Titan Quest
Mastery Skills FAQ
Version 0.40
Copyright 2006
Written by Albendiz
Version 0.40, 7/20/2006 - First version of this FAQ, contains complete
information on Defense, Earth, and Hunting Masteries. Other masteries coming
soon!
Version 0.60, 8/01/2006 – Second version of this FAQ, adding complete skill
information for Nature and Rogue Mastery. Also added some additional Earth
mastery info based on reader submissions (see section VIII)
Version 0.80, 8/22/2006 - Third version of this FAQ, fixing some formatting
issues and adding complete skill information on Spirit Mastery.
You can search for any given section by opening the “Find” feature of your
browser and searching for the Roman numeral listed on this Table of Contents.
So to jump directly to Rogue Mastery Skill Descriptions, do a search for the
character string “Ve”. I highly recommend using the “Match Case” or “Matching
Caps” feature on your browser; otherwise it will not work as well.
I. Introduction
I don't like trying to plan out my RPG characters without knowing the nuts and
bolts of things, so I thought I'd begin compiling the various stats on the
different Masteries in Titan Quest. I hope you find it useful! I also
dislike wordy FAQs, so let me zip it and we shall move on.
II. Legal Mumbo Jumbo
The vast majority of the information on this FAQ has been taken directly off
my PC monitor as I have played Titan Quest (although I did use a trainer to
allow me slightly faster access to that information!). Needless to say, the
numbers and data I pulled off the screen are not really mine to copyright,
feel free to use it however you wish. However, I put some time and effort
into formatting everything and collecting the data, so please don't be a tool
and "copy/paste" things directly out of this FAQ into some document of your
own (unless of course it is for personal use, or if you get my permission
first). I am only giving GameFAQs.com and IGN.com the permission to post
this as of this time. If you would like to post this on your site just send
me an email at the address in section VII and we'll talk. As always, all
trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders. 'Nuff jibber-jabber, on with
the FAQ!
Below is a list of the maximum attribute bonuses available by
attribute/mastery, followed by a detailed breakdown of the attribute bonuses
per mastery (separate sections for each mastery). The lists below indicate
the maximum gain for each attribute (i.e. mastery skill level maxed at 32).
Based on the amount of stat bonuses gained per skill point spent, I devised
a quick and dirty algorithm to rank each mastery based on the overall amount
of stat improvement per stat point. For Strength, Dexterity, and
Intelligence, I just used the straight per level gain to rank each mastery,
and for Health and Energy, I used the per level gain divided by 10 to rank
those attributes, i.e. Warfare mastery scores a 2 for Strength, a 2 for
Dexterity, and a 2.8 for Health for a total score of 6.80. For masteries
that do not gain full benefit of their per level increase (Earth for
Intelligence and Rogue for Dexterity) I deducted one tenth of a point to
reflect that loss.
Overall Attribute Ranking:
1. Storm (7.10 attribute gain score)
1. Nature (7.10 attribute gain score)
2. Defense (7.00 attribute gain score)
3. Warfare (6.80 attribute gain score)
4. Spirit (6.75 attribute gain score)
5. Hunting (6.65 attribute gain score)
6. Rogue (6.55 attribute gain score)
7. Earth (5.15 attribute gain score)
As you can see, most of the masteries are very closely matched in terms of
attribute growth (the difference between Storm/Nature and Rogue is just over
half a point) with the exception of Earth mastery, which really got the
shaft (nearly two points below the Storm/Nature score).
Skill level 1:
+1 Strength
+2 Dexterity
+35 Health
Each additional point in Defense Mastery Skill will provide these bonuses:
+1.5 Strength (Rounded Down)
+2 Dexterity
+35 Health
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+48 Strength
+64 Dexterity
+1120 Health
Defense Mastery confers by far the largest Health bonus of all the masteries,
the third highest Dexterity bonus (behind Rogue and Hunting, and tied with
Warfare), and the fourth highest Strength bonus (below Warfare, Rogue, and
Hunting)
Skill level 1:
+3 Intelligence
+18 Health
+5 Energy
Each additional point in Defense Mastery Skill will provide these bonuses:
+3 Intelligence
+17.5 Health (Rounded Down)
+5 Energy
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+90 Intelligence
+560 Health
+160 Energy
For some reason, no Intelligence bonus is granted at skill level 31 or 32,
for those of you who have done the math and realize that it should be +96
Intelligence at skill level 32.
Earth Mastery confers the second biggest boost to Intelligence of the
various masteries (second after Storm and Spirit), and provides the lowest
Health and Energy boosts of all the casting masteries (ties for lowest
Health and Energy boost with Spirit Mastery). For some reason, Earth is the
only casting mastery that does not also get a bonus to Dexterity. Not sure
why Earth got the shaft in the stats department, but in relation to the other
masteries, Earth is really quite stat-poor.
Skill level 1:
+2 Strength
+2 Dexterity
+24 Health
Each additional point in Hunting Mastery Skill will provide these bonuses:
+1.7 Strength (Rounded Down)
+2.5 Dexterity (Rounded Down)
+24.5 Health (Rounded Down)
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+56 Strength
+80 Dexterity
+784 Health
Hunting Mastery provides the second biggest Strength boost of all the
masteries (tied for second with Rogue, just below Warfare, and just above
Defense). It also provides the biggest Dexterity boost of all the masteries
and the third biggest Health boost of all the masteries (below Defense and
Warfare, and tied for third with Rogue).
Skill level 1:
+2 Intelligence
+1 Dexterity
+21 Health
+10 Energy
Each additional point in Nature Mastery Skill will provide these bonuses:
+2.5 Intelligence (Rounded Down)
+1.5 Dexterity (Rounded Down)
+21 Health
+10 Energy
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+80 Intelligence
+48 Dexterity
+672 Health
+320 Energy
Nature Mastery provides the lowest intelligence bonus of all the casting
Masteries, but compensates by having a slightly higher Dexterity bonus. It
also ties Storm Mastery for the highest Health and Energy Bonus of the
various caster classes.
Skill level 1:
+2 Strength
+2 Dexterity
+24 Health
Each additional point in Rogue Mastery Skill will provide these bonuses:
+1.7 Strength (Rounded Down)
+2.5 Dexterity (Rounded Down)
+24.5 Health (Rounded Down)
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+56 Strength
+75 Dexterity
+784 Health
Rogue Mastery is nearly identical to Hunting Mastery, with the odd exception
that at skill levels 31 and 32, no Dexterity bonus is awarded at all (thus
the slightly lower Dexterity bonus).
Skill level 1:
+3 Intelligence
+1 Dexterity
+18 Health
+5 Energy
Each additional point in Spirit Mastery Skill will provide these bonuses:
+3 Intelligence
+1.5 Dexterity (Rounded Down)
+17.5 Health (Rounded Down)
+5 Energy
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+96 Intelligence
+48 Dexterity
+560 Health
+160 Energy
Spirit Mastery boasts the highest Intelligence bonus possible of the
masteries (tied for first with Storm Mastery), as well as a high Dexterity
bonus (for a caster class). It loses ground in the Health and Energy
department, with the absolute lowest health gain of any Mastery (besides
Earth, with which it is tied), and the lowest Energy Bonus of any casting
Mastery (again, with the exception of Earth, with which it is tied).
Skill level 1:
+3 Intelligence
+1 Dexterity
+21 Health
+10 Energy
Each additional point in Storm Mastery Skill will provide these bonuses:
+3 Intelligence
+1 Dexterity
+21 Health
+10 Energy
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+96 Intelligence
+32 Dexterity
+672 Health
+320 Energy
Storm Mastery scores high in nearly every category, with the highest
Intelligence (tied with Spirit and Earth) and Energy (tied with Nature)
boosts, the highest Health boost (tied with Nature) of the casting
masteries, and a minor Dexterity boost (the lowest of all the masteries
that provide a bonus to that stat).
Skill level 1:
+2 Strength
+2 Dexterity
+28 Health
Each additional point in Warfare Mastery Skill will provide these bonuses:
+2 Strength
+2 Dexterity
+28 Health
At skill level 32 (the maximum for any mastery), your total bonuses will be:
+64 Strength
+64 Dexterity
+896 Health
Warfare Mastery grants the absolute highest bonus to Strength of any mastery,
as well as the second highest Dexterity bonus of all the masteries (behind
Hunting and Rogue, and tied with Defense). It also provides the second
highest Health bonus, behind Defense.
Skills shown in your skill tree in a circle icon are generally passive skills
(or enhancements to other skills). Skills shown in a square icon are skills
that must be activated (usually requiring Energy to activate). When skills
are linked together in the skill tree, the higher-tier skills will modify
the base skill of that particular skill chain, increasing the potency and/or
effectiveness of that base skill. Note that these “modifying” skills will
generally add their effects to the base skill’s effects, not supplant them.
Some skills will have various acronyms following the skill name, below is a
key to those acronyms.
P – Passive skill, works automatically.
G – Group effect, extends to nearby allies.
WP – Weapon Pool, these special attacks have a chance to be used when
attacking with a melee weapon.
PA – Primary Attack, use as your primary attack (can also be assigned to the
right mouse button, or bound to the 0-9 keys).
ER – Energy Reserve, using this skill toggles the skill on or off. When
active, a portion of your maximum energy is “reserved”, essentially lowering
your maximum energy by a certain amount so long as the skill is active.
Tier 1 Skills (Requires 1 point in Defense Mastery Skill)
Concussive Blow (6 ranks) WP
Adds a chance for attacks to stun enemies and increases the duration of stun
attacks when wielding a club type weapon.
Rank 1:
+15% Stun Damage
5% Chance of 1.0 Second Stun
Rank 2:
+20% Stun Damage
5% Chance of 1.5 Second Stun
Rank 3:
+25% Stun Damage
5% Chance of 2.0 Second Stun
Rank 4:
+30% Stun Damage
5% Chance of 2.5 Second Stun
Rank 5:
+35% Stun Damage
5% Chance of 3.0 Second Stun
Rank 6:
+40% Stun Damage
5% Chance of 3.5 Second Stun
Skill Analysis: Overall not that great, as it limits you to using blunt
weapons, and the chance to proc is not very high at all. (Note that blunt
weapons tend to be rather slow, making the proc even less worthwhile). That
being said, the +x% to Stun Damage might very well have its uses when combined
with other skills that add the stun effect to your weapons (although again,
only blunt weapons!)
Battle Awareness (10 ranks) G, ER
Enter a state of heightened awareness that allows you and your nearby allies
to perceive and respond to attacks more effectively.
Modified by Focus (T3) and Iron Will (T5)
All Ranks:
+75 Energy Reserved
Rank 1:
5.0 Meter Radius
+10 Defensive Ability
3 Armor
Rank 2:
6.0 Meter Radius
+16 Defensive Ability
4 Armor
Rank 3:
7.0 Meter Radius
+22 Defensive Ability
5 Armor
Rank 4:
8.0 Meter Radius
+28 Defensive Ability
6 Armor
Rank 5:
9.0 Meter Radius
+36 Defensive Ability
7 Armor
Rank 6:
10.0 Meter Radius
+42 Defensive Ability
8 Armor
Rank 7:
11.0 Meter Radius
+46 Defensive Ability
9 Armor
Rank 8:
12.0 Meter Radius
+52 Defensive Ability
10 Armor
Rank 9:
13.0 Meter Radius
+56 Defensive Ability
11 Armor
Rank 10:
14.0 Meter Radius
+64 Defensive Ability
12 Armor
Skill Analysis: If you find yourself not using energy a lot, you should
probably consider having this skill activated all the time. Defensive
Ability basically reduces the number of critical hits against you, so it can
be useful in certain situations. The armor increase is negligible, but
improvements from the Focus and Iron Will skills make this skill marginally
more useful later on with bonuses to your shield blocking ability and to
resistances against various status effects.
Batter (12 ranks) PA
A shield attack that hits for increased damage and slows enemy’s attacks for
a duration.
Modified by Rend Armor (T4)
Rank 1:
12 Energy Cost
3 Damage
+5% Damage
18% Slower Attack for 8 Seconds
Rank 2:
13 Energy Cost
5 Damage
+6% Damage
20% Slower Attack for 8 Seconds
Rank 3:
15 Energy Cost
7 Damage
+7% Damage
23% Slower Attack for 8 Seconds
Rank 4:
16 Energy Cost
9 Damage
+8% Damage
25% Slower Attack for 8 Seconds
Rank 5:
16 Energy Cost
12 Damage
+8% Damage
30% Slower Attack for 8 Seconds
Rank 6:
17 Energy Cost
14 Damage
+9% Damage
33% Slower Attack for 8 Seconds
Rank 7:
18 Energy Cost
16 Damage
+9% Damage
35% Slower Attack for 8 Seconds
Rank 8:
20 Energy Cost
18 Damage
+10% Damage
38% Slower Attack for 8 Seconds
Rank 9:
21 Energy Cost
20 Damage
+10% Damage
40% Slower Attack for 8 Seconds
Rank 10:
21 Energy Cost
23 Damage
+11% Damage
45% Slower Attack for 8 Seconds
Rank 11:
22 Energy Cost
26 Damage
+11% Damage
48% Slower Attack for 8 Seconds
Rank 12:
23 Energy Cost
29 Damage
+12% Damage
50% Slower Attack for 8 Seconds
Skill Analysis: Until you start finding some truly powerful shields, you’re
not likely to do much damage with this skill, but the real beauty of this
skill is reducing the enemy’s attack speed by up to 50%. If you find
something is hitting you hard and fast, pop him with a Batter and watch the
number of hits against you go down by half!
Armor Handling (6 ranks) P
Understanding how to properly adjust and move in armor allows you to wear
heavier armor and shields than an untrained warrior of equivalent strength
could manage.
Rank 1:
-8% Strength Requirement for Armor
-8% Strength Requirement for Shields
+6% Armor Absorption
Rank 2:
-10% Strength Requirement for Armor
-10% Strength Requirement for Shields
+8% Armor Absorption
Rank 3:
-13% Strength Requirement for Armor
-13% Strength Requirement for Shields
+10% Armor Absorption
Rank 4:
-15% Strength Requirement for Armor
-15% Strength Requirement for Shields
+12% Armor Absorption
Rank 5:
-17% Strength Requirement for Armor
-17% Strength Requirement for Shields
+14% Armor Absorption
Rank 6:
-20% Strength Requirement for Armor
-20% Strength Requirement for Shields
+16% Armor Absorption
Skill Analysis: The strength requirement on most armor and shields will
probably not ever really be so high as to warrant skill point investment
into this skill solely for that reason. However, the accompanying Armor
Absorption increase is very, very useful against melee or archer mobs.
Tier 2 Skills (Requires 4 points in Defense Mastery Skill)
Adrenaline Rush (10 ranks) P
Each enemy hit has a chance of triggering an adrenaline rush that boosts
life regeneration.
Modified by Resilience (T3) and Defensive Reaction (T5)
All Ranks:
5% Chance of Activating
12 Second Duration
Rank 1:
+6 Health Regeneration per Second
Rank 2:
+8 Health Regeneration per Second
Rank 3:
+10 Health Regeneration per Second
Rank 4:
+12 Health Regeneration per Second
Rank 5:
+15 Health Regeneration per Second
Rank 6:
+17 Health Regeneration per Second
Rank 7:
+19 Health Regeneration per Second
Rank 8:
+21 Health Regeneration per Second
Rank 9:
+22 Health Regeneration per Second
Rank 10:
+25 Health Regeneration per Second
Skill Analysis: At its highest level, this skill basically amounts to a 5%
chance of receiving a free 300 hp heal every time you get hit. This works
wonders when faced with mobs of critters using fast, weak attacks. Against
strong, slow attackers, this skill is less effective. With all this being
said, however, the Defensive Reaction skill is pretty powerful, and you can
only get it by first investing in this skill. In fact, if you are short on
skill points, you may find it more useful to invest 1 point in this skill
and then max out Defensive Reaction when it becomes available.
Rally (12 ranks) G, PA
The resolute call of your horn can turn the tide of battle, inspiring all in
its range to fight with renewed vitality.
Modified by Inspiration (T4) and Defiance (T6)
All Ranks:
10 Second Duration
10.0 Meter Radius
+150% Health Regeneration
Rank 1:
51 Energy Cost
+255 Health Restored
5 Armor
Rank 2:
53 Energy Cost
+300 Health Restored
9 Armor
Rank 3:
56 Energy Cost
+345 Health Restored
10 Armor
Rank 4:
58 Energy Cost
+390 Health Restored
12 Armor
Rank 5:
59 Energy Cost
+435 Health Restored
15 Armor
Rank 6:
62 Energy Cost
+480 Health Restored
18 Armor
Rank 7:
64 Energy Cost
+525 Health Restored
20 Armor
Rank 8:
67 Energy Cost
+570 Health Restored
23 Armor
Rank 9:
69 Energy Cost
+615 Health Restored
26 Armor
Rank 10:
70 Energy Cost
+660 Health Restored
29 Armor
Rank 11:
73 Energy Cost
+705 Health Restored
34 Armor
Rank 12:
75 Energy Cost
+750 Health Restored
40 Armor
Skill Analysis: An absolutely astounding skill (especially once it is
enhanced with Inspiration and Defiance), this skill will quickly pull your
fat out of the fire when you find yourself overwhelmed. Boasting a very
efficient heal, a decent armor bonus, and a hefty health regeneration bonus,
this skill can very quickly turn the tide of battle.
Quick Recovery (8 ranks) PA
A strong shield arm allows you to block multiple attackers with amazing speed
when necessary, but it can only be kept up for a short time.
All Ranks:
50 Energy Cost
+5% Armor Absorption
Rank 1:
18 Second Duration
-32% Shield Recovery Time
+10% Shield Block
Rank 2:
20 Second Duration
-42% Shield Recovery Time
+12% Shield Block
Rank 3:
22 Second Duration
-50% Shield Recovery Time
+14% Shield Block
Rank 4:
25 Second Duration
-58% Shield Recovery Time
+16% Shield Block
Rank 5:
27 Second Duration
-64% Shield Recovery Time
+18% Shield Block
Rank 6:
29 Second Duration
-70% Shield Recovery Time
+20% Shield Block
Rank 7:
31 Second Duration
-75% Shield Recovery Time
+22% Shield Block
Rank 8:
34 Second Duration
-80% Shield Recovery Time
+24% Shield Block
Skill Analysis: Usually your shield becomes less effective when you are
mobbed by multiple enemies, but this skill allows you to wade into large
groups of enemies while still retaining nearly full use of your shield’s
blocking capability. The energy cost remains static, so there’s really no
reason not to max out this skill.
Shield Smash (6 ranks) WP
A shield fighting technique that inflicts damage with both the weapon and
the shield.
All Ranks:
+30% Damage
Rank 1:
6% Chance to be Used
Rank 2:
8% Chance to be Used
Rank 3:
10% Chance to be Used
Rank 4:
12% Chance to be Used
Rank 5:
14% Chance to be Used
Rank 6:
16% Chance to be Used
Skill Analysis: As with Batter, the amount of damage you generate with
this skill is highly dependant on how strong your shield is, but it is
essentially the Defense Mastery version of Dual Wield, enabling you to
occasionally generate additional damage with your off hand. If you’re
going to be using a shield often, this skill is pretty useful.
Tier 3 Skills (Requires 10 points in Defense Mastery Skill)
Resilience (6 ranks) P
Increases how often an Adrenaline Rush can be triggered.
Modifies Adrenaline Rush (T2)
Rank 1:
-30% Recharge
Rank 2:
-38% Recharge
Rank 3:
-46% Recharge
Rank 4:
-52% Recharge
Rank 5:
-58% Recharge
Rank 6:
-64% Recharge
Skill Analysis: If you really like Adrenaline Rush, you should invest in
this skill, as it makes it proc a little bit more often, but overall, you
can probably do without it. I would increase Defensive Reaction before
investing points into this skill, and even then, I would probably just
invest a single point, as it requires only 1 point to cut the skill timer
by one third, yet it requires 5 additional points to reduce it by another
third.
Focus (6 ranks) G, ER
Focus allows you and your allies to react quickly to enemy attacks,
increasing the chance of a successful shield block.
Modifies Battle Awareness (T1)
All Ranks:
+15 Energy Reserved
Rank 1:
+5% Shield Block
Rank 2:
+8% Shield Block
Rank 3:
+10% Shield Block
Rank 4:
+12% Shield Block
Rank 5:
+15% Shield Block
Rank 6:
+18% Shield Block
Skill Analysis: This skill makes Battle Awareness infinitely better, as
Shield Block will usually completely negate incoming damage, which is better
than the miniscule armor bonus and defensive ability bonus you get with
Battle Awareness. If you’re using a shield all the time, you may want to
invest 1 point into Battle Awareness and max out Focus to get the best
results for the cheapest price.
Shield Charge (12 ranks) PA
A running attack that slams into the enemy with your shield causing bonus
damage and stunning them.
Modified by Disruption (T5)
All Ranks:
1 Second of Stun
+300% Movement
Rank 1:
30 Energy Cost
1-28 Damage
Rank 2:
33 Energy Cost
3-34 Damage
Rank 3:
36 Energy Cost
5-40 Damage
Rank 4:
39 Energy Cost
8-47 Damage
Rank 5:
42 Energy Cost
13-56 Damage
Rank 6:
45 Energy Cost
15-62 Damage
Rank 7:
48 Energy Cost
17-68 Damage
Rank 8:
51 Energy Cost
19-74 Damage
Rank 9:
54 Energy Cost
22-81 Damage
Rank 10:
57 Energy Cost
27-90 Damage
Rank 11:
60 Energy Cost
29-96 Damage
Rank 12:
63 Energy Cost
31-102 Damage
Skill Analysis: This skill causes damage that is independent of your
shield’s base damage, so it’s just as good using a rinky-dink buckler as it
is using the strongest shield in the game. A great tactic to use when
confronted by a line of warriors in front of you, with a healer behind them
keeping them in the fight, is to charge the healer using this skill (doing
decent damage and stunning them for a moment) and then finishing off the
healer before the warriors have a chance to get back into melee range.
Disruption makes this an even greater anti-caster attack.
Tier 4 Skills (Requires 16 points in Defense Mastery Skill)
Inspiration (6 ranks) G, PA
Gradually restores lost energy to allies allowing them to continue the fight.
Modifies Rally (T2)
All Ranks:
+10% Total Speed
Rank 1:
1 Second Duration
+2.8 Energy Regeneration per Second
Rank 2:
3 Second Duration
+3.6 Energy Regeneration per Second
Rank 3:
5 Second Duration
+4.4 Energy Regeneration per Second
Rank 4:
6 Second Duration
+5.2 Energy Regeneration per Second
Rank 5:
8 Second Duration
+6.0 Energy Regeneration per Second
Rank 6:
10 Second Duration
+6.8 Energy Regeneration per Second
Skill Analysis: The energy regeneration is fairly negligible (6.8
energy/second for 10 seconds = 68 energy. Not horribly useful...) but the
bonus to speed can be quite handy.
Rend Armor (8 ranks) PA
Increases the effectiveness of Batter causing it to hit three targets with
enough force to dent their armor.
Modifies Batter (T1)
All Ranks:
+15 Energy Cost
3 Target Maximum
Rank 1:
90 Degree Arc of Attack
5 Reduced Armor for 5 Seconds
Rank 2:
95 Degree Arc of Attack
10 Reduced Armor for 5 Seconds
Rank 3:
100 Degree Arc of Attack
16 Reduced Armor for 5 Seconds
Rank 4:
105 Degree Arc of Attack
22 Reduced Armor for 5 Seconds
Rank 5:
110 Degree Arc of Attack
28 Reduced Armor for 5 Seconds
Rank 6:
115 Degree Arc of Attack
34 Reduced Armor for 5 Seconds
Rank 7:
120 Degree Arc of Attack
40 Reduced Armor for 5 Seconds
Rank 8:
125 Degree Arc of Attack
46 Reduced Armor for 5 Seconds
Skill Analysis: The armor reduction is not really all that great, but this
skill does allow you to apply Batter’s attack speed reduction to as many as
3 enemies with a single blow. Notice that a single point in this skill gets
you the “3 Target Maximum” effect...
Disable (6 ranks) P
A fighting technique that utilizes the shield to crush foes and throw them
off-balance.
All Ranks:
+15% Damage
50% Slower Attack for 5 Seconds
Rank 1:
6% Chance to be Used
Rank 2:
8% Chance to be Used
Rank 3:
10% Chance to be Used
Rank 4:
12% Chance to be Used
Rank 5:
14% Chance to be Used
Rank 6:
16% Chance to be Used
Skill Analysis: For all intents and purposes, this skill allows you to
throw off the near equivalent of a full-rank Batter attack for no energy
cost whatsoever. If you use a shield a lot, you should definitely invest
in this skill.
Tier 5 Skills (Requires 24 points in Defense Mastery Skill)
Defensive Reaction (8 ranks) P
Increases damage and attack speed during an Adrenaline Rush.
Modifies Adrenaline Rush (T2)
Rank 1:
+15% Damage
+4% Total Speed
Rank 2:
+19% Damage
+6% Total Speed
Rank 3:
+23% Damage
+8% Total Speed
Rank 4:
+29% Damage
+10% Total Speed
Rank 5:
+33% Damage
+14% Total Speed
Rank 6:
+37% Damage
+16% Total Speed
Rank 7:
+43% Damage
+18% Total Speed
Rank 8:
+50% Damage
+20% Total Speed
Skill Analysis: Finally, an aspect of the Adrenaline Rush tree that is
actually worthwhile! My suggestion would be to invest a single point in
Adrenaline Rush, a single point in Resilience, and max out Defensive Reaction
for a hefty passive skill that only takes 10 skill points to acquire.
Iron Will (6 ranks) G, ER
Grants allies the resolve to hold out against great adversity.
Modifies Battle Awareness (T1)
Skill Analysis: This is one of the best skills for avoiding those annoying
status conditions like stun and skill disruption. A definite must if you find
yourself getting frustrated by all those stun-happy mobs out there.
Disruption (6 ranks) PA
Increases the shock effect of Shield Charge, startling adjacent enemies and
disrupting skill use for a time.
Modifies Shield Charge (T3)
All Ranks:
360 Degree Arc of Attack
Rank 1:
+12 Energy Cost
2 Target Maximum
1.5 Seconds of Skill Disruption
Rank 2:
+14 Energy Cost
2 Target Maximum
2.0 Seconds of Skill Disruption
Rank 3:
+16 Energy Cost
3 Target Maximum
2.5 Seconds of Skill Disruption
Rank 4:
+18 Energy Cost
3 Target Maximum
3.0 Seconds of Skill Disruption
Rank 5:
+20 Energy Cost
3 Target Maximum
3.5 Seconds of Skill Disruption
Rank 6:
+22 Energy Cost
4 Target Maximum
4.0 Seconds of Skill Disruption
Skill Analysis: If you charge an enemy who is located in the center of a
group of mobs, this skill really shines. Especially helpful when you’ve got
two casters or healers sitting right next to each other behind a line of
melee types. 4 enemies stunned for 1 second followed by 4 seconds of no
skill use makes for a very effective attack.
Tier 6 Skills (Requires 32 points in Defense Mastery Skill)
Defiance (12 ranks) G, PA
A percentage of all damage inflicted by enemies will be revisited back upon
them for a short duration after using Rally.
Modifies Rally (T2)
Skill Analysis: This skill makes an already great skill excellent. 50%
elemental resistance is pretty huge, and the fact that it affects your
entire group, AND it reflects damage back to the enemy makes this skill
very powerful indeed, especially in multiplayer.
Colossus Form (8 ranks) PA
Assume the form of a towering Colossus and lay waste to your enemies.
All Ranks:
10 Active Energy Cost per Second
24 Second Duration
+50% Damage
-15% Total Speed
Rank 1:
30% Damage Absorption
+30% Strength
+30% Health
Rank 2:
32% Damage Absorption
+32% Strength
+32% Health
Rank 3:
35% Damage Absorption
+35% Strength
+35% Health
Rank 4:
37% Damage Absorption
+37% Strength
+37% Health
Rank 5:
40% Damage Absorption
+40% Strength
+40% Health
Rank 6:
43% Damage Absorption
+43% Strength
+43% Health
Rank 7:
46% Damage Absorption
+46% Strength
+46% Health
Rank 8:
50% Damage Absorption
+50% Strength
+50% Health
Skill Analysis: Besides the fun factor of turning into a big honkin’ Greek
warrior, this skill is tremendously powerful. At the cost of 240 energy and
some speed, you increase damage, damage absorption, strength, and health by
as much as 50%. If your passive skills manage to kick in while in Colossus
form, you can really start to pour on the grief unto your enemies. (For most
Defensive builds, you are probably looking at a Strength boost of 100-200
points, and a health boost of at least 800 (although likely a LOT more than
that...)
Pulverize (6 ranks) WP
A fighting technique that utilizes the shield to slam into enemies, knocking
them senseless.
All Ranks:
120 Degree Arc of Attack
3 Target Maximum
50 Reduced Offensive Ability for 3 Seconds
3 Seconds of Skill Disruption
Rank 1:
6% Chance to be Used
+10% Damage
Rank 2:
8% Chance to be Used
+12% Damage
Rank 3:
10% Chance to be Used
+15% Damage
Rank 4:
12% Chance to be Used
+18% Damage
Rank 5:
14% Chance to be Used
+21% Damage
Rank 6:
16% Chance to be Used
+25% Damage
Skill Analysis: While this skill is dependent on the strength of your
shield to produce damage, its other non-damage benefits are quite useful
regardless of how good (or bad) your shield is. A free 16% chance to
disrupt skills and reduce Offensive Ability on up to 3 targets is quite
useful.
Tier 1 Skills (Requires 1 point in Earth Mastery Skill)
Earth Enchantment (12 ranks) ER, G
Imbues your weapon and the weapons of nearby allies with the power of rock
and flame.
Modified by Brimstone (T2) and Stone Skin (T4)
All Ranks:
1 Active Energy Cost per Second
6.0 Meter Radius
+75 Energy Reserved
5-8 Burn Damage Over 1-3 Seconds
Rank 1:
+12% Fire Damage
Rank 2:
+20% Fire Damage
Rank 3:
+28% Fire Damage
Rank 4:
+36% Fire Damage
Rank 5:
+44% Fire Damage
Rank 6:
+52% Fire Damage
Rank 7:
+60% Fire Damage
Rank 8:
+68% Fire Damage
Rank 9:
+76% Fire Damage
Rank 10:
+84% Fire Damage
Rank 11:
+92% Fire Damage
Rank 12:
+100% Fire Damage
Skill Analysis: Earth Enchantment is one of the stronger Energy Reserve
enhancement skills in the game. While it does affect other group members,
you must stay within 6 meters in order for them to gain the benefits of
the effect. I believe the bonus to fire damage only applies to fire damage
modifiers that affect your weapon (not fire spells that are cast directly
by the player). The active energy cost is not very high, especially for
casters or caster hybrids who will usually have a high level of energy
regeneration to counteract that cost. If you invest in this skill, make
sure to enhance it further with Brimstone at least (Stone Skin is not as
important, in my opinion). This skill provides the highest benefits to
fire-damage based staves, especially those socketed with the Ra relic.
(Thanks to Lord Foul for the tip!) I’m not positive that this skill
affects the Summoned Core Dweller that Earth masters get later, but I
can’t imagine that it does, as I don’t believe they use weapons.
Reader input: Lord Foul writes: “I haven't really watched how much it
improves my Dweller's damage but so long as I remain in range, it does
indeed provide its bonus to him. I've actually developed a trick of
recalling him so that I can keep both him and my Lich within range, since
it affects both their basic attacks (but not the field of fire nor the
death wave or elemental bolt, that I know of). It does, however, affect
ranged staff (and presumably bow) and pets' basic attack damage though.
Could be huge coupled with a large crew of pets; it's big enough just
with the 3 (CD, Lich and 30-second Spirit summon)”
Flame Surge (12 ranks) PA
Three jets of flame erupt from the caster’s hands incinerating anything in
close range.
Modified by Barrage (T3) and Flame Arch (T5)
All Ranks:
3 Projectiles
Rank 1:
37 Energy Cost
8-15 Fire Damage
Rank 2:
40 Energy Cost
11-18 Fire Damage
Rank 3:
43 Energy Cost
13-22 Fire Damage
Rank 4:
47 Energy Cost
17-27 Fire Damage
Rank 5:
51 Energy Cost
20-31 Fire Damage
Rank 6:
54 Energy Cost
23-34 Fire Damage
Rank 7:
57 Energy Cost
25-38 Fire Damage
Rank 8:
61 Energy Cost
29-43 Fire Damage
Rank 9:
65 Energy Cost
32-47 Fire Damage
Rank 10:
68 Energy Cost
35-50 Fire Damage
Rank 11:
71 Energy Cost
38-54 Fire Damage
Rank 12:
75 Energy Cost
43-59 Fire Damage
Skill Analysis: Flame Surge is fairly limited on its own, especially for
characters who are more melee or hybrid classes. For a caster or caster
hybrid, along with investment in both Barrage and Flame Arch, this skill
can be pretty devastating. Note that with all three skills maxed, casting
this skill once will cost just over 100 energy, but can be spammed for
massive amounts of damage in a short period of time.
Tier 2 Skills (Requires 4 points in Earth Mastery Skill)
Brimstone (8 ranks) ER, G
Boosts the physical damage of attacks and provides a chance of causing
critical fire damage while under the effects of Earth Enchantment.
Modifies Earth Enchantment (T1)
Rank 1:
1-3 Damage
15% Chance of 25 Burn Damage Over 3 Seconds
Rank 2:
2-4 Damage
15% Chance of 29 Burn Damage Over 3 Seconds
Rank 3:
3-5 Damage
15% Chance of 34 Burn Damage Over 3 Seconds
Rank 4:
5-7 Damage
15% Chance of 39 Burn Damage Over 3 Seconds
Rank 5:
6-8 Damage
15% Chance of 43 Burn Damage Over 3 Seconds
Rank 6:
7-9 Damage
15% Chance of 48 Burn Damage Over 3 Seconds
Rank 7:
8-11 Damage
15% Chance of 52 Burn Damage Over 3 Seconds
Rank 8:
10-12 Damage
15% Chance of 58 Burn Damage Over 3 Seconds
Skill Analysis: Brimstone is highly recommended if you are going for a
melee/earth mastery build. Note that the physical damage increase is
per attack, so it definitely benefits faster weapons much more than slower
weapons. A Warfare/Earth combo dual-wielding two fast swords while under
the effects of this enhancement would see a rather large increase in DPS.
Heat Shield (12 ranks) PA
Casts a protective heat shield on the target that absorbs damage caused by
fire.
All Ranks:
Protects Against: Fire
15% Damage Resistance
Rank 1:
112 Damage Absorption
45 Energy Cost
Rank 2:
124 Damage Absorption
47 Energy Cost
Rank 3:
136 Damage Absorption
49 Energy Cost
Rank 4:
148 Damage Absorption
52 Energy Cost
Rank 5:
160 Damage Absorption
54 Energy Cost
Rank 6:
172 Damage Absorption
56 Energy Cost
Rank 7:
184 Damage Absorption
59 Energy Cost
Rank 8:
196 Damage Absorption
61 Energy Cost
Rank 9:
208 Damage Absorption
63 Energy Cost
Rank 10:
220 Damage Absorption
66 Energy Cost
Rank 11:
232 Damage Absorption
68 Energy Cost
Rank 12:
245 Damage Absorption
70 Energy Cost
Skill Analysis: This skill is incredibly situational, as it only works
against fire damage, and by the time you get to areas where this skill
would see more use, 245 damage absorption isn’t going to help very much.
I would much rather take fire resistance over flat damage absorption.
Ring of Flame (8 ranks) PA
Temporarily encircles you in a searing ring of flames that will burn nearby
enemies.
Modified by Soften Metal (T4)
Rank 1:
1 Active Energy Cost per Second
1.5 Meter Radius
3-5 Fire Damage
Rank 2:
1 Active Energy Cost per Second
1.8 Meter Radius
6-8 Fire Damage
Rank 3:
1 Active Energy Cost per Second
2.0 Meter Radius
8-11 Fire Damage
Rank 4:
2 Active Energy Cost per Second
2.2 Meter Radius
10-13 Fire Damage
Rank 5:
2 Active Energy Cost per Second
2.4 Meter Radius
13-16 Fire Damage
Rank 6:
2 Active Energy Cost per Second
2.6 Meter Radius
16-20 Fire Damage
Rank 7:
2 Active Energy Cost per Second
2.7 Meter Radius
19-23 Fire Damage
Rank 8:
2 Active Energy Cost per Second
2.8 Meter Radius
23-27 Fire Damage
Skill Analysis: Even at the highest rank, you still have to be quite close
to your enemies for this to work. If you’re a melee hybrid, this is pretty
much free damage (even more effective if you’re getting mobbed), but if
you’re a caster, make sure you have some kind of summoned pet or melee
buddy who can keep them off you long enough for this skill to do some damage.
Volcanic Orb (12 ranks) PA
Lobs a burning orb of fiery brimstone that explodes when it hits the ground
inflicting fire and physical damage to enemies in a small radius.
Modified by Conflagration (T4) and Fragmentation (T5)
All Ranks:
2.5 Meter Radius
Rank 1:
64 Energy Cost
18 Damage
25-54 Fire Damage
Rank 2:
68 Energy Cost
21 Damage
31-60 Fire Damage
Rank 3:
72 Energy Cost
25 Damage
37-68 Fire Damage
Rank 4:
76 Energy Cost
28 Damage
43-74 Fire Damage
Rank 5:
80 Energy Cost
31 Damage
49-80 Fire Damage
Rank 6:
84 Energy Cost
35 Damage
55-88 Fire Damage
Rank 7:
88 Energy Cost
38 Damage
61-94 Fire Damage
Rank 8:
92 Energy Cost
41 Damage
67-100 Fire Damage
Rank 9:
96 Energy Cost
45 Damage
73-108 Fire Damage
Rank 10:
100 Energy Cost
48 Damage
79-114 Fire Damage
Rank 11:
104 Energy Cost
51 Damage
85-120 Fire Damage
Rank 12:
108 Energy Cost
55 Damage
91-128 Fire Damage
Skill Analysis: In many ways, this skill is superior to Flame Surge.
Despite the high energy cost, it is much more efficient (higher damage to
energy ratio), affects a much larger area, and a good chunk of the damage
is physical, so it has its uses even against fire-resistant mobs. The main
drawback is that really only full casters (and some caster hybrids) will
have the energy reserves to make use of this spell more than a handful of
times in a row. The only thing it lacks is Flame Surge’s ability to be
spammed, but you should never really need to rely on spell-spamming in order
to survive. If you invest in this skill, investing in Fragmentation is a
must, as it adds stun, physical and fire damage, and additional area of
effect. Conflagration is decent, but not as essential to the enhancement
of this skill.
Tier 3 Skills (Requires 10 points in Earth Mastery Skill)
Stone Form (12 ranks) PA
An impervious layer of rock envelops you for a short duration boosting
regeneration but prohibiting movement.
Modified by Molten Rock (T5)
All Ranks:
100% Damage Absorption
6 Second Duration
Rank 1:
64 Energy Cost
+24 Health Regeneration per Second
Rank 2:
68 Energy Cost
+28 Health Regeneration per Second
Rank 3:
72 Energy Cost
+32 Health Regeneration per Second
Rank 4:
76 Energy Cost
+36 Health Regeneration per Second
Rank 5:
80 Energy Cost
+40 Health Regeneration per Second
Rank 6:
84 Energy Cost
+44 Health Regeneration per Second
Rank 7:
88 Energy Cost
+47 Health Regeneration per Second
Rank 8:
92 Energy Cost
+52 Health Regeneration per Second
Rank 9:
96 Energy Cost
+55 Health Regeneration per Second
Rank 10:
100 Energy Cost
+58 Health Regeneration per Second
Rank 11:
104 Energy Cost
+61 Health Regeneration per Second
Rank 12:
108 Energy Cost
+66 Health Regeneration per Second
Skill Analysis: An excellent “panic button” skill, you essentially get 6
seconds of complete invulnerability, at the end of which you have also been
healed a decent amount (nearly 400 hp at max rank). In dire situations, it
can give you some breathing room and time to plan out your escape or attack
strategy, depending on your condition (although, really, the pause button
can do pretty much the same thing!). It can also be used if you accidentally
draw a mob’s attention away from your pet/melee companion, in some cases
letting them beat on the mob while the mob is trying in vain to beat you to
a pulp.
Reader input: Lord Fang writes: “This is useful as a "savemyass" button,
but more so if used tactically. Here's how I use it: No pets? Impatient
for recharge? Low on power and want to take out a large group economically?
Do it the Fangthane way. Aggro as many little melee opponents as you can -
if you get some archers/casters, lob an Orb or two at them while circling.
When they're toast or almost done, target yourself with an Eruption and hit
the stone form button. Your melee opponents will stand at ground zero,
taking massive punishment from the Eruption while you remain invulnerable.”
Summon Core Dweller (15 ranks) PA
Draws forth a powerful elemental guardian from the Earth’s fiery depths.
Modified by Inner Fire (T4), Wildfire (T5) and Metamorphosis (T6)
Rank 1:
651 Core Dweller Health
131 Core Dweller Energy
12-21 Damage
250 Energy Cost
Rank 2:
714 Core Dweller Health
143 Core Dweller Energy
14-25 Damage
258 Energy Cost
Rank 3:
781 Core Dweller Health
154 Core Dweller Energy
17-29 Damage
266 Energy Cost
Rank 4:
843 Core Dweller Health
166 Core Dweller Energy
20-34 Damage
274 Energy Cost
Rank 5:
910 Core Dweller Health
177 Core Dweller Energy
22-38 Damage
282 Energy Cost
Rank 6:
972 Core Dweller Health
189 Core Dweller Energy
25-42 Damage
290 Energy Cost
Rank 7:
1039 Core Dweller Health
200 Core Dweller Energy
27-47 Damage
298 Energy Cost
Rank 8:
1101 Core Dweller Health
212 Core Dweller Energy
30-51 Damage
306 Energy Cost
Rank 9:
1168 Core Dweller Health
223 Core Dweller Energy
33-56 Damage
314 Energy Cost
Rank 10:
1230 Core Dweller Health
235 Core Dweller Energy
35-59 Damage
322 Energy Cost
Rank 11:
1297 Core Dweller Health
246 Core Dweller Energy
38-64 Damage
330 Energy Cost
Rank 12:
1359 Core Dweller Health
258 Core Dweller Energy
40-69 Damage
338 Energy Cost
Rank 13:
1426 Core Dweller Health
269 Core Dweller Energy
43-74 Damage
346 Energy Cost
Rank 14:
1488 Core Dweller Health
281 Core Dweller Energy
46-79 Damage
354 Energy Cost
Rank 15:
1555 Core Dweller Health
292 Core Dweller Energy
48-84 Damage
362 Energy Cost
Skill Analysis: The biggest potential skill point investment in this
mastery, the Core Dweller is a pretty effective bodyguard for the pure
caster types, although it works equally well for melee-centric characters.
Investment in the three subskills of the Core Dweller tree will make the
Core Dweller incredibly strong. I would highly recommend Inner Fire and
Metamorphosis, with Wildfire being just a tad less useful. Note that
these stats apply only to Normal mode, these will be substantially
different in Epic and Legendary.
Barrage (8 ranks) PA
Reduces the recharge time and energy cost of Flame Surge allowing it to
be cast more frequently and efficiently.
Modifies Flame Surge (T1)
Rank 1:
45% Chance to Pass Through Enemies
14 Burn Damage Over 3 Seconds
-30% Recharge
Rank 2:
50% Chance to Pass Through Enemies
20 Burn Damage Over 3 Seconds
-40% Recharge
Rank 3:
55% Chance to Pass Through Enemies
27 Burn Damage Over 3 Seconds
-50% Recharge
Rank 4:
60% Chance to Pass Through Enemies
34 Burn Damage Over 3 Seconds
-60% Recharge
Rank 5:
65% Chance to Pass Through Enemies
41 Burn Damage Over 3 Seconds
-70% Recharge
Rank 6:
70% Chance to Pass Through Enemies
49 Burn Damage Over 3 Seconds
-80% Recharge
Rank 7:
75% Chance to Pass Through Enemies
57 Burn Damage Over 3 Seconds
-90% Recharge
Rank 8:
80% Chance to Pass Through Enemies
66 Burn Damage Over 3 Seconds
-100% Recharge
Skill Analysis: This skill is really a must-have if you are going to
invest in Flame Surge at all. In fact, you could make yourself a very
cheap and efficient spammable fire attack for clearing out weaker mobs by
investing 1 point into Flame Surge, and then maxing out Barrage, as Barrage
does not add to the energy cost of the base skill. Really though, the
Flame Surge line is just not as impressive or useful as the Volcanic Orb
line (especially on fire-resistant mobs).
Tier 4 Skills (Requires 16 points in Earth Mastery Skill)
Stone Skin (6 ranks) ER, G
Tempers armor, increasing protection and fire resistance while under the
effects of Earth Enchantment.
Modifies Earth Enchantment (T1)
Rank 1:
2 Armor
3% Fire Resistance
Rank 2:
4 Armor
6% Fire Resistance
Rank 3:
6 Armor
8% Fire Resistance
Rank 4:
8 Armor
10% Fire Resistance
Rank 5:
10 Armor
13% Fire Resistance
Rank 6:
12 Armor
15% Fire Resistance
Skill Analysis: Not that great of an enhancement to the Earth Enchantment
skill, but if you’ve got spare skill points, the Fire resistance can be
useful against various fire-breathing mobs. All told though, 6 skill points
for 12 armor and 15% fire resistance is nothing to get excited about, as
you can easily make that up with equipment, relics, etc.
Inner Fire (8 ranks) P
Increases the Core Dweller’s speed and gives it retaliation damage.
Modifies Summon Core Dweller (T3)
Rank 1:
3 Fire Damage
+15% Dexterity
+24% Health Regeneration
+5% Total Speed
Rank 2:
5 Fire Damage
+20% Dexterity</pre><pre id="faqspan-2">
+32% Health Regeneration
+6% Total Speed
Rank 3:
7 Fire Damage
+25% Dexterity
+40% Health Regeneration
+8% Total Speed
Rank 4:
9 Fire Damage
+30% Dexterity
+48% Health Regeneration
+9% Total Speed
Rank 5:
11 Fire Damage
+35% Dexterity
+56% Health Regeneration
+12% Total Speed
Rank 6:
13 Fire Damage
+40% Dexterity
+64% Health Regeneration
+14% Total Speed
Rank 7:
15 Fire Damage
+45% Dexterity
+72% Health Regeneration
+15% Total Speed
Rank 8:
18 Fire Damage
+50% Dexterity
+80% Health Regeneration
+17% Total Speed
Skill Analysis: An excellent all-around enhancement skill, this increases
the power and durability of the Core Dweller. If you’re investing in the
Summon Core Dweller line, you should definitely max this skill out as well.
Soften Metal (8 ranks) PA
Intense heat from the Ring of Flame softens the metal of enemy armor and
weapons decreasing their effectiveness.
Modifies Ring of Flame (T2)
All Ranks:
1 Active Energy Cost per Second
Rank 1:
3 Damage
3 Reduced Physical Damage for 3 Seconds
18 Reduced Armor for 3 Seconds
Rank 2:
6 Damage
5 Reduced Physical Damage for 3 Seconds
24 Reduced Armor for 3 Seconds
Rank 3:
8 Damage
6 Reduced Physical Damage for 3 Seconds
30 Reduced Armor for 3 Seconds
Rank 4:
10 Damage
8 Reduced Physical Damage for 3 Seconds
38 Reduced Armor for 3 Seconds
Rank 5:
13 Damage
9 Reduced Physical Damage for 3 Seconds
44 Reduced Armor for 3 Seconds
Rank 6:
16 Damage
11 Reduced Physical Damage for 3 Seconds
50 Reduced Armor for 3 Seconds
Rank 7:
19 Damage
12 Reduced Physical Damage for 3 Seconds
58 Reduced Armor for 3 Seconds
Rank 8:
23 Damage
15 Reduced Physical Damage for 3 Seconds
65 Reduced Armor for 3 Seconds
Skill Analysis: Again, much like Ring of Flame, this skill seems to be
more useful to a melee class who would spend the majority of their time
within the range required to have this skill be effective. The fact that
Soften Metal reduces Physical Damage and reduces enemy armor (both of
which would benefit melee fighters more than a caster) seems to suggest
that this skill be left off the list of “must haves” for casters, but I’m
sure it would be a viable skill for a front-line fighter.
Conflagration (8 ranks) PA
Increases the explosion radius of Volcanic Orb and causes enemies hit by it
to catch fire and suffer burn damage.
Modifies Volcanic Orb (T2)
All Ranks:
+3.0 Meter Radius
Rank 1:
+6 Energy Cost
11 Burn Damage Over 3 Seconds
Rank 2:
+8 Energy Cost
16 Burn Damage Over 3 Seconds
Rank 3:
+10 Energy Cost
21 Burn Damage Over 3 Seconds
Rank 4:
+12 Energy Cost
27 Burn Damage Over 3 Seconds
Rank 5:
+14 Energy Cost
32 Burn Damage Over 3 Seconds
Rank 6:
+16 Energy Cost
37 Burn Damage Over 3 Seconds
Rank 7:
+18 Energy Cost
42 Burn Damage Over 3 Seconds
Rank 8:
+20 Energy Cost
48 Burn Damage Over 3 Seconds
Skill Analysis: The increase in area of effect is very nice, but the
additional Damage over Time Burn effect is practically negligible. I
would recommend adding a single point to this skill to get the additional
area of effect.
Tier 5 Skills (Requires 24 points in Earth Mastery Skill)
Molten Rock (8 ranks) PA
Adds retaliation fire damage to Stone Form.
Modifies Stone Form (T3)
All Ranks:
2 Second Duration
Rank 1:
16 Energy Cost
6 Fire Retaliation
Rank 2:
18 Energy Cost
7 Fire Retaliation
Rank 3:
20 Energy Cost
9 Fire Retaliation
Rank 4:
22 Energy Cost
10 Fire Retaliation
Rank 5:
24 Energy Cost
11 Fire Retaliation
Rank 6:
26 Energy Cost
13 Fire Retaliation
Rank 7:
28 Energy Cost
14 Fire Retaliation
Rank 8:
30 Energy Cost
15 Fire Retaliation
Wildfire (12 ranks) PA
Allows the Core Dweller to ignite an area of ground causing severe burn
damage to enemies within.
Modifies Summon Core Dweller (T3)
All Ranks:
5 Second Duration
4.0 Meter Radius
Rank 1:
49 Energy Cost
16-25 Fire Damage
Rank 2:
50 Energy Cost
20-30 Fire Damage
Rank 3:
50 Energy Cost
24-35 Fire Damage
Rank 4:
51 Energy Cost
29-41 Fire Damage
Rank 5:
52 Energy Cost
33-46 Fire Damage
Rank 6:
53 Energy Cost
37-51 Fire Damage
Rank 7:
54 Energy Cost
41-56 Fire Damage
Rank 8:
54 Energy Cost
46-62 Fire Damage
Rank 9:
55 Energy Cost
50-67 Fire Damage
Rank 10:
56 Energy Cost
55-73 Fire Damage
Rank 11:
57 Energy Cost
59-78 Fire Damage
Rank 12:
58 Energy Cost
65-85 Fire Damage
Skill Analysis: The Core Dweller does have an energy pool, and this
skill is really the only thing it might ever use it for, so to really
unlock the Core Dweller’s full potential, you may want to invest points
into this. That being said, you may just want to skip this altogether and
bump up the Volcanic Orb tree so you can have a bit more control over the
area of effect damage!
Flame Arch (12 ranks) PA
Increases the damage and number of flame jets created by Flame Surge.
Modifies Flame Surge (T1)
Rank 1:
+10 Energy Cost
+1 Projectile
+4% Fire Damage
Rank 2:
+11 Energy Cost
+1 Projectile
+8% Fire Damage
Rank 3:
+12 Energy Cost
+1 Projectile
+12% Fire Damage
Rank 4:
+14 Energy Cost
+1 Projectile
+16% Fire Damage
Rank 5:
+20 Energy Cost
+2 Projectile
+20% Fire Damage
Rank 6:
+21 Energy Cost
+2 Projectile
+24% Fire Damage
Rank 7:
+23 Energy Cost
+2 Projectile
+29% Fire Damage
Rank 8:
+24 Energy Cost
+2 Projectile
+33% Fire Damage
Rank 9:
+30 Energy Cost
+3 Projectile
+38% Fire Damage
Rank 10:
+32 Energy Cost
+3 Projectile
+42% Fire Damage
Rank 11:
+33 Energy Cost
+3 Projectile
+48% Fire Damage
Rank 12:
+34 Energy Cost
+3 Projectile
+55% Fire Damage
Skill Analysis: If you are going to be investing in Flame Surge as a
primary attack skill, you should definitely invest in this skill to enhance
it to its full effect. Note that while the +55% Fire Damage increase is
fairly significant, the +3 projectile is basically doubling your firepower
on top of the damage bonus. This will truly make your DPS soar, but
remember that Fire damage tends to become less and less effective on higher
difficulty levels, thus making Volcanic Orb with its dual-element
(physical/fire) damage a bit more desirable.
Fragmentation (12 ranks) PA
Causes the Volcanic Orb to violently explode on impact sending out fragments
of rock that inflict physical damage to enemies in their path.
Modifies Volcanic Orb (T2)
All Ranks:
+3.0 Meter Radius
1.5 Seconds of Stun
Rank 1:
+10 Energy Cost
3-5 Fragments
35 Physical Damage
12 Fire Damage
Rank 2:
+11 Energy Cost
4-6 Fragments
43 Physical Damage
16 Fire Damage
Rank 3:
+13 Energy Cost
4-7 Fragments
51 Physical Damage
20 Fire Damage
Rank 4:
+15 Energy Cost
4-7 Fragments
60 Physical Damage
25 Fire Damage
Rank 5:
+16 Energy Cost
5-8 Fragments
68 Physical Damage
29 Fire Damage
Rank 6:
+17 Energy Cost
5-9 Fragments
76 Physical Damage
33 Fire Damage
Rank 7:
+19 Energy Cost
5-9 Fragments
84 Physical Damage
37 Fire Damage
Rank 8:
+20 Energy Cost
6-10 Fragments
95 Physical Damage
42 Fire Damage
Rank 9:
+22 Energy Cost
6-11 Fragments
101 Physical Damage
46 Fire Damage
Rank 10:
+23 Energy Cost
6-11 Fragments
109 Physical Damage
50 Fire Damage
Rank 11:
+25 Energy Cost
7-12 Fragments
117 Physical Damage
54 Fire Damage
Rank 12:
+26 Energy Cost
7-13 Fragments
126 Physical Damage
59 Fire Damage
Skill Analysis: This skill is absolutely sick. A fully maxed out Volcanic
Orb tree will cause colossal amounts of damage over a huge area with 2
different types of damage (physical and fire). Anything that survives the
initial hit will more than likely be hit by one or more fragments, causing
even more damage, plus stunning them and setting them on fire (assuming
they’re still alive!). If you’re looking to skimp on skill points for this
skill line, take points out of Conflagration before taking anything out of
Fragmentation.
Tier 6 Skills (Requires 32 points in Earth Mastery Skill)
Volatility (12 ranks) P
Enhanced by the volatile energy of the Earth, your fire attacks have a
chance of inflicting greatly increased damage.
Rank 1:
33% Chance of +75% Fire Damage
Rank 2:
33% Chance of +83% Fire Damage
Rank 3:
33% Chance of +92% Fire Damage
Rank 4:
33% Chance of +104% Fire Damage
Rank 5:
33% Chance of +112% Fire Damage
Rank 6:
33% Chance of +120% Fire Damage
Rank 7:
33% Chance of +129% Fire Damage
Rank 8:
33% Chance of +141% Fire Damage
Rank 9:
33% Chance of +149% Fire Damage
Rank 10:
33% Chance of +157% Fire Damage
Rank 11:
33% Chance of +166% Fire Damage
Rank 12:
33% Chance of +178% Fire Damage
Skill Analysis: Anyone who gets this far into the Earth Mastery skill
tree should invest at least one point into this skill. A one-third chance
to increase your fire damage by nearly double at max rank is pretty sick.
I’m not sure if this skill affects the fire damage imparted by the Earth
Enchantment skill tree, but I suspect that it does.
Metamorphosis (8 ranks) P
Under tremendous heat and pressure, the composition of the Core Dweller
hardens making it more resistant to damage.
Modifies Summon Core Dweller (T3)
All Ranks:
+33% Armor Absorption
Rank 1:
+10% Health
+10% Armor Protection
+4% Elemental Resistance
Rank 2:
+15% Health
+15% Armor Protection
+6% Elemental Resistance
Rank 3:
+20% Health
+20% Armor Protection
+8% Elemental Resistance
Rank 4:
+25% Health
+25% Armor Protection
+10% Elemental Resistance
Rank 5:
+30% Health
+30% Armor Protection
+12% Elemental Resistance
Rank 6:
+35% Health
+35% Armor Protection
+14% Elemental Resistance
Rank 7:
+40% Health
+40% Armor Protection
+16% Elemental Resistance
Rank 8:
+45% Health
+40% Armor Protection
+18% Elemental Resistance
Skill Analysis: The main benefit of this skill is that it makes your Core
Dweller much more durable, which obviously increases the Energy efficiency
of the base Summon skill, leaving you with more Energy in the long run to
casting direct damage spells. This won’t make your Core Dweller do more
damage, but it will allow him to function much better in a tank capacity,
leaving you free to deal damage from the rear.
Eruption (12 ranks) PA
Volcanic fissures form in the ground, emitting deadly geysers of molten
flame and fiery chunks of brimstone.
All Ranks:
6 Second Duration
3.0 Meter Radius
Rank 1:
95 Energy Cost
2-3 Fragments
31 Physical Damage
28-33 Fire Damage
Rank 2:
98 Energy Cost
3-4 Fragments
38 Physical Damage
35-41 Fire Damage
Rank 3:
100 Energy Cost
3-4 Fragments
44 Physical Damage
41-48 Fire Damage
Rank 4:
103 Energy Cost
3-4 Fragments
49 Physical Damage
46-54 Fire Damage
Rank 5:
105 Energy Cost
3-4 Fragments
56 Physical Damage
53-62 Fire Damage
Rank 6:
108 Energy Cost
4-5 Fragments
62 Physical Damage
59-69 Fire Damage
Rank 7:
110 Energy Cost
4-5 Fragments
67 Physical Damage
64-75 Fire Damage
Rank 8:
113 Energy Cost
4-5 Fragments
74 Physical Damage
71-83 Fire Damage
Rank 9:
115 Energy Cost
4-5 Fragments
80 Physical Damage
77-90 Fire Damage
Rank 10:
118 Energy Cost
5-6 Fragments
85 Physical Damage
82-96 Fire Damage
Rank 11:
120 Energy Cost
5-6 Fragments
92 Physical Damage
89-104 Fire Damage
Rank 12:
123 Energy Cost
5-6 Fragments
98 Physical Damage
95-112 Fire Damage
Skill Analysis: I find this skill to be a bit underwhelming. At best it is
an underpowered version of Volcanic Orb, albeit one that takes quite a bit
less skill point investment to max out. I’d say this would be most useful
to Earth masters who have concentrated more on Flame Surge/Summon Core
Dweller, but would still like an area of effect spell that causes physical
as well as fire damage without having to invest too many skill points.
Otherwise, I’d probably skip this skill in favor of maxing out Volcanic Orb.
Reader input: Lord Fang writes: “This is what I think you missed about
Eruption, since it fires off as many as 30-36 fragments in its 6-second
lifetime. [Max rank] Volcanic Orb - 156 energy, 55 + 91-128 (109.5)damage
+48 burn +7-13 (10) fragments dealing 126/59 each. Averaging the damage, we
get 55+1260=1315 physical damage and 109.5+590=700 fire damage (heck with
half a point) for a total of 2015 points of damage, 1/3 of it fire (though I
don't know whether this fire damage is affected by +% items and skills) -
unweighted energy efficiency is therefore 2015/156= 12.92 points of damage
per point of energy spent. [Max rank] Eruption - 123 energy, 30-36(33)
fragments dealing 98 + 95-112(103.5) each 33*(98+103.5)=6650 damage, just
over half of it fire-based. For this spell though, the unweighted damage
efficiency - which due to its higher fire content can only improve or remain
the same - is 6650/123=54.1 points damage per point of energy.”
Tier 1 Skills (Requires 1 point in Hunting Mastery Skill)
Ensnare (6 ranks) PA
Casts a weighted net around the feet of an enemy holding them in place but
not preventing them from attacking if you are within their range.
Modified by Barbed Netting (T3)
All Ranks:
-33% Defensive Ability
Rank 1:
15 Energy Cost
3 Second Duration
15 Piercing Damage
Rank 2:
17 Energy Cost
4 Second Duration
19 Piercing Damage
Rank 3:
19 Energy Cost
5 Second Duration
23 Piercing Damage
Rank 4:
20 Energy Cost
6 Second Duration
27 Piercing Damage
Rank 5:
22 Energy Cost
7 Second Duration
31 Piercing Damage
Rank 6:
24 Energy Cost
8 Second Duration
35 Piercing Damage
Skill Analysis: Hunting tends to be a much more tactical mastery than others;
this skill set is not necessarily designed to generate huge amounts of damage,
but follows a more “divide and conquer” line of reasoning. Ensnare is a
perfect example of this: the damage from this skill is laughable, but the
less immediately obvious element of “-33% Defensive Ability” really shines.
Defensive Ability reduces the chances of getting hit critically with melee
or ranged weapons, and cutting an enemy’s “critical resist” rate by a third
is very useful even to classes who would have to go in hand to hand with an
enemy to kill it anyway. Ensnare can be used to separate melee mobs from
their caster support long enough to take the more dangerous casters out, but
it can also be used as a quick debuff for more melee-centric characters
before engaging an enemy.
Take Down (12 ranks) PA
A brutal thrust from your spear delivers devastating piercing damage to
nemies and diminishes a portion of your enemy’s total life.
Modified by Eviscerate (T3)
All Ranks:
+300% Movement
Rank 1:
30 Energy Cost
25 Piercing Damage
8% Reduction to Enemy’s Health
Rank 2:
32 Energy Cost
31 Piercing Damage
12% Reduction to Enemy’s Health
Rank 3:
34 Energy Cost
38 Piercing Damage
15% Reduction to Enemy’s Health
Rank 4:
36 Energy Cost
47 Piercing Damage
18% Reduction to Enemy’s Health
Rank 5:
38 Energy Cost
52 Piercing Damage
21% Reduction to Enemy’s Health
Rank 6:
40 Energy Cost
57 Piercing Damage
24% Reduction to Enemy’s Health
Rank 7:
42 Energy Cost
61 Piercing Damage
26% Reduction to Enemy’s Health
Rank 8:
44 Energy Cost
68 Piercing Damage
28% Reduction to Enemy’s Health
Rank 9:
46 Energy Cost
72 Piercing Damage
30% Reduction to Enemy’s Health
Rank 10:
48 Energy Cost
77 Piercing Damage
32% Reduction to Enemy’s Health
Rank 11:
50 Energy Cost
81 Piercing Damage
34% Reduction to Enemy’s Health
Rank 12:
52 Energy Cost
88 Piercing Damage
36% Reduction to Enemy’s Health
Skill Analysis: A very powerful spear attack (since it works on a
percentage, rather than a flat damage, basis), this one is very worth
investing in if you are going for a more melee-oriented Hunter. The
piercing damage is not too shabby, but the main benefit is the extra large
chunk that gets taken out of an enemy’s health when this connects.
Wood Lore (6 ranks) P
Central to survival in the wilderness is the ability to hunt with bow
and spear. Great familiarity with these weapons allows you to wield them
with exceptional speed and precision.
Rank 1:
+10% Defensive Ability
+5% Attack Speed
Rank 2:
+14% Defensive Ability
+8% Attack Speed
Rank 3:
+18% Defensive Ability
+12% Attack Speed
Rank 4:
+24% Defensive Ability
+15% Attack Speed
Rank 5:
+28% Defensive Ability
+18% Attack Speed
Rank 6:
+32% Defensive Ability
+21% Attack Speed
Skill Analysis: Unless you are not going to be using spears or bows at
all (are you sure you want to be learning Hunting Mastery?) you should
absolutely plan on picking this one up ASAP.
Tier 2 Skills (Requires 4 points in Hunting Mastery Skill)
Marksmanship (12 ranks) PA
Marksmanship skill allows you to create and fire arrows that fly faster
and increase pierce damage.
Modified by Puncture Shot Arrows (T4) and Scatter Shot Arrows (T6)
All Ranks:
3 Energy Cost
Rank 1:
5 Piercing Damage
+30% Increase in Projectile Speed
Rank 2:
7 Piercing Damage
+40% Increase in Projectile Speed
Rank 3:
9 Piercing Damage
+50% Increase in Projectile Speed
Rank 4:
12 Piercing Damage
+60% Increase in Projectile Speed
Rank 5:
14 Piercing Damage
+70% Increase in Projectile Speed
Rank 6:
16 Piercing Damage
+80% Increase in Projectile Speed
Rank 7:
18 Piercing Damage
+90% Increase in Projectile Speed
Rank 8:
21 Piercing Damage
+100% Increase in Projectile Speed
Rank 9:
23 Piercing Damage
+110% Increase in Projectile Speed
Rank 10:
25 Piercing Damage
+120% Increase in Projectile Speed
Rank 11:
27 Piercing Damage
+130% Increase in Projectile Speed
Rank 12:
31 Piercing Damage
+140% Increase in Projectile Speed
Skill Analysis: While a decent skill in and of itself, this base skill is
much more useful when its enhancement skills have been unlocked and leveled
up. Still, the extra damage and arrow speed make this a mainstay in the
archer’s arsenal.
Art of the Hunt (10 ranks) ER, G
Hunting experience gives you the edge when facing familiar quarry such as
Animals and Beastmen.
Modified by Find Cover (T4) and Trail Blazing (T5)
All Ranks:
15.0 Meter Radius
+75 Energy Reserved
Rank 1:
+12% Piercing Damage
+3 Damage to Animals/Beastmen
Rank 2:
+18% Piercing Damage
+5 Damage to Animals/Beastmen
Rank 3:
+23% Piercing Damage
+8 Damage to Animals/Beastmen
Rank 4:
+30% Piercing Damage
+10 Damage to Animals/Beastmen
Rank 5:
+34% Piercing Damage
+12 Damage to Animals/Beastmen
Rank 6:
+40% Piercing Damage
+15 Damage to Animals/Beastmen
Rank 7:
+45% Piercing Damage
+17 Damage to Animals/Beastmen
Rank 8:
+52% Piercing Damage
+19 Damage to Animals/Beastmen
Rank 9:
+56% Piercing Damage
+22 Damage to Animals/Beastmen
Rank 10:
+62% Piercing Damage
+25 Damage to Animals/Beastmen
Skill Analysis: The Hunting mastery’s “aura” skill, this increases your
base pierce damage (as well as pierce damage from other skills) and provides
a minor bonus to both Animals and Beastmen (both very common enemies in
Titan Quest). When combined with Find Cover and Trail Blazing, this becomes
a very effective skill for nearly any Hunter or Hunter hybrid out there.
Herbal Remedy (6 ranks) PA
Living off the land, you learn to identify and utilize medicinal plants to
create healing salves. When applied it will fortify against poison and
healing is accelerated for a duration.
Rank 1:
35 Energy Cost
180 Second Duration
+3.0 Health Regeneration per Second
30% Poison Resistance
Rank 2:
40 Energy Cost
240 Second Duration
+3.6 Health Regeneration per Second
38% Poison Resistance
Rank 3:
45 Energy Cost
300 Second Duration
+4.2 Health Regeneration per Second
46% Poison Resistance
Rank 4:
50 Energy Cost
360 Second Duration
+4.8 Health Regeneration per Second
54% Poison Resistance
Rank 5:
55 Energy Cost
420 Second Duration
+5.4 Health Regeneration per Second
66% Poison Resistance
Rank 6:
60 Energy Cost
480 Second Duration
+6.0 Health Regeneration per Second
72% Poison Resistance
Skill Analysis: This is a very powerful health over time skill, especially
considering that at maximum rank, this skill will stay in effect for 8
minutes! By the time those 8 minutes are up, you will have been healed for
just shy of 3000 health. This skill obviously works better when recovering
from big battles or when fighting groups of smaller enemies that don’t do
lots of damage per hit. Against bigger mobs, the health regeneration is not
likely to keep you up and running for too long. If you don’t have access
to another form of healing skill from another mastery, you should definitely
pick this one up.
Tier 3 Skills (Requires 10 points in Hunting Mastery Skill)
Barbed Netting (8 ranks) PA
Barbed hooks on the hunter’s Ensnare net tear into enemies as they struggle
causing them to bleed.
Modifies Ensnare (T1)
Rank 1:
45 Bleeding Damage Over 3 Seconds
Rank 2:
57 Bleeding Damage Over 3 Seconds
Rank 3:
72 Bleeding Damage Over 3 Seconds
Rank 4:
84 Bleeding Damage Over 3 Seconds
Rank 5:
96 Bleeding Damage Over 3 Seconds
Rank 6:
111 Bleeding Damage Over 3 Seconds
Rank 7:
123 Bleeding Damage Over 3 Seconds
Rank 8:
135 Bleeding Damage Over 3 Seconds
Skill Analysis: If you are already using Ensnare as a root-type skill (i.e.
keeping enemies away from you while you attack from a distance) then this
skill is just gravy damage on top of the snare effect. If you are more
melee-centric and using ensnare more for its debuff properties, then you
should probably just skip this skill. If you’re not using Ensnare at all,
then you will obviously not use this skill either.
Call of the Hunt (8 ranks) PA, G
Those who answer the call of the hunt will fight with increase speed and
cunning.
Modified by Exploit Weakness (T5)
All Ranks:
15.0 Meter Radius
+33% Damage to Animals/Beastmen
Rank 1:
45 Energy Cost
28 Second Duration
18 Bleeding Damage Over 3 Seconds
+15% Attack Speed
Rank 2:
47 Energy Cost
31 Second Duration
22 Bleeding Damage Over 3 Seconds
+17% Attack Speed
Rank 3:
49 Energy Cost
33 Second Duration
26 Bleeding Damage Over 3 Seconds
+19% Attack Speed
Rank 4:
51 Energy Cost
36 Second Duration
30 Bleeding Damage Over 3 Seconds
+22% Attack Speed
Rank 5:
53 Energy Cost
42 Second Duration
34 Bleeding Damage Over 3 Seconds
+24% Attack Speed
Rank 6:
55 Energy Cost
44 Second Duration
38 Bleeding Damage Over 3 Seconds
+26% Attack Speed
Rank 7:
57 Energy Cost
47 Second Duration
41 Bleeding Damage Over 3 Seconds
+28% Attack Speed
Rank 8:
59 Energy Cost
50 Second Duration
46 Bleeding Damage Over 3 Seconds
+31% Attack Speed
Skill Analysis: Call of the Hunt is an excellent buff for most Hunting
mastery builds, mainly for the attack speed bonus, although the bonus damage
to Beastmen and Animals is very nice as well. I believe this bonus stacks
with the Art of the Hunt bonus damage as well. The bleeding damage is
nothing to get excited about.
Eviscerate (10 ranks) PA
Targeting vital weak points on your enemy causes sustained damage from
bleeding.
Modifies Take Down (T1)
All Ranks:
+5 Energy Cost
Rank 1:
33 Bleeding Damage Over 3 Seconds
Rank 2:
45 Bleeding Damage Over 3 Seconds
Rank 3:
60 Bleeding Damage Over 3 Seconds
Rank 4:
72 Bleeding Damage Over 3 Seconds
Rank 5:
84 Bleeding Damage Over 3 Seconds
Rank 6:
99 Bleeding Damage Over 3 Seconds
Rank 7:
111 Bleeding Damage Over 3 Seconds
Rank 8:
123 Bleeding Damage Over 3 Seconds
Rank 9:
138 Bleeding Damage Over 3 Seconds
Rank 10:
150 Bleeding Damage Over 3 Seconds
Skill Analysis: A good addition to the already excellent Take Down skill,
you should either invest in this skill all the way (as the energy cost
remains the same regardless of rank) or you should skip it altogether. If
you’re going for a spear fighter, you should take all the goodies you can
get, of course!
Monster Lure (6 ranks) PA
Drops down a decoy to attract the attention of nearby monsters
Modified by Detonate
All Ranks:
3 Summon Limit
30 Second Duration (if not destroyed sooner)
15 Decoy Energy
Provoke Ability – 15 Energy Cost
Rank 1:
34 Energy Cost
120 Decoy Health
5.0 Meter Provoke Radius
Rank 2:
38 Energy Cost
150 Decoy Health
6.0 Meter Provoke Radius
Rank 3:
42 Energy Cost
180 Decoy Health
7.0 Meter Provoke Radius
Rank 4:
46 Energy Cost
210 Decoy Health
8.0 Meter Provoke Radius
Rank 5:
50 Energy Cost
240 Decoy Health
9.0 Meter Provoke Radius
Rank 6:
54 Energy Cost
270 Decoy Health
10.0 Meter Provoke Radius
Skill Analysis: Falling into the same category as Ensnare, Decoy is used
primarily to distract monsters from beating you into a bloody pulp. They
are very tactical in nature, and dropping them behind you as you run can
create a fairly powerful kiting set up that can help kill even the toughest
mobs. Make sure to invest in Detonate to obtain the full effect of this
skill! I think that this skill also gets upgraded in Epic and Legendary
mode, but I'm not positive.
Tier 4 Skills (Requires 16 points in Hunting Mastery Skill)
Study Prey (8 ranks) PA, G
By observing your prey from a distance you may discover its weakness,
resulting in greater pierce damage.
Modified by Flush Out (T6)
All Ranks:
35 Energy Cost
8 Second Duration
6.0 Meter Radius
Skill Analysis: Activating this skill just before a Take Down or
Marksmanship attack will produce the best results, although any melee
character can make excellent use of this skill to help bypass foes with
heavier than usual armor. Even caster classes can make use of this skill
when enhanced with the Flush Out skill, which also reduces Elemental
Resistance.
Puncture Shot Arrows (12 ranks) PA
Incorporating a more streamlined shaft into your arrows allows them to
pass through targets and hit additional enemies in their path.
Modifies Marksmanship (T2)
All Ranks:
+1 Energy Cost
Rank 1:
8% Chance to Pass Through Enemies
+5% Pierce Damage
+9% Bleeding Damage
Rank 2:
12% Chance to Pass Through Enemies
+8% Pierce Damage
+12% Bleeding Damage
Rank 3:
16% Chance to Pass Through Enemies
+10% Pierce Damage
+15% Bleeding Damage
Rank 4:
21% Chance to Pass Through Enemies
+12% Pierce Damage
+20% Bleeding Damage
Rank 5:
25% Chance to Pass Through Enemies
+15% Pierce Damage
+23% Bleeding Damage
Rank 6:
29% Chance to Pass Through Enemies
+18% Pierce Damage
+27% Bleeding Damage
Rank 7:
33% Chance to Pass Through Enemies
+20% Pierce Damage
+30% Bleeding Damage
Rank 8:
38% Chance to Pass Through Enemies
+22% Pierce Damage
+35% Bleeding Damage
Rank 9:
42% Chance to Pass Through Enemies
+25% Pierce Damage
+38% Bleeding Damage
Rank 10:
46% Chance to Pass Through Enemies
+28% Pierce Damage
+42% Bleeding Damage
Rank 11:
50% Chance to Pass Through Enemies
+30% Pierce Damage
+45% Bleeding Damage
Rank 12:
55% Chance to Pass Through Enemies
+33% Pierce Damage
+50% Bleeding Damage
Skill Analysis: Very powerful upgrade to Marksmanship. It is an
indispensable skill for any character that makes use of bows. If you
don’t use bows, then obviously you will want to avoid this skill.
Gouge (6 ranks) WP
A combat technique that uses the spear or bow to inflict deep wounds that
will result in prolonged bleeding.
Rank 1:
6% Chance to be Used
45 Bleeding Damage Over 3 Seconds
Rank 2:
8% Chance to be Used
60 Bleeding Damage Over 3 Seconds
Rank 3:
10% Chance to be Used
72 Bleeding Damage Over 3 Seconds
Rank 4:
12% Chance to be Used
81 Bleeding Damage Over 3 Seconds
Rank 5:
14% Chance to be Used
96 Bleeding Damage Over 3 Seconds
Rank 6:
16% Chance to be Used
108 Bleeding Damage Over 3 Seconds
Skill Analysis: A decent addition to any bow or spear user, and I believe
that the bleed damage bonus from Puncture Shot Arrows does affect this
skill if it activates when that skill is used. It’s a free, occasional
damage over time, you may as well take it, no?
Find Cover (8 ranks) ER, G
Making use of available cover as you press your attack allows you to avoid
unnecessary damage.
Modifies Art of the Hunt (T2)
All Ranks:
+10 Energy Reserved
Rank 1:
+8% Chance to Avoid Projectiles
Rank 2:
+10% Chance to Avoid Projectiles
Rank 3:
+12% Chance to Avoid Projectiles
Rank 4:
+15% Chance to Avoid Projectiles
Rank 5:
+17% Chance to Avoid Projectiles
Rank 6:
+19% Chance to Avoid Projectiles
Rank 7:
+23% Chance to Avoid Projectiles
Rank 8:
+25% Chance to Avoid Projectiles
Skill Analysis: If you find yourself taking way too much damage from
ranged monsters, then I suppose you could invest in this skill. As it is
perfectly possible (easy, IMHO) to dodge arrow attacks manually, I’m not
sure how useful this skill actually is.
Tier 5 Skills (Requires 24 points in Hunting Mastery Skill)
Exploit Weakness (10 ranks) PA, G
Take full advantage of your enemy’s mistakes and vulnerable moments to
inflict savage wounds.
Modifies Call of the Hunt (T3)
Skill Analysis: An excellent addition to an already great skill, this
skill will greatly increase both Pierce and Bleeding damage, which are
Hunting mastery’s main sources of damage. Excellent for either bow or spear
builds, or for hybrid melee warriors.
Trail Blazing (6 ranks) ER, G
Grants those who follow the hunt endurance to relentlessly track their
quarry, preventing even the most tangled thicket from slowing pursuit.
Modifies Art of the Hunt (T2)
All Ranks:
+1 Active Energy Cost per Second
100% Reduced Entrapment Duration
Rank 1:
+5% Movement
Rank 2:
+8% Movement
Rank 3:
+10% Movement
Rank 4:
+12% Movement
Rank 5:
+16% Movement
Rank 6:
+18% Movement
Skill Analysis: A decent addition to Art of the Hunt, especially for
archers who like to kite, this skill will quickly put some distance between
you and your opponents.
Detonate (12 ranks) PA
Adds a hidden explosive charge to the monster lure causing it to detonate
when destroyed. In order to detonate the lure must be at full energy.
Modifies Monster Lure (T3)
All Ranks:
15 Energy Cost
6 Projectiles
3.0 Meter Radius
Rank 1:
36-58 Fire Damage
Rank 2:
42-66 Fire Damage
Rank 3:
49-75 Fire Damage
Rank 4:
58-86 Fire Damage
Rank 5:
64-94 Fire Damage
Rank 6:
70-112 Fire Damage
Rank 7:
77-111 Fire Damage
Rank 8:
86-122 Fire Damage
Rank 9:
92-130 Fire Damage
Rank 10:
98-138 Fire Damage
Rank 11:
105-147 Fire Damage
Rank 12:
114-158 Fire Damage
Skill Analysis: A great damage addition to a previously utility-only skill,
this skill is pretty fun to play around with. As you can set 3 monster lures
at a time, you can cluster multiple lures together to create explosive traps
that provoke the enemy into attack them! The damage is fairly high,
especially when they go off in the middle of a pack of enemies.
Tier 6 Skills (Requires 32 points in Hunting Mastery Skill)
Flush Out (6 ranks) PA, G
Draw your enemies into the open, making them more vulnerable to attack.
Modifies Study Prey (T4)
Skill Analysis: An excellent skill, as it is useful regardless of class.
Melee attackers can make good use of the Defensive Ability reduction, and
Casters will find their elemental spells hitting harder after using this
skill.
Scatter Shot Arrows (12 ranks) PA
A secret of master fletchers is the ability to craft special arrow heads
that burst on impact sending out razor-sharp fragments in all directions.
Modifies Marksmanship (T2)
All Ranks:
+1 Energy Cost
Rank 1:
3-4 Fragments
9 Piercing Damage
Rank 2:
3-5 Fragments
12 Piercing Damage
Rank 3:
4-5 Fragments
15 Piercing Damage
Rank 4:
4-5 Fragments
19 Piercing Damage
Rank 5:
4-6 Fragments
22 Piercing Damage
Rank 6:
5-6 Fragments
25 Piercing Damage
Rank 7:
5-7 Fragments
28 Piercing Damage
Rank 8:
5-7 Fragments
32 Piercing Damage
Rank 9:
6-7 Fragments
35 Piercing Damage
Rank 10:
6-8 Fragments
38 Piercing Damage
Rank 11:
6-8 Fragments
41 Piercing Damage
Rank 12:
7-9 Fragments
45 Piercing Damage
Skill Analysis: The culmination of the Marksmanship line, this skill
allows the “one target at a time” mentality of an archer to quickly shift
into the “destroy large groups of mobs very quickly” mentality usually
reserved for casters. Combined with the various piercing damage increases
found in other Hunting mastery skills, this skill can be quite devastating
when used against groups of mobs.
Volley (6 ranks) WP
A combat technique that uses the spear or bow to rapidly strike three times
in succession.
All Ranks:
Launches 3 Projectiles
Rank 1:
6% Chance to be Used
Rank 2:
8% Chance to be Used
Rank 3:
10% Chance to be Used
Rank 4:
12% Chance to be Used
Rank 5:
14% Chance to be Used
Rank 6:
16% Chance to be Used
Skill Analysis: Although the skill description says this works for both
spear or bow, the information shows the “Launches 3 Projectiles” line. I
haven’t had much chance to test this out, so I’m not positive whether or not
this skill actually works with spear weapons. I suspect that Iron Lore had
spears set up at some point to be ranged weapons, and that this skill’s
information was not corrected after making them melee only weapons, but
that’s just a guess. Regardless, a 16% chance to triple your damage is an
absolutely awesome skill! (Update: Archangel (a.k.a. Xaanor) wrote to let
me know that he does indeed get the triple attack effect on spears as well
as bows. With that being confirmed, this skill should most definitely be
picked up by spear wielders as well as bow wielders!)
Tier 1 Skills (Requires 1 point in Nature Mastery Skill)
Regrowth (16 ranks) PA
A wave of healing energy rapidly restores lost life to the target ally.
Modified by Accelerated Growth (T2) and Dissemination (T4)
Rank 1:
+300 Health Restored
44 Energy Cost
Rank 2:
+380 Health Restored
48 Energy Cost
Rank 3:
+460 Health Restored
52 Energy Cost
Rank 4:
+540 Health Restored
56 Energy Cost
Rank 5:
+620 Health Restored
60 Energy Cost
Rank 6:
+700 Health Restored
64 Energy Cost
Rank 7:
+780 Health Restored
68 Energy Cost
Rank 8:
+860 Health Restored
72 Energy Cost
Rank 9:
+940 Health Restored
76 Energy Cost
Rank 10:
+1020 Health Restored
80 Energy Cost
Rank 11:
+1100 Health Restored
84 Energy Cost
Rank 12:
+1180 Health Restored
88 Energy Cost
Rank 13:
+1260 Health Restored
92 Energy Cost
Rank 14:
+1340 Health Restored
96 Energy Cost
Rank 15:
+1420 Health Restored
100 Energy Cost
Rank 16:
+1500 Health Restored
104 Energy Cost
Skill Analysis: Hey, it’s a healing spell! Better than a potion in
emergencies, plus you can cast it on your allies to pull their fat out of
the fire as well. As with several other skill trees, you can invest only a
couple of points in the base skill (Regrowth) and max the modifying skills
(Accelerated Growth and Dissemination in this case) to make a more
mana-efficient spell, as neither of the modifying skills in this case add
energy cost.
Call of the Wild (15 ranks) PA
Summons a wolf companion to fight with you in battle. At higher levels
more wolves can be controlled at once.
Modified by Maul (T2), Survival Instinct (T3) and Strength of the Pack (T5)
Rank 1:
120 Energy Cost
1 Summon Limit
155 Feral Wolf Health
45 Feral Wolf Energy
15% Chance to Dodge Attacks/Projectiles
Rank 2:
124 Energy Cost
1 Summon Limit
180 Feral Wolf Health
48 Feral Wolf Energy
16% Chance to Dodge Attacks/Projectiles
Rank 3:
128 Energy Cost
1 Summon Limit
205 Feral Wolf Health
51 Feral Wolf Energy
17% Chance to Dodge Attacks/Projectiles
Rank 4:
132 Energy Cost
1 Summon Limit
232 Feral Wolf Health
54 Feral Wolf Energy
18% Chance to Dodge Attacks/Projectiles
Rank 5:
136 Energy Cost
1 Summon Limit
257 Feral Wolf Health
57 Feral Wolf Energy
19% Chance to Dodge Attacks/Projectiles
Rank 6:
140 Energy Cost
1 Summon Limit
283 Feral Wolf Health
60 Feral Wolf Energy
20% Chance to Dodge Attacks/Projectiles
Rank 7:
144 Energy Cost
2 Summon Limit
308 Feral Wolf Health
63 Feral Wolf Energy
21% Chance to Dodge Attacks/Projectiles
Rank 8:
148 Energy Cost
2 Summon Limit
335 Feral Wolf Health
66 Feral Wolf Energy
22% Chance to Dodge Attacks/Projectiles
Rank 9:
152 Energy Cost
2 Summon Limit
360 Feral Wolf Health
69 Feral Wolf Energy
23% Chance to Dodge Attacks/Projectiles
Rank 10:
156 Energy Cost
2 Summon Limit
387 Feral Wolf Health
72 Feral Wolf Energy
24% Chance to Dodge Attacks/Projectiles
Rank 11:
160 Energy Cost
2 Summon Limit
413 Feral Wolf Health
75 Feral Wolf Energy
25% Chance to Dodge Attacks/Projectiles
Rank 12:
164 Energy Cost
2 Summon Limit
441 Feral Wolf Health
78 Feral Wolf Energy
26% Chance to Dodge Attacks/Projectiles
Rank 13:
168 Energy Cost
2 Summon Limit
467 Feral Wolf Health
81 Feral Wolf Energy
27% Chance to Dodge Attacks/Projectiles
Rank 14:
172 Energy Cost
2 Summon Limit
494 Feral Wolf Health
84 Feral Wolf Energy
28% Chance to Dodge Attacks/Projectiles
Rank 15:
176 Energy Cost
2 Summon Limit
523 Feral Wolf Health
87 Feral Wolf Energy
29% Chance to Dodge Attacks/Projectiles
Skill Analysis: A very fun and useful skill (although it does take a
crazy amount of skill points to max out!). Combining 2 wolf pets with the
Nymph archer pet makes for a very effective mini-armada that is quite capable
of destroying most critters in it’s path. The wolves in general are fairly
decent fighters, but at the higher difficulty levels they will likely not
last too long versus bosses or spell casting mobs (523 health is not a whole
heck of a lot, even when boosted by other skills such as Heart of Oak)
Tier 2 Skills (Requires 4 points in Nature Mastery Skill)
Heart of Oak (12 ranks) ER, G
Bolsters the life-force of yourself and nearby allies.
Modified by Tranquility of Water (T4) and Permanence of Stone (T5)
All Ranks:
1 Active Energy Cost per Second
18.0 Meter Radius
+10% Total Speed
100 Energy Reserved
Rank 1:
+8% Health
Rank 2:
+16% Health
Rank 3:
+24% Health
Rank 4:
+32% Health
Rank 5:
+40% Health
Rank 6:
+48% Health
Rank 7:
+56% Health
Rank 8:
+64% Health
Rank 9:
+72 Health
Rank 10:
+80% Health
Rank 11:
+88% Health
Rank 12:
+96% Health
Skill Analysis: An excellent skill for any build, this skill not only
enhances your own survivability, it also increases the survivability of any
allies (friends, summoned creatures, etc.) The life boost (and potential
energy-saving qualities of Tranquility of Water) makes this very useful even
for casting classes. Try pairing this with Defense mastery for some
ridiculously high health levels!
Accelerated Growth (8 ranks) PA
Allows Regrowth to be cast more frequently.
Modifies Regrowth (T1)
Rank 1:
-18% Recharge
Rank 2:
-26% Recharge
Rank 3:
-34% Recharge
Rank 4:
-42% Recharge
Rank 5:
-50% Recharge
Rank 6:
-58% Recharge
Rank 7:
-66% Recharge
Rank 8:
-75% Recharge
Skill Analysis: Allows you to heal more quickly. Note that there is no
additional energy cost associated with this skill. A good tactic to use if
you only need “emergency healing” and your energy reserves are limited is to
invest only a few points in regrowth (keeping the energy costs low) and
invest more points in Accelerated Growth, allowing you to cast lower-level
heals several times in rapid succession (assuming you need more than one heal).
Maul (10 ranks) PA
A gnawing attack that rends enemy flesh causing bleeding damage for a short
duration
Modifies Call of the Wild (T1)
All Ranks:
24 Energy Cost
Rank 1:
9 Bleeding Damage Over 3 Seconds
3 Piercing Damage
6% Reduction to Enemy’s Health
Rank 2:
13 Bleeding Damage Over 3 Seconds
5 Piercing Damage
6% Reduction to Enemy’s Health
Rank 3:
17 Bleeding Damage Over 3 Seconds
7 Piercing Damage
8% Reduction to Enemy’s Health
Rank 4:
22 Bleeding Damage Over 3 Seconds
9 Piercing Damage
8% Reduction to Enemy’s Health
Rank 5:
25 Bleeding Damage Over 3 Seconds
10 Piercing Damage
8% Reduction to Enemy’s Health
Rank 6:
29 Bleeding Damage Over 3 Seconds
12 Piercing Damage
10% Reduction to Enemy’s Health
Rank 7:
33 Bleeding Damage Over 3 Seconds
14 Piercing Damage
10% Reduction to Enemy’s Health
Rank 8:
38 Bleeding Damage Over 3 Seconds
16 Piercing Damage
10% Reduction to Enemy’s Health
Rank 9:
41 Bleeding Damage Over 3 Seconds
17 Piercing Damage
12% Reduction to Enemy’s Health
Rank 10:
45 Bleeding Damage Over 3 Seconds
19 Piercing Damage
12% Reduction to Enemy’s Health
Skill Analysis: Most useful if you are using your wolf companions for
offensive purposes. They’ll only be able to use this attack sporadically
due to their low energy reserves, but the reduction to enemy health can be a
very welcome effect, especially against enemies with large health pools.
If you are using your wolf pets in a more defensive capability, you may as
well skip this skill altogether and save their energy for Strength of the
Pack (a more effective use of your wolves’ energy points).
Plague (8 ranks) PA
Afflicts target with debilitating ailment that reduces their health and
quickly spreads to nearby enemies.
Modified by Fatigue (T3) and Susceptibility (T5)
Rank 1:
64 Energy Cost
3.0 Second Duration
3-8% Reduction to Enemy’s Health
Rank 2:
66 Energy Cost
3.4 Second Duration
4-9% Reduction to Enemy’s Health
Rank 3:
67 Energy Cost
4.0 Second Duration
5-10% Reduction to Enemy’s Health
Rank 4:
69 Energy Cost
4.3 Second Duration
6-11% Reduction to Enemy’s Health
Rank 5:
70 Energy Cost
4.7 Second Duration
7-12% Reduction to Enemy’s Health
Rank 6:
72 Energy Cost
5.3 Second Duration
8-13% Reduction to Enemy’s Health
Rank 7:
73 Energy Cost
5.6 Second Duration
9-14% Reduction to Enemy’s Health
Rank 8:
75 Energy Cost
6.0 Second Duration
10-15% Reduction to Enemy’s Health
Skill Analysis: A very effective debuff spell (especially when enhanced
with Fatigue and Susceptibility), this is a must-have spell for any build
that focuses on summons to deal damage. Note that the plague effect can
spread from one foe to another, so if you use it correctly, it can be an
incredibly mana-efficient spell.
Tier 3 Skills (Requires 10 points in Nature Mastery Skill)
Briar Ward (15 ranks) PA
A protective grove of briars grows around you that enemies cannot pass
through.
Modified by Stinging Nettle (T4) and Sanctuary (T6)
All Ranks:30 Second Duration
Rank 1:
112 Energy Cost
64 Briar Ward Health
Thorns: 1-3 Piercing Retaliation
Rank 2:
116 Energy Cost
88 Briar Ward Health
Thorns: 1-3 Piercing Retaliation
Rank 3:
120 Energy Cost
112 Briar Ward Health
Thorns: 1-3 Piercing Retaliation
Rank 4:
124 Energy Cost
136 Briar Ward Health
Thorns: 2-5Piercing Retaliation
Rank 5:
128 Energy Cost
160 Briar Ward Health
Thorns: 2-5 Piercing Retaliation
Rank 6:
132 Energy Cost
184 Briar Ward Health
Thorns: 2-5 Piercing Retaliation
Rank 7:
136 Energy Cost
208 Briar Ward Health
Thorns: 2-5 Piercing Retaliation
Rank 8:
140 Energy Cost
232 Briar Ward Health
Thorns: 3-7 Piercing Retaliation
Rank 9:
144 Energy Cost
256 Briar Ward Health
Thorns: 3-7 Piercing Retaliation
Rank 10:
148 Energy Cost
280 Briar Ward Health
Thorns: 3-7 Piercing Retaliation
Rank 11:
152 Energy Cost
304 Briar Ward Health
Thorns: 3-7 Piercing Retaliation
Rank 12:
156 Energy Cost
328 Briar Ward Health
Thorns: 4-9 Piercing Retaliation
Rank 13:
160 Energy Cost
352 Briar Ward Health
Thorns: 4-9 Piercing Retaliation
Rank 14:
164 Energy Cost
376 Briar Ward Health
Thorns: 4-9 Piercing Retaliation
Rank 15:
168 Energy Cost
400 Briar Ward Health
Thorns: 4-9 Piercing Retaliation
Skill Analysis: Definitely more of a utility spell than a source of any
real defense or damage. This pretty much just keeps those pesky melee mobs
from closing in on you for a few seconds while they beat on your plant wall
to get through to you. It’s not horribly durable, although I think perhaps
the health bonus from Heart of Oak does affect it (but I’m not 100% sure).
Frankly, I can think of better uses for 15 skill points! I would, however,
invest a point or two to get access to Sanctuary.
Survival Instinct (15 ranks) P
An instinctual will to live is triggered whenever health is low.
Modifies Call of the Wild (T1)
All Ranks:
Activates When Health Drops Below 33%
6 Second Duration
Rank 1:
15% Damage Absorption
+15% Damage
Rank 2:
20% Damage Absorption
+20% Damage
Rank 3:
24% Damage Absorption
+25% Damage
Rank 4:
30% Damage Absorption
+30% Damage
Rank 5:
38% Damage Absorption
+35% Damage
Rank 6:
42% Damage Absorption
+40% Damage
Rank 7:
47% Damage Absorption
+45% Damage
Rank 8:
51% Damage Absorption
+50% Damage
Rank 9:
54% Damage Absorption
+55% Damage
Rank 10:
60% Damage Absorption
+60% Damage
Rank 11:
63% Damage Absorption
+65% Damage
Rank 12:
67% Damage Absorption
+70% Damage
Rank 13:
70% Damage Absorption
+75% Damage
Rank 14:
74% Damage Absorption
+80% Damage
Rank 15:
80% Damage Absorption
+85% Damage
Skill Analysis: A fair upgrade to your wolf companions, this basically gives
them a crazy strong buff when they fall below 1/3 of their health. At the
highest rank, it reduces incoming damage by 4/5 and nearly doubles their
damage output as well for six seconds. If you’re going heavy into the
summoning arts, this is a decent skill to take, but be aware that you never
really have any control over when this skill activates, and as such, it’s
effectiveness is spotty at best.
Fatigue (8 ranks) PA
Saps the strength from diseased enemies causing them to move more slowly and
fight less effectively.
Modifies Plague (T2)
Rank 1:
3 Damage Reduction
5% Chance of 50% Reduction to Enemy’s Health
15% Reduced Damage for 3 Seconds
-15% Total Speed
Rank 2:
3-5 Damage Reduction
5% Chance of 52% Reduction to Enemy’s Health
18% Reduced Damage for 3 Seconds
-18% Total Speed
Rank 3:
3-6 Damage Reduction
5% Chance of 55% Reduction to Enemy’s Health
20% Reduced Damage for 3 Seconds
-20% Total Speed
Rank 4:
3-8 Damage Reduction
5% Chance of 57% Reduction to Enemy’s Health
23% Reduced Damage for 3 Seconds
-23% Total Speed
Rank 5:
3-9 Damage Reduction
5% Chance of 61% Reduction to Enemy’s Health
28% Reduced Damage for 3 Seconds
-25% Total Speed
Rank 6:
3-11 Damage Reduction
5% Chance of 64% Reduction to Enemy’s Health
31% Reduced Damage for 3 Seconds
-28% Total Speed
Rank 7:
3-12 Damage Reduction
5% Chance of 66% Reduction to Enemy’s Health
34% Reduced Damage for 3 Seconds
-30% Total Speed
Rank 8:
3-15 Damage Reduction
5% Chance of 69% Reduction to Enemy’s Health
36% Reduced Damage for 3 Seconds
-33% Total Speed
Skill Analysis: Plague is already a decent debuff in and of itself, but
this modifying skill makes it just about godly. This will make most enemies
turn into complete wimps, and the best part is, it’s contagious! Since the
majority of the debuffs from this skill are percentage based, this skill
makes the transition to Legendary difficulty very well.
Tier 4 Skills (Requires 16 points in Nature Mastery Skill)
Tranquility of Water (6 ranks) ER, G
Provides a chance to use skills at 50% reduced energy cost while under the
effect of Heart of Oak.
Modifies Heart of Oak (T2)
Rank 1:
8% Chance of -50% Energy Cost
Rank 2:
12% Chance of -50% Energy Cost
Rank 3:
16% Chance of -50% Energy Cost
Rank 4:
19% Chance of -50% Energy Cost
Rank 5:
24% Chance of -50% Energy Cost
Rank 6:
28% Chance of -50% Energy Cost
Skill Analysis: This skill will make other casters positively love you!
It’s very useful for any class, really, as it will statistically reduce your
overall energy consumption to 86% of normal. If you’re investing in Heart
of Oak at all, you should definitely throw a point or two into this skill at
the very least.
Dissemination (10 ranks) PA, G
Causes Regrowth energy to disseminate from the initial target and leap to
additional nearby allies.
Modifies Regrowth (T1)
Rank 1:
+180 Health Restored
Rank 2:
+260 Health Restored
Rank 3:
+340 Health Restored
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Rank 4:
+420 Health Restored
Rank 5:
+500 Health Restored
Rank 6:
+580 Health Restored
Rank 7:
+660 Health Restored
Rank 8:
+740 Health Restored
Rank 9:
+820 Health Restored
Rank 10:
+900 Health Restored
Skill Analysis: This converts your heal spell into a kind of “chain heal”
that allows you to heal multiple allies at once. Only recommended for
summoning/pet builds, or if you will be playing with a friend or two. If
you’re mostly playing solo without any summons, you shouldn’t bother with
this skill at all.
Stinging Nettle (8 ranks) PA
Causes enemies who hit the Briar Ward to suffer poisoning.
Modifies Briar Ward (T3)
Rank 1:
15 Poison Retaliation Over 6 Seconds
Rank 2:
24 Poison Retaliation Over 6 Seconds
Rank 3:
33 Poison Retaliation Over 6 Seconds
Rank 4:
42 Poison Retaliation Over 6 Seconds
Rank 5:
51 Poison Retaliation Over 6 Seconds
Rank 6:
60 Poison Retaliation Over 6 Seconds
Rank 7:
69 Poison Retaliation Over 6 Seconds
Rank 8:
78 Poison Retaliation Over 6 Seconds
Skill Analysis: Blah. An awful upgrade to a mediocre skill. Skip it and
save your points for Sanctuary instead.
Sylvan Nymph (15 ranks) PA
Summons a powerful forest nymph who can bring down enemies with her magical
bow and cast enchantments to strengthen allies in battle
Modified by Overgrowth (T5) and Nature’s Wrath (T6)
Rank 1:
200 Energy Cost
198 Nymph Health
130 Nymph Energy
Bow Attack: 9-21 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+18% Chance to Dodge Attacks/Projectiles
Rank 2:
204 Energy Cost
226 Nymph Health
138 Nymph Energy
Bow Attack: 12-25 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+20% Chance to Dodge Attacks/Projectiles
Rank 3:
209 Energy Cost
255 Nymph Health
146 Nymph Energy
Bow Attack: 15-28 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+22% Chance to Dodge Attacks/Projectiles
Rank 4:
213 Energy Cost
283 Nymph Health
154 Nymph Energy
Bow Attack: 18-31 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+24% Chance to Dodge Attacks/Projectiles
Rank 5:
217 Energy Cost
311 Nymph Health
162 Nymph Energy
Bow Attack: 21-36 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+26% Chance to Dodge Attacks/Projectiles
Rank 6:
222 Energy Cost
340 Nymph Health
170 Nymph Energy
Bow Attack: 24-39 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+28% Chance to Dodge Attacks/Projectiles
Rank 7:
226 Energy Cost
368 Nymph Health
178 Nymph Energy
Bow Attack: 27-43 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+30% Chance to Dodge Attacks/Projectiles
Rank 8:
230 Energy Cost
396 Nymph Health
186 Nymph Energy
Bow Attack: 30-46 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+32% Chance to Dodge Attacks/Projectiles
Rank 9:
235 Energy Cost
425 Nymph Health
194 Nymph Energy
Bow Attack: 33-49 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+34% Chance to Dodge Attacks/Projectiles
Rank 10:
239 Energy Cost
453 Nymph Health
202 Nymph Energy
Bow Attack: 36-54 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+36% Chance to Dodge Attacks/Projectiles
Rank 11:
243 Energy Cost
481 Nymph Health
210 Nymph Energy
Bow Attack: 39-57 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+38% Chance to Dodge Attacks/Projectiles
Rank 12:
248 Energy Cost
510 Nymph Health
218 Nymph Energy
Bow Attack: 42-61 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+40% Chance to Dodge Attacks/Projectiles
Rank 13:
252 Energy Cost
538 Nymph Health
226 Nymph Energy
Bow Attack: 45-64 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+42% Chance to Dodge Attacks/Projectiles
Rank 14:
256 Energy Cost
566 Nymph Health
234 Nymph Energy
Bow Attack: 48-67 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+44% Chance to Dodge Attacks/Projectiles
Rank 15:
261 Energy Cost
595 Nymph Health
242 Nymph Energy
Bow Attack: 51-72 Piercing Damage
Bow Attack: 3% Reduction to Enemy Health
+46% Chance to Dodge Attacks/Projectiles
Skill Analysis: The nymph is much more of a damage dealer put than the
wolves are, and is actually a bit more durable than the wolves. With
additional modifications from Nature’s Wrath, the nymph will be dealing some
fairly impressive damage for a support pet. A definite must for any
summoning/pet classes out there, and a helpful extra for anyone else.
Tier 5 Skills (Requires 24 points in Nature Mastery Skill)
Permanence of Stone (6 ranks) ER, G
Protects allies from the elements, reducing the damage caused by elemental
based attacks.
Modifies Heart of Oak (T2)
All Ranks:
1 Active Energy Cost per Second
Rank 1:
5% Elemental Resistance
Rank 2:
8% Elemental Resistance
Rank 3:
10% Elemental Resistance
Rank 4:
12% Elemental Resistance
Rank 5:
15% Elemental Resistance
Rank 6:
18% Elemental Resistance
Skill Analysis: Meh. 18% elemental resistance (even when spread amongst
your allies) is not so great considering the energy cost and the skill point
expenditure. Every little bit helps I suppose (especially for summoned
pets, who can’t equip items to boost their elemental resistance).
Strength of the Pack: (12 ranks) PA, G
The howl of your wolves emboldens the hearts of those who hear it causing
them to fight more fiercely.
Modifies Call of the Wild (T1)
All Ranks:
25 Wolf Energy Cost
15 Second Duration
10.0 Meter Radius
+1 Energy Regeneration per Second
+15% Total Speed
Rank 1:
+15% Damage
4 Armor
Rank 2:
+20% Damage
6 Armor
Rank 3:
+24% Damage
8 Armor
Rank 4:
+30% Damage
10 Armor
Rank 5:
+34% Damage
12 Armor
Rank 6:
+39% Damage
14 Armor
Rank 7:
+43% Damage
16 Armor
Rank 8:
+49% Damage
18 Armor
Rank 9:
+53% Damage
20 Armor
Rank 10:
+58% Damage
22 Armor
Rank 11:
+62% Damage
24 Armor
Rank 12:
+68% Damage
26 Armor
Skill Analysis: A much better use for your wolves’ energy reserves than
maul, this skill allows your wolves to cast a powerful buff on themselves
and any allies within 10 meters. The bonuses are fairly small when looked
at individually, but all together comprise one of the most comprehensive and
mana-efficient buffs in the game.
Overgrowth (12 ranks) PA
Allows the nymph to create a living shield around allies that absorbs damage
and harms enemies that strike it.
Modifies Sylvan Nymph (T4)
Skill Analysis: Not that great of a skill, especially once you get into
Epic or Legendary territory. The damage absorption will get chewed up pretty
quickly even in normal mode, and the retaliation damage is negligible even
when it does activate (even at 100% chance to activate it would be fairly
inconsequential). I would recommend skipping this one and investing points
into Nature’s Wrath instead.
Susceptibility (8 ranks) PA
Weakens the constitution of adjacent enemies making them more susceptible to
poison and damage from the elements.
Modifies Plague (T2)
Skill Analysis: The skill description says it makes enemies “more
susceptible to poison and damage from the elements”, but it seems like the
skill breakdown is saying that enemies’ resistance to *physical damage* and
elemental damage is being lowered. I haven’t had enough time to play around
with this skill too much, so I haven’t been able to verify whether straight
physical damage is affected, or poison damage, or perhaps both. Regardless,
the reduction in elemental resistance alone makes this a marvelous addition
to the Plague line. This might also be an excellent debuff for melee classes
(or maybe poison-based classes, whichever it is!)
Tier 6 Skills (Requires 32 points in Nature Mastery Skill)
Refresh (6 ranks) PA
Instantly refreshes any skills that were recharging
Rank 1:
200 Energy Cost
Rank 2:
170 Energy Cost
Rank 3:
150 Energy Cost
Rank 4:
135 Energy Cost
Rank 5:
125 Energy Cost
Rank 6:
115 Energy Cost
Skill Analysis: Good utility skill that can be useful in various situations,
depending on your build and how may “recharging” skills you actually have and
use. I would not recommend putting more 1 point at most into this skill, as
higher ranks only serve to make the skill more energy efficient, and if
you’re in that much of a hurry to cast 2 of the same spell back to back,
you’re probably not all that concerned about efficiency!
Sanctuary (8 ranks) PA, G
The power of the grove revitalizes those within and reduces the energy
consumed by skill use.
Modifies Briar Ward (T3)
Skill Analysis: This skill is really the only reason to invest in Briar
Ward at all. It really shines in reducing any kind of downtime at all (after
a difficult battle, with your health and energy depleted, and all of your
pets dead, you can cast this spell, and while you’re regenerating, you can
resummon your pets for half the energy cost!) and makes a good Health/Energy
over Time type spell when cast in the middle of combat. I would recommend
putting a single point into the prerequisites and maxing this skill out
ASAP. Not only is this skill more energy efficient than Regrowth, it even
makes your Regrowth more efficient while the effect lasts!
Nature’s Wrath (12 ranks) PA
Imbues the nymph’s attacks with the power of the elements.
Modifies Sylvan Nymph (T4)
All Ranks:
33% Chance to Pass Through Enemies
Rank 1:
8 Energy Cost
33-58 Elemental Damage
Rank 2:
8 Energy Cost
38-66 Elemental Damage
Rank 3:
9 Energy Cost
42-74 Elemental Damage
Rank 4:
9 Energy Cost
48-82 Elemental Damage
Rank 5:
10 Energy Cost
52-91 Elemental Damage
Rank 6:
10 Energy Cost
57-100 Elemental Damage
Rank 7:
11 Energy Cost
61-109 Elemental Damage
Rank 8:
11 Energy Cost
67-118 Elemental Damage
Rank 9:
12 Energy Cost
71-127 Elemental Damage
Rank 10:
12 Energy Cost
76-137 Elemental Damage
Rank 11:
13 Energy Cost
80-148 Elemental Damage
Rank 12:
13 Energy Cost
88-160 Elemental Damage
Skill Analysis: An excellent upgrade to the nymph’s bow attack damage, this
gives her a huge boost to her damage and allows some of her shots to go
through enemies and strike enemies behind the first one. Highly recommended
if you’re investing in the nymph line at all.
Tier 1 Skills (Requires 1 point in Rogue Mastery Skill)
Calculated Strike (8 ranks) PA
Used in place of your normal attack, every fourth hit with calculated strike
will deliver increased damage.
Modified by Lucky Hit (T3)
All Ranks:
3 Charge Levels
Rank 1:
+45% Damage
35 Piercing Damage
Rank 2:
+60% Damage
45 Piercing Damage
Rank 3:
+75% Damage
53 Piercing Damage
Rank 4:
+93% Damage
64 Piercing Damage
Rank 5:
+108% Damage
72 Piercing Damage
Rank 6:
+123% Damage
83 Piercing Damage
Rank 7:
+138% Damage
91 Piercing Damage
Rank 8:
+156% Damage
103 Piercing Damage
Skill Analysis: An excellent skill for any Rogue build, this basically
should be used in place of a standard attack at all times. Every fourth
attack will be a devastating blow that will cause large amounts of damage
(especially nifty with a spear!). All four attacks do not have to be on the
same enemy, but if you wait more than a few second between attacks, the
charges will reset back to zero.
Blade Honing (6 ranks) ER, G
While active, this skill ensures that the blades on the swords or spears of
yourself and allies will remain razor sharp and inflict increased piercing
damage.
All Ranks:
16.0 Meter Radius
+50 Energy Reserved
Rank 1:
+16% Piercing
3 Piercing Damage
Rank 2:
+24% Piercing
5 Piercing Damage
Rank 3:
+32% Piercing
7 Piercing Damage
Rank 4:
+40% Piercing
9 Piercing Damage
Rank 5:
+48% Piercing
12 Piercing Damage
Rank 6:
+56% Piercing
15 Piercing Damage
Skill Analysis: A great buff for sword and spear users, doesn’t do diddly
squat for anyone using any other kind of weapon. A definite must-have for
sword and spear users (of if you are going to be partying with one), and a
definite avoid for anyone else.
Envenom Weapon (12 ranks) ER
Coats your weapon with deadly poison while activated.
Modified by Nightshade (T2), Toxin Distillation (T4), and Mandrake (T5)
All Ranks:
1 Active Energy Cost per Second
+50 Energy Reserved
Rank 1:
18 Poison Damage Over 5 Seconds
Rank 2:
25 Poison Damage Over 5 Seconds
Rank 3:
33 Poison Damage Over 5 Seconds
Rank 4:
40 Poison Damage Over 5 Seconds
Rank 5:
48 Poison Damage Over 5 Seconds
Rank 6:
55 Poison Damage Over 5 Seconds
Rank 7:
63 Poison Damage Over 5 Seconds
Rank 8:
70 Poison Damage Over 5 Seconds
Rank 9:
78 Poison Damage Over 5 Seconds
Rank 10:
85 Poison Damage Over 5 Seconds
Rank 11:
93 Poison Damage Over 5 Seconds
Rank 12:
100 Poison Damage Over 5 Seconds
Skill Analysis: A decent skill, but bear in mind that many types of enemies
are completely immune to poison. Still, you will definitely want to invest
at least a point in this skill to get your hands on the Nightshade poison!
Tier 2 Skills (Requires 4 points in Rogue Mastery Skill)
Throwing Knife (10 ranks) PA
Throw a piercing blade at your opponent capable of causing prolonged bleeding.
Modified by Flurry of Knives (T6)
All Ranks:
1 Projectile
100% Chance to Pass Through Enemies
Rank 1:
18 Energy Cost
48 Bleeding Damage Over 3 Seconds
11 Piercing Damage
Rank 2:
19 Energy Cost
63 Bleeding Damage Over 3 Seconds
15 Piercing Damage
Rank 3:
20 Energy Cost
78 Bleeding Damage Over 3 Seconds
19 Piercing Damage
Rank 4:
21 Energy Cost
90 Bleeding Damage Over 3 Seconds
23 Piercing Damage
Rank 5:
22 Energy Cost
105 Bleeding Damage Over 3 Seconds
27 Piercing Damage
Rank 6:
23 Energy Cost
120 Bleeding Damage Over 3 Seconds
31 Piercing Damage
Rank 7:
24 Energy Cost
132 Bleeding Damage Over 3 Seconds
35 Piercing Damage
Rank 8:
25 Energy Cost
147 Bleeding Damage Over 3 Seconds
39 Piercing Damage
Rank 9:
26 Energy Cost
162 Bleeding Damage Over 3 Seconds
43 Piercing Damage
Rank 10:
27 Energy Cost
174 Bleeding Damage Over 3 Seconds
47 Piercing Damage
Skill Analysis: A nice ranged attack that you can use without having to
switch weapon sets, it’s still a bit limited because many types of enemies
are resistant to bleeding damage. Still, when combined with Flurry of Knives,
this can make a nice area of effect damage over time attack.
Disarm Traps (6 ranks) P
Expertise with traps and magical devices allows the Rogue to easily disable
them and avoid their damage.
Rank 1:
+25% Damage to Devices
+10% Less Damage from Devices
Rank 2:
+50% Damage to Devices
+20% Less Damage from Devices
Rank 3:
+75% Damage to Devices
+30% Less Damage from Devices
Rank 4:
+100% Damage to Devices
+40% Less Damage from Devices
Rank 5:
+125% Damage to Devices
+50% Less Damage from Devices
Rank 6:
+150% Damage to Devices
+60% Less Damage from Devices
Skill Analysis: There aren’t really enough traps in the game to justify
spending skill points just to kill them a bit quicker or to take less damage
from them. Although I do like that the developers translated “disarm” to
mean “break to pieces with sword/axe/mace/spear/bow/magic”! I’d skip this
skill, personally.
Nightshade (8 ranks) ER
Oils harvested from deadly Nightshade plants give your Envenomed Weapons the
ability to slow enemies.
Modifies Envenom Weapon (T1)
Rank 1:
+15% Poison Damage
10% Slowed for 5 Seconds
Rank 2:
+20% Poison Damage
14% Slowed for 5 Seconds
Rank 3:
+25% Poison Damage
18% Slowed for 5 Seconds
Rank 4:
+30% Poison Damage
22% Slowed for 5 Seconds
Rank 5:
+35% Poison Damage
26% Slowed for 5 Seconds
Rank 6:
+40% Poison Damage
30% Slowed for 5 Seconds
Rank 7:
+45% Poison Damage
34% Slowed for 5 Seconds
Rank 8:
+50% Poison Damage
39% Slowed for 5 Seconds
Skill Analysis: A great skill for practically any build, this allows you to
substantially slow down your opponents speed for a short amount of time.
This is obviously great for a variety of situations, such as running away,
keeping the baddies from getting to you (perfect for low-health ranged
characters) and from reducing over incoming damage by a rather large amount.
A definite must for just about every Rogue build out there.
Flash Powder (8 ranks) PA
A magician’s trick turned to more nefarious purposes, flash powder blinds
adjacent enemies impairing their ability to hit with weapons and potentially
disorienting them.
Rank 1:
53 Energy Cost
3.8 Meter Radius
30% Chance to Fumble Attacks for 8 Seconds
30% Chance of 3-8 Seconds of Confusion
Rank 2:
56 Energy Cost
4.4 Meter Radius
35% Chance to Fumble Attacks for 8 Seconds
35% Chance of 3-8 Seconds of Confusion
Rank 3:
59 Energy Cost
5.0 Meter Radius
40% Chance to Fumble Attacks for 8 Seconds
40% Chance of 3-8 Seconds of Confusion
Rank 4:
62 Energy Cost
5.6 Meter Radius
45% Chance to Fumble Attacks for 8 Seconds
45% Chance of 3-8 Seconds of Confusion
Rank 5:
65 Energy Cost
6.2 Meter Radius
50% Chance to Fumble Attacks for 8 Seconds
50% Chance of 3-8 Seconds of Confusion
Rank 6:
68 Energy Cost
6.8 Meter Radius
55% Chance to Fumble Attacks for 8 Seconds
55% Chance of 3-8 Seconds of Confusion
Rank 7:
71 Energy Cost
7.4 Meter Radius
60% Chance to Fumble Attacks for 8 Seconds
60% Chance of 3-8 Seconds of Confusion
Rank 8:
74 Energy Cost
8.0 Meter Radius
65% Chance to Fumble Attacks for 8 Seconds
65% Chance of 3-8 Seconds of Confusion
Skill Analysis: A decent defensive Rogue skill, Flash Powder has the
potential to effectively shut down large groups of enemies at once. For my
money, however, I think the energy cost is way too high for a skill that at
best only has a 65% chance to affect any given enemy. This relegates it to
use only when being mobbed (which shouldn’t happen if you’re paying any
attention at all to the game) as it is a bit too uncertain of a spell to be
throwing at individual bosses to really be effective.
Tier 3 Skills (Requires 10 points in Rogue Mastery Skill)
Lucky Hit (6 ranks) WP
Uncommonly good fortune provides a chance that calculated strikes will slip
past enemy armor causing tremendous damage.
Modifies Calculated Strike (T1)
All Ranks:
33% Chance to produce one of three effects
Skill Analysis: This skill is kind of “meh” for me, since I hate relying on
luck more than I have to. However, your mileage may very well vary.
Basically, it seems to break down that for every Calculated Strike attack
(at best, an attack that only triggers 25% of the time) you have a 33% chance
to activate 1 of 3 different effects. So at best, you will be seeing the
effects of this skill a maximum of 6% of the time, under the best of
circumstances. If you’re really unlucky, you’ll probably activate the
Bleeding Damage effect against enemies that are immune to the damage...
Anyway, it can’t hurt, but I can think of several other skills I’d rather
invest my points in.
Open Wound (12 ranks) WP
Adds a chance that weapon attacks will inflict bleeding damage when using a
sword, spear, bow, or axe.
Rank 1:
33% Chance of 27 Bleeding Damage Over 3 Seconds
Rank 2:
33% Chance of 36 Bleeding Damage Over 3 Seconds
Rank 3:
33% Chance of 45 Bleeding Damage Over 3 Seconds
Rank 4:
33% Chance of 57 Bleeding Damage Over 3 Seconds
Rank 5:
33% Chance of 66 Bleeding Damage Over 3 Seconds
Rank 6:
33% Chance of 75 Bleeding Damage Over 3 Seconds
Rank 7:
33% Chance of 84 Bleeding Damage Over 3 Seconds
Rank 8:
33% Chance of 96 Bleeding Damage Over 3 Seconds
Rank 9:
33% Chance of 105 Bleeding Damage Over 3 Seconds
Rank 10:
33% Chance of 117 Bleeding Damage Over 3 Seconds
Rank 11:
33% Chance of 126 Bleeding Damage Over 3 Seconds
Rank 12:
33% Chance of 141 Bleeding Damage Over 3 Seconds
Skill Analysis: I’m not terribly fond of bleeding damage, as it’s completely
useless against undead (and some other types of mobs), and the fact that
this skill only triggers one-third of the time is not that great either.
That being said, there are several Rogue skills that will greatly enhance
this skill and make it very, very deadly when it does trigger on a non-immune
enemy. If you’re going to invest points here, make sure you max out all
skills that enhance bleeding damage.
Lay Trap (15 ranks) PA
Drops a mechanical bolt trap that will trip when enemies draw near and
rapidly fire out deadly bolts.
Modified by Rapid Construction (T4) and Improved Firing Mechanism (T6)
All Ranks:
3 Summon Limit
30 Second Duration
Rank 1:
29 Energy Cost
74 Trap Health
14-21 Piercing Damage per Bolt
Rank 2:
31 Energy Cost
86 Trap Health
18-24 Piercing Damage per Bolt
Rank 3:
33 Energy Cost
98 Trap Health
21-29 Piercing Damage per Bolt
Rank 4:
35 Energy Cost
110 Trap Health
24-32 Piercing Damage per Bolt
Rank 5:
37 Energy Cost
122 Trap Health
28-35 Piercing Damage per Bolt
Rank 6:
39 Energy Cost
134 Trap Health
31-38 Piercing Damage per Bolt
Rank 7:
41 Energy Cost
146 Trap Health
34-41 Piercing Damage per Bolt
Rank 8:
43 Energy Cost
158 Trap Health
38-46 Piercing Damage per Bolt
Rank 9:
45 Energy Cost
170 Trap Health
41-49 Piercing Damage per Bolt
Rank 10:
47 Energy Cost
182 Trap Health
44-52 Piercing Damage per Bolt
Rank 11:
49 Energy Cost
194 Trap Health
48-55 Piercing Damage per Bolt
Rank 12:
51 Energy Cost
206 Trap Health
51-58 Piercing Damage per Bolt
Rank 13:
53 Energy Cost
218 Trap Health
56-63 Piercing Damage per Bolt
Rank 14:
55 Energy Cost
230 Trap Health
59-66 Piercing Damage per Bolt
Rank 15:
57 Energy Cost
242 Trap Health
62-69 Piercing Damage per Bolt
Skill Analysis: The Rogue version of a “summon” skill, Lay Trap is an
excellent addition to the Rogue arsenal. When enhanced by Rapid Construction
and Improved Firing Mechanism, these traps will deal out a great deal of
damage to a large number of enemies in a short period of time. The tactical
uses of Lay Trap are numerous, especially in areas with many natural
chokepoints. They actually work better when fighting enemies one on one,
as the combined fire of 3 maxed out traps all attacking one enemy is quite
devastating. This skill is still highly effective against groups, however!
Poison Gas Bomb (12 ranks) PA
Lobs a bomb that will burst on impact releasing a cloud of toxic gas that
damages enemies who breathe it. Side effects may include confusion, panic,
and impaired aim with ranged weapons.
Modified by Shrapnel (T5)
All Ranks:
66% Chance of Impaired Aim for 9 Seconds
Rank 1:
33 Energy Cost
3.2 Meter Radius
32 Poison Damage Over 6 Seconds
Rank 2:
35 Energy Cost
3.4 Meter Radius
41 Poison Damage Over 6 Seconds
Rank 3:
37 Energy Cost
3.6 Meter Radius
50 Poison Damage Over 6 Seconds
Rank 4:
40 Energy Cost
3.8 Meter Radius
61 Poison Damage Over 6 Seconds
Rank 5:
42 Energy Cost
4.0 Meter Radius
70 Poison Damage Over 6 Seconds
Rank 6:
44 Energy Cost
4.2 Meter Radius
78 Poison Damage Over 6 Seconds
Rank 7:
47 Energy Cost
4.4 Meter Radius
87 Poison Damage Over 6 Seconds
Rank 8:
49 Energy Cost
4.6 Meter Radius
98 Poison Damage Over 6 Seconds
Rank 9:
51 Energy Cost
4.8 Meter Radius
107 Poison Damage Over 6 Seconds
Rank 10:
54 Energy Cost
5.0 Meter Radius
115 Poison Damage Over 6 Seconds
Rank 11:
56 Energy Cost
5.2 Meter Radius
124 Poison Damage Over 6 Seconds
Rank 12:
58 Energy Cost
5.4 Meter Radius
136 Poison Damage Over 6 Seconds
Skill Analysis: Again, I’m not one for maxing out poison damage, as many
enemy types are immune or resistant to it, but the Impaired Aim effect is the
same regardless of rank, and affects even those enemies who are immune to
poison, I believe. Lobbing a rank 1 Poison Gas Bomb into a crowd of archers
before the melee fighters close in can save you a bit of damage in the long
run.
Tier 4 Skills (Requires 16 points in Rogue Mastery Skill)
Lethal Strike (12 ranks) PA
A single deadly hit that multiplies the damage of a normal weapon attack.
Modified by Mortal Wound (T6)
Rank 1:
52 Energy Cost
+225% Damage
+225% Pierce Damage
Rank 2:
53 Energy Cost
+250% Damage
+240% Pierce Damage
Rank 3:
55 Energy Cost
+275% Damage
+255% Pierce Damage
Rank 4:
56 Energy Cost
+300% Damage
+270% Pierce Damage
Rank 5:
58 Energy Cost
+325% Damage
+285% Pierce Damage
Rank 6:
59 Energy Cost
+350% Damage
+300% Pierce Damage
Rank 7:
61 Energy Cost
+375% Damage
+315% Pierce Damage
Rank 8:
62 Energy Cost
+400% Damage
+330% Pierce Damage
Rank 9:
64 Energy Cost
+425% Damage
+345% Pierce Damage
Rank 10:
65 Energy Cost
+450% Damage
+360% Pierce Damage
Rank 11:
67 Energy Cost
+475% Damage
+375% Pierce Damage
Rank 12:
68 Energy Cost
+500% Damage
+390% Pierce Damage
Skill Analysis: Well, let’s see... An attack that causes quintuple normal
damage and nearly quadruple pierce damage. An excellent attack to use
against bosses or heavily armored mobs, to say the least! Any melee Rogue
build should max this out as their main right-button attack, for sure.
Also an important skill to get for poison or bleed builds, as it is a
prerequisite for Mortal Wound, which is indispensable for those builds.
Rapid Construction (8 ranks) PA
Expertise in assembling traps reduces the amount of time it takes to create
a new trap after one has been set.
Modifies Lay Trap (T3)
Rank 1:
-18% Recharge
-5% Energy Cost
Rank 2:
-27% Recharge
-10% Energy Cost
Rank 3:
-36% Recharge
-15% Energy Cost
Rank 4:
-44% Recharge
-20% Energy Cost
Rank 5:
-52% Recharge
-25% Energy Cost
Rank 6:
-60% Recharge
-30% Energy Cost
Rank 7:
-66% Recharge
-35% Energy Cost
Rank 8:
-72% Recharge
-40% Energy Cost
Skill Analysis: An excellent addition to the Lay Traps skill, this one
lowers the energy cost of each trap and greatly reduces the amount of
cooldown time on the Lay Traps skill. A good investment if you’re including
traps in your skillset.
Toxin Distillation (12 ranks) ER
Learn alchemical processes to distill natural toxins, increasing the potency
and duration of all poison attacks.
Modifies Envenom Weapon (T1)
Skill Analysis: Pretty much only useful for builds that are focusing on
poison attacks. Unless you’re going that route, this skill is best avoided.
(Not sure if this is the case or not, but the skill description says it
affects “all poison attacks”, so this may affect other skills such as Poison
Gas Bomb.)
Tier 5 Skills (Requires 24 points in Rogue Mastery Skill)
Anatomy (8 ranks) WP
With a deep knowledge of anatomy, attacks can be directed at vital points in
the body increasing the chance and effectiveness of bleed damage.
Rank 1:
+36% Bleeding Damage
Rank 2:
+48% Bleeding Damage
Rank 3:
+60% Bleeding Damage
Rank 4:
+72% Bleeding Damage
Rank 5:
+84% Bleeding Damage
Rank 6:
+96% Bleeding Damage
Rank 7:
+108% Bleeding Damage
Rank 8:
+120% Bleeding Damage
Skill Analysis: A very specialized skill for very specialized builds, anyone
who is not concentrating on increasing their bleeding damage would be better
off avoiding this one. Not sure what the description means when it says that
it “increase[es} the chance” of bleed damage, as it only seems to affect the
amount of bleed damage.
Mandrake (8 ranks) ER
Adds a chance for poison to cloud an enemy’s mind, sending them into a state
of confusion.
Modifies Envenom Weapon (T1)
All Ranks:
1 Active Energy Cost per Second
Rank 1:
15% Chance to Fumble Attacks for 3 Seconds
12% Chance of 1.8-2.4 Seconds of Confusion
Rank 2:
20% Chance to Fumble Attacks for 3 Seconds
16% Chance of 1.8-2.8 Seconds of Confusion
Rank 3:
25% Chance to Fumble Attacks for 3 Seconds
20% Chance of 1.8-3.2 Seconds of Confusion
Rank 4:
30% Chance to Fumble Attacks for 3 Seconds
24% Chance of 1.8-3.5 Seconds of Confusion
Rank 5:
35% Chance to Fumble Attacks for 3 Seconds
28% Chance of 1.8-3.9 Seconds of Confusion
Rank 6:
40% Chance to Fumble Attacks for 3 Seconds
32% Chance of 1.8-4.3 Seconds of Confusion
Rank 7:
45% Chance to Fumble Attacks for 3 Seconds
36% Chance of 1.8-4.6 Seconds of Confusion
Rank 8:
50% Chance to Fumble Attacks for 3 Seconds
40% Chance of 1.8-5.0 Seconds of Confusion
Skill Analysis: If you have sufficient energy regeneration, this can be a
nice bonus for both melee and ranged builds. Any status attack that keeps
an enemy from pounding the snot out of you is good! That being said, make
sure this skill will not be a drain on your energy points before employing
it.
Shrapnel (10 ranks) PA
Packed with volatile liquid and metal scraps, the Poison Gas Bomb will
explode violently on impact showering the area with deadly shrapnel.
Modifies Poison Gas Bomb (T3)
All Ranks:
1.5 Meter Radius
9-11 Fragments
Rank 1:
+5 Energy Cost
33 Bleeding Damage Over 3 Seconds
9 Piercing Damage
Rank 2:
+6 Energy Cost
39 Bleeding Damage Over 3 Seconds
11 Piercing Damage
Rank 3:
+7 Energy Cost
45 Bleeding Damage Over 3 Seconds
13 Piercing Damage
Rank 4:
+8 Energy Cost
51 Bleeding Damage Over 3 Seconds
16 Piercing Damage
Rank 5:
+9 Energy Cost
57 Bleeding Damage Over 3 Seconds
18 Piercing Damage
Rank 6:
+10 Energy Cost
63 Bleeding Damage Over 3 Seconds
20 Piercing Damage
Rank 7:
+11 Energy Cost
69 Bleeding Damage Over 3 Seconds
23 Piercing Damage
Rank 8:
+12 Energy Cost
75 Bleeding Damage Over 3 Seconds
25 Piercing Damage
Rank 9:
+13 Energy Cost
81 Bleeding Damage Over 3 Seconds
27 Piercing Damage
Rank 10:
+14 Energy Cost
87 Bleeding Damage Over 3 Seconds
30 Piercing Damage
Skill Analysis: Makes the Poison Gas Bomb a bit more useful in general
purpose situations (even a bit against undead). One of the few Rogue area
of effect attacks, this can definitely be of help in builds with little
access to area damage spells. Most builds will do fine without this skill,
however.
Tier 6 Skills (Requires 32 points in Rogue Mastery Skill)
Mortal Wound (8 ranks) WP
Stuns victims of Lethal Strike and greatly magnifies the impact of poison
and bleeding damage caused by the attack.
Modifies Lethal Strike (T4)
All Ranks:
+15 Energy Cost
3 Seconds of Stun
Rank 1:
+60% Bleeding/Poison Damage
Rank 2:
+95% Bleeding/Poison Damage
Rank 3:
+130% Bleeding/Poison Damage
Rank 4:
+165% Bleeding/Poison Damage
Rank 5:
+200% Bleeding/Poison Damage
Rank 6:
+235% Bleeding/Poison Damage
Rank 7:
+270% Bleeding/Poison Damage
Rank 8:
+305% Bleeding/Poison Damage
Skill Analysis: This skill turns Lethal Strike from a great attack into a
godly attack, most especially for builds involving bleeding or poison
damage. For non-poison/bleed builds, consider putting a single point in
this skill to add a 3 second stun to your Lethal Strike attacks.
Flurry of Knives (6 ranks) PA
Learn to throw additional knives at once and cut down enemies with a lethal
flurry of razor-sharp metal.
Modifies Throwing Knife (T2)
Rank 1:
+5 Energy Cost
+1 Projectile
+51% Pierce Damage
Rank 2:
+6 Energy Cost
+2 Projectile
+60% Pierce Damage
Rank 3:
+6 Energy Cost
+2 Projectile
+69% Pierce Damage
Rank 4:
+7 Energy Cost
+3 Projectile
+78% Pierce Damage
Rank 5:
+7 Energy Cost
+3 Projectile
+87% Pierce Damage
Rank 6:
+8 Energy Cost
+4 Projectile
+96% Pierce Damage
Skill Analysis: The more useful of the two Rogue ranged attacks (the other
being Poison Gas Bomb, and no, I don’t count Lay Traps!), Flurry of Knives
finally upgrades the Throwing Knife by adding more knives to the attack and
greatly increasing the damage each knife generates. This of this as the
(much) less-powerful, non-magical, piercing Rogue version of Spirit Mastery’s
Ternion Attack. Ultimately a good skill to pick for any build that really
has need of a decent range attack.
Improved Firing Mechanism (8 ranks) PA
Modifications to the Bolt Trap increase the number of bolts fired per round.
Modifies Lay Trap (T3)
Rank 1:
3 Projectiles
10% Chance to Pass Through Enemies
+15% Pierce Damage
+30 Trap Health
Rank 2:
4 Projectiles
15% Chance to Pass Through Enemies
+20% Pierce Damage
+35 Trap Health
Rank 3:
4 Projectiles
20% Chance to Pass Through Enemies
+25% Pierce Damage
+40 Trap Health
Rank 4:
5 Projectiles
25% Chance to Pass Through Enemies
+30% Pierce Damage
+45 Trap Health
Rank 5:
5 Projectiles
30% Chance to Pass Through Enemies
+35% Pierce Damage
+50 Trap Health
Rank 6:
6 Projectiles
35% Chance to Pass Through Enemies
+40% Pierce Damage
+55 Trap Health
Rank 7:
6 Projectiles
40% Chance to Pass Through Enemies
+45% Pierce Damage
+60 Trap Health
Rank 8:
6 Projectiles
45% Chance to Pass Through Enemies
+50% Pierce Damage
+65 Trap Health
Skill Analysis: An excellent upgrade to Lay Traps, this increases the
firing rate of the trap, increases damage to each bolt, and gives the bolts
a chance to pierce through the first enemy they hit and pass through ones
behind them. It also makes the traps slightly more durable (but not much!).
Highly recommended for any build that uses traps extensively.
Tier 1 Skills (Requires 1 point in Spirit Mastery Skill)
Deathchill Aura (6 ranks)
A deathly chill radiates from the character slowing the attack and movement of
enemies as it diminishes their life.
Modified by Ravages of Time (T2) and Necrosis (T4)
All Ranks:
1 Active Energy Cost per Second
1 Second Duration
Rank 1:
2.5 Meter Radius
1% - 3% Reduction to Enemy's Health
-13% Total Speed
Rank 2:
2.7 Meter Radius
1% - 4% Reduction to Enemy's Health
-15% Total Speed
Rank 3:
3.0 Meter Radius
2% - 5% Reduction to Enemy's Health
-17% Total Speed
Rank 4:
3.2 Meter Radius
2% - 6% Reduction to Enemy's Health
-19% Total Speed
Rank 5:
3.4 Meter Radius
3% - 7% Reduction to Enemy's Health
-21% Total Speed
Rank 6:
3.7 Meter Radius
3% - 9% Reduction to Enemy's Health
-25% Total Speed
Skill Analysis: For only six skill points, you can cut all enemies within
striking distance down to three-quarters of their speed and reduce their
health by quite a bit (especially at the higher difficulty levels, where small
percentages mean quite a bit of damage with higher health levels). The main
problem with this skill is that enemies have to be within range of your
character (summons don't project this aura, and if you're a ranged build or a
pet build character, you don't WANT to be within striking distance of anything).
Life Drain (12 ranks)
Leeches life from an enemy to replenish your own.
Modified by Cascade (T3)
Rank 1:
54 Energy Cost
49 Vitality Damage
150% of Attack Damage Converted to Health
Rank 2:
58 Energy Cost
53 Vitality Damage
160% of Attack Damage Converted to Health
Rank 3:
64 Energy Cost
57 Vitality Damage
170% of Attack Damage Converted to Health
Rank 4:
68 Energy Cost
61 Vitality Damage
180% of Attack Damage Converted to Health
Rank 5:
72 Energy Cost
65 Vitality Damage
190% of Attack Damage Converted to Health
Rank 6:
78 Energy Cost
69 Vitality Damage
200% of Attack Damage Converted to Health
Rank 7:
82 Energy Cost
73 Vitality Damage
210% of Attack Damage Converted to Health
Rank 8:
86 Energy Cost
77 Vitality Damage
220% of Attack Damage Converted to Health
Rank 9:
92 Energy Cost
81 Vitality Damage
230% of Attack Damage Converted to Health
Rank 10:
96 Energy Cost
87 Vitality Damage
240% of Attack Damage Converted to Health
Rank 11:
100 Energy Cost
93 Vitality Damage
250% of Attack Damage Converted to Health
Rank 12:
106 Energy Cost
99 Vitality Damage
260% of Attack Damage Converted to Health
Skill Analysis: A fairly decent damage/healing spell, especially as most
Spirit builds will ultimately have huge energy regeneration, but little to no
health regeneration. This spell will essentially allow you to cash in on your
energy regeneration to boost your health regeneration (but obviously only when
enemies are around). If you invest in this skill, make sure to pick up
Cascade, as it greatly enhances the utility of this spell without adding
additional energy cost.
Tier 2 Skills (Requires 4 points in Spirit Mastery Skill)
Ternion Attack (12 ranks)
This powerful wizard's trick allows you to triple the attack of your staff by
continuously channeling energy into it.
Modified by Arcane Lore (T4)
All Ranks:
Launches 3 Projectiles
Rank 1:
30 Energy Cost
-50% Elemental Damage
Rank 2:
31 Energy Cost
-45% Elemental Damage
Rank 3:
31 Energy Cost
-40% Elemental Damage
Rank 4:
32 Energy Cost
-35% Elemental Damage
Rank 5:
32 Energy Cost
-31% Elemental Damage
Rank 6:
33 Energy Cost
-27% Elemental Damage
Rank 7:
33 Energy Cost
-23% Elemental Damage
Rank 8:
34 Energy Cost
-19% Elemental Damage
Rank 9:
34 Energy Cost
-15% Elemental Damage
Rank 10:
35 Energy Cost
-11% Elemental Damage
Rank 11:
35 Energy Cost
-7% Elemental Damage
Rank 12:
36 Energy Cost
+5% Elemental Damage
Skill Analysis: Ahh, the infamous Ternion Attack. This "trick" is pretty
much one of the most powerful skills in the game, and one that will make the
game a breeze on pretty much any difficulty level. Note that the elemental
damage percentage is per staff bolt (so at first level you shoot 3 bolt, each
doing 50% of the full damage of the staff, and at level 12, you are shooting
3 bolts, each doing 105% regular staff damage). This means that at maximum
level, your damage output (not even counting Arcane Lore) is right around
315%. No wonder melee characters feel a bit underpowered at times! At a
certain point, the health regeneration from your intelligence alone will be
enough to counteract the energy costs of this skill to the point where you
can even make it your primary attack permanently. A must-have skill for many
builds (but be forewarned, this may ruin the fun of the game for you!)
Ravages of Time (8 ranks)
Accelerates the effects of time on adjacent enemies' equipment causing weapons
to dull and armor to crumble.
Modifies Deathchill Aura (T1)
Skill Analysis: This upgrade to Deathchill Aura makes it even more obvious
that this skill is for more melee-oriented builds. The stats this skill
modifies are all things that would be immensely helpful to a melee character
(reduce incoming enemy weapon attacks and enemy armor absorption by a third?
Perfect for the warrior type!) but I don't believe that armor absorption
really affects magic at all (not too sure about staff blasts) and the
reduction in incoming damage is nice, but as a caster, you shouldn't be
getting hit all that often anyway.
Vision of Death (6 ranks)
Assaults the minds of surrounding enemies with images of their own death
causing the weak-hearted to flee in horror and more resolute foes to fight
less effectively.
All Ranks:
3.0 Meter Radius
66% Chance to Fumble Attacks for 11 Seconds
Rank 1:
55 Energy Cost
3 Reduced Damage for 3 Seconds
3.0 Seconds of Fear
Rank 2:
60 Energy Cost
5 Reduced Damage for 3.6 Seconds
3.5 Seconds of Fear
Rank 3:
65 Energy Cost
7 Reduced Damage for 4.2 Seconds
4.1 Seconds of Fear
Rank 4:
70 Energy Cost
9 Reduced Damage for 4.8 Seconds
4.6 Seconds of Fear
Rank 5:
75 Energy Cost
11 Reduced Damage for 5.4 Seconds
5.2 Seconds of Fear
Rank 6:
80 Energy Cost
13 Reduced Damage for 6 Seconds
5.9 Seconds of Fear
Skill Analysis: This skill is actually pretty good for melee-centric
characters, as it provides excellent crowd-control/debuff effects for those
types of characters. For casting characters, this skill is really not that
useful at all. You need to have enemies in close proximity for this to work,
which is obviously not ideal for casters.
Spirit Ward (8 ranks)
Casts a protective ward that will reduce the damage of undead attacks on the
player and nearby allies.
Modified by Spirit Bane (T3)
All Ranks:
6.0 Meter Radius
Rank 1:
1 Active Energy Cost per Second
+3 Damage to Undead
+15% Less Damage from Undead
Rank 2:
1 Active Energy Cost per Second
+5 Damage to Undead
+18% Less Damage from Undead
Rank 3:
1 Active Energy Cost per Second
+7 Damage to Undead
+21% Less Damage from Undead
Rank 4:
1 Active Energy Cost per Second
+9 Damage to Undead
+25% Less Damage from Undead
Rank 5:
1 Active Energy Cost per Second
+11 Damage to Undead
+28% Less Damage from Undead
Rank 6:
2 Active Energy Cost per Second
+13 Damage to Undead
+31% Less Damage from Undead
Rank 7:
2 Active Energy Cost per Second
+15 Damage to Undead
+35% Less Damage from Undead
Rank 8:
2 Active Energy Cost per Second
+17 Damage to Undead
+39% Less Damage from Undead
Skill Analysis: While there are a lot of undead in this game, I'm not
entirely sold on the utility of this skill. Marginally better for melee
characters who will benefit more from the damage reduction more than anything
else.
Tier 3 Skills (Requires 10 points in Spirit Mastery Skill)
Cascade (10 ranks)
Causes Life Drain to blast through the primary target and hit multiple enemies.
Modifies Life Drain (T1)
Rank 1:
35 Vitality Damage
150% of Attack Damage Converted to Health
Rank 2:
39 Vitality Damage
160% of Attack Damage Converted to Health
Rank 3:
44 Vitality Damage
170% of Attack Damage Converted to Health
Rank 4:
48 Vitality Damage
180% of Attack Damage Converted to Health
Rank 5:
52 Vitality Damage
190% of Attack Damage Converted to Health
Rank 6:
57 Vitality Damage
200% of Attack Damage Converted to Health
Rank 7:
63 Vitality Damage
210% of Attack Damage Converted to Health
Rank 8:
71 Vitality Damage
220% of Attack Damage Converted to Health
Rank 9:
79 Vitality Damage
230% of Attack Damage Converted to Health
Rank 10:
88 Vitality Damage
240% of Attack Damage Converted to Health
Skill Analysis: A definite must-have upgrade to Life Drain (if you're
investing in that skill, of course). I believe (not 100% sure) that the stats
for this skill apply to the additional enemies beyond the primary enemy, while
the statistics for Life Drain apply only to the primary enemy targetted with
the skill. That being said, it may be much more efficient to put one point in
Life Drain, and max out Cascade, as it would give you a lower Energy cost per
cast, and it would still affect a large number of enemies, giving you major
healing capacity.
Dark Covenant (6 ranks)
Mysterious otherworldly entities offer great power to Spirit Masters who can
commune with them. The cost, however, is measured in life.
Modified by Unearthly Power (T5)
All Ranks:
18 Active Health Cost per Second
15.0 Meter Radius
Rank 1:
10 Second Duration
+5 Energy Regeneration per Second
+9% Total Speed
Rank 2:
12 Second Duration
+7 Energy Regeneration per Second
+11% Total Speed
Rank 3:
14 Second Duration
+9 Energy Regeneration per Second
+14% Total Speed
Rank 4:
16 Second Duration
+11 Energy Regeneration per Second
+16% Total Speed
Rank 5:
18 Second Duration
+13 Energy Regeneration per Second
+18% Total Speed
Rank 6:
21 Second Duration
+15 Energy Regeneration per Second
+21% Total Speed
Skill Analysis: A nice short-term buff for any build, but be very mindful of
the health cost. With this skill and Unearthly Power at full power, you will
be losing 31 health per second for 21 seconds (641 health damage over all!).
Summon Liche King (15 ranks)
In ages past, powerful sorcerers learned how to cheat Hades and persist as
undead liches long after death had robbed their bodies of life. A dangerous
practice of Theurgists is to bind the souls of these ancient liches to their
will, thus acquiring their powers.
Modified by Death Nova (T4), Wraith Shell (T5), and Arcane Blast (T6)
All Ranks:
Spectral Bolt Attack:
15% of Attack Damage Converted to Health
Soul Blight Ability:
6.0 Meter Radius
33% Reduction to Enemy's Health
33% Attack Damage Converted to Health
Rank 1:
250 Energy Cost
369 Liche King Health
307 Liche King Energy
Spectral Bolt Attack:
13 Elemental Damage
3% Reduction to Enemy's Health
19 Vitality Damage
Rank 2:
258 Energy Cost
389 Liche King Health
324 Liche King Energy
Spectral Bolt Attack:
16 Elemental Damage
3% Reduction to Enemy's Health
23 Vitality Damage
Rank 3:
266 Energy Cost
408 Liche King Health
341 Liche King Energy
Spectral Bolt Attack:
20 Elemental Damage
4% Reduction to Enemy's Health
27 Vitality Damage
Rank 4:
274 Energy Cost
426 Liche King Health
358 Liche King Energy
Spectral Bolt Attack:
24 Elemental Damage
4% Reduction to Enemy's Health
30 Vitality Damage
Rank 5:
282 Energy Cost
446 Liche King Health
375 Liche King Energy
Spectral Bolt Attack:
28 Elemental Damage
6% Reduction to Enemy's Health
34 Vitality Damage
Soul Blight Ability:
32 Energy Cost
13 Reduced Resistance for 8 Seconds
Rank 6:
290 Energy Cost
465 Liche King Health
392 Liche King Energy
Spectral Bolt Attack:
31 Elemental Damage
6% Reduction to Enemy's Health
38 Vitality Damage
Soul Blight Ability:
33 Energy Cost
17 Reduced Resistance for 8 Seconds
Rank 7:
298 Energy Cost
483 Liche King Health
409 Liche King Energy
Spectral Bolt Attack:
35 Elemental Damage
6% Reduction to Enemy's Health
41 Vitality Damage
Soul Blight Ability:
35 Energy Cost
20 Reduced Resistance for 8 Seconds
Rank 8:
306 Energy Cost
503 Liche King Health
426 Liche King Energy
Spectral Bolt Attack:
39 Elemental Damage
7% Reduction to Enemy's Health
45 Vitality Damage
Soul Blight Ability:
36 Energy Cost
23 Reduced Resistance for 8 Seconds
Rank 9:
314 Energy Cost
522 Liche King Health
443 Liche King Energy
Spectral Bolt Attack:
43 Elemental Damage
7% Reduction to Enemy's Health
49 Vitality Damage
Soul Blight Ability:
38 Energy Cost
27 Reduced Resistance for 8 Seconds
Rank 10:
322 Energy Cost
540 Liche King Health
460 Liche King Energy
Spectral Bolt Attack:
43 Elemental Damage
9% Reduction to Enemy's Health
52 Vitality Damage
Soul Blight Ability:</pre><pre id="faqspan-4">
39 Energy Cost
30 Reduced Resistance for 8 Seconds
Rank 11:
330 Energy Cost
560 Liche King Health
477 Liche King Energy
Spectral Bolt Attack:
46 Elemental Damage
9% Reduction to Enemy's Health
56 Vitality Damage
Soul Blight Ability:
41 Energy Cost
33 Reduced Resistance for 8 Seconds
Rank 12:
338 Energy Cost
579 Liche King Health
494 Liche King Energy
Spectral Bolt Attack:
54 Elemental Damage
9% Reduction to Enemy's Health
60 Vitality Damage
Soul Blight Ability:
42 Energy Cost
37 Reduced Resistance for 8 Seconds
Rank 13:
346 Energy Cost
597 Liche King Health
511 Liche King Energy
Spectral Bolt Attack:
58 Elemental Damage
10% Reduction to Enemy's Health
63 Vitality Damage
Soul Blight Ability:
44 Energy Cost
40 Reduced Resistance for 8 Seconds
Rank 14:
354 Energy Cost
617 Liche King Health
528 Liche King Energy
Spectral Bolt Attack:
61 Elemental Damage
10% Reduction to Enemy's Health
67 Vitality Damage
Soul Blight Ability:
45 Energy Cost
45 Reduced Resistance for 8 Seconds
Rank 15:
362 Energy Cost
636 Liche King Health
545 Liche King Energy
Spectral Bolt Attack:
65 Elemental Damage
12% Reduction to Enemy's Health
71 Vitality Damage
Soul Blight Ability:
47 Energy Cost
47 Reduced Resistance for 8 Seconds
Skill Analysis: The Liche King is a great pet (one of my favorites),
including a ranged attack, a debuff spell, and even a high tanking potential
due to its' skills acting as a permanent Life Drain spell for itself. I don't
think I've had one die on me yet (usually I only have to recast this spell if
I die and respawn at the last rebirth fountain). Investing fully in the Liche
King line of spells takes an enormous amount of skill points, so if you're
going for it, you should probably make this guy one of your main offensive
weapons in your arsenal.
Spirit Bane (6 ranks)
Adds damage against undead to the attacks of those under the effect of Spirit
Ward.
Modifies Spirit Ward (T3)
All Ranks:
1 Active Energy Cost per Second
Rank 1:
+33% Damage to Undead
+9 Damage to Undead
Rank 2:
+37% Damage to Undead
+13 Damage to Undead
Rank 3:
+42% Damage to Undead
+17 Damage to Undead
Rank 4:
+46% Damage to Undead
+21 Damage to Undead
Rank 5:
+50% Damage to Undead
+25 Damage to Undead
Rank 6:
+55% Damage to Undead
+29 Damage to Undead
Skill Analysis: This is a nice upgrade to the Spirit Ward skill, but again,
you need to weigh the hefty bonus damage to undead with the fact that it only
applies to undead-class enemies. It does affect your group members, including
pets, so if you do a lot of multiplayer gaming (or if you are a summoning
build) then you may want to invest some points into this skill.
Tier 4 Skills (Requires 16 points in Spirit Mastery Skill)
Arcane Lore (6 ranks)
The magic practitioners of older civilizations devised many insidious
techniques to bolster the destructive capabilities of their magical staves.
Knowledge of these methods will unlock the true power of your staff attacks.
Modifies Ternion Attack (T2)
All Ranks:
+4 Energy Cost
Rank 1:
1.5 Meter Radius
+10% Increase in Projectile Speed
Rank 2:
1.7 Meter Radius
+18% Increase in Projectile Speed
Rank 3:
1.9 Meter Radius
+26% Increase in Projectile Speed
Rank 4:
2.1 Meter Radius
+34% Increase in Projectile Speed
Rank 5:
2.3 Meter Radius
+42% Increase in Projectile Speed
Rank 6:
2.5 Meter Radius
+50% Increase in Projectile Speed
Skill Analysis: This is an excellent upgrade to Ternion Attack, and is a must-
have upgrade for it. It converts each of the three bolts for the Ternion
Attack from a direct damage bolt into an area of effect spell. Note that the
radius stated applies to EACH bolt, so if the bolts fan out enough, you can
get a fairly large field of destruction with each cast. The speed increase
helps bolt accuracy quite a bit, as it gives the enemies less time to get out
of the way of the oncoming bolts. Highly recommended.
Necrosis (8 ranks)
Weakens the constitution of adjacent enemies making them more susceptible to
attacks that directly damage their life such as vitality damage and life
leeching.
Modifies Deathchill Aura (T1)
Skill Analysis: This upgrade to Deathchill Aura is actually the reverse of
Ravages of time, i.e. it is more useful to the casting classes than to the
melee classes (although Rogue mastery can benefit from the reduction in
bleeding resistance). If your build makes use of Vitality Damage and Life
Leeching, then you should definitely pick this one up. Also note that this
skill greatly increases the effectiveness of many of the Liche King's attacks.
Enslave Spirit (12 ranks)
Slip through the barriers of your enemies' consciousness and dominate their
mind, binding them to your will. While enslaved, your enemy will be forced to
obey your commands, but eventually they will regain control of their mind and
turn against you.
Rank 1:
90 Energy Cost
36-48 Seconds of Mind Control
Rank 2:
92 Energy Cost
40-54 Seconds of Mind Control
Rank 3:
94 Energy Cost
44-60 Seconds of Mind Control
Rank 4:
96 Energy Cost
48-66 Seconds of Mind Control
Rank 5:
98 Energy Cost
52-72 Seconds of Mind Control
Rank 6:
100 Energy Cost
56-78 Seconds of Mind Control
Rank 7:
102 Energy Cost
60-84 Seconds of Mind Control
Rank 8:
104 Energy Cost
64-90 Seconds of Mind Control
Rank 9:
106 Energy Cost
68-96 Seconds of Mind Control
Rank 10:
108 Energy Cost
72-102 Seconds of Mind Control
Rank 11:
110 Energy Cost
76-108 Seconds of Mind Control
Rank 12:
112 Energy Cost
80-114 Seconds of Mind Control
Skill Analysis: To be completely honest, I haven't experiemented at all with
this skill. I think I have a deep-seated aversion to mind control, thanks to
all those freaking Priests in World of Warcraft who just LOVED to make you jump
into the lava in LBRS. <sigh> Anyway, it sounds like something that would be
fun to play with a couple of times, then you would probably never use it again
once the novelty wears off. Caveat Emptor!
Death Nova (12 ranks)
Emits a wave of death that will deplete life from any living being it contacts.
Modifies Summon Liche King (T3)
All Ranks:
6.0 Meter Radius
50% of Attack Damage Converted to Health
Rank 1:
60 Energy Cost
11% Reduction to Enemy's Health
33 Vitality Damage
Rank 2:
62 Energy Cost
13% Reduction to Enemy's Health
42 Vitality Damage
Rank 3:
63 Energy Cost
15% Reduction to Enemy's Health
50 Vitality Damage
Rank 4:
66 Energy Cost
17% Reduction to Enemy's Health
60 Vitality Damage
Rank 5:
67 Energy Cost
19% Reduction to Enemy's Health
68 Vitality Damage
Rank 6:
69 Energy Cost
21% Reduction to Enemy's Health
77 Vitality Damage
Rank 7:
71 Energy Cost
23% Reduction to Enemy's Health
85 Vitality Damage
Rank 8:
73 Energy Cost
25% Reduction to Enemy's Health
95 Vitality Damage
Rank 9:
74 Energy Cost
27% Reduction to Enemy's Health
103 Vitality Damage
Rank 10:
77 Energy Cost
29% Reduction to Enemy's Health
112 Vitality Damage
Rank 11:
78 Energy Cost
31% Reduction to Enemy's Health
120 Vitality Damage
Rank 12:
80 Energy Cost
33% Reduction to Enemy's Health
130 Vitality Damage
Skill Analysis: A nice addition to the Liche King's arsenal, and well worth
investing the points into if you're building up the Liche King. The life
leech effect helps keep the Liche King alive when it's getting mobbed.
Tier 5 Skills (Requires 24 points in Spirit Mastery Skill)
Unearthly Power (8 ranks)
Draw upon even greater otherworldly powers to augment yourself and allies in
battle but be wary of the cost exacted from your own vitality.
Modifies Dark Covenant (T3)
Rank 1:
10 Active Health Cost per Second
+8% Damage/Elemental Damage/Vitality Damage
Rank 2:
10 Active Health Cost per Second
+14% Damage/Elemental Damage/Vitality Damage
Rank 3:
11 Active Health Cost per Second
+20% Damage/Elemental Damage/Vitality Damage
Rank 4:
11 Active Health Cost per Second
+26% Damage/Elemental Damage/Vitality Damage
Rank 5:
12 Active Health Cost per Second
+32% Damage/Elemental Damage/Vitality Damage
Rank 6:
12 Active Health Cost per Second
+38% Damage/Elemental Damage/Vitality Damage
Rank 7:
13 Active Health Cost per Second
+44% Damage/Elemental Damage/Vitality Damage
Rank 8:
13 Active Health Cost per Second
+50% Damage/Elemental Damage/Vitality Damage
Skill Analysis: This skill makes Dark Covenant even more taxing to your health
level, but the benefits are pretty amazing for nearly any build you can think
of, increasing physical, elemental, and vitality damage by 50% for up to 21
seconds.
Wraith Shell (12 ranks)
Allows the Liche King to diminish its corporeal presence making it less
vulnerable to all types of damage.
Modifies Summon Liche King (T3)
All Ranks:
50 Energy Cost
2 Active Energy Cost per Second
33% Damage Resistance
Rank 1:
19% Damage Absorption
Rank 2:
24% Damage Absorption
Rank 3:
28% Damage Absorption
Rank 4:
33% Damage Absorption
Rank 5:
38% Damage Absorption
Rank 6:
42% Damage Absorption
Rank 7:
47% Damage Absorption
Rank 8:
51% Damage Absorption
Rank 9:
56% Damage Absorption
Rank 10:
61% Damage Absorption
Rank 11:
65% Damage Absorption
Rank 12:
70% Damage Absorption
Skill Analysis: This skill is essential if you want your Liche King to tank
enemies effectively. 70% Damage Absorption plus self-healing from its life
leeching attacks make for a very durable pet (in fact, it usually runs out of
energy before I even see a dent in its health meter).
Circle of Power (12 ranks)
Creates a circle of power that protects allies from the undead and damages any
undead creatures that pass within it.
All Ranks:
12 Second Duration
6.0 Meter Radius
Rank 1:
64 Energy Cost
+17 Damage to Undead
Rank 2:
68 Energy Cost
+21 Damage to Undead
Rank 3:
72 Energy Cost
+25 Damage to Undead
Rank 4:
76 Energy Cost
+30 Damage to Undead
Rank 5:
80 Energy Cost
+34 Damage to Undead
Rank 6:
84 Energy Cost
+39 Damage to Undead
Rank 7:
88 Energy Cost
+43 Damage to Undead
Rank 8:
92 Energy Cost
+49 Damage to Undead
Rank 9:
96 Energy Cost
+54 Damage to Undead
Rank 10:
100 Energy Cost
+60 Damage to Undead
Rank 11:
104 Energy Cost
+67 Damage to Undead
Rank 12:
108 Energy Cost
+75 Damage to Undead
Skill Analysis: I'm not sure what use this skill really serves. It's nice and
all to be able to pwn the undead, but the skill point investment is just not
worth it for a relatively limited effect on a limited type of enemy.
Tier 6 Skills (Requires 32 points in Spirit Mastery Skill)
Death Ward (8 ranks)
Places a magical ward on the player that protects them from death by granting
additional life when their life gets dangerously low.
All Ranks:
Activates When Health Drops Below 15%
3 Second Duration
Rank 1:
+330 Health Restored
Rank 2:
+360 Health Restored
Rank 3:
+390 Health Restored
Rank 4:
+420 Health Restored
Rank 5:
+450 Health Restored
Rank 6:
+480 Health Restored
Rank 7:
+510 Health Restored
Rank 8:
+540 Health Restored
Skill Analysis: This is a very good emergency skill, although honestly, if
you're taking so much damage that a good old potion can't keep you alive, then
you're probably hosed anyway and this skill won't do you that much good.
Still, if you prefer having a back-up option, this skill certainly fits that
bill.
Summon Outsider (15 ranks)
Calls forth a powerful extra-dimensional entity from beyond the ether. The
link can only be maintained for a short time.
All Ranks:
Ether Strike:
200 Arc of Attack
3 Target Maximum
33% Reduction to Enemy's Health
Rank 1:
285 Energy Cost
30 Second Duration
1065 Ether Lord Health
518 Ether Lord Energy
Ether Strike:
27 Energy Cost
75-115 Elemental Damage
Rank 2:
290 Energy Cost
32 Second Duration
1130 Ether Lord Health
536 Ether Lord Energy
Ether Strike:
29 Energy Cost
83-124 Elemental Damage
Rank 3:
295 Energy Cost
34 Second Duration
1195 Ether Lord Health
554 Ether Lord Energy
Ether Strike:
31 Energy Cost
90-132 Elemental Damage
Rank 4:
300 Energy Cost
36 Second Duration
1260 Ether Lord Health
572 Ether Lord Energy
Ether Strike:
33 Energy Cost
98-140 Elemental Damage
Rank 5:
305 Energy Cost
38 Second Duration
1325 Ether Lord Health
590 Ether Lord Energy
Ether Strike:
35 Energy Cost
105-148 Elemental Damage
Rank 6:
310 Energy Cost
40 Second Duration
1390 Ether Lord Health
608 Ether Lord Energy
Ether Strike:
37 Energy Cost
113-157 Elemental Damage
Rank 7:
315 Energy Cost
42 Second Duration
1455 Ether Lord Health
626 Ether Lord Energy
Ether Strike:
39 Energy Cost
120-165 Elemental Damage
Rank 8:
320 Energy Cost
44 Second Duration
1520 Ether Lord Health
644 Ether Lord Energy
Ether Strike:
41 Energy Cost
128-173 Elemental Damage
Rank 9:
325 Energy Cost
46 Second Duration
1585 Ether Lord Health
662 Ether Lord Energy
Ether Strike:
43 Energy Cost
135-181 Elemental Damage
Rank 10:
330 Energy Cost
48 Second Duration
1650 Ether Lord Health
680 Ether Lord Energy
Ether Strike:
45 Energy Cost
143-190 Elemental Damage
Rank 11:
335 Energy Cost
50 Second Duration
1715 Ether Lord Health
698 Ether Lord Energy
Ether Strike:
47 Energy Cost
150-198 Elemental Damage
Rank 12:
340 Energy Cost
52 Second Duration
1780 Ether Lord Health
716 Ether Lord Energy
Ether Strike:
49 Energy Cost
158-206 Elemental Damage
Rank 13:
345 Energy Cost
54 Second Duration
1845 Ether Lord Health
734 Ether Lord Energy
Ether Strike:
51 Energy Cost
165-214 Elemental Damage
Rank 14:
350 Energy Cost
56 Second Duration
1910 Ether Lord Health
752 Ether Lord Energy
Ether Strike:
53 Energy Cost
173-223 Elemental Damage
Rank 15:
355 Energy Cost
58 Second Duration
1975 Ether Lord Health
770 Ether Lord Energy
Ether Strike:
55 Energy Cost
180-231 Elemental Damage
Skill Analysis: Not only does the Ether Lord look very snazzy, he also makes
most enemies feel the hurt quite nicely. He also has ridiculous amounts of
health, which makes him a good short-term tank. The main drawbacks to this
guy is that he only lasts for a minute, tops, and the cooldown period for this
skill is LONG. Don't expect to be chain-casting this skill to have a perma-pet
Ether Lord. Not quite as useful as the Liche King, but great for boss battles.
Arcane Blast (16 ranks)
Drawing upon ancient arcane craft the Liche King forms deadly bolts of
elemental energy and launches them at enemies.
Modifies Summon Liche King (T3)
All Ranks:
1 Second of Stun
15% Slowed for 1.5 Seconds
Skill Analysis: Once you pick up this skill, your Liche King will use this
skill quite often. Paired with your own Ternion Attack skills, you and your
best bud the undead sorcerer can cast wave after wave of hellish death rays
at your foes and watch them fall like leaves. Very satisfying final skill for
those of you who have invested so many points into one skill line! A maxed out
Liche King is quite a sight to see, for sure.
Please feel free to contact me at the address below with any questions,
complaints, suggestions, comments, criticisms, kudos, disagreements, or
errors that you may have found and I will do my best to respond to everyone.
Anything I include in the FAQ itself will of course be duly credited.
CjayC
For creating and maintaining GameFAQs.com, best game-related website on the
Internet.
GameFAQs.com
Of course, for hosting this FAQ.
Iron Lore and THQ
For making this game.
Lord Fang
For some great insights into various Earth Mastery skills and also for
catching a rather glaring mistake on my part on the energy cost of Summon
Core Dweller.
Archangel (a.k.a. Xaanor)
Verified that Volley does, in fact, affect both spears and bows.