Passive Agility)
**Prerequisites: 25 Agility
**Mutual Exclusives: Safety Dance, Observation
*Speed Demon - Your attacks now inflict bleed while you have a speed boost. (+1 Passive Agility) 
**Prerequisites: 25 Agility
*Air Counter - 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.
**Prerequisites: 60 Agility
*Tap Dancer - 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.
**Prerequisites: 60 Agility
*Cheap Shot - Your attacks gain 10% PEN when you have an active speed boost. (+6 Passive Agility) 
**Prerequisites: 65 Agility
*Spine Cutter - 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
*Going Nowhere - When enemies dodge your attacks, their momentum is killed and they're briefly prevented from sprinting. (+6 Passive Agility)
**Prerequisites: 25 Strength, 25 Agility
*Lightspeed Reflexes - Feinting gives a very brief auto-parry window. (+1 Passive Agility)
**Prerequisites: 20 Intelligence, 20 Agility
*Dirty Boxing - Enemies hit after you feint them with your fist suffer slight bleed and have their vision obscured slightly. (5 second cooldown)
**Prerequisites: 25 Agility, Fists
*Warding Radiance [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
*Static Fakeout [Thundercall Exclusive]- Roll cancelling immediately after a parry will cause you to teleport behind your opponent.
**Prerequisites: 35 Thundercall, 30 Agility
*Aerogliding [Galebreathe Exclusive] - When falling from a high place, hold spacebar to generate wind currents until you hit the floor. (+2 Passive Agility)
**Using Aerogliding will drain your ether.
** Prerequisites: 30 Agility, 50 Galebreathe
=== Intelligence ===
*Lightspeed Reflexes - Feinting gives a very brief auto-parry window. (+1 Passive Agility)
**Prerequisites: 20 Intelligence, 20 Agility
*Perfect Flash - 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. 
**Prerequisites: 25 Intelligence
*Eureka - Receive ether back on every successful perfect cast. (+7 Carry Load)
**Refunds the ether cost of a mantra proportionate to your INT.
**6 second cooldown.
**Prerequisites: 30 Intelligence
*Overflowing Dam - Having full Ether for 1.5 seconds or more grants an aura to your attacks that grant them 15% more damage. 
**Prerequisites: 40 Intelligence
*All Knowing - Your prediction now ignores the range requirement to reflect attacks.
**Prerequisites: 60 Intelligence, Prediction (Intelligence Mantra)
*Placebo Effect - Drinking potions near allies will share the potion's effect with them. 
**Prerequisites: 60 Intelligence
*Lightspeed Reflexes - Feinting gives a very brief auto-parry window. (+1 Passive Agility)
**Prerequisites: 20 Intelligence, 20 Agility
*Potion Quaffer - 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.
**Prerequisites: 15 Fortitude, 15 Willpower OR 15 Intelligence, Drank Potion
*Neuroplasticity - 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) 
**Prerequisites: 35 Charisma OR 35 Intelligence OR 35 Willpower
*All the Dead Gods - Your M1s now apply anti-heal for 8s. 
**Shrining down this talent lowers it's effectiveness, but as long as you have 105 total points invested into Willpower and Intelligence (such as 90 WP, 15 Int) it will remain 100% effective.
**Prerequisites: 65 Willpower, 40 Intelligence
*True Ether Bullets - [Guns] Using Ether Bullets applies elemental damage of your highest investment. 
**Prerequisites: 30 Intelligence, 20 Light/Medium, 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 bulllets burn/create an explosion (Lava Serpent)
*****Frostdraw: Your bullets slow/applies crystal (Crystallization)
*****Thundercall: Your bullets electrify
*****Galebreathe: Your bullets after cut
*****Shadowcast: Your bullets blinds the enemy (they do not steal ether)
*****Ironsing: Your bullets apply metal rods
*****Bloodrend: Your bullets drain blood
****If the user has no attunement, True Ether Bullets defaults to Thundercall.
****If the user have multiple attunement at the same level, it will take 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 Weapon stat but just converts your Physical Damage to Elemental Damage.
*Everchanging Aegis - 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) 
**Prerequisites: 25 Intelligence
**Mutual Exclusive: Return to the Dark Ages
**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
=== Willpower ===
*Peripheral Vision - Your glare now ignores if your opponent is facing you. (+5 Sanity). 
**Prerequisites: Glare (Willpower Mantra), 40 Willpower
*Defiance - Negative status effects are half as effective when you are below 35% HP.
**Currently, the only things Defiance cuts in half are:
***Flamecharm's Burn damage
***Frostdraw's Chill duration & Crystal stacks
***Galebreathe's Winded & Suffocation duration
***Thundercall's Surge stacks
***Shadowcast's Sightless Still duration
***Blood Poisoning
***Wither gain
***Ring of Pestillence duration
***The potency of potions
**Prerequisites: 70 Willpower
*Piercing Will - When your sanity is at stake gain +15% PEN on your attacks.
**The bonus PEN is applied starting from 30% Sanity
**You immediately gain the full 15% PEN, there is no scaling unlike Lose Your Mind.
**Prerequisites: 80 Willpower
*Carnivore - In return for losing the ability to eat vegetation, sate your hunger by gripping monsters and people alike. 
**Prerequisites: 5 Willpower and 5 Strength
**Mutual Exclusives: Herbivore, Vegetarian flaw
*Potion Quaffer - 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.
**Prerequisites: 15 Fortitude, 15 Willpower OR 15 Intelligence, Drank Potion
*Neuroplasticity - 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) 
**Prerequisites: 35 Charisma OR 35 Intelligence OR 35 Willpower
*All the Dead Gods - Your M1s now apply anti-heal for 8s. 
**Shrining down this talent lowers it's effectiveness, but as long as you have 105 total points invested into Willpower and Intelligence (such as 90 WP, 15 Int) it will remain 100% effective.
**Prerequisites: 65 Willpower, 40 Intelligence
*Denial Repulse [Flamecharm Exclusive] - You now emit a delayed burst of flames after coming close to death. 
**Prerequisites: Flame of Denial, 40 Flamecharm and 40 Willpower
*Undying Flame [Flamecharm Exclusive] - Your flame can be casted in the Depths.
**Graceful Flame can be cast in the First Layer and now gives AoE healing and sanity regen to those nearby.
**Prerequisites: Graceful Flame, 40 Flamecharm and 40 Willpower
=== Charisma ===
*Encore - 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: Sing (Charisma Mantra), 40 Charisma
*Golden Tongue - Typing gives a random buff to you and those around you. (60 second cooldown) (+4 Ether) 
**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.
**Prerequisites: 40 Charisma
*Rule Through Fear - Executing an enemy applies Overcharm to nearby allies and yourself.
**Overcharms for 10 seconds.
**Prerequisites: 85 Charisma, 50 Strength
*Neuroplasticity - 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) 
**Prerequisites: 35 Charisma OR 35 Intelligence OR 35 Willpower
=== Light Weapons ===
*Knife's Journey - [Daggers] Cancelling an enemy's Mantra windup with your basic attacks now deals 15% more damage
**Prerequisites: 30 Light Weapon, Dagger
*Wyvern's Claw - You deal 10% more damage while airborne. Mantras receive a 5% damage increase instead.
**Prerequisites: 15 Strength, 25 Medium Weapon/25 Heavy Weapon/25 Light Weapon
*Armor Piercing - Your bullets now ignore 15% of an opponent's physical armor. Applied Multiplicatively before PEN is applied.
**Prerequisites: 30 Medium Weapon/Light Weapon, Use a Gun / Rifle, And have completed the Trig quest.
*Fists of Fortitude - Every 6 light attacks with fist builds up a shield of endurance (Ether Shield) reducing incoming damage by 15%. (+1 Carry Load)
**The Cooldown is 1 minute and 10 seconds.
**Also works with Jus Karita, but you still need Trained Fists to obtain this talent.
**Prerequisites: Trained Fists, 20 Light Weapon, 20 Fortitude
*True Ether Bullets - [Guns] Using Ether Bullets applies elemental damage of your highest investment. 
**Prerequisites: 30 Intelligence, 20 Light/Medium, 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 bulllets burn/create an explosion (Lava Serpent)
*****Frostdraw: Your bullets slow/applies crystal (Crystallization)
*****Thundercall: Your bullets electrify
*****Galebreathe: Your bullets after cut
*****Shadowcast: Your bullets blinds the enemy (they do not steal ether)
*****Ironsing: Your bullets apply metal rods
*****Bloodrend: Your bullets drain blood
****If the user has no attunement, True Ether Bullets defaults to Thundercall.
****If the user have multiple attunement at the same level, it will take 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 Weapon stat but just converts your Physical Damage to Elemental Damage.
*Hip Shooter - 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
=== Medium Weapons ===
*Armor Piercing - Your bullets now ignore 15% of an opponent's physical armor. Applied Multiplicatively before PEN is applied.
**Prerequisites: 30 Medium Weapon/Light Weapon, Use a Gun / Rifle, And have completed the Trig quest.
*Turning of the Wheel [Twinblades] - After perfect dodging a swing or critical attack, step backwards and ramp up your swingspeed.
**Prerequisites: 75 Medium Weapon, Twinblade equipped.
*Face Cutter [Twinblades] - Your Spine Cutter now deals an additional hit.
**Prerequisites: Spine Cutter, 75 Medium Weapon, Twinblade equipped.
*Wyvern's Claw - You deal 10% more damage while airborne. Mantras receive a 5% damage increase instead.
**Prerequisites: 15 Strength, 25 Medium Weapon/25 Heavy Weapon/25 Light Weapon
*True Ether Bullets - [Guns] Using Ether Bullets applies elemental damage of your highest investment. 
**Prerequisites: 30 Intelligence, 20 Light/Medium, 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 bulllets burn/create an explosion (Lava Serpent)
*****Frostdraw: Your bullets slow/applies crystal (Crystallization)
*****Thundercall: Your bullets electrify
*****Galebreathe: Your bullets after cut
*****Shadowcast: Your bullets blinds the enemy (they do not steal ether)
*****Ironsing: Your bullets apply metal rods
****If the user has no attunement, True Ether Bullets defaults to Thundercall.
****If the user have multiple attunement at the same level, it will take 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 Weapon stat but just converts your Physical Damage to Elemental Damage.
*Hip Shooter - 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
=== Heavy Weapons ===
*Punishing Blow - Daze swinging opponents when hitting them with an M1 with a heavy weapon.
**Prerequisites: 20 Heavy Weapon
*Heavy Fatigue - Hitting an enemy slowed by your greataxe temporarily reduces how far they can roll.
**Prerequisites: 40 Heavy Weapon, Impairing Blow, Greataxe
*Rending Impact - Block breaking an enemy applies knockdown.
**Applies to all guard breaks while wielding a Greataxe, even if they're from mantras. 
**Prerequisites: 40 Heavy Weapon, Greataxe
*Wyvern's Claw - You deal 10% more damage while airborne. Mantras receive a 5% damage increase instead.
**Prerequisites: 15 Strength, 25 Medium Weapon/25 Heavy Weapon/25 Light Weapon
*Destructive Recovery - [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 - [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
*Hip Shooter - 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
=== Bloodrend ===
*Rush Hour [Bloodrend Exclusive] - 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%.
**Prerequisites: 50 Bloodrend
*Blood Transfusion [Bloodrend Exclusive] - 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)
**Prerequisites: 60 Bloodrend
*Panacea [Bloodrend Exclusive] - Hitting an enemy with a Bloodrend mantra stops their blood poison from decaying briefly.
**Prerequisites: 60 Bloodrend
*Sow and Mend [Bloodrend Exclusive] - Sacrifice 17.5% of your blood for temporary health. (15s CD)
**Prerequisites: 60 Bloodrend, Master Bloodrender
*Smell of Blood [Bloodrend Exclusive] - When people touch a blood pool, briefly see their blood and blood poison.
**Prerequisites: 65 Bloodrend
*Hemorrhaging Blow [Bloodrend Exclusive] - 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.
**Prerequisites: 95 Bloodrend, Master Bloodrender
=== Flamecharm ===
*The Final Act [Flamecharm Exclusive] - Landing a fire mantra immediately after flourishing an opponent will cause them to explode.
**Prerequisites: 60 Flamecharm, Power 13
**Mutual Exclusive: Eruption Path: Lava Serpent
*Mirage Clone [Flamecharm Exclusive] - Successfully dodging leaves a heat mirage clone that sets enemies that swung at you on fire.
**20s CD.
**Procs an Eruption if you have Eruption Path.
**Prerequisites: 65 Flamecharm
*Graceful Steps [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
*Warding Radiance [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
*Denial Repulse [Flamecharm Exclusive] - You now emit a delayed burst of flames after coming close to death. 
**Prerequisites: Flame of Denial, 40 Flamecharm and 40 Willpower
*Undying Flame [Flamecharm Exclusive] - Your flame can be casted in the Depths.
**Graceful Flame can be cast in the First Layer and now gives AoE healing and sanity regen to those nearby.
**Prerequisites: Graceful Flame, 40 Flamecharm and 40 Willpower
*Burning Sacrifice [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
=== Frostdraw ===
*Saint Jay [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.
**Prerequisites: Frostbite
*Frozen Legs [Frostdraw Exclusive] - Your slow effect prevents your opponents from rolling. 
**Prerequisites: 60 Frostdraw
*Frozen Pin Cushion [Frostdraw Exclusive] - Freeze enemies when landing ice daggers.
**If the user has Crystallization, this Talent no longer freezes but instead causes crystals to explode.
**Prerequisites: Ice Daggers, 60 Frostdraw
*Preceding Chill [Frostdraw Exclusive] - Enemies hit during the last moments of your ice beam are frozen.
**If the user has Crystallization, this Talent no longer freezes but instead causes crystals to explode.
**Prerequisites: Ice Beam, 60 Frostdraw
=== Galebreathe ===
*Stifled Jump [Galebreathe Exclusive] - Enemies who jump while suffocated by you are dazed. (+2 Passive Agility) 
**Prerequisites: Suffocating Impact
*Vanishing Wraith [Galebreathe Exclusive] - Your 'Aerial Attacks' while in Phantom Step will now teleport you behind your target
**Prerequisites: Phantom Step, 60 Galebreathe
*Aerogliding [Galebreathe Exclusive] - When falling from a high place, hold spacebar to generate wind currents until you hit the floor. (+2 Passive Agility)
**Using Aerogliding will drain your ether.
** Prerequisites: 30 Agility, 50 Galebreathe
*Silencer's Blade [Galebreathe Exclusive] - Meleeing a 'Suffocated' opponent will extend the duration of the Suffocation and grant a speed boost.
=== Ironsing ===
*Masterwork [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
*An Ironsinger's Instinct [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.
**Prerequisites: 75 Ironsing
*Phantom Edge [Ironsing Exclusive] - Your weapon M1's have +0.25 range.
**Prerequisites: 75 Ironsing
*Rending Needle: Impaler [Ironsing Exclusive] - If an enemy is affected by 5 or more metal rods, your Ironsing Pull instead pulls out all of the rods for massive damage.
**Ironsing Pull is activated by pressing .
**Deals 5 true damage per rod applied, dealing 25 at 5 rods and 50 at 10.
**Also increases your maximum rod count from 5 to 10.
**Prerequisites: Master Ironsinger, 75 Ironsing
**Mutual Exclusives: Rending Needle: Conductor, Rending Needle: Jailer
*Rending Needle: Conductor [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 applying conductor rod after hitting rod limit. Has 5 rod limit.
**Conductor rod lasts for 1 elemental mantra
**While conductor rod applied, Ironsing and Attunementless mantras on use will drain 5% armor from victim.
**Prerequisites: Master Ironsinger, 75 Ironsing
**Mutual Exclusives: Rending Needle: Impaler, Rending Needle: Jailer
*Rending Needle: Jailer [Ironsing Exclusive] - If an enemy has 5 or more rods, your Ironsing Pull will restrain them instead of pulling them.
**Once restrained, makes the target unable to react in any way. (Venting is enabled)
**Enemies have damage reduced by 30% when Metal Jailed.
**Prerequisites: Master Ironsinger, 75 Ironsing
**Mutual Exclusives: Rending Needle: Impaler, Rending Needle: Conductor
=== Shadowcast ===
*Dark Rift [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: Dark Hours, 60 Shadowcast
*Shadow Travel [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.
**Prerequisites: Dark God, 75 Shadowcast
*Lord's Tithe - Allies and enemies you Reinforce are drained of their Ether until you are fully charged.
**Prerequisites: 40 Fortitude, 40 Shadowcast, Reinforce
*Burning Sacrifice [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
=== Thundercall ===
*Grand Skewer [Thundercall Exclusive] - Your Grand Javelin now carries opponents through the air. 
**Prerequisites: 60 Thundercall, Grand Javelin
*Static Fakeout [Thundercall Exclusive]- Roll cancelling immediately after a parry will cause you to teleport behind your opponent.
**Prerequisites: 35 Thundercall, 30 Agility
=== Miscellaneous ===
*Bloodiron Spirit - You regain armor upon killing enemies. (+5 Health)
*Lootskipper - Mobs have a much higher chance to drop their rarest loot when slain. (+4 Carry Load)
**This applies to the mob DROP and not the chest they spawn.
*Scuba Drowner - You may not drown to death when drowned in waters. (+1 Passive Agility)
**Prevent death by drowning. Goes on a 1 minute cooldown when the effect activates.
**Prerequisites: Power 5
*Fishman - You can execute enemies in water. Gain additional healing from knocking others in water. (+5 health)
**Prerequisites: Power 5
*Return To The Dark Ages - Your mantra damage is cut by 20%, but your incoming mantra damage is cut by 20% too. (+5 Health)
**Prerequisites: Power 10
**Mutual Exclusive: Everchanging Aegis
**If the mob only have a singular drop, increase the odds of dropping said item.
*Chronostasis - Landing an M1 puts target resonance on cooldown for a short duration. (+1 Posture) 
**Prerequisites: Power 13, Engage
*Thresher Claws - All of your attacks have +5% more PEN. Your M1's and critical attacks have an additional +5% PEN on top.
**Prerequisites: Power 13
Category:Talents