Utilize magic sigils for offensive, defensive and augmentation purposes.
Stat Breakdown wrote: Strength
Not used currently.
Dexterity
Not used currently.
Constitution
Not used currently.
Magic
Prerequisite for talents.
Majority of scaling.
Willpower
Not used currently.
Cunning
Not used currently.
Sigilist / Sigil Command wrote:Talent tree.
Control over your sigils, to promote usability.Sigil Command / Control wrote: Your mastery of Sigils prevents saturation.
Points in this skill also increase your mastery of all Sigilist skills by .2, up to 1.Sigil Command / Overcharge wrote: Sustain Cooldown: 20
sigils activated while Overcharge is sustained have 2...5 times the power, but a 4...2 times longer cooldown.
While Overcharge is sustained, you lose mana at 10...30 per turn.Sigil Command / Grr...:( wrote: If anyone has any ideas, let me know.Sigil Command / Runic Supremacy wrote: Passive
You are 20...100% resistant to Silence.
Sigilist / Sigil of Protection wrote:Generic Tree
Power and maintain a shield, eventually turning it against your enemies even as it protects you from harm.RoP / Shield wrote: Sustain Cooldown: 50...25
Call upon your sigil of shielding to block up to 150...1500 damage before deactivating.RoP / Recoil wrote: Passive
Enemies within 3...10 squares take 15...75% of the damage they deal to your Sigil of protection.RoP / Failsafe wrote: Passive
If your sigil of Protection is destroyed or deactivated, you forge a shield with 20...80% power for 3...5 turns.RoP / Repulsion wrote: Cooldown: 20...12
Expand your sigil of Protection to push away enemies. Pushes them 2...5 squares away.
At Talent Level 3, this damages enemies who resist.
At Talent Level 5, this damages all enemies affected, as if they received a melee attack at 100...250% power.
Sigilist / Sigil of Sensing wrote:Generic Tree
General vision improvements, and eventually several telepathies.
***I can't tell if it's over or underpowered though***RoS / Perception wrote: Sustain Cooldown: 15
Increases sight radius by 2...10.RoS / Visionary wrote: Passive
Increases Blindness resistance by 34...100%.
Also increases your light radius by 1...5.
At Talent Level 5, the Blindness resistance works even if your sigil of Pereption is deactivated.RoS / Blinding wrote: Cooldown: 20
Call upon your sigil of Perception to blind enemies in range 3...15. This will not blind you, but will affect allies.
At talent level 2, using this talent also illuminates the affected area.RoS / Telepathy wrote: Active (instant) Cooldown: 8
Allows you to sense the specific creature subtype across the map.
At Talent level 2, this expands to the entire creature type.
Higher talent levels increase the number of creature types you can sense, up to 4.
Sigilist / Sigil of Mobility wrote:Talent tree
Increase your mobility through the help of your Sigils, and steal the same from your enemy.RoM / Blink wrote: Cooldown: 12...4
Blink to a target square in range 3...8.
This talent works on "no teleport" tiles.
***This talent may or may not be instant. Testing is needed***RoM / Flashstep wrote: Passive
Blinking confuses your enemies for 2...4 turns.
At Talent Level 3, you also gain 5...25% all resist for 0...5 turns after blinking.
***This talent may allow a free action after blinking***RoM / Standstill wrote: Cooldown: 22...10
Enemies within range 4...8 cannot teleport for 5...10 turns.
At Talent level 3, enemies are slowed (25%) for 1...5 turns.
At Talent Level 5, enemies are completely immobilized for 1...5 turns, before being slowed.RoM / Kinetics wrote: Passive
While your Sigil of Mobility is active, you gain 10...50% attack speed.
At Talent Level 3, you also gain 5...25% global speed.
***Hopefully this helps with the Sigil of Destruction's "Augmentation" ability, allowing more damage faster***
Sigilist / Sigil of Destruction wrote:Talent tree.
Empower yourself with your Sigil of Destruction, slaying those in your path.RoD / Sigil of Destruction wrote: Cooldown: 10...5
Project a bolt of raw mana from your sigil of Destruction, dealing 50...300 damage (Arcane) to a single target.
The projectile will pass through any target at Talent Level 3.RoD / Wave of Destruction wrote: Cooldown: 25
Call forth a wave from your sigil of Destruction, dealing 100...400 damage (Arcane) to all targets in a cone of 2...5, and put your sigil of
Destruction on a reduced cooldown.RoD / Spread of Destruction wrote: Passive
The bolt from your sigil of Destruction will seek 1...3 new targets after the first, and will not hit the same target twice. Each new target decreases
the damage by 25...10%.
Also grants you 10...50% Arcane resistance penetration.
At Talent Level 5, you can project a second bolt from your sigil of Destruction.RoD / Augmentation wrote: Sustain Cooldown: 5
Divert the power from your sigil of Destruction, locking it, and augmenting your melee strikes with a 15...75% arcane damage bonus.
If you use Command Staff while this sustain is active, convert 50% of the damage to arcane, and increase the damage by 10...50%.
Sigilist / Sigil of Leeching wrote:Locked Talent
Take the power of your enemies, and gobble it all up.RoL / Leeching sigil wrote: Sustain Cooldown: 50
Convert 5...25% of all damage you take (and a further 5...25% of arcane damage) into a temporary damage boost.
At Talent Level 5, an attack that deals over 60% of your life resets the cooldown of all your sigils, but deactivates your Leeching sigil.RoL / Parasitic sigil wrote: Cooldown: 15
Inscribe a parasitic sigil into your enemy, up to range 3...9, that drains the lower of 3...15% (or 20...100 points) of their life every turn.
At Talent Level 3, this also drains an additional 5% (or 50 points), converted to mana.
The enemy can save vs your Spellpower.RoL / Also up for grabs. wrote: Anyone have an idea? I can only have so many...RoL / Jinx wrote: Cooldown: 100
Target a single enemy, who gains the "Jinxed" effect.
An enemy with this effect will be given 15...75% of the damage intended for you, unless they are the direct source. This effect is magic, can be saved
against, and lasts for 3...15 turns.
At Talent level 5 (and with Level 5 Runic Supremacy), if the target is killed by damage destined for the player, and was not more than twice its'
maximum life, this talent will be reset.
Hopefully this has addressed most of your concerns. If not, let me know.Sigilist / sigil of Endurance wrote:Locked Generic
Withstand, and eventually grow stronger, from that which is inflicted upon you.RoE / Undaunting wrote: Sustain Cooldown: 10
While active, only die when reaching -25...-125 life.
At Talent Level 5, your health can never drop more than 100% in one turn.RoE / Resistance wrote: Passive
While your sigil of Endurance is active, you gain 6...30% all resist.RoE / Affinity wrote: Passive
While your sigil of Endurance is active, you heal back 5...25% of all damage dealt to you.
At Talent level 3, you heal back an additional 5...25% of arcane damage.RoE / Last Resort wrote: While your sigil of Endurance is active, if an attack would kill you, instead teleport away and have ALL your sigils deactivate, with all talents on
cooldown.
This talent does not reactivate until you slay your next Rare or higher enemy.
