Adds the Prowler, a hybrid wilder-rogue.
Technique/Psiblade Combat (requires Cunning):
All talents in this tree will require Psiblades to be active. This is specifically for Psiblade wielders, if you want to go daggers it is useless.(You could potentially main hand a dagger and off hand a Psiblade if you didn't care about using the activated talents in Mindstar Mastery, I suppose. In which case your dagger hits would all also get the benefits of these talents. It's not exactly as intended, but if you want to split up your weapon mastery between your main and off hand that is probably enough of a gimp to balance it out.) All talents in this tree gain a bonus to their effects based on points invested in Mindstar Mastery.
1)Piercing Mind: (stam sustain)
With intense willpower you are able to focus your Psiblades to the point where they pierce flesh as well as minds. Adds %d pyhsical damage to any attack made with Psiblades active. Damage is based on Dexterity and will receive a bonus for points invested in Mindstar Mastery.
2)Nimble Combatant:(passively adds effects to Piercing Mind)
Wielding Psiblades is far less encumbering than traditional weapons, and you are able to move more freely in battle. While Piercing Mind is active you will gain %d Ranged Defense and Physical Save and each time you move you will have a %d%% chance to gain 20%% global speed for one turn. Chance to boost speed will increase with talent level and points invested in Mindstar Mastery.
3)Combat Focus:(another stam sustain)
You focus your mind on combat to boost your physical speed and power. Attack speed will increase by %d%% and physical crit rate by %d%% . Concentrating on combat slows your mind's ability to unleash mental powers, reducing your mind speed by %d%% and Mindpower by %d . Speed is based on Willpower. Crit rate and power reduction are based on Dexterity. All values are affected by a bonus from points invested in Mindstar Mastery.
Your training with Mindstars has made you a master over them and the forces they manipulate. You passively gain %d%% Mind, Nature and Physical resistance penetration. You are completely in tune with your weapons and all attacks made while Psiblades is active will have a %d%% chance to increase your Mind, Nature, and Physical resistance penetration and damage by %d%% for 3 turns. Base power scales with your Cunning and all values will gain a bonus based on points invested in Mindstar Mastery.
Technique/Willful Hunter(requires Dexterity)
You augment every strike with your Will. Increases physical power by %d and physical crit rate by %0.2f%% . Power increases with your Mindpower and crit rate with Dexterity.
Also, when using knives, you now use your Willpower instead of your Strength for bonus damage.
You know nature's deadly secrets. You use your knowledge to craft a potent acid and through force of Will you project it through your daggers. While active, your dagger hits will deal %d Acid damage and increase your Equilibrium by 1. Critical hits will cause an acid splash, dealing %d Acid damage to all targets in a radius 2 of the attacker, including the primary target. At raw talent level 3 the damage will become blinding acid.[Damage increases with Willpower, I forgot to put that in the description apparently.]
Waiting for the right moment is as important as striking from the right spot. You are a master hunter and anticipation heightens your power. The damage of your critical hits is passively increased by %0.2f%% .
Additionally, when moving you will gain the Anticipation effect, increasing your physical and acid damage by %0.2f%% and APR by %d for one turn. Further moves will refresh the effect and the damage, APR and duration will stack up to 3 times. APR is based on Willpower and damage is based on Dexterity. This effect will only occur when there are enemies nearby.
4)Tip the Balance:
You dominate the battle through force of will, tipping the balance of nature in your favor. Activating the talent will restore %d%% of your maximum stamina and while active your Physical and Mind Power are increased by %d and your Physical and Mind crit rates are increased by %0.2f%% . All melee attacks will restore %0.2f Stamina and increase your Equilibrium by %0.2f . Critical hits will have %0.2f%% chance, based on Cunning, to instead restore twice the amount of Stamina and reduce, rather than increase, your Equilibrium. Each turn that Tip the Balance is active your Equilibrium will increase by 3 and a check will be made. The talent will deactivate if the check fails.
Wild-Gift/Ecomancy (requires Willpower)
You will a stinging swarm to fly at your target doing %0.1f nature damage and slowing it down by 30%% for 3 turns. The swarm can fly from foe to foe, hitting up to a total of %d target(s). Additional targets must be within 6 tiles of each other and the swarm loses %0.1f%% damage per bounce. The damage will increase with your Mindpower.
At raw talent level 3 and above you are constantly surrounded by your swarm. All foes who strike you with a melee attack will be harassed by the stinging insects for 3 turns. Their accuracy will be reduced by %d , and each turn will take %d slowing Nature damage and have a 25% chance to either be Blinded, Silenced or Pinned for 3 turns. The strength of the swarm can stack up to 3 times, increasing damage dealt and accuracy penalty.
Will a thorny vine to lash out at your foe, dragging them to your side and constricting them for %d turns. The vine will attempt to strangle (silence) and grapple (pin and damage) the target.
The thorns will deal %0.2f slowing nature damage per turn.
The damage will increase with your Mindpower.
Will a cloud of numbing spores to engulf your foes. The cloud rolls out from the caster with initial radius 1, increasing once every other turn to a maximum eventual radius of %d, doing %0.2f slowing nature damage for %d turns. The damage and duration will increase with your Mindpower.
At raw talent level 3 and above your spores will constantly surround you. Any foe who is Slowed and misses you with a melee attack will inhale spores, reducing damage dealt by 25%% for 5 turns.
The damage and duration will increase with your Mindpower.
4) Wild Wrath:
You are completely in tune with Nature and can call the wrath of Eyal itself to annihilate your foes. Deals %d slowing nature damage in a cone of radius %d . Damage increases with your Mindpower.
At raw talent level 5 all melee attacks against Slowed enemies will deal an additional 25%% damage as Nature.
Wild-Gift/Stalker (requires Willpower)
Leap on your prey. If you hit your foe you get a free attack at %d%% weapon damage and pin it to the ground for %d turns. Pouncing from stealth will attempt to stun the target as well(applied based on your Mindpower). Points in Strider will reduce the cooldown. Strider talent levels above 3 will reduce the cooldown by 3 turns, and talent levels above 5 will reduce it by an additional 3 turns.
A lifetime of stalking prey has honed your control of both body and mind. Passively increases Armor by %d and Spell Save by %d. The armor bonus will scale with your Dexterity, and the save bonus with your Cunning. Damage greater than 33% of your maximum life will cause you to withdraw into your mind, reducing all damage received and dealt by 70% for 3 turns.
Each foe you encounter makes your heart pump a little quicker. You gain %0.1f Life regen per enemy in sight, and beginning with the third talent point, you also gain %0.1f movement speed per enemy. The bonuses cap at 6 enemies.
Shred your foe, hitting them multiple times with each weapon. Number of attacks and damage scale with talent level. Currently you will attack %d times for %d%% damage. Taking this talent also passively increase your attack speed by %d%% based on your Dexterity.
Wild-Gift/Elementomancy[locked, high level, requires Willpower]:
Taking this talent will teach you to call the elements that constitute nature: Fire, Water, Lightning and Nature. Calling an element will cause melee attacks to deal damage based on the element, and your ability to channel the elements also passively increases your resistance and resistance penetration for each element. Additional points in this talent will increase the bonus to on-hit damage and the passive resistance and resistance penetration rating granted, and at raw talent level 5 using a call will not break stealth. Current bonuses:
Attacks deal %d elemental damage, resistance and penetration is increased by %d%% .
You will also gain a different effect for each element:
Nature: melee hits restore %0.2f equilibrium.
Storm: you movement speed will increase by %d%% .
Fire: melee hits have a %d%% chance to burn away one detrimental effect.
Water: melee hits restore %0.2f health.
You call Nature and channel it through your body. While active, each melee attack will deal %d Nature and %d Acid damage, and restore %0.2f stamina and equilibrium.
Your ability to channel Nature also passively increases your Nature and Acid resistance and resistance penetration by 2%% per talent level.
You call Storm and channel it through your body. While active you experience a burst of speed, gaining %d%% movement speed. While channeling Storm all melee attacks deal %d lightning damage and attacks from stealth will have a chance to stun the target for %d turns.
Your ability to channel Storm also passively increases your Lightning resistance and resistance penetration by %d%% .
You call Fire and channel it through your body. While active, each melee attack will deal %d Fire damage and has a %d%% chance to burn away one detrimental effect you are suffering from.Your ability to channel Fire also passively increases your Fire resistance and resistance penetration by 2%% per talent level.
You call Water and channel it through your body. While active, each melee attack will deal %d Cold damage and heal you for %0.2f life.
Your ability to channel Water also passively increases your Cold resistance and resistance penetration by 2%% per talent level.
You become more attune to the elements. You can use your calls more quickly and they gain the following bonuses:
Call usage speed: %d%% of your Mind speed.
Nature: Hits now also restore %0.2f stamina.
Storm: Now also increases attack speed by %d%% .
Fire: Hits will now also have a %d%% chance to remove a beneficial effect from your target.
Water: Now also increases your resistance to all damage by %d%% .
3)Elemental Focus :
Channeling the elements sharpens your senses and heightens your focus. Each element you channel will increase your Defense, Ranged Defense, all Saves, Mindpower and Physical Power by %d . These effects will stack. Additionally, while channeling an element you will gain a bonus to that element's resistance and penetration equal to %d%% of the passive bonus.
Flood your being with elemental power. Your Nature, Acid, Lightning, Fire and Cold damage as well as your Physical and Mind critical rate will increase by %d%%. Activating one of your Calls while Elemental Revenant is active will create an elemental overload. The overload will cause the Call to take a full turn to activate and release a wave of elemental power, causing targets in a radius 5 cone to take %d elemental damage based on the element. Damage will increase with your Willpower. (scales from about 20 to 350)
Harnessing the elements in this manner increases you control over the natural world, reducing your equilibrium. However, wielding the elements so recklessly will quickly throw nature off balance. Each turn your equilibrium will increase by 5 and a check will be made. If the check fails then Elemental Revenant will automatically be deactivated.
Also has theses talents:
Technique/Dual Weapon Training
Technique/Dual Weapon Attack
A life of tracking in the wild has attuned you to nature, greatly heightening your endurance and fortitude. Each movement you make will restore +%0.2f life and +%0.2f equilibrium. Passively, this talent will grant 0.5 Equilibrium regen, per level, while resting.
You are swift of mind and body.
You will be able to equip Light armor by meeting the requirement with Dexterity, rather than Strength.
You evade enemy blows so quickly they are thrown off balance, causing them to wobble for %d turns. Wobbly enemies will have their defense and mental resist reduced by %d.
Additionally, your mental fortitude extends to your physical form. You recieve a bonus to your Constitution based on Willpower.
Hone your reflexes through sheer force of will, granting you a %d%% chance to completely evade attacks for %d turns. Passively, whenever you dodge a melee or ranged attack you experience a moment of reprieve, restoring +%0.2f Equilibrium. Duration increases with Willpower, and chance to evade with Cunning. Points in Strider will reduce the cooldown. Strider talent levels above 3 will reduce the cooldown by 3 turns, and talent levels above 5 will reduce it by an additional 3 turns.
Your evasiveness is unmatched and through sheer force of will you may hide yourself from view. You vanish from sight, re-appearing within range %d inside a radius of 3. Your sudden appearance may confuse foes in a radius 3 of the tile you target for %d turns. Chance to confuse increases with Mindpower.
Your supreme agility also lowers the chances of getting tripped up in battle, raising your resistance to stun/freeze, pin and knockback effects by %d%% .
Also has these generics:
Removed Strength bonus.
Learning this talent now changes the requirement on Light Armor from STR to DEX.v2.3.3
Fixed a typo in the 'Swarmed' effect that was causing an error.v2.3.2
Nearly all Prowler talents have had their Equilibrium cost reduced (again). Many talents which also had a Stamina cost have had this cost slightly increased. Several talents have also had their cool down reduced.
Talents that healed or reduced Equilibrium have all had these values somewhat increased, particularly Wild Attunement.
Now grants a bonus to Strength as well as Constitution, primarily to alleviate the cost of equipping armor. This bonus is also based on your Willpower and scales from ~8% to ~20% ( vs. ~15% to ~40% for Con).
Now grants movement speed rather than global speed, and at a much greater rate. Bonuses now cap at 6 enemies, rather than 4.
The passive Armor and Spell Save bonuses have been increased.
Focus will no longer generate a Psi Damage Shield when moving, as before.
Now, while the talent is sustained, any damage greater than 33% of your maximum life will trigger the Focus Shield effect. Focus Shield reduces all incoming damage by 70% for 3 turns, but also reduces all damage you deal by the same amount.
Reworked the passive effect from Swarm. The effect will now only be granted at talent level 5 (note: this is effective level, not raw, as it was before; Prowlers will unlock it with 4 points, while an Adventurer would need all 5).
The effects no longer stack, the duration has been increased to 4 turns, the chance to apply a disable is a flat 25%, the accuracy penalty now scales with your Willpower and has been increased to adjust for not stacking. Damage was not adjusted, as it was far too high before.
Prowlers now have unlocked access to Cunning/Survival at 1.3 mastery and the talent Wild Attunement no longer grants levels in Heightened Senses. Wild Attunement will now restore Life and Equi even when there are no enemies in sight.
Cunning/Scoundrel is now locked.
Reduced the mastery level of a few talent trees.
Updated for Embers and over all compatibility.
Sustaining Elemental Revenant will no longer increase the usage speed of your elemental calls and the elemental damage will project in a ball rather than a cone.
Sustaining Combat Focus no longer reduces your Mindpower.
Fixed a couple of timed effects that were not properly granting physical power.
Now available on the Steam Workshop.
Fixed all passives that gave values based on a variable such as a stat or power. These were only being calculated when the talent was taken and not adjusted as the base value changed. All such passives will now re-check values each turn.