Passives provide unique effects or Character Stats increases unique to each Class. Spending passive points will also level up a character's mastery classes, eventually allowing them to ascend.
Interface[ | ]
The passives window displays the number of unspent points in the upper left. To the left are selectors for the base and mastery trees. The colored background indicates a character's level progression and will rise from the bottom to the top as more points are spent. Skills that can be unlocked are shown to the right of the tree. Initially, the ascended passive nodes and skills will be hidden by a class description until the class has been ascended, you can view the hidden passives by clicking the preview passives button.
Passive Points[ | ]
A character gains a point for every Level starting with level 3. Additionally a character can gain passive points as rewards from certain Quests.
Points can be spent to upgrade any unlocked node in the passives screen.
Passive Trees[ | ]
Base Tree[ | ]
To start all characters will only have access to the base class passive tree. Mastery trees can be unlocked after spending 20 points in the base class tree and have completed the mastery quest at the start of Chapter 4. Once 20 points have been spent they must press the "Unlock Masteries" button in order to unlock the mastery trees. A player may spend more than 20 points in a base class tree, however it will not result in the base class tree being leveled any further.
Mastery Trees[ | ]
Once mastery trees have been unlocked through the base tree, players will be able to invest points into any of the masteries up until level 25. After reaching level 25 more points may be spend in the mastery tree, however it will not result in gaining more levels for that class tree unless it has been ascended.
Ascending[ | ]
A player may ascend into any one mastery class after completing the mastery quest in End of Time. Ascending will allow the character to gain more levels in the mastery and prevent them from ascending into any other classes. Once ascended your class will be updated in your character stats with your new mastery.
Passives by Class[ | ]
These are the passives available to the Sentinel class and its mastery trees.
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Iron Mastery | You have a 5% chance to gain Iron Mastery for 5 seconds when you kill an enemy or take a hit. Iron Mastery increases damage and armor by 10% per allocated point. | Sentinel | 8 | 10 | ||
Axe Thrower | When you hit an enemy you have an 8% chance per allocated point to throw an axe towards the nearest enemy. You cannot throw more than one axe every second. | Sentinel | 5 | 15 | ||
Retaliation | Grants 5% increased damage per allocated point. This bonus is doubled if you have blocked a hit in the last 5 seconds. | Sentinel | 5 | 15 | ||
Unbreakable | Grants 10% increased health regeneration per allocated point. Grants 1 vitality per allocated point. | Sentinel | 8 | |||
Juggernaut | Grants 4% increased armor per allocated point. Grants 1 strength per allocated point. | Sentinel | 8 | |||
Armor Clad | Grants 10 additional armor per allocated point, and 3% increased armor per allocated point.. | Sentinel | 5 | 5 | ||
Aegis of Renewal | Grants a 25% chance to gain 10 health on block. | Sentinel | 5 | 10 | Gladiator | |
Gladiator | Adds 1% block chance and 30 block protection. | Sentinel | 5 | |||
Overwhelm | Your melee attacks deal 5% increased damage per allocated point and have 5% increased stun chance per allocated point. | Sentinel | 10 | 10 | ||
Counter Attack | When you take a hit you have a 6% chance to attack enemies around you with Retribution. | Sentinel | 5 | 5 | ||
Relentless | Grants 5% increased damage per allocated point. Grants 15 stun avoidance per allocated point. | Sentinel | 5 | 5 | ||
Banish | Retribution has 25% added critical strike chance per allocated point and 10% increased damage per allocated point. | Sentinel | 4 | 15 | Counter Attack |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Void Well | While you have 3 or more void essences, if you use a skill that costs at least 40 mana you consume the void essences to refund the mana cost. This effect has a 10 second cooldown. | Void Knight | 1 | 45 | Essence of the End | |
Future Strike | When you hit an enemy you have a 10% chance per allocated point to inflict a future attack 2 seconds later that deals 60 void damage all at once at the end of it's duration. Future Strike counts as damage over time, not as a hit. | Void Knight | 10 | 15 | ||
Dread | 8% increased void damage and 1% increased movement speed per allocated point. | Void Knight | 15 | 40 | ||
Null Velocity | When you use an ability that reduces your mana to less than 0, gain 7% increased movement speed per allocated point for 4 seconds. | Void Knight | 2 | 25 | ||
Plate Spikes | 15 subtracted armor per allocated point. 2 added melee physical damage per allocated point. | Void Knight | 5 | 20 | ||
Woe | 7% increased melee damage. 5% increased armor and void protection per allocated point if you have killed an enemy with a melee attack recently | Void Knight | 20 | 40 | ||
Finality | Enemies you bring below 3% health per allocated point with a melee attack are instantly slain. | Void Knight | 5 | 15 | ||
Essence of the End | You have a 4% chance per allocated point to gain a void essence on kill. Void essensces last 7 seconds and grant 15% increased void damage, 15% increased melee damage, and 10% reduced duration of stuns. You can have a maximum of 3 void essences at once. | Void Knight | 5 | 35 | ||
Void Blades | Melee attacks deal 3 additional void damage on hit per allocated point. | Void Knight | 8 | 10 | ||
Eternal Form | Adds 1 vitality and 3 health per allocated point | Void Knight | 8 | 30 | ||
Umbral Attunement | Grants 4% increased damage per allocated point. Grants 1 attunement per allocated point. | Void Knight | 10 | 10 | ||
Heavy Endurance Training | Adds 1 strength and 3 health per allocated point. | Void Knight | 8 | 30 | ||
Void Bolts | Spells and throwing attacks deal 2 added void damage on hit per allocated point. | Void Knight | 8 | 15 | ||
Unending Hunger | Dark Maw absorbs an additional 1% health per allocated point. | Void Knight | 5 | 20 | Dark Maw | |
Time Lithe | Adds 1 dexterity and 3 health per allocated point. | Void Knight | 30 | 30 | ||
Devouring Blade | 10% increased damage per allocated point if you have killed an enemy in the past 4 seconds. | Void Knight | 10 | |||
Abyssal Endurance | Adds 7 health and 15 void protection per allocated point. | Void Knight | 10 | |||
Dark Maw | 5% chance per allocated point to absorb 5% of an enemy's health on kill. | Void Knight | 5 | 10 | ||
Void Flux | Once per 30 seconds when your health is reduced to less than 20%, send all nearby enemies forward in time 4 seconds. | Void Knight | 1 | 45 | ||
Void Corruption | +1% critical strike multiplier per point in Void Knight | Void Knight | 1 | 10 | ||
World Eater | 1.5% of melee damage leeched as health per allocated point. 1.5% of void damage leeched as health per allocated point. | Void Knight | 8 | 5 | ||
Rot Ripples | When you kill an enemy affected by Time Rot, nearby enemies have a 10% chance per allocated point to be infected with Time Rot. | Void Knight | 5 | 20 | ||
Patient Doom | Every 3 seconds your next melee attack deals 30% increased damage per allocated point. | Void Knight | 5 | 5 | ||
Void Aegis | 5% chance per allocated to gain void aegis when hit. Void aegis causes you to take 10% less damage (multiplicative with other effects), but breaks after you take 100 damage, releasing a void rift which damages surrounding enemies. | Void Knight | 5 | 35 | ||
Sorrow and Steel | 7% increased void damage and 7% increased physical damage per allocated point. | Void Knight | 10 | 5 | ||
Singular Purpose | 10% reduced block chance and block protection per allocated point. 5% increased void damage and void protection per allocated point. | Void Knight | 5 | 25 | ||
Rot Grip | Melee attacks have a 2% chance per allocated point to apply Time Rot to enemies on hit. | Void Knight | 5 | 25 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Infinite Bulwark | If you have used a potion in the past 4 seconds you have 20% increased armor per allocated point and 20% increased chance to find potions per allocated point. | Forge Guard | 10 | 20 | ||
Discipline Training | Grants 4 mana per allocated point. Grants 1 attunement per allocated point. | Forge Guard | 5 | 10 | ||
Javelineer | Adds 10% to your critical strike multiplier per allocated point with throwing attacks. | Forge Guard | 10 | 35 | ||
Molded by the Forge | 7% increased melee damage. 10% increased armor if you have blocked an attack recently. | Forge Guard | 20 | 45 | ||
Powerful Throw | 7% increased throwing damage per allocated point. 5% increased elemental protections if you have been hit recently. | Forge Guard | 15 | 40 | ||
Prime Fighter | 1 added strength per allocated point. 1 added attunement per allocated point. | Forge Guard | 5 | |||
Juggernaut | Reduces damage you deal with hits by 2% per allocated point, but grants 25 added armor per allocated point. | Forge Guard | 5 | 15 | ||
Unflinching | Grants 40 stun avoidance per allocated point. Stuns on you have 3% reduced duration per allocated point. | Forge Guard | 5 | 10 | ||
Battle Hardened | 15% increased armor per allocated point if you have been hit in the past 4 seconds. | Forge Guard | 10 | |||
Fresh from the Forge | Every 3 seconds your next melee attack deals 4 additional physical and fire damage per allocated point. Every 3 seconds your next throwing attack deals 4 added physical and fire damage per allocated point. | Forge Guard | 10 | 5 | ||
Peltast | 5% increased throwing attack damage and 2% increased throwing attack speed per allocated point | Forge Guard | 10 | 5 | ||
Martial Cadence | 5% increased throwing attack damage per allocated point for each melee attack you have used in the past four seconds. | Forge Guard | 10 | 20 | ||
Retaliation (Forge Guard Passive) | 15% increased damage per allocated point if you have been hit in the past 4 seconds. | Forge Guard | 10 | 30 | ||
Rallying Block | You have 5 additional armor and elemental protection per allocated point for each hit you have blocked in the past 4 seconds. | Forge Guard | 10 | 5 | Steel Aegis | |
Smelter's Might | Adds 7% chance per allocated point to inflict bleeding and ignite on hit. | Forge Guard | 10 | 20 | ||
Lethal Strikes | Adds 10% to your critical strike multiplier with melee attacks. | Forge Guard | 10 | 40 | Duelist | |
Might | Grants 8% increased armor per allocated point and adds 1 strength per allocated point. | Forge Guard | 8 | 25 | ||
Shield Crafter | You have a 1% chance per allocated point to cast Ring of Shields when hit. Your manifest shields and other minions have 40% increased health per allocated point. | Forge Guard | 10 | 15 | Rallying Block | |
Steel Aegis | 1% added block chance and 60 added block armor. | Forge Guard | 8 | |||
Hammer Head | 10% increased critical strike chance per allocated point with throwing attacks. | Forge Guard | 10 | 25 | ||
Honor and Resolve | 30 additional block protection per allocated point if you have been hit in the past 4 seconds. | Forge Guard | 10 | 40 | Flawless Defender | |
Pilum Mastery | 12% increased melee damage per allocated point if you have used a throwing attack in the past 4 seconds. | Forge Guard | 10 | 15 | ||
Duelist | 10% increased critical strike chance per allocated point with melee attacks. | Forge Guard | 10 | 30 | ||
Flawless Defender | 1% added block chance and 50 added block armor per allocated point | Forge Guard | 5 | 30 | ||
Guardian | Grants 7 health and 7% increased stun chance per allocated point. | Forge Guard | 10 | 10 | ||
Tide of Battle | Gain 30% increased damage per allocated point for four seconds if you use a potion within two seconds of being hit. | Forge Guard | 10 | 45 | ||
Weapon Mastery | Grants 1 dexterity per allocated point. Grants 5% increased stun chance per allocated point. | Forge Guard | 10 | 15 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Righteous Firebrand | 2 added melee fire damage per allocated point if you have cast a spell recently. | Paladin | 7 | 35 | ||
Aura of Divinity | Increases the stats granted by Holy Aura by 10% per allocated point. | Paladin | 5 | 25 | ||
Conviction | You deal 4% increased physical and fire damage per allocated point. 14 added physical and fire penetration per allocated point. | Paladin | 8 | |||
Defiance | 10 added health per allocated point. 5% increased Armor per allocated point. | Paladin | 8 | |||
Divine Essence | You have a 6% chance per allocated point to gain a divine essence on heal. Divine essences last 7 seconds and grant 10% increased damage, armor, healing effectiveness and reduced duration of stuns on you. You can have a maximum of 3 divine essences at one. | Paladin | 5 | 35 | ||
Divine Intervention | While you have 3 or more divine essences, if you would die, you have a 10% chance to lose all divine essences and are returned to full health. | Paladin | 1 | 45 | Divine Essence | |
Faithful | Whenever you block an attack, you have a 5% chance per allocated point to cast holy symbol on yourself, healing yourself for 5 health per allocated point. | Paladin | 5 | 5 | ||
Inner Flame | 1 added attunement per allocated point. 15 added fire protection per allocated point. | Paladin | 8 | 20 | ||
Reverence of Duality | 2% increased health, damage, healing effectiveness and mana per allocated point. | Paladin | 12 | 40 | ||
Righteousness | 7% increased damage, healing effectiveness and armor per allocated point if you have cast a spell for more than 40 mana recently. | Paladin | 10 | 35 | ||
Shared Divinity | +1 projectiles fired per allocated point by Divine Bolt. Divine Bolt has a 10% reduced chance to cast on hit per allocated point. | Paladin | 5 | 15 | Divine Bolt | |
Staunch Defender | 50 added block protection per allocated point while using a shield. | Paladin | 10 | 25 | ||
Sword of Rahyeh | 15% chance per allocated point to ignite enemies on melee hit if you have cast a spell recently. | Paladin | 7 | 45 | Righteous Firebrand | |
Valor | 1 added vitality per allocated point. 5% increased healing effectiveness. | Paladin | 8 | |||
Holy Precision | 30% increased critical strike chance with spells and thowing attacks per allocated point. | Paladin | 10 | 30 | ||
Divine Bolt | Whenever you hit an enemy with a melee attack, you have a 20% chance to cast Divine Bolt on a random nearby enemy. | Paladin | 1 | 5 | ||
Holy Nova | Converts Holy Symbol from Faithful into a Holy Nova healing yourself and nearby allies instead. | Paladin | 1 | 15 | Faithful | |
Majasa Firebrand | 10% added ignite chance per allocated point with melee attacks. | Paladin | 10 | 5 | ||
Flash of Brilliance | 10 added health per allocated point. 3% chance to blind enemies on hit per allocated point. | Paladin | 10 | 10 | ||
Light of Rahyeh | 8% increased fire damage and 1% increased movement speed per allocated point. | Paladin | 12 | 45 | ||
Holy Symbol | 7% increased healing effectiveness per allocated point. 7 added elemental and necrotic protection per allocated point. | Paladin | 7 | 15 | ||
Redemption | 7% chance to gain 7% increased damage per allocated point if you have received a stack of bleeding from Penance recently. 7% increased bleed effictiveness per allocated point. | Paladin | 7 | 40 | Penance | |
Rahyeh's Strength | 1 added strength per allocated point. 4% increased fire damage per allocated point if you have hit an enemy with a melee attack recently. | Paladin | 8 | 15 | Majasa Firebrand | |
Piety | Divine Bolt is also cast on nearby allies and heals the first ally it hits. | Paladin | 1 | 20 | Shared Divinity | |
Prayer | 7% increased damage and healing effectiveness per allocated point if you have healed yourself or an ally recently. | Paladin | 10 | 20 | ||
Penance | 20% chance per allocated point to apply bleed on hit with melee attacks and throwing attacks. You have 2% chance per allocated point to bleed when an enemy hits you with a melee attack. | Paladin | 10 | 30 | ||
Alignment | Every 3 seconds the next spell you cast has 30% increased healing effectiveness per allocated point. | Paladin | 8 | 25 | ||
Shield Wall | 25% less dodge rating per allocated point. 3% added block chance per allocated point. | Paladin | 4 | 30 | Staunch Defender | |
Unshakable | 1% added block chance per allocated point. 50 added block armor per allocated point. 15 added stun avoidance per allocated point. | Paladin | 5 | 5 |
These are the passives available to the Mage class and its mastery trees.
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Knowledge of Destruction | Grants 7% increased critical strike chance and 3% additional critical strike multiplier per point. | Mage | 10 | 15 | ||
Preparation | Every 3 seconds your next Elemental Spell deals 20% Increased Damage and has a 20% Increased Spell Slow Chance per point. | Mage | 10 | 5 | ||
Arcanist | Grants 1 Intelligence and 3% increased Fire Resistance and Lightning Resistance per point. | Mage | 8 | 1 | ||
Arcane Current | Your next Lightning ability that hits an enemy casts Arcane Lightning at additional enemies, dealing Lightning Damage. This effect has an 8 second cooldown. Arcane Lightning casts 1 per point. | Mage | 5 | 10 | Elementalist | |
Elementalist | Grants 7% increased elemental damage per point. | Mage | 8 | 1 | ||
Warden | Grants 10% ward retention per point. | Mage | 5 | 15 | ||
Reactive Ward | When you drop below 70% Health you gain 20 Ward per point. This effect has a 12 second cooldown. | Mage | 10 | 5 | ||
Arcane Flames | Your next Fire ability that hits an enemy Ignites additional nearby enemies. This effect has an 8 second cooldown. Ignites 1 nearby enemy per point. | Mage | 5 | 10 | Elementalist | |
Ice and Fire | 7% increased Cold Damage, Chill Chance with Cold Skills, Fire Damage, and Ignite Chance with Fire Skills per point | Mage | 5 | 20 | ||
Arcane Wind | Your next Cold ability that hits an enemy Chills additional nearby enemies. This effect has an 8 second cooldown. Chills 2 nearby enemy per point. This effect can Chill the enemy you hit unless it is killed by the hit. | Mage | 3 | 25 | Rune of Winter, Ice and Fire | |
Scholar | Grants 10 Health and 3 Mana per point. | Mage | 8 | 1 | ||
Rune of Winter | 20% increased Freeze Rate Multiplier per point Lightning Blast and Volcanic Orb become Cold Spells | Mage | 5 | 15 | ||
Mage Flurry | Grants 3% increased cast speed and melee attack speed per point. | Mage | 5 | 10 | ||
Silver Rune | 20% increased Ward Gained and 2 reduced Ward Gain Cooldown Duration per point | Mage | 3 | 25 | Warden, Sun and Storms | |
Sun and Storms | 7% increased Fire Damage and Lighning Damage as well as 7 Ward gained per point | Mage | 5 | 20 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Lost Knowledge | You gain 7 Ward per point when you use a skill that costs more than 40 mana. Ward is a decaying shield that protects your health. | Sorcerer | 10 | 5 | ||
Rapid Casting | 4% increased cooldown recovery speed per point. | Sorcerer | 5 | 25 | ||
Brainstorm | 6% increased spell damage and 2% increased mana regen per point. | Sorcerer | 8 | 1 | ||
Arcane Intellect | 1 Intelligence per point. 5% chance per point to gain 15% increased elemental spell damage on hit for four seconds. You cannot have multiple instances of this buff at once. | Sorcerer | 12 | 40 | ||
Arcane Current | 30% increased effect of shock per point. | Sorcerer | 10 | 40 | ||
Chill to the Bone | 30 cold penetration per point. | Sorcerer | 5 | 20 | Cryomancer | |
Mark Of Brilliance | Whenever you cast a sorcerer spell, you have a 17% chance per point to gain a stack of Brilliance. Whenever you have 5 stacks of brilliance, lose all stacks of brilliance and your next spell has 300% increased damage. | Sorcerer | 6 | 30 | ||
Pyromancer | 6% increased fire damage and 2% chance to ignite on hit with fire skills per point. | Sorcerer | 10 | 10 | ||
Arcane Avalanch | 15% increased stun and freeze chance per point. | Sorcerer | 10 | 25 | ||
Cryomancer | 6% increased cold damage and 2% chance to chill on hit with cold skills per point. | Sorcerer | 10 | 10 | ||
Inferno | Your damage over time deals 12% increased fire damage per point. | Sorcerer | 10 | 25 | ||
Wisdom | Adds 1 intelligence and 3 mana per point. | Sorcerer | 10 | 5 | ||
Mana Armor | 1% of damage you take per point is dealt to your mana instead of your health. 5% increased mana regen per point. | Sorcerer | 5 | 45 | ||
Lavamancer | 30 fire penetration per point. | Sorcerer | 5 | 20 | Pyromancer | |
Ceraunomancer | 6% increased lightning damage and 2% chance to shock on hit with lightning skills per point. | Sorcerer | 10 | 10 | ||
Mana Shell | Grants 10 armor and 3 mana per point. | Sorcerer | 8 | 1 | ||
Mirror Breath | Reverses the effect of Dragon Mage's effect. For example, using a fire skill now gives a bonus to cold damage instead of lightning damage. | Sorcerer | 1 | 40 | Dragon Mage | |
Promise Of Power | Gain 7% increased elemental damage per point for each stack of Mark Of Brilliance that you have. | Sorcerer | 5 | 35 | Mark Of Brilliance | |
Sorcerer's Shell | Grants 1 vitality and 3 armor per point. | Sorcerer | 8 | 30 | ||
Reaction Point | When you critical strike with a lightning ability, your next spell costs -5 mana per point. | Sorcerer | 5 | 25 | Crackling Precision | |
Rift Bolt | 30 lightning penetration per point. | Sorcerer | 5 | 20 | Ceraunomancer | |
Serum Visions | 10% increased ignite, shock and chill duration per point. | Sorcerer | 5 | 15 | ||
Arcane Momentum | 5% increased cast speed per point if you have cast a spell in the past 2 seconds. | Sorcerer | 5 | 5 | ||
Dragon Breath | 10% chance per point to shock with lightning skills if you have used a cold skill in the last 4 seconds. 10% chance per point to chill with cold skills if you have used a fire skill in the last 4 seconds. 10% chance per point to ignite with fire skills if you have used a lightning skill in the last 4 seconds. | Sorcerer | 10 | 45 | ||
Dragon Mage | 10% increased lightning damage per point if you have used a fire skill in the past 4 seconds. 10% increased fire damage per point if you have used a cold skill in the past 4 seconds. 10% increased cold damage per point if you have used a lightning skill in the past 4 seconds. | Sorcerer | 10 | 35 | ||
Warder | Grants 5 health and 5% increased ward retention per point. | Sorcerer | 10 | 40 | ||
Calculated Destruction | 20% increased critical strike chance with spells per point. | Sorcerer | 8 | 1 | ||
Arcane Obliteration | 10% additional critical strike multiplier with spells per point. | Sorcerer | 10 | 30 | ||
Crackling Precision | 12% increased critical strike chance with lightning skills per point. | Sorcerer | 10 | 20 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Blade Weaver | 4% increased melee damage per point for each spell you have cast in the past 4 seconds. | Spellblade | 5 | 20 | ||
Volcanic Blade | Every 3 seconds your next melee hit has 20% additional chance to ignite per point. | Spellblade | 10 | 10 | ||
Spellthirst | 10% increased damage over time per point if you have hit an enemy with a melee attack recently. | Spellblade | 5 | 15 | Infernal Imbuement | |
Elemental Affinity | Grants 5 per point elemental protection and 5% per point increased elemental damage. | Spellblade | 8 | 1 | ||
Elemental Reflection | 5% chance to cast Elemental Nova when hit. | Spellblade | 1 | 30 | ||
Infused Weapon | Your lightning melee attacks deal 2 per point additional lightning damage. Your cold melee attacks deal 2 per point additional cold damage. Your fire melee attacks deal 2 per point additional fire damage. | Spellblade | 8 | 1 | ||
Shiver Armor | You gain Shiver Armor when you are critically hit. Shiver Armor gives you 50 armor and cold protection per point and gives your melee attacks 20% chance to chill on hit per point. | Spellblade | 5 | 25 | ||
Mind Slayer | 10% chance to gain 10 ward on kill per point. | Spellblade | 10 | 35 | ||
Glacial Might | Adds 1 vitality and 15 cold protection per point. | Spellblade | 10 | 10 | ||
Arcane Forge | 8% increased elemental damage with melee attacks per point | Spellblade | 15 | 30 | ||
Mind Blood | Mind Slayer's effect also grants 1 times your vitality as ward per point. | Spellblade | 5 | 45 | Mind Slayer | |
Lightning Rider | Gain 1% increased melee lightning damage per point for four seconds on melee hit. | Spellblade | 5 | 15 | Storm Duelist | |
Combat Mage | 9% increased spell damage per point if you have used a melee attack in the past 4 seconds. | Spellblade | 8 | 20 | ||
Mind Flame | Mind Slayer's effect also grants 1 times your intelligence as ward per point. | Spellblade | 5 | 45 | Mind Slayer | |
Prismatic Blade | +1 dexterity per point. Your lightning melee attacks deal 1 addditional lightning damage per point. Your cold melee attacks deal 1 additional cold damage per point. Your fire melee attacks deal 1 additional fire damage per point. | Spellblade | 8 | 20 | ||
Flame Tender | 12% increased damage over time per point if you have used a melee attack in the past 4 seconds. | Spellblade | 10 | 35 | ||
Spellbound Weapon | 9% increased melee damage per point if you have used a spell in the past 4 seconds. | Spellblade | 8 | 15 | ||
Spell Weaver | 4% increased spell damage per point for each melee attack you have used in the past 4 seconds | Spellblade | 5 | 15 | ||
Storm Duelist | Your melee attacks deal +1 per point lightning damage and have 5% per point shock chance. | Spellblade | 10 | 5 | ||
Capacitor | If you have used a lightning skill recently you have 5% increased melee damage and 15 elemental penetration per point. | Spellblade | 12 | 25 | ||
Triple Strike | +1 intelligence per point. Your lightning melee attacks deal 1 additional lightning damage per point. Your cold melee attacks deal 1 additional cold damage per point. Your fire melee attacks deal 1 additional fire damage per point. | Spellblade | 15 | 40 | ||
Latent Infusion | Every 3 seconds your next melee attack deals 22% per point increased elemental damage. | Spellblade | 10 | 5 | ||
Infernal Imbuement | Your melee attacks deal +1 per point fire damage and have 5% per point ignite chance. | Spellblade | 10 | 5 | ||
Mind Blade | Mind Slayer's effect also grants 1 times your dexterity as ward per point. | Spellblade | 5 | 45 | Mind Slayer | |
Ward Draught | Grants 30% ward retention per point if you have used a potion in the past 4 seconds. | Spellblade | 10 | 35 | ||
Arcane Warden | Grants 3% per point increased melee attack speed, and a 10% chance to gain 3 per point ward on melee hit. | Spellblade | 8 | 1 |
There are no passives in this class yet
These are the passives available to the Primalist class and its mastery trees.
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Hunter's Restoration | 2% increased Health and every three seconds your next hit restores 8 health per point | Primalist | 5 | 5 | ||
Primal Medicine | 5% increased Minion Damage and 50% increased percentage of Potion healing received by Minions per point | Primalist | 6 | 5 | ||
Natural Attunement | Grants 1 attunement, 3% increased Lightning Resistance, and 3% increased Cold Resistance per point | Primalist | 8 | |||
Survival of the Pack | You and your minions deal 5% increased melee damage per allocated point, and leech 0.5% of melee damage as health per allocated point. | Primalist | 10 | 10 | Primal Strength | |
Primal Strength | Grants 1 Strength per allocated point. Grants 4% increased health regeneration per allocated point. | Primalist | 8 | |||
Harmony of Blades | Axes and Swords are equippable in offhand, but damage taken is increased 15% while Dual Wielding | Primalist | 1 | 5 | ||
Hunter's Emanation | The healing from Hunter's Restoration also applies to your minions. When you trigger Hunter's Restoration, your minions gain 11% increased damage per allocated point for three seconds. | Primalist | 5 | 15 | Hunter's Restoration | |
Ancient Call | 10 additional Health, 10% increased Companion Health, and 5% increased Companion Revival Speed per point | Primalist | 6 | 15 | Primal Medicine | |
Gift of the Wilderness | Grants you 10 health per allocated point, and grants your minions 5% increased health per allocated point. | Primalist | 6 | |||
Tempest Bond | 4% Increased Physical, Cold, and Lightning Damage per point This effect is doubled while you have a minion | Primalist | 8 | 15 | ||
Wisdom of the Wild | You and your minions deal 7% increased spell damage per allocated point. | Primalist | 6 | 10 | Natural Attunement |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Circle of Life | You regain 3 health per point when you kill an enemy. | Beastmaster | 10 | 45 | ||
Aspect of the Ox | When you are stunned you gain 60 stun avoidance per point and 6% increased damage per allocated point for 4 seconds. This effect can stack multiple times. | Beastmaster | 5 | 10 | ||
Agile Pack | You and your minions have 10% increased dodge rating per point. | Beastmaster | 10 | 45 | ||
Eternal Hunters | 10% increased chance to find potions per allocated point. Potions restore 10% increased health per allocated point. | Beastmaster | 5 | 5 | ||
Primal Strength | Grants 3% increased melee damage per allocated point to you and your minions. Adds 1 strength per allocated point | Beastmaster | 10 | 30 | ||
Comfort | 2 added vitality and 15 added elemental protection per allocated point if you control exactly one minion. Your minions have 1 added vitality and 5 elemental protection per allocated point. | Beastmaster | 2 | 35 | Partner | |
Axe and Claw | Grants you and your minions 2 added melee physical damage. | Beastmaster | 5 | 20 | Aspect of Lamprey | |
Caustic Poisons | You and your minions deal 15% increased poison damage | Beastmaster | 5 | 25 | ||
Partner | You deal 10% increased damage per allocated point if you control exactly one minion. Your minions gain 5% increased damage per allocated point. | Beastmaster | 6 | 25 | ||
Savage Bond | +1 maximum companions. Your minions deal half damage unless you have hit an enemy with a melee attack recently. | Beastmaster | 1 | 30 | ||
The Circle of Life | Adds 1 Vitality per allocated point. You regain 4 health on kill per allocated point. | Beastmaster | 5 | 20 | ||
Healing Bond | Grants you and your minions 10 additional poison protection and 10% increased health regeneration per point. | Beastmaster | 15 | |||
Steel Teeth | You and your minions have 30 added armor penetration per allocated point. | Beastmaster | 5 | 25 | ||
Ambush | Every 3 seconds your next melee attack deals 15% increased damage per point and has 15% additional chance per point to inflict bleeding on hit. | Beastmaster | 10 | 5 | ||
Aspect of Lamprey | You and your minions leech 1.5% of melee damage as health per allocated point. Your minions have 20% increased health leech per allocated point. | Beastmaster | 5 | 10 | ||
Talon Warrior | Grants 4% increased physical damage per point and 4% additional chance per point to inflict bleeding on hit. | Beastmaster | 10 | 10 | ||
Deep Wounds | 10% increased bleed effect per allocated point. | Beastmaster | 5 | 20 | Talon Warrior | |
Envenom | Grants you and your minions 10% additional chance per point to poison on hit with melee attacks. | Beastmaster | 5 | 20 | ||
Claw Guard | You take 3% less damage per allocated point if you have hit an enemy with a melee attack in the past 2 seconds. | Beastmaster | 5 | 5 | ||
Emanation of the Hare | Grants your minions 7 dodge rating per point and 7% chance per point to receive a glancing blow. | Beastmaster | 14 | 35 | ||
Serrated Teeth | Grants your minions 10% increased critical strike multiplier with melee attacks per point. | Beastmaster | 10 | 40 | ||
Serrated Claws | Grants your minions 10% increased critical strike chance with melee attacks per point. | Beastmaster | 10 | 35 | ||
Writhe | You and your minions have 8 additional dodge rating per point. | Beastmaster | 10 | 15 | ||
Ursine Strength | Grants 1 strength and 5 health per allocated point | Beastmaster | 8 | |||
Lumirra's Salve | Your potion restores 8% increased health per point. You have 15 additional poison protection per point if you have used a potion in the past 4 seconds. | Beastmaster | 10 | 45 | ||
The Chase | Your minions have 3% increased attack speed, cast speed, and movement speed per point. | Beastmaster | 10 | 15 | ||
Berserker | You take 1% increased damage per point, but you and your minions have 3% increased movement speed and melee attack speed per point. | Beastmaster | 5 | 40 | ||
Survival | Grants 10 stun avoidance and 10% increased health regen. | Beastmaster | 10 | 40 | ||
Savagery | You and your minions deal 7% increased melee damage per point. | Beastmaster | 15 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Sky Armor | Grants 10 armor and 2% increased movement speed per point. | Shaman | 10 | 40 | ||
Conflux | Lightning caused by Thunder Strike, Lagon's Answer and Lagonian Wrath nodes deals 20% more damage per allocated point (multiplicative with other modifiers) | Shaman | 1 | 45 | Lagon's Answer,Thunder Strike | |
Dervish | 10% increased elemental melee damage per allocated point. | Shaman | 5 | 25 | ||
Earthen Supremacy | +10 added stun avoidance and 10% increased stun chance per allocated point. 1 added attunement per allocated point. | Shaman | 8 | 10 | ||
Heorot's Path | 25% increased freeze chance per allocated point. | Shaman | 8 | 25 | ||
Lagon's Answer | 8% chance to cast lightning at the target location on spell cast (3 second cooldown). | Shaman | 5 | 35 | ||
Lagonian Wrath | 5% chance to cast lightning when hit (3 second cooldown). | Shaman | 5 | 5 | ||
Maelstrom (Passive) | 20 added elemental penetration per allocated point. 20 added elemental protection per allocated point. | Shaman | 10 | 15 | ||
Rune of Awe | +10% base spell damage per allocated point for you and your minions | Shaman | 8 | 25 | ||
Thunder Strike | 8% chance to cast lightning on melee hit (3 second cooldown). | Shaman | 5 | 40 | ||
Elemental Shrines | +5 added health per allocated point. Grants 1 attunement per allocated point. | Shaman | 15 | 40 | ||
Lodestone | 8% increased armor and elemental protection per point if you have cast a spell in the past 4 seconds | Shaman | 10 | 30 | ||
Rhythm of Thunder | Every 3 seconds your next melee attack deals 6 additional lightning damage per point. | Shaman | 10 | 30 | ||
Rejuvenation Totem | You have 20% increased health regeneration per point while you have an active totem. | Shaman | 8 | |||
Ancestral Endurance | You and your minions have 7 additional health per point. | Shaman | 8 | 5 | ||
Ascendant Circle | Grants you 4% increased spell damage per point for each active totem. | Shaman | 10 | 45 | ||
Shattered Heavens | You deal 2 additional cold damage with spells and attacks per allocated point. | Shaman | 5 | 20 | Wind Bringer | |
Static Slash | 5% added shock chance with melee attacks and 1 added strength per allocated point. | Shaman | 5 | 20 | ||
Storm Shaker | You and your minions deal 2 additional lightning damage with spells per point. | Shaman | 5 | 20 | Storm Bringer | |
Storm Bringer | Grants you and your minions 5% increased lightning damage per point and 5 lightning protection per point. | Shaman | 10 | 10 | ||
Totemic Fury | 5% increased attack and cast speed per point while you have an active totem | Shaman | 5 | 5 | ||
Fist of Stone | You and your minions have 18% increased stun chance per allocated point. | Shaman | 10 | 20 | ||
Shamanic Infusion | Grants 1 attunement and 2% mana regen per point. | Shaman | 8 | |||
Wind Bringer | Grants 5% increased cold and physical damage per point and 5 dodge rating per point. | Shaman | 10 | 10 | ||
Protective Circle | Grants you 5 elemental, necrotic, void and poison protection per point for each active totem | Shaman | 15 | 30 | ||
Eternal Storm | 2% increased health, mana and cooldown recovery speed per allocated point | Shaman | 5 | 35 | ||
Ancient Stones | You and your minions deal 5% increased damage per point and have 5 additional stun avoidance per point. | Shaman | 8 | |||
Storm Blade | 3% increased melee damage per allocated point for each active totem. | Shaman | 5 | 30 | ||
Silent Protector | 15% increased armor while you have an active totem | Shaman | 8 | 10 | ||
Hail Bringer | Grants 6 cold protection and 6% chance to chill on hit per point. | Shaman | 5 | 15 | Wind Bringer | |
Glacial Strike | Every 3 seconds your next melee attack deals 5 additional cold damage per allocated point | Shaman | 8 | 5 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Barkskin | Adds 7 health and 15 armor per allocated point. | Druid | 10 | |||
Blood Claws | 1.5% of physical damage leeched as health per allocated point. 15 added armor penetration per allocated point. | Druid | 6 | |||
Blossoming Vines | You and your minions have 15% increased healing effectiveness per allocated point. | Druid | 8 | 15 | ||
Deep Roots | 10 added elemental protection per allocated point. 10% increased health regeneration per allocated point. | Druid | 5 | 25 | ||
Defense of the Heart | 25% increased armor and protections per allocated point if you have critically hit an enemy recently. | Druid | 5 | 40 | Ferocity | |
Ferocity | 20% increased critical strike chance per allocated point. | Druid | 10 | 30 | ||
Forest Fervor | 15% increased physical damage per allocated point if you have critically hit an enemy recently | Druid | 5 | 35 | Ferocity | |
Healing Nova | Every 15 seconds you cast healing nova on your next hit. | Druid | 1 | 35 | ||
Healing Waves | 5% increased healing effectiveness per allocated point. -1 second cooldown for healing nova. | Druid | 10 | 45 | Healing Nova | |
Return to Dust | 8% increased damage over time per allocated point. 3 health gained on kill per allocated point. | Druid | 10 | 15 | ||
Soul's Attendant | 1 added attunement and 2% mana efficiency per allocated point. | Druid | 8 | |||
Spirit Claws | Your spells and melee attacks deal 2 added physical damage on hit per allocated point. | Druid | 5 | 10 | ||
Sprouting Vines | When you kill an enemy you have a 10% chance per allocated point to summon a vine at the target and regain 5 health per allocated point. | Druid | 10 | 45 | ||
Strengthened Bond | 10% increased armor and protection per allocated point if you control exactly one companion. | Druid | 5 | 20 | ||
Thunderous Roar | Tremor gains 1% increased damage per allocated point for each point of strength. | Druid | 4 | 10 | Tremor | |
Tremor | Whenever you are hit with a melee attack, you have a 10% chane per allocated point to cast Tremor under a random nearby enemy. This effect has a 4 second cooldown. | Druid | 3 | 5 | ||
Unstable Ground | Tremor deals 30% increased damage per allocated point. | Druid | 8 | 15 | Tremor | |
Vale Warrior | You and your minions have 5% increased physical damage per allocated point and 5% increased healing effectiveness per allocated point. | Druid | 10 | 5 | ||
Woodlore | You and your minions have 1 added vitality per allocated point and 5% chance to poison on hit per allocated point. | Druid | 8 | 25 | ||
Hideskin | 10 added health per allocated point. Stuns on you have 3% reduced duration per allocated point. | Druid | 10 | 30 | ||
Vital Boon | Your minions have 25% increased healing effectiveness per allocated point. | Druid | 10 | 20 | Healing Totems | |
Regrowth | Whenever you transform back into human form, you regain 5 additional mana and gain 5% increased mana regeneration per allocated point for four seconds. | Druid | 5 | 35 | Restoration | |
Eternal Nature | 1 added attunement per allocated point. 5 added health per allocated point. | Druid | 20 | 40 | ||
Natural Duality | 15% increased damage per allocated point if you control exactly one companion. | Druid | 5 | 40 | ||
Healing Totems | 2% Chance per allocated point to summon a healing totem nearby when hit. 10% increased minion health per allocated point. | Druid | 5 | 10 | ||
Eterra's Boon | Whenever you cast a spell you have a 5% chance per allocated point to regain the mana cost as health. | Druid | 8 | 5 | ||
Thicket Blades | 5% increased spell physical damage. You have 25% chance to cast thicket blades when you are hit. | Druid | 5 | 25 | Rootborn Wrath | |
Restoration | Gain 30% increased health regeneration per allocated point if you have changed form within the past 10 seconds. | Druid | 5 | 25 | ||
Briarskin | 5% increased spell damage per allocated point. 1% chance per allocated point to cast thorn burst when you are hit. | Druid | 10 | 30 | ||
Primal Shifter | 14% increased damage per allocated point if you have changed form in the past 10 seconds. | Druid | 5 | 20 |
These are the passives available to the Acolyte class and its mastery trees.
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Bone Aura | Grants you and your Minions 20 additional Armor per allocated point. | Acolyte | 8 | 0 | ||
Forbidden Knowledge | Grants 1 Intelligence and 5% increased Necrotic Resistance per allocated point. | Acolyte | 8 | 0 | ||
Dominion of Rot | You and your Minions have 7% increased Poison Damage per allocated point | Acolyte | 6 | 25 | Putrid Demise | |
Eye of Damnation | You deal 6% increased Necrotic Damage and you have a 6% chance to apply Damned on hit per allocated point. Your Minions deal 12% increased Necrotic Damage per allocated point. | Acolyte | 6 | 20 | ||
Unnatural Preservation | Grants 8% Ward Retention per allocated point. Grants 4% Necrotic Resistance and Poison Resistance per allocated point. | Acolyte | 5 | 15 | Mania of Mortality | |
Blood Pact | You deal 12% increased Damage per allocated point, but if you have killed an enemy in the past four seconds your current Health is drained by 1% per second per allocated point. | Acolyte | 5 | 10 | Blood Aura | |
Crimson Gluttony | Grants you and your Minions 5% increased Health Regeneration per allocated point. Effects that drain a percentage of your current Health per second drain 5% reduced Health per allocated point. | Acolyte | 5 | 15 | Blood Pact, Stolen Vitality | |
Dark Rituals | Your Minions have 4% increased Attack Speed and Cast Speed per allocated point. This bonus applies to you as well, if you have summoned a Minion in the past 10 seconds. | Acolyte | 5 | 5 | ||
Stolen Vitality | Grants you 1 Vitality per allocated point. Grants your Minions 9% increased Health per allocated point. | Acolyte | 8 | 5 | ||
Blood Aura | You and your Minions deal 6% increased Damage per allocated point. | Acolyte | 8 | 0 | ||
Soul Aegis | Your Minions have an additional 3 Armor per character level. | Acolyte | 1 | 20 | Dark Rituals | |
Veins of Power | You and your Minions deal 6% Increased Physical Damage and 6% Increased Bleed Duration per allocated point. | Acolyte | 6 | 25 | Crimson Gluttony | |
Ethereal Revenant | If you drop below half Health you summon a Revenant with decaying Health. The Revenant has 50% more Damage and Health per allocated point. You can only summon one Revenant every 15 seconds. | Acolyte | 6 | 10 | Dark Rituals | |
Mania of Mortality | When a nearby enemy, Ally , or Minion dies you have a 10% chance to gain 13 Ward per allocated point. | Acolyte | 10 | 5 | ||
Putrid Demise | When you kill an enemy you have an 8% chance per allocated point to Poison the enemies around them. Grants 4% Poison Resistance per allocated point. | Acolyte | 5 | 15 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Aegisfall | Your Minions have a 25% chance to shred Armor. Armor Shred reduced Armor by 100, lasts 4 seconds, and can stack. | Necromancer | 8 | 15 | Cursed Blood | |
Blades of the Forlorn | Your Minions have 7% increased Critical Strike Multiplier per allocated point.
| Necromancer | 10 | 45 | Rite of Undeath | |
Cling to Life | Grants you 1 Vitality per allocated point. Grants Minions 2% to all resistances per allocated point. | Necromancer | 8 | 30 | Tyrant | |
Disciples of Necromancy | +1 maximum Skeleton Mages | Necromancer | 1 | 45 | Empty the Graves, Rite of Undeath | |
Effigies | When you take hit on low Health you have a 5% chance to consume one of your Minions, stealing its current health to heal yourself.
| Necromancer | 5 | 25 | ||
Elixir of Hunger | 5 Added Health per allocated point. When you use a Potion you and your Minions gain Hunger for 1 second per point. Hunger grants 10% increased Attack and Cast Speed and 10 Health Gained on Hit. | Necromancer | 8 | 0 | ||
Empty the Graves | You have 2% increased Health Regeneration and 4 additional Armor per allocated point for each Minion you control. | Necromancer | 4 | 40 | ||
Frantic Summons | You and your Minions have 4% increased Attack and Cast Speed per allocated point. | Necromancer | 5 | 25 | ||
Heresy | +1 Intelligence per allocated point.
| Necromancer | 10 | 40 | River of Bones | |
Moonlight Pyre | Your Minions deal 1 additional Fire Damage and Necrotic Damage with Spells and Attacks per allocated point. | Necromancer | 10 | 30 | ||
Putrid Retribution | When one of your Minions dies you have a 4% chance to summon a Putrid Wraith from its corpse per point. Putrid Wraiths throw poison at enemies, but their Health decays at an accelerating rate. | Necromancer | 3 | 20 | ||
Reclamation of Souls | Gain 7 Ward per point when a Minion dies.
| Necromancer | 5 | 5 | ||
Rite of Undeath | You have 3% increased Necrotic Resistance and Elemental Resistance per allocated point.
| Necromancer | 10 | 40 | Moonlight Pyre | |
Rotting Army | Minions have 7% increased Chance to Poison with Melee Attacks and 7% increased Poison Resistance per allocated point. | Necromancer | 10 | 35 | Frantic Summons | |
Tyrant | You have 3% increased Health per point, but your Minions have 3% reduced Health per point. | Necromancer | 8 | 25 | ||
Tyrant's Legion | +1 maximum Skeletons per allocated point.
| Necromancer | 2 | 35 | Tyrant | |
Unearthed Arms | Your Minions deal +1 Physical Damage with Melee Attacks and Bow Attacks per point.
| Necromancer | 8 | 20 | ||
Veins of Malice | When you cast a Spell you sacrifice 5% of your current Health to give your Minions Haste and Frenzy for 1 second per allocated point. | Necromancer | 5 | 45 | ||
Wisp Weaver | When you use a Minion Skill you have a 13% chance per point to gain Ward equal to the Mana spent. | Necromancer | 8 | 15 | ||
Blood Armor | You have 10% increased Health Regeneration per point, and your Minions regenerate 2 additional Health per second per point. | Necromancer | 8 | 5 | ||
Soul Drinker | When you trigger the effect of Life Drinker from using a Potion, if the drained Minion had more Health than you needed, you gain 10% of the excess Health as Ward per allocated point up to a maximum of 100 Ward per allocated point. | Necromancer | 5 | 20 | Life Drinker | |
River of Bones | You and your Minions have 20% increased Critical Strike Chance and 4% of Critical Strike Damage leeched as Health per allocated pointpoint.
| Necromancer | 5 | 30 | Frantic Summons | |
Cursed Blood | You and your Minions deal 6% increased Physical Damage and Necrotic Damage per allocated point. | Necromancer | 10 | 5 | ||
Mortal Tether | Your Minions have 15% increased Health per point. | Necromancer | 10 | 10 | Blood Armor | |
Risen Army | Your Minions deal 4% Increased Damage per allocated point and have 2% Increased Attack and Cast Speed per allocated point. | Necromancer | 8 | 0 | ||
Unbound Necromancy | +1 Maximum Skeletons | Necromancer | 1 | 20 | Mortal Tether | |
Mark of Punishment | When one of your Minions dies you have a 10% chance per point to mark the nearest enemy to it for Death for 5 seconds. Mark for Death is a curse that lasts for 8 seconds and reduces all Resistances by 25%. It cannot stack. | Necromancer | 10 | 15 | ||
Life Drinker | When you use a Potion you also consume a random Minion, killing it to restore Health. The Health you gain is equal to 20% of the Minion's current Health per point. | Necromancer | 5 | 10 | Reclamation of Souls | |
Grave Thorns | Your Minions have 5% increased Health and Armor per point. Your Minions Reflect 5 Damage to attackers when hit per point. | Necromancer | 5 | 0 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Three Plagues | Grants 3% increased Physical Penetration, Necrotic Penetration, and Poison Penetration per allocated point. | Lich | 8 | 25 | ||
Unclosing Wounds | You deal 14% increased Damage per allocated point, but 1% of your current Health is drained per second per allocated point. | Lich | 8 | 20 | ||
Life Barrier | Grants additional Ward equal to your Vitality | Lich | 1 | 10 | Soul Barrier | |
Corrosive Consciousness | 7% increased Spell Damage and Damage Over Time per allocated point | Lich | 8 | 45 | ||
Mind over Body | Gain 2 additional Intelligence per allocated point , but lose 1% of your current Health per second per allocated point. | Lich | 10 | 45 | ||
Clairvoyant Insight | 10% increased Critical Strike Multiplier per allocated point. | Lich | 5 | 35 | Deathbringer | |
Contagion Engine | 20% increased Damage from sources of Damage Over Time if you have killed an enemy recently. | Lich | 5 | 30 | Three Plagues | |
Desolation | You and your Minions deal 7% increased Damage Over Time per allocated point. | Lich | 8 | 10 | ||
Lasting Stench | 7% increased Poison Damage per allocated point. 7% Increased Poison Duration per allocated point. | Lich | 8 | 15 | ||
Elixir of Death | When you use a Potion you take 5% less Physical Damage and Necrotic Damage per allocated point for 4 seconds, but 1% of your current Health is drained per second per point on Potion use. | Lich | 10 | 35 | ||
Hollow Lich | All sources of Health Leech are converted to Increased Damage at 10 times their value. | Lich | 1 | 10 | Survival of the Cruel | |
Dance with Death | You deal 5% increased Damage per allocated point. This bonus is tripled when you are below 35% Health. | Lich | 8 | 0 | ||
Soul Barrier | When you drop below half Health you gain 9 Ward per allocated point. This effect has a 12 second cooldown. | Lich | 10 | 5 | ||
Bed of Souls | Grants 1 Vitality per allocated point. Grants you and your minions 4% increased Health Regeneration per allocated point. | Lich | 8 | 15 | ||
Survival of the Cruel | You have 5 added Health per allocated point. 0.5% of Spell Damage Leeched as Health per allocated point. | Lich | 8 | 0 | ||
Soul Maw | 1% of Damage Leeched as Health per allocated point. 5% increased Health Leech per allocated point. | Lich | 5 | 45 | ||
Deathbringer | 10% increased Critical Strike Chance and 3% increased Attack Speed and Cast Speed per allocated point. | Lich | 5 | 25 | ||
Spirit Lure | The cooldown on the effect of Soul Barrier is reduced by 10% per allocated point. | Lich | 5 | 15 | Soul Barrier | |
Reaper | Kill Threshold increased 2% per alocated point. Damage you deal instantly kills enemies that are below a Health threshold (a percentage of their Maximum Health. | Lich | 5 | 15 | ||
Darkguard | 10% Critical Strike Chance per allocated point and 2 additional Ward gained on Critical Strike per allocated point. | Lich | 5 | 30 | Deathbringer | |
Crippling Insight | Grants 2 additional Intelligence per allocated point, but reduces Health Regeneration by 5% per allocated point. | Lich | 8 | 20 | ||
Apocrypha | Grants 1 additional Intelligence and 2% increased Mana Regen per allocated point. | Lich | 10 | 0 | ||
Necrotic Energy | You and your Minions deal 2 additional Necrotic Damage per allocated point on hit with Spells and Melee Attacks | Lich | 10 | 30 | ||
Wraith Bringer | When you kill an enemy you have a 5% chance per allocated point to summon a Putrid Wraith from its corpse. | Lich | 3 | 5 | ||
Decaying Form | 13% increased Chance to Poison on Hit per allocated point. 3% increased Poison Damage taken per allocated point. | Lich | 10 | 40 | ||
Grasp of Fate | 12% increased Necrotic Damage per allocated point. | Lich | 5 | 5 | ||
Mental Cacophony | Grants 5 additional Mana and 5% additional Ward Retention per allocated point | Lich | 5 | 20 | ||
Wands of the Fallen | 10% Increased Spell Damage per allocated point if you're holding a one handed weapon without a shield. | Lich | 5 | 40 | ||
Ageless Ascetic | 1% increased Attack Speed, Cast Speed, and Movement Speed per allocated point. 1% of Damage Leeched as Health on hit per allocated point. | Lich | 8 | 40 | ||
Symbol of Decay | 10% increased Damage Over Time per allocated point if you're holding a One Handed Weapon without a Shield. | Lich | 5 | 35 | ||
Volatile Blood | Effects that drain a percentage of your current Health per second drain 5% reduced Health per allocated point. When you are Stunned you have a 10% chance per allocated point to release a Wave of Blood, dealing Physical Damage to surrounding enemies. | Lich | 10 | 25 | ||
Serrated Bones | You and your Minions have 7% increased chance to inflict Bleed per allocated point. | Lich | 8 | 5 |
There are no passives in this class yet
These are the passives available to the Rogue class and its mastery trees.
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Agility | 5% increased Haste On Hit Chance and 0.2% Increased Damage per 1% Increased Movement Speed per point | Rogue | 5 | 10 | Evasion | |
Coated Blades | 10% more damage but 5 additional mana consumed per point | Rogue | 8 | 25 | Sapping Strikes | |
Critical Precision | 8% increased Critical Strike Chance per sword or dagger equipped or 12% increased Critical Strike Chance per Bow equipped per point. | Rogue | 8 | 20 | ||
Disembowel | 1 Bleed stack(s) on third attack per point | Rogue | 5 | 20 | Lethal Cadence | |
Dodge and Parry | 6 additional Dodge Rating and 3% increased Glancing Blow Chance per point. | Rogue | 5 | 10 | ||
Duellist | 4% Increased Damage and Increased Dodge Rating while Dual Wielding per point | Rogue | 8 | 15 | Twin Blade | |
Evasion | 5% decreased Damage Taken While Moving and 5% increased Dodge Rating per point | Rogue | 5 | 5 | Guile | |
Guile | 10 added Dodge Rating and 5% increased Poison Resistance per point. | Rogue | 8 | 1 | ||
Lethal Cadence | Damage Buff: 20% per point | Rogue | 5 | 10 | Swift Assassin | |
Poison Tipped | 10% increased Poison Chance with a Dagger or Bow equipped per point. | Rogue | 8 | 15 | ||
Sapping Strikes | 4 Health gain and 2 Mana Gain per point | Rogue | 4 | 15 | ||
Steady Hand | 1 added Dexterity and 5 added Health per point | Rogue | 8 | 1 | ||
Swift Assassin | 3% increased Attack and Cast Speed and 1 additional Physical Damage per point | Rogue | 8 | 1 | ||
Thiefguard | 6 added health and 4 health gained on Glancing Blow per point | Rogue | 8 | 25 | Dodge and Parry | |
Twin Blade | Can equip Swords and Daggers in offhand but 9% Increased Damage taken while dual wielding. | Rogue | 1 | 5 |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
All In | 15% increased critical multiplier and 5% less damage dealt by non-critical hits per point. | Bladedancer | 5 | 45 | Critical Eye | |
Apostacy | Dodge Chance is added to Glancing Blow chance at twice Dodge Chance's value, but you cannot dodge. | Bladedancer | 1 | 20 | Shroud of Dusk | |
Argent Veil | 1 stacks of silver shroud when you drop below high Health per point. | Bladedancer | 10 | 30 | ||
Asuvon's Pact | 15 more Dodge Rating and 15% increased damage while at full Health per point. | Bladedancer | 6 | 25 | ||
Blood Dance | 1% increased melee damage leeched as Health and 10% increased Health leech rate per point. | Bladedancer | 5 | 25 | ||
Blood Serpent's Blades | 5% increased Global Damage Over Time and 5% increased Bleed Chance per equipped Sword or Dagger per point | Bladedancer | 10 | 5 | ||
Cloaked Reaper | 1 Health gained per stack of Shroud per point | Bladedancer | 5 | 35 | ||
Cloak of Shadows | Gain 1 Dexterity and 2% increased Glancing Blow Chance per point | Bladedancer | 8 | 1 | ||
Confidence | 10 additional Armour and Dodge Rating per stack of Perfection per point | Bladedancer | 5 | 35 | Perfection | |
Crimson Shroud | 8% increased Crimson Shroud chance per point. 50 increased bleed chance and 5% less damage over time taken per stack of Crimson Shroud. Maximum Stacks of Crimson Shroud is 3. | Bladedancer | 5 | 20 | Scarlet Stream | |
Critical Eye | 5% increased Critical Vulnerability Chance and Increased Critical Chance per point | Bladedancer | 5 | 35 | ||
Death's Door | 3% increased Damage taken and Critical Chance while at Low Life per point | Bladedancer | 8 | 40 | ||
Exuberance | 10% increased Damage at Full Health per point. 2 Stacks of Perfection per attack at Full Health. | Bladedancer | 5 | 45 | Confidence | |
Flash of Steel | 5% increased damage while dual wielding and 2% increased melee attack speed while dual wielding per point. | Bladedancer | 8 | 25 | ||
Flow | 40% Increased Damage when consuming Flow per point. Requires 4 unique skills. | Bladedancer | 5 | 1 | ||
Hooked Blades | 10% increased Armour Shred Chance and 5% increased Armour Shred Effect per point | Bladedancer | 5 | 40 | ||
Once | +2 Melee Physical Damage and 20 additional Dodge Rating if hit recently per point. | Bladedancer | 8 | 5 | ||
Perfection | 2 additional maximum Perfection stacks per point. 10% increased daamge per stack of Perfection. Perfection has a duration of 8. | Bladedancer | 6 | 30 | Asuvon's Pact | |
Pulse | 100% increased crit chance and bleed chance when consuming Flow. a 5th unique skills is required to consume Flow | Bladedancer | 1 | 15 | Rythym | |
Pursuit | 6% Increased Melee Damage and 1% increased Movement Speed per point. | Bladedancer | 8 | 1 | ||
Rhythm | Buff Duration is increased by 1 second per point. 5% increased melee and throwing attack speed per stack of Flow generated. | Bladedancer | 5 | 10 | Flow | |
Scarlet Stream | 5% increased physical damage, 5% increased melee bleed chance, and 5% increased throwing attack bleed chance per point. | Bladedancer | 8 | 10 | ||
Shadow Master | 20% increased Shadow Damage per point. 1 additional maximum Shadows. | Bladedancer | 5 | 45 | ||
Shroud of Dusk | 4% Chance to gain Dusk Shroud when hit and 10 added Health per point | Bladedancer | 8 | 10 | Cloak of Shadows | |
Skiasynthesis | 15 Health gained on shadow creation and 15% increased shadow damage per point. | Bladedancer | 6 | 5 | ||
Spell Breaker | 4% increased Frailty chance and 4% increased Mana Regen per point. | Bladedancer | 5 | 35 | ||
Tempo | 10% increased melee damage and 5% increased melee crit multiplier when generating or consuming Flow per point. | Bladedancer | 5 | 20 | Rhythm | |
Veil of Night | 3% increased melee attack speed and 6% increased Dusk Shroud chance per point. | Bladedancer | 5 | 15 | Shroud of Dusk | |
Weapons of Choice | Sword and Dagger grant 20% increased crit chance per point
2 Daggers grant 20% increased poison chance per point 2 Swords grand 5% increased Glancing Blow chance per point Axe and Sword grant 20% increased bleed chance per point Axe and Dagger grant 2% increased physical damage leeched as Health per point Mace and Sword grant 20% increased stun duration per point Mace and Dagger grant 20% increased Frailty chance per point | Bladedancer | 8 | 30 | Flash of Steel |
Icon | Passive Name | Passive Description | Class | Max Points | Unlocked Lvl. | Required Passive |
---|---|---|---|---|---|---|
Assassin's Quiver | 1 additional Bow Physical Damage and 8% Increased Critical Strike Chance per point | Marksman | 5 | |||
Concentration | 12% increased Damage with Concentration per point. Concentration has a 4 second cooldown | Marksman | 8 | 5 | ||
Draining Arrows | 3% Increased Bow Attack Speed and 5 Health gained per point | Marksman | 8 | 1 | ||
Elemental Arrows | 2 additional Fire Damage and Lightning Damage with Elemental Arrow per point. 1 Elemental Arrow per second, Maximum 3 Elemental Arrows. | Marksman | 8 | 5 | ||
Elemental Barrage | 1 additional Elemental Arrow consumed per bow attack per point. 200% Shock and Ignite chance when consuming 3 arrows | Marksman | 2 | 20 | Storm Fletcher | |
Focus Fire | 1 additional Dexterity and 3% increased Dodge Rating Debuff per point | Marksman | 8 | |||
Heightened Senses | 7% increased Critical Strike Avoidance and 5% increased Bow Critical Strike Multiplier per point | Marksman | 5 | 20 | Wound Maker | |
Meditation | 15 additional Dodge Rating 5% decreased Concentration cooldown per point | Marksman | 8 | 15 | Concentration | |
Missile Mastery | 5% increased Bow Damage, Throwing Damage, and Armour Shred Chance per point | Marksman | 10 | 5 | ||
Prolonged Demise | 1% decreased Damage Over Time taken and 6% increased Damage Over Time while wielding a Bow per point | Marksman | 8 | 10 | ||
Reflection | 5% Increased Dodge Rating with Concentration and 1% increased movement speed with Concentration per point | Marksman | 8 | 20 | Meditation | |
Siege Quiver | 1 additional maximum Elemental Arrows and 1% increased Elemental Resistance per arrow per point | Marksman | 3 | 15 | Elemental Arrows | |
Storm Fletcher | 7% increased Bow Elemental Damage and Elemental Arrow generation rate per point | Marksman | 8 | 10 | Elemental Arrows | |
Wound Maker | 10% increased Critical Vulnerability Chance per point | Marksman | 10 | 10 | Assassin's Quiver |
There are no passives in this class yet