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—--- Stormancer path—--
Path of the Stormancer- Tiers I - Level 1 - 2 skill points
Your Hero gains 2HP, and chooses to follow the path of the Stormancer. Unlocks the following skills-
Level 1- Lightning rod banner, Stunning touch, Dragon slayer party, Shock protection
Level 3- Inflict shocking, Stormancer aura
Level 4- Lightning sprint, First strike
Level 5- Charged army
Level 6- Accumulation
Level 7- Path of the Stormancer II
Path of the Stormancer- Tiers II - Level 7 - 3 skill points
Your Hero gains 3HP, and chooses to continue further on the path of the Stormancer. Unlocks the following skills-
Level 7- Lightning, Inflict stun, Shock protection
Level 8- Polarity+, Polarity-
Level 9- Personal static shield
Level 10- Explosive shock squad
Level 11- Storm manifestation
Level 12- Electrified squad
Level 13- Path of the Stormancer III
Path of the Stormancer- Tiers III - Level 13 - 4 skill points
Your Hero gains 4HP, and chooses to master the path of the Stormancer. Unlocks the following skills-
Level 13- Thunderstorm
Level 14- Power conduction
Level 15- Overcharged army
—-----------------------------------------------------------------------
—--- Remaining Vanilla talent- balance changes —------
TIERS I :
Stunning touch- no changes
Dragon slayer party- skill points cost down to 2 (was 3)
Charged army- no changes
Shock protection- no changes
TIERS II :
Inflict stun- skill points cost down to 4 (was 5)
Shock protection- no changes
TIERS III :
Thunderstorm- skill points cost down to 5 (was 10)
—-----------------------------------------------------------------------
—--- New recycled talents from the base game —-------
TIERS I :
Lightning rod banner - costs 3 skill points
Inflict Shocking- costs 3 skill points
First strike- costs 2 skill points
TIERS II :
Personal static shield- costs 3 skill points
—---------------------------------------------------------------
—------------------------ Brand new talents —----------
TIERS I :
Stormancer aura - costs 3 skill points
Halo ability
Adjacent enemy units have -1 resistance and -40% shock protection.
Lightning sprint - costs 3 skill points
Active ability, self-range, 3 turns cooldown
You instantly gain +12 movement and avoid enemy Attacks of Opportunity for the current turn. Additionally, any enemy units attacking you with a melee or ranged attack will suffer 5 shock damage.
Accumulation - costs 2 skill points
Passive ability
The first melee or ranged attack you perform per tactical turn deals +4 shock bonus damage.
TIERS II :
Lightning - costs 2 skill points
Active ability, long range, 1-turn cooldown
Calls down lightning on targeted enemy, dealing damage with a chance of stunning the target.
Polarity+ - costs 2 skill points
Passive ability
Your hero obtains +2 damage on all active damage channels but suffers -1 resistance and -1 defense.
Polarity- - costs 2 skill points
Passive ability
Your hero obtains +2 resistance and +2 defense but suffers -1 damage on all active damage channels.
Explosive shock squad- costs 3 skill points
Stack ability
All units in the army obtain the Explosive shock death ability. Incorporeal units cannot be affected. This ability only functions when the hero is leading the army.
Storm manifestation- costs 3 skill points
Active ability, self-range, once per battle
Your hero regains 15 hp and transforms himself into an Air Elemental.
Electrified squad- costs 4 skill points
Stack ability
All units in your party gain +4 movement. This ability only functions when the hero is leading the army.
TIERS III :
Power conduction- costs 4 skill points
Passive ability
Every time this unit performs an action on the battlefield, a shock resistance check will be run (14). On successful resist, this unit gains +4 shock bonus damage on its ranged or melee attack for the current turn. On failure, this unit will suffer 2 shock damage. Raising your shock resistance at 100% will prevent this ability from triggering.
Overcharged army- costs 7 skill points
Stack ability
All units in the army obtain the Inflict shocking ability. This ability only functions when the hero is leading the army.
—--- Astrologer path—--
Path of the Astrologer- Tiers I - Level 1 - 2 skill points
Your Hero gains 2HP, and chooses to follow the path of the Astrologer. Unlocks the following skills-
Level 1- Star dust, Prescience, Vision range upgrade, Blight protection
Level 3- Antimagic cloak, Blessing of the stars
Level 4- Astral touch, Blessing of the Zodiac
Level 5- Cosmos purity
Level 6- Master of the elements
Level 7- Path of the Astrologer II
Path of the Astrologer- Tiers II - Level 7 - 3 skill points
Your Hero gains 3HP, and chooses to continue further the path of the Astrologer. Unlocks the following skills-
Level 7- Cosmos apprentices, Chain harmonisation, Blight protection
Level 8- Inflict elemental weakness, True sight
Level 9- Chain Cosmic ray
Level 10- Premonition
Level 11- Unwavering invocations
Level 12- Astral emulation
Level 13- Path of the Astrologer III
Path of the Astrologer- Tiers III - Level 13 - 4 skill points
Your Hero gains 4HP, and chooses to master the path of the Astrologer. Unlocks the following skills-
Level 13- Inflict Astral shift
Level 14- Cosmos tornado
Level 15- Stellar infusion
—-----------------------------------------------------------------------
—--- Remaining Vanilla talent- balance changes —------
TIERS I :
Vision range upgrade- no changes
Blight protection- no changes
TIERS II :
True sight- skill points cost down to 2 (was 3)
—-----------------------------------------------------------------------
—--- New recycled talents from the base game —-------
TIERS II:
Blight protection- costs 1 skill point
—---------------------------------------------------------------
—------------------------ Brand new talents —----------
TIERS I:
Star dust- costs 2 skill points
Stack ability
All summoned units in the army obtain Fast healing. This ability only functions when the hero is leading the army.
Prescience- costs 2 skill points
Single use action, self-range, no cooldown
Your hero obtains one Cosmos Orb effect. Up to three cosmos orbs can be stored at a time. Each of them provides +1 resistance to their bearer and increases the power of adjacent summoned units, and can also be consumed to cast powerful cosmos abilities.
Antimagic cloak- costs 2 skill points
Passive ability
This unit gains +2 resistance against enemy ranged attacks.
Blessing of the stars- costs 2 skill points
Passive ability
This unit has a +2 resistance bonus to resistance checks.
Astral touch- costs 3 skill points
Single use action, melee range, 1-turn cooldown
Requires and consumes 1 Cosmos Orb
Affect targeted enemy unit with Astral shift for 2 turns.
Blessing of the zodiac- costs 3 skill points
Passive ability
At the start of each combat, this unit will receive a random benediction from the twelves signs of the Zodiac.
Cosmos Awakening- costs 3 skill points
Stack ability
All summoned units in the army obtain the Quick learner ability, which increases their experience gain by 50%. This ability only functions when the hero is leading the army.
Master of elements- costs 2 skill points
This unit gains +20% fire, frost, and shock protection
TIERS II:
Cosmos apprentices - costs 3 skill points
Stack ability
All support units in the army obtain the Alter prescience ability, which allows them to provide a cosmos orb effect to any friendly Hero on the battlefield. This ability only functions when the hero is leading the army.
Chain Harmonisation- costs 3 skill points
Single action use, Medium range, 1 turn cooldown
Requires and consumes 2 Cosmos Orbs
Targeted friendly unit is healed for 15 HP. The effect jumps to a maximum of 4 friendly units (including the target), which are 3 or less hexes away from the previous target.
Chain Cosmic ray- costs 3 skill points
Single action use, Medium range, 1 turn cooldown
Requires and consumes 2 Cosmos Orbs
Pulls down rays of cosmic energy from the stars above on targeted enemy unit. Targeted unit is dealt 3 damage of each element. This effect jumps to a maximum of 4 enemy units (including the target), which are 3 or less hexes away from the previous target.
Inflict elemental weakness- costs 3 skill points
Passive ability
Melee and ranged attacks from this unit have a chance to inflict Elemental weakness to their target, which reduces its resistance to Fire, Frost and Shock by 20%.
Premonition- costs 2 skill points
Passive ability
This Hero starts the battle with one Cosmos Orb effect. Up to three cosmos orbs can be stored at a time. Each of them provides +1 resistance to their bearer and increases the power of adjacent summoned units, but can also be consumed to cast powerful cosmos abilities.
Unwavering invocations- costs 3 skill points
Stack ability
All summoned units in the army obtain the Antimagic cloak ability. This ability only functions when the hero is leading the army.
Astral interlock- costs 3 skill points
Stack ability
All summoned units in the army obtain the Hero safeguard ability, which allows them to cast a powerful protection on allied heroes. This ability only functions when the hero is leading the army.
TIERS III:
Inflict astral shift - costs 5 skill points
Passive ability
Melee and ranged attacks from this unit can inflict Astral shift to their target.
Cosmos tornado - costs 5 skill points
Single use action, 5-hex melee line range, 1 turn cooldown
Requires and consumes 3 Cosmos Orbs
Emit a powerful cosmic tornado on a 5-hexes line. Enemy units hit by the Tornado will suffer 4 damage of each element, before being affected by Astral shift for the current turn and displaced 2-hex away from their original position.
Stellar infusion- costs 7 skill points
Stack ability
All units in the army obtain +2 Fire, +2 Frost, +2 Shock bonus damage but suffer -4 physic damage on their melee and ranged attacks. This ability will activate new damage channels and only functions when the hero is leading the army.
- One cosmos orb :
Provides +1 resistance to your hero, adjacent summoned units gain +200 morale.
- Two cosmos orbs:
Provides another +1 resistance to your hero, adjacent summoned units gain +1 defense and +1 resistance.
- Three cosmos orbs:
Provides another +1 resistance to your hero, adjacent summoned units regenerate 10% of their maximum HP per tactical turn.