


Rain (1 Hydrosophist): bring down rain that exposes invisible targets, douses fire, and leaves Water surfaces.Obstructs targeting of both harmful and helpful skills. Smoke Cover (1 Aerotheurge, 1 Scoundrel): create a cloud for you and others to hide in.Can be used defensively, or to move enemies as you shoot them down. Erratic Wisp (1 Aerotheurge, 1 Huntsman): mark a target who teleports when attacked.Good for repositioning allies and enemies. Nether Swap (2 Aerotheurge): swap the placement of two targets, including yourself.Firebrand (3 Pyrokinetic): adds Fire damage to your and nearby allies’ weapons.Fireball (2 Pyrokinetic): throw a flaming sphere that leaves a Fire surface.Throw Explosive Trap (1 Pyrokinetic, 1 Huntsman): lay down a trap that can easily be triggered by other magical spells.Ignition (1 Pyrokinetic): light up surfaces around you and set enemies on fire.Also cures and prevents statuses like Charmed or Sleep. Peace of Mind (1 Pyrokinetic): boosts Wits, Strength, Finesse, and Intelligence.Good against groups and massive targets, but most arrows will miss single human-sized enemies. Arrow Storm (5 Huntsman): fire 16 arrows into the sky that land in an area.Assassinate (3 Huntsman): high damage attack, that gets an additional boost when attacking from stealth.Glitter Dust (3 Huntsman): highlight a target, preventing it from turning invisible and reducing its evasion.Sky Shot (2 Huntsman): jump into the air and fire, increasing your range and gain your High Ground damage bonus, if any.Marksman’s Fang (2 Huntsman): ignore enemy armor and damage health directly.Ballistic Shot (2 Huntsman): deal increased damage the further you are from the target.Tactical Retreat (2 Huntsman): jump to a far off area and gain the Haste status.Reactive Shot (2 Huntsman): secure an area that will either deter enemy movement or more likely given the AI, cause up to three extra attacks against trespassers.First Aid (1 Huntsman): heal a bit of vitality, and remove nasty effects like Silence, Knock Down, and Disease.Living Wall (3 Geomancer): Block a path and cause Poison damage to enemies that approach.Siphon Poison (3 Geomancer): consume Poison surfaces and clouds, gaining increased Poison damage on your weapon.

Massive Oily Carapace (2 Geomancer, 2 Warfare): you and your allies suck up Oil and restore Physical armor based on the amount.Earthquake (2 Geomancer): Knock Down enemies that lack Physical armor and create even more Oil.Worm Tremor (2 Geomancer): Deal Earth damage, and if the target has no Magic armor Entangle them and deal extra Poison damage.Great for causing more battlefield control. Turn to Oil (1 Geomancer, 1 Polymorph): turn Water and Blood surfaces into Oil.If your Geomancer ability is high, you can keep the party well protected. Fortify (1 Geomancer): restore Physical armor and prevent teleportation.

Good for slowing enemies or increasing your own Earth attacks. Fossil Strike (1 Geomancer): deal some Earth damage and leave an Oil surface.For new Talents, try out Arrow Recovery to save on expending arrows, Duck Duck Goose to escape danger, Executioner for more AP, Far Out Man to increase spell range, and Guerilla to launch first strikes from stealth.
