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Selection
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Special

The CoreTier 0
Required: 1 Entropy, 1 Force, 1 Form, 1 Inertia, 1 LifeCompletion: 1 Entropy, 1 Force, 1 Form, 1 Inertia, 1 Life
Prototrophize: 5AP, 2-turn cooldown. Gives 1 Source Point immediately, if not at max, or extends source generation duration by 1 turn.
Prototrophize consumes 2 turns of source generation to grant a source point. If this is impossible, it falls back to its secondary effect.
Does not grant Prototrophize anymore. Instead it grants +1 turn SP gen
Requires the 5 central nodes to unlock
Core: ForceTier 0
Required: NoneCompletion: 1 Force
One of the 5 central nodes.
Core: EntropyTier 0
Required: NoneCompletion: 1 Entropy
One of the 5 central nodes.
Core: FormTier 0
Required: NoneCompletion: 1 Form
One of the 5 central nodes.
Core: InertiaTier 0
Required: NoneCompletion: 1 Inertia
One of the 5 central nodes.
Core: LifeTier 0
Required: NoneCompletion: 1 Life
One of the 5 central nodes.

Force

The FalconTier 1
Required: 1 ForceCompletion: 3 Force, 2 Life
SelectionValue(s)Implicit(s)
1:
+5% Air Resistance
+5% Fire Resistance
+1% Physical Resistance
2:
+1 Aerotheurge
+0.2 Movement Speed
+1 Huntsman
+1 Pyrokinetic
+1 Scoundrel
+1 Warfare
3:
+1 Dual Wielding
+6% Damage
+1 Ranged
+1 Single-Handed
+1 Two-Handed
4:
Elementalist reactions can be performed when an ally targets an enemy or point you can see with a Geomancer or Pyrokinetic skill. The reaction deals earth or fire damage, respectively
Predator reactions can be performed, once per round, when an enemy you can see reaches Battered or Harried 7 (or higher)
5:
Earth and fire Elementalist reactions apply Calcifying and Scorched for 2 turns, respectively
Predator reactions apply up to Slowed II for 2 turns
+1 free Elementalist reaction per round
+1 free Predator reaction per round
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect
Let the gale guide thought and thought fall like an arrow
The HatchetTier 1
Required: 1 ForceCompletion: 2 Entropy, 3 Force
SelectionValue(s)Implicit(s)
1:
+5% Air Resistance
+5% Fire Resistance
+1% Physical Resistance
2:
+1 Aerotheurge
+1% Accuracy
+1 Huntsman
+1 Pyrokinetic
+1 Scoundrel
+1 Warfare
3:
+1 Dual Wielding
+2% Accuracy
+1 Ranged
+1 Single-Handed
+1 Two-Handed
4:
Paucity activates when you reach Battered or Harried 7 and above,
Limited to once per round
Activate Violent Strike when you reach 0 AP
5:
Paucity reduces the penalty of dodge fatigue by 5%, +2% Dodge Chance
Violent Strike applies Acid for 2 turns
Violent Strike applies Bleeding for 2 turns
Violent Strike applies Suffocating for 2 turns
Violent Strike applies up to Terrified II for 1 turn
Unity of muscle and steel separating life and limb
The HornetTier 1
Required: 1 ForceCompletion: 3 Force, 1 Life
SelectionValue(s)Implicit(s)
1:
+1 Finesse
+2% Air Resistance
+1 Power
+1 Strength
+1 Wits
2:
+4% Accuracy
+1 Initiative
+3% Critical Chance
+7% Damage
+0.4 Movement Speed
3:
When you perform All-In, Flurry, or Sucker Punch, gain the The Pawn talent for 1 turn
When you perform Staff of Magus, gain the Savage Sortilege talent until your next turn
+7% Accuracy,
Changed to +10% Dodge Chance from +7% Accuracy
The hive's relentless fury
The SerpentTier 1
Required: 1 ForceCompletion: 1 Entropy, 3 Force
SelectionValue(s)Implicit(s)
1:
+1 Finesse
+3% Fire Resistance
+1 Power
+1 Strength
+1 Wits
2:
+6% Accuracy
+4% Critical Chance
+10% Damage
+0.6 Movement Speed
3:
When you perform All-In, Flurry, or Sucker Punch, gain the Inconspicuous talent for 1 turn
When you perform Staff of Magus, gain the Savage Sortilege talent until your next turn
+3% Critical Chance, +5% Damage,
Damage and Critical Chance changed to 10% and 6%
Power shaped by subtlety cloaked in cunning
The ArcanistTier 2
Required: 5 Force, 1 LifeCompletion: 3 Force
SelectionValue(s)Implicit(s)
1:
+1 Finesse
+10% Damage
+1 Power
+1 Strength
+1 Wits
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+3 Initiative, +0.6 Movement Speed
+4% Critical Chance
+6% Maximum Physical Armor
+14% missing Physical Armor Regen (50% max)
4:
Elementalist reactions can be performed when an ally performs a Predator reaction or applies Vulnerable III. The reaction deals fire or earth damage, respectively
Violent Strike activates when you reach 2 or more stacks of Elementalist
5:
Source Infusion 1: if you have 3 stacks of Elementalist or more when you perform your next Elementalist reaction, emulate the effects of Dazing Bolt, Fireball, Impalement, or Winter Blast with air, fire, water, and earth reactions, respectively,
If you have 5 stacks of Elementalist or more when you perform your next Elementalist reaction, lose 3 stacks and emulate the effects of Dazing Bolt, Fireball, Impalement, or Winter Blast with air, fire, water, and earth reactions, respectively.
Gain +5% Finesse and Power per stack of Elementalist
Violent Strike deals an additional +5% damage for every two Entropy, Force, or Life, up to 100%
Nameless power waits beyond the stars, like a sword anticipating a worthy hand
The ArcherTier 2
Required: 2 Entropy, 3 Force, 1 LifeCompletion: 1 Entropy, 2 Force
SelectionValue(s)Implicit(s)
1:
+1 Finesse
+5% Accuracy, +1 Initiative
+1 Power
+1 Strength
+1 Wits
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+6% Accuracy
+13% invested Finesse
+4% Critical Chance
+10% Damage
+0.6 Movement Speed
4:
Paucity activates when you reach Battered or Harried 7 and above,
Limited to once per round
+7% Damage
Once per round, per target, Violent Strike activates when you deal damage to an enemy exceeding 20% of their total Vitality over a turn,
20% to 10%
Once per round, activate Paucity for 1 turn when your Physical or Magic Armor is damaged to zero
5:
Paucity grants: +10% Accuracy, +20% damage, and +10 Initiative
When you perform a Violent Strike, gain Elemental Arrowheads for 1 turn, matching the surface your target is standing in
Violent Strike applies +1 Battered and Harried to its primary target
The arrowhead entertains only one line of reasoning
The ManticoreTier 2
Required: 1 Entropy, 5 ForceCompletion: 3 Force
SelectionValue(s)Implicit(s)
1:
+1 Finesse
+15% Vitality restored from Voracity
+1 Power
+1 Strength
+1 Wits
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+6% Accuracy
+10% summon Vitality restored from Voracity, +7% Armors restored from Voracity
+4% Critical Chance
+10% Damage
+0.6 Movement Speed
4:
Once per round, when you drop to 25% Vitality or below, activate Paucity, +5% Lifesteal
Predator reactions can be performed when an ally applies Terrified to an enemy you can see
5:
If you have Paucity active at the end of your turn, emulate the effects of Black Shroud on the nearest enemy you can see within 13m
If you activate Paucity when you have a dagger equipped, sneak and become invisible until the start of your next turn,
Changed Invisibility to until end of turn. This works while out-of-turn too. Invis and Sneaking ends if your last action during a turn activated Paucity. Thanks Amer for help :prayge:
Source Infusion 1: your next Predator reaction emulates the effects of Fan of Knives,
1SP to twice per round
Because flesh cannot feed famished wrath, cruelty hunts but never eats
The ScorpionTier 2
Required: 2 Entropy, 4 ForceCompletion: 2 Force
SelectionValue(s)Implicit(s)
1:
+1 Aerotheurge
+3% Earth Resistance, +1% Physical Resistance
+1 Huntsman
+1 Pyrokinetic
+1 Scoundrel
+1 Warfare
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Elementalist reactions can be performed when an ally targets an enemy or point you can see with a Geomancer or Pyrokinetic skill. The reaction deals earth or fire damage, respectively
Once per round, per target, activate Vitality Void after dealing total damage, to a non-summon enemy, exceeding 30% of their total Vitality over a turn,
30% to 10%
Elementalist reactions can be performed when an ally directly targets an enemy you can see with a Necromancer or Scoundrel skill. The reaction deals water or air damage, respectively
4:
Gain +5% critical chance per stack of Elementalist,
5% to 3%
Your Vitality Void applies Acid, Calcifying, and Suffocating for 1 turn
The hand that assumes the shape of a sword seizes its truth
The TigerTier 2
Required: 4 Force, 2 LifeCompletion: 2 Force
SelectionValue(s)Implicit(s)
1:
+1 Aerotheurge
+3% Fire Resistance, +1% Physical Resistance
+1 Huntsman
+1 Pyrokinetic
+1 Scoundrel
+1 Warfare
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Predator reactions can be performed when an ally applies Dazzled to an enemy you can see
When reduced to 30% Vitality (+1.5% per Life) or below, activate Purity, +0.6 Movement Speed
Once per round, activate Purity when a non-summon enemy dies,
Now works on any ally or enemy death
4:
When you have two weapons equipped, your Predator reaction range becomes 10m, unless already higher
Predator reactions apply Bleeding for 2 turns; if the target already has Bleeding, also apply Hemorrhage for 2 turns, which behaves identically to Bleeding, +7% Damage
Purity aura grants: +10% Accuracy, +15% Damage, and +15% Vitality restored from Voracity,
Values doubled but now they only affects yourself
The opened throat does not condemn the hunter, but pours out a river of praise
The ConquerorTier 3
Required: 1 Entropy, 7 Force, 5 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+8% Accuracy
+2 Finesse, +5 Initiative
+5% Critical Chance
+13% Damage
+0.8 Movement Speed
2:
+14% Air Resistance
+3% to all Resistances
+14% Fire Resistance
+3% Physical Resistance
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect
3:
While you have a two handed weapon equipped, gain +2.5% armor per point in Two Handed
During your turn, You have a 15% chance (+3% per Force) as you hit an enemy to activate Violent Strike
+20% invested Finesse, +20% invested Power
4:
Purity grants you +1 AP recovery,
Increased AP Recovery to +2 from +1
Violent Strike gains +5% damage for every 5 Finesse or Strength over 10, whichever is higher, up to 100%, +7% Damage
5:
When you activate Purity, extend the duration of Source generation by 1. When a non-summon enemy dies, if Purity has remaining cooldown, reduce its remaining cooldown by 1,
Also lowers Purity CD by 1
When you perform a Violent Strike, activate Vitality Void
While in combat, you can never have more than 2 Source Points, but Source Generation grants an additional Source Point each turn,
Now unable to infuse past SI2 with gear bonuses
Simple violence does not suffice, only dominion satisfies
The KrakenTier 3
Required: 5 Entropy, 7 Force, 1 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+4 Initiative, +3% Lifesteal
+2 Strength, +10% Vitality restored from Voracity
+6% Maximum Physical Armor
+14% missing Physical Armor Regen (50% max)
2:
+Magic Armor: Exceptional (scales with level)
+1.3% Increased Battered and Harried Threshold
+Physical Armor: Exceptional (scales with level)
+9% Maximum Vitality
3:
Elementalist reactions can be performed when an ally performs an Elementalist or Occultist reaction. The reaction deals fire or water damage, respectively
If you have a free off hand and 1 stack or more of Elementalist, your Elementalist reactions targeting enemies count as basic attacks,
Removed the free OH requirement but increased stack requirement to more than 3 stacks of Elementalist
+20% invested Constitution, +20% invested Power
4:
Gain +10% damage from Power per stack of Elementalist,
Changed to: While performing an Elementalist reaction, you have a 30% chance to duplicate its effects
Once per round when you activate Vitality Void, teleport each non-boss enemy with Withered within 6m to a position nearest you where they can stand
5:
Elementalist reactions apply statuses (based on their element) for 2 turns to characters hit, dealing damage each turn
When you activate Vitality Void, emulate the effects of Glaciate
Where the abyss rises cities fall
WrathTier 3
Required: 3 Entropy, 8 Force, 2 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+8% Accuracy
+2 Power, +3% Lifesteal
+5% Critical Chance
+13% Damage
+0.8 Movement Speed
2:
+1 free Elementalist reaction per round, +1.1% Increased Battered and Harried Threshold, +2% Physical Resistance
+1 free Predator reaction per round, +1.1% Increased Battered and Harried Threshold, +2% Physical Resistance
Unlock basic activation of Defiance, Defiance grants +10% Accuracy and Critical Chance,
Doubled values
3:
Activate Paucity when you gain the Berserk status,
Swapped Berserk to Challenger or Challenge Won
If you have Paucity active and a two handed weapon equipped, Vitality Void deals additional damage equal to 1% of your total Vitality per Force
+20% invested Power, +20% invested Wits,
Swapped Wits to Finesse
4:
If you have Paucity Active, apply Withered for 1 turn to enemies hit while performing a basic attack
Predator reactions gain +5% damage and +3% Lifesteal per Force
5:
If you have Paucity, your Assassinate, Fireball, Impalement, Onslaught, and Terrifying Cruelty skills are performed at +1 effective Source Infusion, even if uninfused,
Changed to: Arrow Spray, Incandescent Ray, Impalement, Onslaught, and Throwing Knife
Source Infusion 1: when you perform a Predator reaction, emulate the effects of Horrid Wilting,
1SP to twice per round
You can no longer apply tier III statuses; if you would apply one, instead gain +90% damage for 2 turns
Let the throne of rancor bathe in blood

Entropy

The CrowTier 1
Required: 1 EntropyCompletion: 3 Entropy, 1 Form
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+3% Air Resistance
+1 Memory
+1 Power
+1 Wits
+5% summon Damage
2:
+4% Critical Chance
+10% Damage
+4% Lifesteal
+9% summon Accuracy
3:
When you perform Staff of Magus, gain the Savage Sortilege talent until your next turn
+12% invested Power
+7% summon Lifesteal,
Changed to +14% Lifesteal from +7%
The first to arrive at the universal feast finds every dish full
The FlyTier 1
Required: 1 EntropyCompletion: 3 Entropy, 2 Form
SelectionValue(s)Implicit(s)
1:
+5% Earth Resistance
+5% Piercing Resistance
+5% Poison Resistance
+5% Water Resistance
+10% summon Vitality restored from Voracity
2:
+1 Geomancer
+1 Hydrosophist
+1 Necromancer
+1 Summoning
+10% summon Damage
3:
+1 Dual Wielding
+4% Magic Armor restored from Voracity
+1 Perseverance
+1 Retribution
+1 Two-Handed
+6% summon Accuracy
4:
For each Source Point you spend in combat, activate Vitality Void
Apply Withered for 2 turns when you apply tier II or III of Slowed or Weakened to an enemy, +1 Power,
Now limited to once per round, per target, per status
+15% summon Vitality restored from Voracity, +8% summon Lifesteal
5:
Vitality Void applies up to Terrified II for 1 turn
When you critically strike an enemy afflicted with Withered, apply up to Subjugated II for 2 turns, +4% Damage
+1 free Occultist reaction per round, +1 Memory
+11% summon Critical Chance
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect, +1 Finesse
Extinction's herald reduces all flesh to its most basic function
The VultureTier 1
Required: 1 EntropyCompletion: 3 Entropy, 2 Force
SelectionValue(s)Implicit(s)
1:
+5% Earth Resistance
+2% Vitality restored from Voracity
+5% Piercing Resistance
+5% Poison Resistance
+5% Water Resistance
2:
+1 Geomancer
+3% Vitality restored from Voracity
+1 Hydrosophist
+1 Necromancer
+1 Summoning
3:
+1 Dual Wielding
+4% Vitality restored from Voracity
+1 Perseverance
+1 Retribution,
Swapped Retribution to Ranged
+1 Two-Handed
4:
Occultist reactions can be performed when an ally applies tier II or III of Subjugated or Terrified to an enemy you can see
Predator reactions can be performed when an ally perfoms an Attack of Opportunity on an enemy you can see,
Changed to: Predator reactions can be performed, once per round, when an enemy you can see is damaged to zero Physical or Magic Armor, or while under 50% Vitality.
5:
Occultist reactions also apply up to Weakened II for 2 turns, +1 Memory
While performing a Predator reaction, gain +1.5% Critical Strike per percent of target's missing Vitality, up to a maximum of +50%,
Added +1 free Predator reaction
The Baron of Vacuities collects the lost and returns them to his kingdom
The WolfTier 1
Required: 1 EntropyCompletion: 3 Entropy, 1 Force
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+3% Fire Resistance
+1 Memory
+1 Power
+1 Wits
2:
+4% Critical Chance
+10% Damage
+4% Lifesteal
3:
When you perform All-In, Flurry, or Sucker Punch, gain the The Pawn talent for 1 turn
When you perform All-In, Flurry, or Sucker Punch, gain the Inconspicuous talent for 1 turn
+3% Lifesteal, +6% Vitality restored from Voracity,
Changed to +5% Lifesteal and +10% Vitality Voracity from +3% and +6%
Even famine feeds
Blood ApeTier 2
Required: 3 Entropy, 1 Force, 2 FormCompletion: 2 Entropy, 1 Form
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+1 Initiative, +7% Armors restored from Voracity
+1 Memory
+1 Power
+1 Wits
+0.2 summon Movement Speed
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+3 Initiative, +10% Damage
+5% Armors restored from Voracity
+6% Maximum Magic Armor
+14% missing Magic Armor Regen (50% max)
+0.6 summon Movement Speed, +10% summon Vitality restored from Voracity
4:
Once per turn, when damage from an enemy causes you to drop to 35% Vitality or below, activate Vitality Void
When you apply Bleeding to an enemy, apply Withered for 1 turn,
Now limited to once per round, per target and increased Wither duration to 2 turns
+10% summon Critical Chance, +10% summon Lifesteal
5:
Once per round, when Vitality Void hits 3 or more targets, extend your Source Generation by 1 turn
Source Infusion 1, Pay 20% of your total Vitality: when you perform a basic attack on an enemy with Withered, also emulate the effects of Grasp of the Starved,
Removed Vitality cost. 1SP to once per round
Conjure Incarnate summons an Incarnate Champion,
Now also autoinfuses the Incarnate and grants +4 Memory
If you do not already have this benefit, increase your summon limit by 1
At the gate of blood the faithful always find admittance
ExtinctionTier 2
Required: 4 Entropy, 2 ForceCompletion: 2 Entropy
SelectionValue(s)Implicit(s)
1:
+1 Geomancer
+3% to Elemental Resistances
+1 Hydrosophist
+1 Necromancer
+1 Scoundrel
+1 Summoning
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Paucity activates when three or more of your allies, including totems or summons, die in a single round, +13% Damage,
Now requires only one ally to die but limited to once per round
At the end of your turn, perform a Predator reaction on the nearest enemy you can see within 3m of a corpse,
3m to 8m
Learn Summon Boneshaped Skitterer: 3 AP; summons a small, autonomous skeletal construct to fight for you for 3 turns, which will detonate upon death dealing piercing damage to enemies in a 3m radius. Skitterers deal similar damage to totems, but are melee, may move, and can backstab. Skitterers do not count against your summon limit,
Also grants summons immunity to surfaces and clouds
4:
Paucity activates for your summons whenever it activates for you. Paucity grants: +10% Accuracy, +10% damage, and +10 Initiative,
Swapped Paucity benefits to +1.0 Movement, +15% damage, and +20% Critical Chance
If you know Summon Boneshaped Skitterer, Predator reactions no longer perform a basic attack, and instead summon a Boneshaped Skitterer adjacent to the target. For this effect, your Predator reaction range becomes 13m, unless already higher,
Twice per round, Predator reactions also summon a Boneshaped Skitterer adjacent to the target
While performing a Predator reaction, gain +20% damage per corpse you can see, up to a maximum of 100%,
Increased cap to 200% from 100%
Mere annihilation does not end the contract
The ImpTier 2
Required: 5 Entropy, 1 FormCompletion: 3 Entropy
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+4% Critical Chance
+1 Memory
+1 Power
+1 Wits
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+3 Initiative, +0.35 Movement Speed
+5% Lifesteal
+4% Maximum Magic Armor, +1 Initiative
+10% missing Magic Armor Regen (50% max)
4:
Occultist reactions can be performed when an ally applies Wither to an enemy you can see; once per enemy, per round
Apply Withered for 2 turns when you afflict an enemy with Subjugated or Terrified,
Now limited to once per round, per target, per status
5:
Occultist reactions count as basic attacks
Withered applies up to Vulnerable II for 2 turns
If you have 4 or more stacks of Adaptation when you perform a basic attack on an enemy with Withered, lose 1 stack of Adaptation and emulate the effects of Vampiric Touch,
Increased damage to 125% from 100%
Malice delights in weakness
The HyenaTier 2
Required: 5 Entropy, 1 ForceCompletion: 3 Entropy
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+15% Vitality restored from Voracity
+1 Memory
+1 Power
+1 Wits
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+5% Critical Chance, +1 Initiative
+15% Vitality restored from Voracity
+13% Damage
+5% Lifesteal
4:
Once per round, Predator reactions can be performed when an ally perfoms a Predator reaction on an enemy you can see
For each Source Point you spend in combat, activate Vitality Void
Vitality Void also activates whenever you suffer a tier III status
5:
Predator reactions activate Voracity at 50% effectiveness
Vitality Void applies up to Subjugated II and Terrified II for 1 turn
Vitality Void deals additional damage, equivalent to 3% of your maximum Vitality per enemy it hits
Extremity of want turns bone to bread and marrow to wine
The SupplicantTier 2
Required: 4 Entropy, 2 FormCompletion: 2 Entropy
SelectionValue(s)Implicit(s)
1:
+1 Geomancer
+3% to Elemental Resistances
+1 Hydrosophist
+1 Necromancer
+1 Scoundrel
+1 Summoning
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Learn the Adaptation skill, Adaptation activates, granting 2 stacks, when an enemy kills an ally
Once per round, Occultist reactions can be performed when an enemy you can see kills an allied summon
+2 Maximum Adaptation stacks, +10% invested Power
4:
Adaptation grants +2% invested Power and +1% Lifesteal
Occultist reactions summon a totem adjacent to the target
If you have 7 or more stacks of Adaptation when you perform an Occultist reaction, lose 2 stacks of Adaptation and emulate the effects of Infect,
7 stacks to 5 stacks, payment to 3 stacks from 2
Learn Summon Accursed Vessel, which functions identically to Summon Bloated Corpse, but does not require a corpse and generates a corpse when it uses Vile Burst. If you have Paucity active, Accursed Vessel's detonation applies Wither for 2 turns
Ask of the lesser lest the greater not wish to answer
DeathTier 3
Required: 8 Entropy, 2 Force, 3 FormCompletion: None
SelectionValue(s)Implicit(s)
1:
+5% Critical Chance
+2 Constitution, +0.5 Movement Speed
+13% Damage
+5% Lifesteal
2:
+1 free Occultist reaction per round
+0.7% Increased Battered and Harried Threshold, +1% to Maximum Elemental Resistances
+1 free Predator reaction per round
+10% Armors restored from Voracity
+20% Vitality restored from Voracity
3:
Predator reactions can be performed when an ally performs a Violent Strike on an enemy you can see
Vitality Void activates when a non-summon character dies while in combat with you
+20% invested Finesse, +20% invested Power
4:
Predator reactions gain +20% Accuracy, and recover 2 AP when an enemy dies during the reaction,
+20% Accuracy to +20% Crit Chance and removed the on kill req but limited to once per round
Vitality Void applies Withered for 1 turn. +1m Vitality Void radius
5:
Predator reactions gain +20% Critical Chance. If an enemy dies and leaves a viable corpse during the reaction, create a Bloated Corpse (as per Raise Bloated Corpse) from its corpse,
Change to: Predator reactions gain +20% Critical Chance, and twice per round, emulate the effects of Corpse Explosion that only harms enemies, and once per round, create a corpse
Vitality Void summons a Boneshaped Skitterer on up to 2 corpses within 5m,
Once per round, summon an Empowered Boneshaped Skitterer on up to 2 corpses within 8m. Empowered Boneshaped Skitterer has improved stats, points into Necromancer, Attack of Opportunity, and double death damage.
Any non-zero amount of damage you deal applies at least two stacks of Battered or Harried, but you have -65% damage,
Once per round, per target, apply two stacks of Battered and Harried, Removed the -65% damage and added +10 Wits
On the final day only one will remain
DecayTier 3
Required: 7 Entropy, 5 Force, 1 FormCompletion: None
SelectionValue(s)Implicit(s)
1:
+5% Critical Chance
+2 Memory, +5 Initiative
+13% Damage
+5% Lifesteal
2:
+14% Earth Resistance
+3% to all Resistances
+3% Physical Resistance
+14% Poison Resistance
+14% Water Resistance
3:
When you or your summons explode a corpse, apply Withered for 2 turns to enemies within 3m of the corpse,
radius to 5m and Wither duration to 1 turn
When you apply Acid or Bleeding to an enemy, apply 1 stack of Battered as well. When you apply Poisoned or Suffocating to an enemy, apply 1 stack of Harried as well
+20% invested Memory, +20% invested Power
4:
Paucity grants +2.5% Power and Wits per Entropy, Force, and Form,
Swapped Wits to Finesse
Withered applies -2.5% accuracy per Entropy, Force, and Form
5:
Paucity grants a 13m aura that applies -1% Accuracy and -1.5% Movement Speed per Leadership to enemies,
Changed to: Paucity grants +1 AP recovery and a 13m aura that applies -1.5% Accuracy and Movement Speed per Entropy, Force, and Form to enemies
Withered applies Corroding for 1 turn to enemies within 2m of its target. Withered applies -10% Constitution (-1% per Entropy, Force, and Form),
removed Constitution reduction
Learn Haruspicy: 2 AP, 1 turn cooldown, 13m range, pay 50% of your maximum Vitality to explode an unexploded corpse and gain 1 SP
The hand that grinds mountains to motes of dust
DemilichTier 3
Required: 7 Entropy, 1 Force, 5 FormCompletion: None
SelectionValue(s)Implicit(s)
1:
+3 Initiative, +9% invested Wits
+2 Power, +7% Damage
+6% Maximum Magic Armor
+14% missing Magic Armor Regen (50% max)
+8% summon Resistances
2:
+Magic Armor: Exceptional (scales with level)
+1.3% Increased Battered and Harried Threshold
+Physical Armor: Exceptional (scales with level)
+9% Maximum Vitality
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect
+2 Maximum Adaptation stacks
3:
Adaptation activates when your Paucity would activate, instead of Paucity
Learn Corpse Mastery: 2 AP, 3 turn cooldown, 13m range, move the corpses of non-boss characters within 4m from a point that you can see to the closest valid points within 3m of you. Teleportation fails if no space large enough for the corpse can be found,
Corpse Mastery now requires combat. AP from 2 to 1 and CD from 3 to 1
+20% invested Finesse, +20% invested Strength
Surfaces and clouds no longer affect your summons
4:
If you have 5 or more stacks of Adaptation when you cast Grasp of the Starved, Hail Strike, or Mosquito Swarm, lose 3 stacks of Adaptation to gain +1 effective Source Infusion, even if normally uninfused
Bane also counts preexisting Battered and Harried stacks on the target for determining its final detonation damage
+15% summon Accuracy, +13% summon Critical Chance, +10% summon Lifesteal
5:
If you have 5 or more stacks of Adaptation when you cast Blizzard, Scourge, or Winter Blast, lose 3 stacks of Adaptation to gain +1 effective Source Infusion even if normally uninfused
When you perform an Occultist reaction, gain 2 stacks of Adaptation, -1 Bane duration
Your Vitality is always limited to 5% of its total. As long as you have more than zero of both armors, you cannot die; If you suffer damage that would reduce one of your armors to zero, you die, Gain +65% maximum physical and magic armor, The What a Rush talent can only ever grant you 1 AP recovery
Learn Summon Boneshaped Crusher: 6 AP, 5 turn cooldown; casts Battle Stomp, Black Shroud, Bone Cage, and Corpse Explosion, Instantly summon a Boneshaped Crusher as you enter combat, Boneshaped Crushers do not count against your summon limit, but you may only have one at a time,
Boneshaped Crusher now has All-In. Constitution qualifier from 6 to 9, physical armor from 20 to 60, magic armor from 20 to 30, +10 acc, -15 dodge, power from 5 to 6. Also gave him Battering Ram and 3 Necromancer for rituals.,
Increased Boneshaped Crusher stats, gave him Necrotheosis and lowered his AP cost from 6 to [4, Boneshaped Crusher now starts with 2 turns of Source Gen and 1 SP, The Boneshaped Crusher skill now requires combat
6:
Nothing
If you have Demilich's Limited Invulnerability, when an effect would restore your Vitality, restore 50% of that amount to both physical and magic armor instead. If you do not have Demilich's Limited Invulnerability, restoring Vitality also restores 15% of that amount to both physical and magic armor
You should not have come to this place

Form

The ChaliceTier 1
Required: 1 FormCompletion: 3 Form, 2 Inertia
SelectionValue(s)Implicit(s)
1:
+5% Earth Resistance
+5% Fire Resistance
+1% Physical Resistance
+5% Poison Resistance
2:
+1 Geomancer
+1 Necromancer
+1 Pyrokinetic
+1 Summoning
3:
+1 Dual Wielding
+3% Damage
+1 Leadership
+1 Retribution
+1 Single-Handed
4:
Unlock basic activation of Abeyance, +1 Strength
Learn the Adaptation skill
5:
When Abeyance activates, remove all tier I and II statuses from yourself
Adaptation grants +2% to elemental resistances per stack of Adaptation
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect, +2 Finesse
The cup that runneth over
The KeyTier 1
Required: 1 FormCompletion: 2 Entropy, 3 Form
SelectionValue(s)Implicit(s)
1:
+5% Earth Resistance
+5% Fire Resistance
+1% Physical Resistance
+5% Poison Resistance
+6% summon Damage
2:
+1 Geomancer
+1 Necromancer
+1 Pyrokinetic
+1 Summoning
+4% summon Elemental Resistances
3:
+1 Dual Wielding
+3% Dodge Chance
+1 Leadership
+1 Retribution
+1 Single-Handed
+6% summon Accuracy
4:
Centurion reactions can be performed when an enemy you can see misses you
Occultist reactions can be performed when an ally applies tier II or III of Ataxia or Squelched to an enemy you can see
+0.5 summon Movement Speed, +5% summon Elemental Resistances
5:
Gain +10% Accuracy and +25% Critical Strike while performing a Centurion reaction
+0.2 Movement Speed
Occultist reactions also apply Calcifying for 2 turns
+1 free Centurion reaction per round
+1 free Occultist reaction per round
+11% summon Critical Chance
Unlock the mind and the flesh transforms
The NautilusTier 1
Required: 1 FormCompletion: 3 Form, 1 Inertia
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+4% Water Resistance
+1 Memory
+1 Power
+1 Strength
+1 summon Perseverance
2:
+5% Dodge Chance
+9% missing Physical Armor Regen (50% max)
+9% missing Magic Armor Regen (50% max)
+6.5% missing Vitality Regen (50% max)
+5% summon Physical Resistance
3:
Unlock basic activation of Defiance, Defiance grants +6% physical resistance
When you perform Shields Up, apply Taunted for 1 turn to enemies within 3m
+7% summon Physical Resistance,
Changed to +14% Phys Res from +7%
The coiled citadel contains oceans
The SilkwormTier 1
Required: 1 FormCompletion: 1 Entropy, 3 Form
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+3% Poison Resistance
+1 Memory
+1 Power
+1 Strength
+5% summon Damage
2:
+5% Accuracy
+2% missing Physical Armor Regen (50% max)
+8% Damage
+3 Initiative, +1 Memory
+7% summon Accuracy
3:
When you perform Staff of Magus, gain the Savage Sortilege talent until your next turn
Presence grants +2% to elemental resistances per Leadership. If you already have this effect: Presence grants +1% damage per Leadership
+12% missing Magic Armor Regen (50% max)
+9% missing summon Vitality Regen (50% max)
None harm the one clothed in gold
The BasiliskTier 2
Required: 2 Entropy, 4 FormCompletion: 2 Form
SelectionValue(s)Implicit(s)
1:
+1 Geomancer
+3% Poison Resistance, +1% Physical Resistance
+1 Necromancer
+1 Pyrokinetic
+1 Summoning
+2% summon Resistances
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
If you have a free off hand at the end of your turn, perform an Occultist reaction on the nearest non-totem enemy you can see,
Removed the free offhand requirement
When you apply Calcifying to an enemy, apply Withered for 1 turn,
Now limited to once per round, per target
+10% summon Accuracy, +10% summon Damage, +5% summon Resistances
4:
Source Infusion 1: when you perform an Occultist reaction, emulate the effects of Petrifying Visage, +7% Damage,
1SP to once per round but does not apply Subjugated
Occultist reactions apply up to Slowed II for 2 turns, +1 free Occultist reaction per round,
Slowed II to Calcifying
Withered applies -5% movement (-1.5% per Form and Entropy)
+10% summon Dodge, +13% summon Maximum Vitality, +10% summon Damage
Serenity strips the wrathful of their arrogance
DoppelgangerTier 2
Required: 1 Entropy, 5 FormCompletion: 3 Form
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+0.3% Increased Battered and Harried Threshold, +Magic Armor: Small (scales with level)
+1 Memory
+1 Power
+1 Strength
+5% summon Damage
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+7% Dodge Chance
+1% Increased Battered and Harried Threshold
+13% missing Physical Armor Regen (50% max)
+13% missing Magic Armor Regen (50% max)
+10% missing Vitality Regen (50% max)
Presence grants +1.5% Wits per Leadership
4:
Learn the Adaptation skill, Adaptation activates, granting 3 stacks, when you cast any Incarnate infusion
Once per round, Occultist reactions can be performed when an enemy you can see kills an allied summon
+8% summon Accuracy, +11% summon Critical Chance, +12% summon Damage
5:
Adaptation grants +2% missing Vitality, Physical, and Magic Armor regeneration
If you have 6 or more stacks of Adaptation when you perform an Occultist reaction, lose 1 stack of Adaptation and emulate the effects of Throw Dust,
6 stacks to 5 stacks, payment to 2 stacks from 1, and now only harms enemies
Conjure Incarnate summons an Incarnate Champion,
Now also autoinfuses the Incarnate and grants +4 Memory
If you do not already have this benefit, increase your summon limit by 1
Illusions vanish, but do not bleed
The DragonTier 2
Required: 5 Form, 1 InertiaCompletion: 3 Form
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+3% Accuracy, +5% Damage
+1 Memory
+1 Power
+1 Strength
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+8% Accuracy, +0.6 Movement Speed
+13% Damage, +0.6 Movement Speed
+5 Initiative, +1.5% Increased Battered and Harried Threshold
Unlock basic activation of Defiance, If you already have this activator: activate Defiance at the start of your turn if you have 3 or more non-totem allies within 5m of you. Defiance grants +15% damage,
Ally req from 3 to 2 and 5m to 8m. Increased damage to +30% from +15%
4:
Unlock basic activation of Abeyance, -0.2% Abeyance activation threshold per Power and Wits over 10
Centurion activates on enemies targeted by allied Predator reactions
Unlock basic activation of Defiance, Defiance grants +10 initiative and +2 free Centurion reactions
5:
If you have 5 or more stacks of Adaptation when you activate Abeyance, pay 1 stack of Adaptation for each enemy you can see within 8m to deal fire damage to it,
Stacks from 5 to 3 and fire damage multiplier to 200 from 100
When Abeyance activates due to an enemy, and you control totems who can see this enemy, you order these totems to retaliate instead of abeying the damage
If you have 5 or more stacks of Adaptation when you perform a Centurion reaction, lose 1 stack of Adaptation and emulate the effects of Dragon's Blaze,
Stacks from 5 to 3
Defiance feeds on dissent like a flame until only blazing rebellion remains
The GryphonTier 2
Required: 4 Form, 2 InertiaCompletion: 2 Form
SelectionValue(s)Implicit(s)
1:
+1 Geomancer
+3% Fire Resistance, +1% Physical Resistance
+1 Necromancer
+1 Pyrokinetic
+1 Summoning
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Centurion reactions may be performed when an enemy you can see misses you
After you have suffered total damage exceeding 70% of your maximum Vitality (-1% per Constitution over 10, minimum of 20%), activate Ward for 1 turn, When an enemy critically hits you, activate Ward, +1.7% Increased Battered and Harried Threshold
+2 Maximum Adaptation stacks, +13% invested Strength
Centurion reactions may be performed when you perform an attack of Opportunity
4:
When you perform a Centurion reaction, gain 2 stacks of Adaptation
Centurion reactions gain +10% critical strike chance per stack of Adaptation
When you activate Ward, activate Adaptation gaining 2 stacks
The first to ascend builds a stair for those who follow
WealthTier 2
Required: 1 Entropy, 3 Form, 2 InertiaCompletion: 2 Form, 1 Inertia
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+10% invested Memory
+1 Memory
+1 Power
+1 Strength
+1% summon Resistances
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+7% Dodge Chance
+10% Damage
+13% missing Physical Armor Regen (50% max)
+13% missing Magic Armor Regen (50% max)
+10% missing Vitality Regen (50% max)
+8% summon Dodge, +10% missing summon Vitality Regen (50% max), +2 summon Perseverance
4:
Unlock basic activation of Abeyance, -5% damage from Abeyance (-1% per Form and Inertia), up to -45%, +2% to all Resistances
Learn the Adaptation skill, Adaptation activates, granting 3 stacks, when you perform Flurry,
Now also works with All-In, Staff of Magus and Sucker Punch
+2 Maximum Adaptation stacks, +14% invested Memory
+15% summon Maximum Vitality, +0.6 summon Movement Speed
5:
When you activate Abeyance, if you control three or more totems, sacrifice your oldest totem to reduce the damage that you would suffer from Abeyance by 40%, +2% to all Resistances
If you have 5 or more stacks of Adaptation when you cast Fortify or Peace of Mind, lose 5 stacks of Adaptation and extend that target's Source Generation by 1 turn,
Now requires 3 stacks and costs 2 stacks. Works also with Armour of Frost. Now also applies Haste for 2 turns
If you have 8 or more stacks of Adaptation when you cast Meteor Shower, lose 5 stacks of Adaptation and gain +1 effective Source Infusion level for this cast
Gold rebukes with a heavy hand
CerberusTier 3
Required: 1 Entropy, 7 Form, 5 InertiaCompletion: None
SelectionValue(s)Implicit(s)
1:
+7% Dodge Chance
+2 Strength, +5 Initiative
+14% missing Physical Armor Regen (50% max)
+14% missing Magic Armor Regen (50% max)
+10% missing Vitality Regen (50% max)
+8% summon Resistances
2:
+14% Earth Resistance
+3% to all Resistances
+14% Fire Resistance
+3% Physical Resistance
+14% Poison Resistance
+2 Maximum Adaptation stacks
3:
When you cast Cannibalize, activate Adaptation gaining 5 stacks, or 10 for a controllable summon
If you have 2 weapons equipped, Ward grants +30% damage per totem you control at the time of activation, up to +120%
+20% invested Constitution, +20% invested Power
Surfaces and clouds no longer affect your summons
4:
Adaptation grants: +1 Initiative, +0.1 movement, and +3.5% Constitution
When you activate Ward due to interaction with an enemy, summon a Boneshaped Skitterer adjacent to them
+15% summon Dodge, +25% summon Damage, +1 summon Movement Speed
5:
When you activate Adaptation, also activate it for allied heroes, using your Adaptation effects
When you activate Adaptation, also activate it for your summons, using your Adaptation effects
Ward lasts 1 more turn and grants +25% Finesse, Power, and Wits
When one of your controlled summons dies, summon 1 (+20% of your Form and Entropy) Boneshaped Skitterer(s) that last for 3 turns at its position
Admit the worthy and despoil the weak
The RitualTier 3
Required: 5 Entropy, 7 Form, 1 InertiaCompletion: None
SelectionValue(s)Implicit(s)
1:
+8% Accuracy
+2 Power, +3% Critical Chance
+13% Damage
+3 Initiative, +9% invested Power
+10% summon Damage, +15% summon Dodge
2:
+1 free Centurion reaction per round, +1% Increased Battered and Harried Threshold, +1% to Maximum Elemental Resistances
+1 free Occultist reaction per round, +1% Increased Battered and Harried Threshold, +1% to Maximum Elemental Resistances
Presence grants +1% Critical Chance per Leadership
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills may activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect, +1% Increased Battered and Harried Threshold, +1% to Maximum Elemental Resistances
3:
Occultist activates when you perform a ritual reaction targeting an enemy, +1 free Occultist reaction per round,
When an ally performs a ritual reaction, apply your Occultist effects to every enemy within 13m. Once per round, when an allied totem is commanded to attack by The Ritual Ascension, apply your Occultist effects to every enemy within 13m
If you have a two handed weapon equipped, Withered applies -10% Dodge (-1.5% per Form and Entropy )
+20% invested Finesse, +20% invested Memory
Surfaces and clouds no longer affect your summons
4:
Bane applies -1 AP Recovery,
Also applies Bleeding for 2 turns
Withered applies -20% Wits (-2% per Form, Inertia, and Entropy)
+15% summon Accuracy, +15% summon Critical Chance, +21% summon Damage
5:
Once per turn, when you perform an Occultist reaction on an enemy, your totems attempt to attack it,
Once per turn, when you perform an Occultist reaction on an enemy, your totems attempt to attack it.. Allied totems that are owned by another character with this effect also attempt to attack.
Source Infusion 1: When you cast Cannibalize on a controllable summon that is within 6m of 3 of your own totems, sacrifice those totems and apply Withered for 2 turns to all enemies in combat with you. Then, gain +50% damage while you emulate the effects of Finger of Death on all enemies you can see. Recover 1 SP,
Changed 6m to 13m, totem req from 3 to 2, FoD to Horrid Wilting and “enemies you can see” from 20m to 30m
Damage cannot kill you. If you fall to 1 Vitality or below, sacrifice your oldest uncontrolled summon to return to 20% Vitality; if you have none, sacrifice your oldest controlled summon instead; if you have none, you die
Totems duplicate as they die; duplicates will not continue this effect
Death unlocks time
SphinxTier 3
Required: 2 Entropy, 8 Form, 3 InertiaCompletion: None
SelectionValue(s)Implicit(s)
1:
+7% Dodge Chance
+2 Constitution, +3% Maximum Vitality
+14% missing Physical Armor Regen (50% max)
+14% missing Magic Armor Regen (50% max)
+10% missing Vitality Regen (50% max)
2:
+Magic Armor: Exceptional (scales with level)
+1.3% Increased Battered and Harried Threshold
+Physical Armor: Exceptional (scales with level)
+9% Maximum Vitality
3:
Unlock basic activation of Abeyance, While you have Abeyance, gain +1 AP Recovery
Once per round, if you have a free offhand when you perform a Centurion reaction, emulate the effects of Silencing Stare,
Removed the free OH requirement and is now twice per round
+20% invested Constitution, +20% invested Strength
4:
When you activate Abeyance, if your abeyed damage exceeds 40% of your maximum Vitality, lose all stacks of Adaptation to reduce your abeyed damage by 10% per stack lost
When you perform a Centurion reaction, gain 2 stacks of Adaptation. If you already have this effect: gain one more stack
If you have the Demolitionist talent and 4 or more stacks of Adaptation when you Source infuse a grenade throw, lose 3 stacks of Adaptation to gain +1 effective Source Infusion for the throw,
If you have the Demolitionist talent and at least one stack of Adaptation when you throw a grenade, lose a stack of Adaptation to gain +1 effective Source Infusion for the throw, even if normally uninfused. Thanks Amer <3, +1 Grenade throw recovery per round
5:
Damage from Abeyance cannot reduce your Vitality below 5%
If you have 4 or more stacks of Adaptation when you perform a Centurion reaction, lose 3 stacks of Adaptation, and emulate the effects of Chain Lightning
Whenever you have Source Generation, as long as you have not reached 3 Source points, it is extended indefinitely. Gain 1 Source point for every 2 actions you perform that expend Source
Wisdom conquers fortune

Inertia

The ArmadilloTier 1
Required: 1 InertiaCompletion: 1 Form, 3 Inertia
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+1% Dodge Chance
+1 Finesse
+1 Memory
+1 Strength
2:
+6% Dodge Chance
+0.5 Movement Speed, +3% Earth Resistance
+4% Maximum Physical Armor, +2% Earth Resistance
3:
When you perform Shields Up, apply Taunted for 1 turn to enemies within 3m
Unlock basic activation of Defiance, Defiance grants +2% Increased Battered and Harried Threshold, +3% Earth Resistance
+Physical Armor: Moderate (scales with level), +1% Earth Resistance
Savage blows batter the living fortress, meaningless as grains of sand scattered over a mountain
The AurochTier 1
Required: 1 InertiaCompletion: 3 Inertia, 1 Life
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+5% Water Resistance
+1 Finesse
+1 Memory
+1 Strength
2:
+3% Dodge Chance
+1 Constitution
+0.3 Movement Speed
+2% Maximum Physical Armor, +1% Water Resistance
3:
When you perform Shields Up, apply Taunted for 1 turn to enemies within 3m
Presence grants +2% to elemental resistances per Leadership. If you already have this effect: Presence grants +1% physical resistance per Leadership
+5% Maximum Vitality
Endure until the plow no longer burdens
The CrabTier 1
Required: 1 InertiaCompletion: 3 Inertia, 2 Life
SelectionValue(s)Implicit(s)
1:
+5% Air Resistance
+5% Earth Resistance
+1% Physical Resistance
+5% Piercing Resistance
+5% Water Resistance
2:
+1 Aerotheurge
+1 Geomancer
+1 Hydrosophist
+1 Warfare
3:
+1 Leadership
+2 Initiative
+1 Perseverance
+1 Retribution
+1 Single-Handed
4:
Learn the Mercy skill, which activates Benevolence on allies around you
After you have suffered total damage exceeding 70% of your maximum Vitality (-1% per Constitution over 10, minimum of 20%), activate Ward for 1 turn
5:
When you remove 4 or more stacks of Battered and or Harried via Benevolence, extend your Source Generation by 1 turn
Ward grants: +3% Increased Battered and Harried Threshold
The righteous rebuke conquers where a fool's wrath cannot
The GuardsmanTier 1
Required: 1 InertiaCompletion: 2 Form, 3 Inertia
SelectionValue(s)Implicit(s)
1:
+5% Air Resistance
+5% Earth Resistance
+1% Physical Resistance
+5% Piercing Resistance
+5% Water Resistance
2:
+1 Aerotheurge
+1 Geomancer
+1 Hydrosophist
+1 Warfare
3:
+1 Leadership
+1 Perseverance
+1 Retribution
+1 Single-Handed
+Physical Armor: Small (scales with level)
4:
Celestial reactions can be performed on allies you can see when a friendly effect removes Battered or Harried from them
Centurion reactions can be performed when an enemy you can see within weapon range (up to 5m away) hits a non-self ally with a basic attack or spell, +1 Strength,
Removed the once per round no limit effect and increased base range to 7m from 5m
5:
Celestial reactions cleanse Acid, Bleeding, Brittle, Poisoned (if not undead), Suffocating from allies, +1% Increased Battered and Harried Threshold
Centurion reactions apply Taunted for 1 turn
+1 free Centurion reaction per round, +1% Physical Resistance, +3% Piercing Resistance
Yet the watchers guard
The CasqueTier 2
Required: 5 Inertia, 1 LifeCompletion: 3 Inertia
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+0.4% Increased Battered and Harried Threshold, +3% Maximum Vitality
+1 Finesse
+1 Memory
+1 Strength
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+8% Dodge Chance, +2% Physical Resistance
+0.9 Movement Speed, +2% Physical Resistance
+5% Maximum Physical Armor, +3% Physical Resistance
Presence grants +1% missing Physical and Magic Armor regeneration per Leadership
4:
Learn the Mercy skill, which activates Benevolence on allies around you, If you have a free off hand, when an ally activates Paucity or Purity, activate Benevolence, removing +1 Battered and Harried,
Removed the free offhand requirement and clarified tooltip to state that it was once per turn
+2% to Elemental Resistances
Perform Celestial on allies you can see when a friendly effect removes Battered or Harried from them
Perform Celestial on allies you can see when they reach 3 stacks or more of Elementalist, once per ally per round
5:
Once per round, when you remove three or more stacks of Battered or Harried with Benevolence, gain a exceptional amount of base Physical and Magical Armor (based on character level) for 2 turns, +2% to Elemental Resistances
Once per round, duplicate the effect of your Celestial reaction on yourself
The steel skull shelters an iron will
The CenturionTier 2
Required: 1 Form, 3 Inertia, 2 LifeCompletion: 2 Inertia, 1 Life
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+0.3% Increased Battered and Harried Threshold, +0.4 Movement Speed
+1 Finesse
+1 Memory
+1 Strength
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+8% Accuracy, +4% Critical Chance
+13% Damage, +4% Critical Chance
+6 Initiative, +15% invested Strength
Once per turn, Centurion reactions performed while Defiance is active afflict the target with 1 additional stack of Battered and Harried
4:
Centurion reactions can be performed when an enemy you can see within weapon range (up to 5m away) hits a non-self ally with a basic attack or spell,
Removed the once per round no limit effect and increased base range to 7m from 5m
When you perform your third Celestial and/or Centurion reaction in a single round, activate Ward and extend Source Generation by 1 turn
Centurion reactions can be performed when your Ward is caused to activate due to an enemy
5:
Source Infusion 1: when you perform a Centurion reaction, apply Ruptured Tendons for 1 turn to enemies you hit,
1SP to once per round
When you perform a Centurion reaction, activate Violent Strike and gain +20% damage (+3% per invested Strength) during the reaction
Your Ward grants Volatile Armor: 15% of Armor damage taken is dealt to others within 3m as physical damage,
Clarified the tooltip to state that it's 3m and not 2m, 15% to 25%, damage is now irresistible
Pay all debts in kind
The GladiatorTier 2
Required: 3 Form, 3 InertiaCompletion: 1 Form, 2 Inertia
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+5% Dodge Chance, +1 Initiative
+1 Finesse
+1 Memory
+1 Strength
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+8% Accuracy, +5% Dodge Chance
+14% Damage, +5% Dodge Chance
+6 Initiative, +8% Dodge Chance
+2 Maximum Adaptation stacks
4:
Learn the Mercy skill, which activates Benevolence on allies around you, Once per round, when you reach 10 or more stacks of Adaptation, emulate the effects of Mercy, +2% to Elemental Resistances
After you have suffered total damage exceeding 70% of your maximum Vitality (-1% per Constitution over 10, minimum of 20%), activate Ward for 1 turn
Once per turn, when you have two weapons equipped and an attack misses you, activate Ward for 1 turn
5:
Benevolence applies 2 stacks of Adaptation to allies it affects
When you activate Ward, restore 5% of your total Vitality and remove 1 stack of Battered or Harried, whichever is higher
If you have Ward, Centurion reactions restore 20% of your missing Physical and Magical Armor, and gain +0.75% damage per percent of your current Physical and Magical Armor,
Added +1% per Inertia to the missing armor restoration
Glorious deeds echo through eternity
The HippopotamusTier 2
Required: 4 Inertia, 2 LifeCompletion: 2 Inertia
SelectionValue(s)Implicit(s)
1:
+1 Aerotheurge
+1% Physical Resistance, +3% Water Resistance
+1 Geomancer
+1 Hydrosophist
+1 Warfare
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Once per round per ally, Celestial reactions can be performed on allies you can see that perform a critical strike, if they are missing Vitality, +1 free Celestial reaction per round
Unlock basic activation of Prosperity
Once per round, activate Prosperity for 1 turn when you activate Ward, regardless of your Vitality
4:
Celestial reactions also restore 15% of target's missing Physical and Magical Armor (+2% per Inertia),
Celestial reactions apply Mending for 2 turns, which restores 15% of missing armors and Vitality each turn
Celestial reactions activate Violent Strike for allies, +14% invested Constitution
Prosperity grants +10% physical and piercing resistance
Blows merely brush the dust from its hide
The RhinocerosTier 2
Required: 2 Form, 4 InertiaCompletion: 2 Inertia
SelectionValue(s)Implicit(s)
1:
+1 Aerotheurge
+1% Physical Resistance, +3% Earth Resistance
+1 Geomancer
+1 Hydrosophist
+1 Warfare
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Unlock basic activation of Abeyance, Abeyance damages your Physical Armor, then Magical Armor, and then Vitality, +5% Physical Resistance
Centurion reactions can be performed when an enemy you can see applies a tier II or III status to you or an ally, +1 free Centurion reaction per round
Unlock basic activation of Defiance, Defiance grants +25% damage. +1 Defiance duration
4:
Twice per round, if you have a shield equipped when Abeyance activates, emulate the effects of Shields Up,
Increased limit to twice per round. Will not perform an animation anymore if you also have The Arena: 5.1
Once per round, your Centurion reaction emulates the effects of Battle Stomp instead of performing a basic attack. If normally less than 10m, Centurion's range becomes 10m for this reaction,
Centurion Battlestomp can now only be cast if the target is at <10m, and does not consume the ranged charge
Once per round, your Centurion reaction emulates the effects of Whirlwind within 2m of the target instead of performing a basic attack. If normally less than 13m, Centurion's range becomes 13m for this reaction. This effect still counts as a basic melee attack
Tread heavily; strike mercilessly
The ArenaTier 3
Required: 1 Form, 7 Inertia, 5 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+8% Accuracy
+2 Finesse, +5 Initiative
+13% Damage
+3 Initiative, +9% invested Strength
2:
+1 free Celestial reaction per round, +1.2% Increased Battered and Harried Threshold, +2% Physical Resistance
+1 free Centurion reaction per round, +1.2% Increased Battered and Harried Threshold, +2% Physical Resistance
Unlock basic activation of Defiance, Defiance grants +10% Dodge and +2% Increased Battered and Harried Threshold,
Increased dodge to +20% from +10%, Replaced B/H threshold with +20% Accuracy
3:
If you have Defiance at the end of your turn, perform a Centurion reaction on the nearest enemy you can see
If you have two weapons equipped, Prosperity grants +10% Accuracy and +20% Critical Chance
+20% invested Finesse, +20% invested Power
4:
Centurion reactions apply up to tier II of Ataxia and Squelched for 1 turn,
Increased duration to 2 turns from 1, Now also grants +10% Critical Chance per enemy within 5m, while performing Centurion reactions
If you have Prosperity, your Source Infusions apply at +1 effective infusion for Aspect of the Bull and Heart of Steel; these statuses now grant +10% Finesse and Wits,
Replaced Wits with Power
5:
Centurion reactions become 4m Whirlwinds,
Whirlwind 4m to 5m, Adjusted Whirlwind efx to properly match a 5m radius, Adjusted efx timing to better sync with Whirlwind cast animation, Default Centurion range is increased to 5m so it matches Whirlwind, Also counts as a melee hit, aka can proc Sparks
While you have Prosperity, gain an Empowered Bouncing Shield skill that costs 2AP and has a 1 turn cooldown,
Empowered Bouncing shield now uses 150% of Shield's Physical armor and can bounce up to 3 times within 8m
Wearing a shield no longer decreases your damage gain from Power,
Also grants +10 Power
Triumph only favors those who sacrifice everything
ChampionTier 3
Required: 2 Form, 8 Inertia, 3 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+7% Dodge Chance
+2 Constitution, +0.7% Increased Battered and Harried Threshold
+0.8 Movement Speed
+6% Maximum Physical Armor
2:
+14% Air Resistance
+3% to all Resistances
+14% Earth Resistance
+3% Physical Resistance
+14% Piercing Resistance
+14% Water Resistance
3:
Celestial reactions can be performed on enemies as they become afflicted with Vulnerable III
Once per round when you activate Ward, apply Encouraged for 3 turns to yourself and allies within 13m, and remove 1 Battered and Harried from them
+20% invested Constitution, +20% invested Memory
4:
Once per round, Celestial reactions performed on enemies emulate the effects of Pressure Spike and Winter Blast,
Twice per round, Celestial reactions performed on enemies emulate the effects of Pressure Spike and Winter Blast on every visible enemy within 13m of the target
Ward grants +3% to elemental maximum resistances and +7% to physical and piercing resistance
5:
Celestial reactions apply your Ward to allies and restore 1 AP
Ward grants +1% to all resistances (per Form, Inertia, and Life)
The torch that blinds the darkness
FortressTier 3
Required: 5 Form, 7 Inertia, 1 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+7% Dodge Chance
+2 Strength, +5% Magic Armor restored from Voracity, +5% Physical Armor restored from Voracity
+0.8 Movement Speed
+6% Maximum Physical Armor
2:
+Magic Armor: Exceptional (scales with level), +1.3% Increased Battered and Harried Threshold
+Physical Armor: Exceptional (scales with level), +1.3% Increased Battered and Harried Threshold
+9% Maximum Vitality, +1.3% Increased Battered and Harried Threshold
Unlock basic activation of Defiance, Defiance grants an additional 1 AP from Prepared; if you have 7 stacks of Battered or Harried (combined), gain an additional +1 AP, or +2 AP with 12 stacks
3:
Once per turn, activate Benevolence when an ally is damaged to 0 Physical or Magical Armor
Presence grants +0.15% increased Battered and Harried Threshold per Leadership
+20% invested Constitution, +20% invested Strength
4:
The first time you activate Abeyance each combat, gain Comeback Kid for 5 turns
Benevolence Restores 5% of your missing Physical or Magical Armor per stack of Battered or Harried removed, respectively
5:
When you perform Shields Up, allies within 5m of you gain Abeyance for 1 turn. When an ally would suffer damage from Abeyance, you suffer it instead. Reduce damage suffered from Abeyance by 3.5% per Inertia, up to -45%
Once source generation begins, it continues until the end of combat. When you remove 4 or more stacks of Battered or Harried from Benevolence, gain Stockpile for 5 turns: recover 1 Source Point the next time you spend Source
The view from the ramparts reveals a landscape of victory

Life

The BeetleTier 1
Required: 1 LifeCompletion: 1 Force, 3 Life
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+1 Initiative
+1 Finesse
+1 Memory
+1 Power
2:
+6% Dodge Chance
+5% Maximum Vitality
+5% missing Vitality Regen (50% max), +5% missing Physical Armor Regen (50% max)
+0.4 Movement Speed, +5% missing Physical Armor Regen (50% max)
3:
Unlock basic activation of Defiance, Defiance grants a moderate amount of base Physical and Magic Armor (based on character level)
When you perform Shields Up, apply Taunted for 1 turn to enemies within 3m
+1% Increased Battered and Harried Threshold, +2% missing Physical Armor Regen (50% max),
Changed +2% B/H Threshold and +5% Physical regen from +1% and +2%
Oneness of weapon and armor
The HindTier 1
Required: 1 LifeCompletion: 2 Force, 3 Life
SelectionValue(s)Implicit(s)
1:
+5% Air Resistance
+5% Fire Resistance
+5% Poison Resistance
+5% Water Resistance
2:
+1 Huntsman
+1 Initiative
+1 Aerotheurge
+1 Hydrosophist
+1 Pyrokinetic
3:
+1 Leadership
+0.1 Movement Speed
+1 Perseverance
+1 Ranged
+1 Two-Handed
4:
Celestial reactions can be performed on allies you can see with less than 50% Vitality when they spend Source
Elementalist reactions can be performed when an ally targets an enemy or point you can see with an Aerotheurge or Hydrosophist skill. The reaction deals air or water damage, respectively
5:
Once per round per ally, Celestial reactions extend the target's Source Generation by 1 turn
Air and water Elementalist reactions apply Charged and Brittle for 2 turns, respectively, +7% Damage
+1 free Celestial reaction per round, +3% Maximum Vitality
+1 free Elementalist reaction per round, +3% Critical Chance
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect, +2 Finesse
Whose charity humbles the hunter
The LizardTier 1
Required: 1 LifeCompletion: 1 Inertia, 3 Life
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+2% missing Vitality Regen (50% max)
+1 Finesse
+1 Memory
+1 Power
2:
+3% Accuracy
+2.5% missing Vitality Regen (50% max)
+5% Damage
+4 Initiative
3:
When you perform Staff of Magus, gain the Savage Sortilege talent until your next turn
Presence grants +2% to elemental resistances per Leadership. If you already have this effect: Presence grants +1% missing Vitality regeneration per Leadership
+5% Dodge Chance, +2% missing Vitality Regen (50% max),
Changed to +7.5% Vitality Regen from +2%
Scars fall away like shed skin
The RabbitTier 1
Required: 1 LifeCompletion: 2 Inertia, 3 Life
SelectionValue(s)Implicit(s)
1:
+5% Air Resistance
+5% Fire Resistance
+5% Poison Resistance
+5% Water Resistance
2:
+1 Huntsman
+1 Aerotheurge
+1 Hydrosophist
+1 Pyrokinetic
3:
+1 Leadership
+2 Initiative
+1 Perseverance
+1 Ranged
+1 Two-Handed
4:
Unlock basic activation of Prosperity, Prosperity grants +1 Leadership, +1 Constitution
When reduced to 30% Vitality (+1.5% per Life) or below, activate Purity
5:
Prosperity grants +1 duration for Mend Metal, Restoration, and Soothing Cold you apply. These statuses grant +5 to elemental resistances,
Also affects Hasted and +5% elemental resistances to +10%
Purity aura grants +2.5% Battered and Harried threshold,
Now also grants +10% to elemental resistances
Fortune magnifies the meek
The EnchantressTier 2
Required: 1 Force, 5 LifeCompletion: 3 Life
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+4% Critical Chance
+1 Finesse
+1 Memory
+1 Power
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+6% Accuracy
+10% invested Memory, +1 Memory
+10% Damage
+3 Initiative, +6% invested Memory
4:
Elementalist reactions can be performed when an ally performs a Centurion reaction or applies Weakened III. The reaction deals air or water damage, respectively
If you already have 3 stacks of Elementalist or more when you perform an Elementalist reaction, activate Prosperity for 1 turn, regardless of your Vitality,
Added a once per round check
5:
When you activate Purity, lose 4 stacks of Elementalist,
Now grants 5 Elementalist stacks as long as you have at least 1 stack
Gain +2% to all resistances and +2% critical chance per stack of Elementalist
If you have Prosperity, your Source Infusions apply at +1 effective infusion for Aerosphere, Armor of Frost, and Lightning Bolt
The gilded cage still imprisons, and the silken cord yet restrains
The HuntressTier 2
Required: 2 Force, 1 Inertia, 3 LifeCompletion: 1 Force, 2 Life
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+3% Maximum Vitality, +0.2 Movement Speed
+1 Finesse
+1 Memory
+1 Power
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+8% Accuracy
+4% Critical Chance
+13% Damage
+3 Initiative, +0.5 Movement Speed
4:
Unlock basic activation of Prosperity, Source Infusion 1: When you perform Flurry, activate Prosperity for 2 turns, regardless of your Vitality,
now also works with All In, Staff of Magus, and Sucker Punch
When reduced to 30% Vitality (+1.5% per Life) or below, activate Purity, Once per turn, activate Purity when you lose Prosperity, +4% Dodge Chance
5:
Prosperity grants +1 duration to Farseer, Peace of Mind, and Haste; these statuses now grant +5% accuracy and +7% critical chance
If you have Prosperity, your Source Infusions apply at +1 effective infusion for Elemental Arrowheads, First Aid, and Marksman's Fang
Once per round, if Purity would activate but has remaining cooldown, reduce its remaining cooldown by 1
The master's art disdains trophies and leaves no trace
The NymphTier 2
Required: 1 Inertia, 5 LifeCompletion: 3 Life
SelectionValue(s)Implicit(s)
1:
+1 Constitution
+10% invested Memory
+1 Finesse
+1 Memory
+1 Power
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
+4% Dodge Chance, +2 Initiative
+6% Maximum Magic Armor
+4% Maximum Vitality
+7% missing Vitality Regen (50% max)
+0.6 Movement Speed
4:
Celestial reactions can be performed when an ally activates Purity or Paucity, and does not have full Vitality
When reduced to 30% Vitality (+1.5% per Life) or below, activate Purity
Your Celestial reactions reduce your Purity's remaining cooldown by 1
5:
Source Infusion 1: your next Celestial reaction grants 1 Source Point. Source Infusion 2: in combat round 3 or later, your next Celestial reaction grants 2 Source Points
Purity, upon activation and at the start of your turn, applies up to Subjugated III for 2 turns to enemies within 8m
Source Infusion 1: your next Purity activation emulates the effects of Spontaneous Combustion on enemies you can see within 10m,
1SP Combustion to fire damage with a multiplier of 200 to every enemy within 8m
Before the tyranny of beauty conquerors yield their crowns
PegasusTier 2
Required: 2 Inertia, 4 LifeCompletion: 2 Life
SelectionValue(s)Implicit(s)
1:
+1 Huntsman
+2% to Elemental Resistances
+1 Aerotheurge
+1 Hydrosophist
+1 Pyrokinetic
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Learn the Mercy skill, which activates Benevolence on allies around you, If you have a free off hand, activate Benevolence when an ally activates Purity or Paucity, +2% to all Resistances,
Removed the free offhand requirement and clarified tooltip to state that it was once per turn
Elementalist reactions can be performed when an ally targets an enemy or point you can see with an Aerotheurge or Hydrosophist skill. The reaction deals air or water damage, respectively
Presence grants +0.1 movement per Leadership, +0.4 Movement Speed
Elementalist reactions can be performed when an ally targets an enemy or point you can see with a Huntsman or Warfare skill. The reaction deals earth or fire damage, respectively
4:
Benevolence restores 15% of missing Vitality and grants +5% elemental resistances for 1 turn, to each target,
5% to 10%
+0.4 Movement Speed, +3% Maximum Vitality
When you remove 3 stacks of Battered and/or Harried with Benevolence, activate Purity, or if it is on cooldown, reduce its remaining cooldown by 1,
the CD reduction effect is now limited to once per round
When an ally performs a Celestial reaction on you, lose 1 stack of Elementalist,
Upon reaching 10 stacks of Elementalist, spend 5 stacks to activate Purity, or if it's on cooldown, reduce its remaining cooldown by 1.
Majesty casts away the dross more easily than the wind shrugs off a manacle
The StagTier 2
Required: 2 Force, 4 LifeCompletion: 2 Life
SelectionValue(s)Implicit(s)
1:
+1 Huntsman
+2% to Elemental Resistances
+1 Aerotheurge
+1 Hydrosophist
+1 Pyrokinetic
2:
+1 Force
+1 Entropy
+1 Form
+1 Inertia
+1 Life
3:
Celestial reactions can be performed on allies you can see with less than 50% Vitality when they spend Source. If you already have this activator: the target no longer needs to be below 50% Vitality
+2% to all Resistances
Activate Violent Strike when you remove a stack of Battered or Harried from an ally
Unlock basic activation of Defiance, Defiance grants +7% to elemental resistances
4:
Celestial reactions apply Haste for 1 turn
Celestial reactions apply Magic Shell for 2 turns,
Changed Magic Shell to Regeneration for 2 turns on living characters, and Poisoned on undead characters
If you are affected by Purity, once per round when you perform a Violent Strike, emulate the effects of Glaciate and Ignition,
Does not require Purity anymore
Compassion humbles arrow, sword, and spear
The GoddessTier 3
Required: 1 Force, 5 Inertia, 7 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+7% Dodge Chance
+2 Memory, +0.7% Increased Battered and Harried Threshold
+6% Maximum Vitality
+10% missing Vitality Regen (50% max)
+0.8 Movement Speed
2:
+14% Air Resistance
+3% to all Resistances
+14% Fire Resistance
+14% Poison Resistance
+14% Water Resistance
3:
Celestial reactions can be performed when an ally activates Ward, if they are missing Vitality
Celestial reactions also restore 2% of maximum Physical and Magical armor per Life,
Celestial reactions on allies remove 3 Battered or Harried, whichever is higher. Previously it was 2 stacks
+20% invested Constitution, +20% invested Memory
4:
Benevolence emulates the Vitality restoration of your Celestial reaction
Celestial reactions on allies remove 2 Battered or Harried, whichever is higher,
Celestial reactions cleanse all Tier I and Tier II statuses. Previously it restored 2% of maximum Physical and Magical armor per Life
5:
You no longer suffer stacks of Battered or Harried from Benevolence
Source Infusion 1: Celestial reactions can be performed when an allied character dies, resurrecting the fallen character with 50% Vitality at your position. You suffer 7 stacks of Battered and Harried
During your turn, your allies perform their reactions without spending any AP. Whenever one or more allies perform a reaction at the same time during your turn, recover 1AP
Whose radiance ignites stars and incinerates galaxies
HopeTier 3
Required: 5 Force, 1 Inertia, 7 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+7% Dodge Chance
+2 Constitution, +5 Initiative
+6% Maximum Vitality
+10% missing Vitality Regen (50% max)
+0.8 Movement Speed
2:
+Magic Armor: Exceptional (scales with level), +1.3% Increased Battered and Harried Threshold
+Physical Armor: Exceptional (scales with level), +1.3% Increased Battered and Harried Threshold
+9% Maximum Vitality, +1.3% Increased Battered and Harried Threshold
Presence grants +0.1 Movement per Leadership
3:
Activate Purity when you perform Shields Up
Once per turn, If you have two weapons equipped while performing a Centurion reaction, gain +100% Critical Chance during the reaction
+20% invested Constitution, +20% invested Strength
4:
If you are affected by Purity, Centurion reactions gain +6% damage per Force, Inertia, and Life
Source Infusion 1: when you perform a Centurion reaction, emulate the effects of Supernova,
1SP to once per round and now harms enemies only
When you activate Purity, gain Blinding Radiance for 2 turns. -1 turn Purity cooldown
5:
When an ally activates Abeyance, Paucity, or Purity in response to an enemy you can see, activate Violent Strike, teleport to that enemy, and attempt to perform a Centurion reaction on it
If you have Purity active, your Aerotheurge and Pyrokinetic skills remove it to perform at +1 effective Source Infusion
The beacon burns brightest when shadowed by desperation
SplendorTier 3
Required: 3 Force, 2 Inertia, 8 LifeCompletion: None
SelectionValue(s)Implicit(s)
1:
+8% Accuracy
+2 Power, +3% Critical Chance
+13% Damage
+3 Initiative, +0.5 Movement Speed
2:
+1 free Celestial reaction per round
+0.7% Increased Battered and Harried Threshold, +1% to Maximum Elemental Resistances
+1 free Elementalist reaction per round
Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyromancer, and Summoning skills activate Finesse's AP recovery effect, but your basic attacks no longer activate this effect
3:
Activate Prosperity for 1 turn when you activate Purity, regardless of your Vitality
When you apply Scorched to an enemy, apply up to Dazzled II for 1 turn as well. +1 Scorched duration
+20% invested Finesse, +20% invested Power
4:
Elementalist reactions gain +1m radius and no longer damage allies,
Also affects Arcanist spell emulations (including explode radius)
When you cast Ignition, emulate its effects. If you have Prosperity when you apply Scorched to an enemy, also apply Charged for 1 turn
5:
If you have Prosperity and 4 or more stacks of Elementalist when you perform an Elementalist reaction, deal its damage again to all enemies within 13m of your target
Prosperity grants an Empowered Ignition spell that costs 2 AP and has a 1 turn cooldown
Once per round, when you perform 3 or more reactions in one round, gain 1 SP if you have Prosperity
Her glory engulfs all lesser lights like candles before the sun

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