ESO Skills
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Level
Health
Magicka
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Weapon Damage
Armor
Skill Coefficients
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ARCANIST
Curative Runeforms
Herald of the Tome
Soldier of Apocrypha
DRAGONKNIGHT
Ardent Flame
Draconic Power
Earthen Heart
NECROMANCER
Bone Tyrant
Grave Lord
Living Death
NIGHTBLADE
Assassination
Shadow
Siphoning
SORCERER
Daedric Summoning
Dark Magic
Storm Calling
TEMPLAR
Aedric Spear
Dawn's Wrath
Restoring Light
WARDEN
Animal Companions
Green Balance
Winter's Embrace
WEAPON
Two Handed
One Hand and Shield
Dual Wield
Bow
Destruction Staff
Restoration Staff
ARMOR
Light Armor
Medium Armor
Heavy Armor
WORLD
Excavation
Legerdemain
Scrying
Soul Magic
Vampire
Werewolf
GUILD
Dark Brotherhood
Fighters Guild
Mages Guild
Psijic Order
Thieves Guild
Undaunted
ALLIANCE WAR
Assault
Emperor
Support
RACIAL
Argonian Skills
Breton Skills
Dark Elf Skills
High Elf Skills
Imperial Skills
Khajiit Skills
Nord Skills
Orc Skills
Redguard Skills
Wood Elf Skills
CRAFT
Alchemy
Blacksmithing
Clothing
Enchanting
Jewelry Crafting
Provisioning
Woodworking
Ardent Flame
ULTIMATES
12
Dragonknight Standard IV
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
12
Dragonknight Standard I
250 Ultimate
Call down a battle standard, dealing 843 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
12
Dragonknight Standard II
250 Ultimate
Call down a battle standard, dealing 852 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
12
Dragonknight Standard III
250 Ultimate
Call down a battle standard, dealing 861 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
12
Dragonknight Standard IV
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
12
Shifting Standard I
225 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 25 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Activating this ability again allows you to move the standard to your location. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Increases the duration, and recasting the ability allows you to move the standard.
12
Shifting Standard II
225 Ultimate
Call down a battle standard, dealing 879 Flame Damage every 1 second for 25 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Activating this ability again allows you to move the standard to your location. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Increases the duration, and recasting the ability allows you to move the standard.
12
Shifting Standard III
225 Ultimate
Call down a battle standard, dealing 889 Flame Damage every 1 second for 25 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Activating this ability again allows you to move the standard to your location. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Increases the duration, and recasting the ability allows you to move the standard.
12
Shifting Standard IV
225 Ultimate
Call down a battle standard, dealing 898 Flame Damage every 1 second for 25 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Activating this ability again allows you to move the standard to your location. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Increases the duration, and recasting the ability allows you to move the standard.
12
Standard of Might I
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Standing in the area increases your damage done and reduces damage taken by 12%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Standing in the standard increases your damage done and reduces damage taken.
12
Standard of Might II
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Standing in the area increases your damage done and reduces damage taken by 13%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Standing in the standard increases your damage done and reduces damage taken.
12
Standard of Might III
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Standing in the area increases your damage done and reduces damage taken by 14%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Standing in the standard increases your damage done and reduces damage taken.
12
Standard of Might IV
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Standing in the area increases your damage done and reduces damage taken by 15%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Standing in the standard increases your damage done and reduces damage taken.
SKILLS
1
Lava Whip IV
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance.
1
Lava Whip I
2295 Magicka
Lash an enemy with flame, dealing 2249 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance.
1
Lava Whip II
2295 Magicka
Lash an enemy with flame, dealing 2273 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance.
1
Lava Whip III
2295 Magicka
Lash an enemy with flame, dealing 2298 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance.
1
Lava Whip IV
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance.
1
Molten Whip I
1148 Magicka
1148 Stamina
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. Whenever you activate a different Ardent Flame ability while in combat, you gain a stack of Seething Fury, increasing the damage of your next Molten Whip by 20% and your Weapon and Spell Damage by 85 for 15 seconds. This effect stacks up to 3 times.
Splits the cost between Magicka and Stamina. While slotted, your other Ardent Flame abilities increase the damage of your next Molten Whip cast and Weapon and Spell Damage.
1
Molten Whip II
1148 Magicka
1148 Stamina
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. Whenever you activate a different Ardent Flame ability while in combat, you gain a stack of Seething Fury, increasing the damage of your next Molten Whip by 20% and your Weapon and Spell Damage by 90 for 15 seconds. This effect stacks up to 3 times.
Splits the cost between Magicka and Stamina. While slotted, your other Ardent Flame abilities increase the damage of your next Molten Whip cast and Weapon and Spell Damage.
1
Molten Whip III
1148 Magicka
1148 Stamina
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. Whenever you activate a different Ardent Flame ability while in combat, you gain a stack of Seething Fury, increasing the damage of your next Molten Whip by 20% and your Weapon and Spell Damage by 95 for 15 seconds. This effect stacks up to 3 times.
Splits the cost between Magicka and Stamina. While slotted, your other Ardent Flame abilities increase the damage of your next Molten Whip cast and Weapon and Spell Damage.
1
Molten Whip IV
1148 Magicka
1148 Stamina
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. Whenever you activate a different Ardent Flame ability while in combat, you gain a stack of Seething Fury, increasing the damage of your next Molten Whip by 20% and your Weapon and Spell Damage by 100 for 15 seconds. This effect stacks up to 3 times.
Splits the cost between Magicka and Stamina. While slotted, your other Ardent Flame abilities increase the damage of your next Molten Whip cast and Weapon and Spell Damage.
1
Flame Lash I
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobilized or stunned, you set them Off Balance. Targeting an Off Balance or immobilized enemy changes this ability into Power Lash, allowing you to lash an enemy at half cost to deal 2672 Flame Damage and healing you for 2672 Health.
Targeting Off Balance or Immobilized enemies grants you a more powerful attack which deals increased damage, costs half as much, and heals you.
1
Flame Lash II
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobilized or stunned, you set them Off Balance. Targeting an Off Balance or immobilized enemy changes this ability into Power Lash, allowing you to lash an enemy at half cost to deal 2701 Flame Damage and healing you for 2701 Health.
Targeting Off Balance or Immobilized enemies grants you a more powerful attack which deals increased damage, costs half as much, and heals you.
1
Flame Lash III
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobilized or stunned, you set them Off Balance. Targeting an Off Balance or immobilized enemy changes this ability into Power Lash, allowing you to lash an enemy at half cost to deal 2730 Flame Damage and healing you for 2730 Health.
Targeting Off Balance or Immobilized enemies grants you a more powerful attack which deals increased damage, costs half as much, and heals you.
1
Flame Lash IV
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobilized or stunned, you set them Off Balance. Targeting an Off Balance or immobilized enemy changes this ability into Power Lash, allowing you to lash an enemy at half cost to deal 2760 Flame Damage and healing you for 2760 Health.
Targeting Off Balance or Immobilized enemies grants you a more powerful attack which deals increased damage, costs half as much, and heals you.
4
Searing Strike IV
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Burning status effect.
4
Searing Strike I
2970 Magicka
Slash an enemy with flame, dealing 1124 Flame Damage and an additional 3360 Flame Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Burning status effect.
4
Searing Strike II
2970 Magicka
Slash an enemy with flame, dealing 1136 Flame Damage and an additional 3390 Flame Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Burning status effect.
4
Searing Strike III
2970 Magicka
Slash an enemy with flame, dealing 1148 Flame Damage and an additional 3430 Flame Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Burning status effect.
4
Searing Strike IV
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Burning status effect.
4
Venomous Claw I
2525 Stamina
Rake an enemy with your claw, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 9% more damage every 2 seconds. Enemies hit by the initial hit are afflicted with the Poisoned status effect.
Converts into a Stamina ability and deals Poison Damage. The damage over time increases the longer the effect lasts. Instantly applies the Poisoned status effect.
4
Venomous Claw II
2525 Stamina
Rake an enemy with your claw, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 10% more damage every 2 seconds. Enemies hit by the initial hit are afflicted with the Poisoned status effect.
Converts into a Stamina ability and deals Poison Damage. The damage over time increases the longer the effect lasts. Instantly applies the Poisoned status effect.
4
Venomous Claw III
2525 Stamina
Rake an enemy with your claw, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 11% more damage every 2 seconds. Enemies hit by the initial hit are afflicted with the Poisoned status effect.
Converts into a Stamina ability and deals Poison Damage. The damage over time increases the longer the effect lasts. Instantly applies the Poisoned status effect.
4
Venomous Claw IV
2525 Stamina
Rake an enemy with your claw, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 12% more damage every 2 seconds. Enemies hit by the initial hit are afflicted with the Poisoned status effect.
Converts into a Stamina ability and deals Poison Damage. The damage over time increases the longer the effect lasts. Instantly applies the Poisoned status effect.
4
Burning Embers I
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. You heal for 94% of the damage done with this ability. Enemies hit by the initial hit are afflicted with the Burning status effect.
Heals you for a percentage of damage done.
4
Burning Embers II
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. You heal for 96% of the damage done with this ability. Enemies hit by the initial hit are afflicted with the Burning status effect.
Heals you for a percentage of damage done.
4
Burning Embers III
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. You heal for 98% of the damage done with this ability. Enemies hit by the initial hit are afflicted with the Burning status effect.
Heals you for a percentage of damage done.
4
Burning Embers IV
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. You heal for 100% of the damage done with this ability. Enemies hit by the initial hit are afflicted with the Burning status effect.
Heals you for a percentage of damage done.
20
Fiery Breath IV
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1742 Flame Damage and an additional 2900 Flame Damage over 20 seconds.
20
Fiery Breath I
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1687 Flame Damage and an additional 2810 Flame Damage over 20 seconds.
20
Fiery Breath II
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1705 Flame Damage and an additional 2840 Flame Damage over 20 seconds.
20
Fiery Breath III
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1724 Flame Damage and an additional 2870 Flame Damage over 20 seconds.
20
Fiery Breath IV
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1742 Flame Damage and an additional 2900 Flame Damage over 20 seconds.
20
Noxious Breath I
2984 Stamina
Exhale a corrosive blast to enemies in front of you, dealing 1742 Poison Damage and an additional 2890 Poison Damage over 20 seconds. Afflicts enemies with Major Breach, reducing their Physical and Spell Resistance by 5948.
Converts into a Stamina ability and deals Poison Damage. Applies Major Breach to enemies, reducing their Resistances.
20
Noxious Breath II
2984 Stamina
Exhale a corrosive blast to enemies in front of you, dealing 1761 Poison Damage and an additional 2920 Poison Damage over 20 seconds. Afflicts enemies with Major Breach, reducing their Physical and Spell Resistance by 5948.
Converts into a Stamina ability and deals Poison Damage. Applies Major Breach to enemies, reducing their Resistances.
20
Noxious Breath III
2984 Stamina
Exhale a corrosive blast to enemies in front of you, dealing 1780 Poison Damage and an additional 2950 Poison Damage over 20 seconds. Afflicts enemies with Major Breach, reducing their Physical and Spell Resistance by 5948.
Converts into a Stamina ability and deals Poison Damage. Applies Major Breach to enemies, reducing their Resistances.
20
Noxious Breath IV
2984 Stamina
Exhale a corrosive blast to enemies in front of you, dealing 1799 Poison Damage and an additional 2980 Poison Damage over 20 seconds. Afflicts enemies with Major Breach, reducing their Physical and Spell Resistance by 5948.
Converts into a Stamina ability and deals Poison Damage. Applies Major Breach to enemies, reducing their Resistances.
20
Engulfing Flames I
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1742 Flame Damage and an additional 2890 Flame Damage over 20 seconds. Affected enemies take more damage from all Flame Damage attacks based on your Weapon or Spell Damage, and Max Magicka or Stamina, with a maximum of 6% bonus damage taken. Current value 2%.
Affected enemies take more damage from all Flame Damage attacks.
20
Engulfing Flames II
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1761 Flame Damage and an additional 2920 Flame Damage over 20 seconds. Affected enemies take more damage from all Flame Damage attacks based on your Weapon or Spell Damage, and Max Magicka or Stamina, with a maximum of 6% bonus damage taken. Current value 2%.
Affected enemies take more damage from all Flame Damage attacks.
20
Engulfing Flames III
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1780 Flame Damage and an additional 2950 Flame Damage over 20 seconds. Affected enemies take more damage from all Flame Damage attacks based on your Weapon or Spell Damage, and Max Magicka or Stamina, with a maximum of 6% bonus damage taken. Current value 2%.
Affected enemies take more damage from all Flame Damage attacks.
20
Engulfing Flames IV
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1799 Flame Damage and an additional 2980 Flame Damage over 20 seconds. Affected enemies take more damage from all Flame Damage attacks based on your Weapon or Spell Damage, and Max Magicka or Stamina, with a maximum of 6% bonus damage taken. Current value 2%.
Affected enemies take more damage from all Flame Damage attacks.
30
Fiery Grip IV
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1392 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
30
Fiery Grip I
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1348 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
30
Fiery Grip II
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1362 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
30
Fiery Grip III
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1377 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
30
Fiery Grip IV
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1392 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
30
Chains of Devastation I
3780 Magicka
Launch a fiery chain to grasp and pull yourself to an enemy, dealing 1393 Flame Damage. Hitting the target grants you Major Expedition and Major Berserk, increasing your Movement Speed by 30% and your damage done by 10% for 4 seconds. This attack cannot be dodged or reflected.
Pulls you to the enemy instead and no longer attempts to taunt. Grants Major Berserk after casting.
30
Chains of Devastation II
3780 Magicka
Launch a fiery chain to grasp and pull yourself to an enemy, dealing 1408 Flame Damage. Hitting the target grants you Major Expedition and Major Berserk, increasing your Movement Speed by 30% and your damage done by 10% for 4 seconds. This attack cannot be dodged or reflected.
Pulls you to the enemy instead and no longer attempts to taunt. Grants Major Berserk after casting.
30
Chains of Devastation III
3780 Magicka
Launch a fiery chain to grasp and pull yourself to an enemy, dealing 1423 Flame Damage. Hitting the target grants you Major Expedition and Major Berserk, increasing your Movement Speed by 30% and your damage done by 10% for 4 seconds. This attack cannot be dodged or reflected.
Pulls you to the enemy instead and no longer attempts to taunt. Grants Major Berserk after casting.
30
Chains of Devastation IV
3780 Magicka
Launch a fiery chain to grasp and pull yourself to an enemy, dealing 1438 Flame Damage. Hitting the target grants you Major Expedition and Major Berserk, increasing your Movement Speed by 30% and your damage done by 10% for 4 seconds. This attack cannot be dodged or reflected.
Pulls you to the enemy instead and no longer attempts to taunt. Grants Major Berserk after casting.
30
Unrelenting Grip I
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1393 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. If the target cannot be pulled, you restore 100% of the ability's cost as Magicka. This attack cannot be dodged or reflected.
If the target cannot be pulled, you are refunded the Magicka cost.
30
Unrelenting Grip II
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1408 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. If the target cannot be pulled, you restore 100% of the ability's cost as Magicka. This attack cannot be dodged or reflected.
If the target cannot be pulled, you are refunded the Magicka cost.
30
Unrelenting Grip III
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1423 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. If the target cannot be pulled, you restore 100% of the ability's cost as Magicka. This attack cannot be dodged or reflected.
If the target cannot be pulled, you are refunded the Magicka cost.
30
Unrelenting Grip IV
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1438 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. If the target cannot be pulled, you restore 100% of the ability's cost as Magicka. This attack cannot be dodged or reflected.
If the target cannot be pulled, you are refunded the Magicka cost.
42
Inferno IV
2160 Magicka
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing 1742 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
42
Inferno I
2160 Magicka
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing 1687 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
42
Inferno II
2160 Magicka
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing 1705 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
42
Inferno III
2160 Magicka
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing 1724 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
42
Inferno IV
2160 Magicka
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing 1742 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
42
Flames of Oblivion I
2160 Magicka
Activate an aura of flames which launches a fireball at 3 enemies every 5 seconds, dealing 1742 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Now launches three fireballs instead of one.
42
Flames of Oblivion II
2160 Magicka
Activate an aura of flames which launches a fireball at 3 enemies every 5 seconds, dealing 1761 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Now launches three fireballs instead of one.
42
Flames of Oblivion III
2160 Magicka
Activate an aura of flames which launches a fireball at 3 enemies every 5 seconds, dealing 1780 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Now launches three fireballs instead of one.
42
Flames of Oblivion IV
2160 Magicka
Activate an aura of flames which launches a fireball at 3 enemies every 5 seconds, dealing 1799 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Now launches three fireballs instead of one.
42
Cauterize I
2160 Magicka
Activate an aura of flames which launches a fireball at yourself or an ally to cauterize their wounds every 5 seconds, healing them for 1742 Health. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Fireball heals allies instead of damaging enemies and increases the radius.
42
Cauterize II
2160 Magicka
Activate an aura of flames which launches a fireball at yourself or an ally to cauterize their wounds every 5 seconds, healing them for 1761 Health. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Fireball heals allies instead of damaging enemies and increases the radius.
42
Cauterize III
2160 Magicka
Activate an aura of flames which launches a fireball at yourself or an ally to cauterize their wounds every 5 seconds, healing them for 1780 Health. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Fireball heals allies instead of damaging enemies and increases the radius.
42
Cauterize IV
2160 Magicka
Activate an aura of flames which launches a fireball at yourself or an ally to cauterize their wounds every 5 seconds, healing them for 1799 Health. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Fireball heals allies instead of damaging enemies and increases the radius.
PASSIVES
18
Combustion II
Increases the damage of your Burning and Poisoned status effects by 40%. When you apply Burning or Poisoned to an enemy, you restore 1000 Magicka and Stamina. This effect can occur once every 3 seconds.
8
Combustion I
Increases the damage of your Burning and Poisoned status effects by 20%. When you apply Burning or Poisoned to an enemy, you restore 500 Magicka and Stamina. This effect can occur once every 3 seconds.
18
Combustion II
Increases the damage of your Burning and Poisoned status effects by 40%. When you apply Burning or Poisoned to an enemy, you restore 1000 Magicka and Stamina. This effect can occur once every 3 seconds.
27
Warmth II
When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 30% for 3 seconds.
14
Warmth I
When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 15% for 3 seconds.
27
Warmth II
When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 30% for 3 seconds.
36
Searing Heat II
Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.
22
Searing Heat I
Increases the duration of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 2 seconds.
36
Searing Heat II
Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.
50
World in Ruin II
Increases the damage of your Flame and Poison attacks by 5%.
39
World in Ruin I
Increases the damage of your Flame and Poison attacks by 2%.
50
World in Ruin II
Increases the damage of your Flame and Poison attacks by 5%.
Draconic Power
ULTIMATES
12
Dragon Leap IV
125 Ultimate
Launch yourself at an enemy, dealing 4241 Physical Damage to all enemies in the area, knocking them back 4 meters, and stunning them for 2 seconds.
12
Dragon Leap I
125 Ultimate
Launch yourself at an enemy, dealing 4106 Physical Damage to all enemies in the area, knocking them back 4 meters, and stunning them for 2 seconds.
12
Dragon Leap II
125 Ultimate
Launch yourself at an enemy, dealing 4151 Physical Damage to all enemies in the area, knocking them back 4 meters, and stunning them for 2 seconds.
12
Dragon Leap III
125 Ultimate
Launch yourself at an enemy, dealing 4196 Physical Damage to all enemies in the area, knocking them back 4 meters, and stunning them for 2 seconds.
12
Dragon Leap IV
125 Ultimate
Launch yourself at an enemy, dealing 4241 Physical Damage to all enemies in the area, knocking them back 4 meters, and stunning them for 2 seconds.
12
Take Flight I
110 Ultimate
Launch yourself at an enemy, dealing 4877 Physical Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds.
Reduces the cost and increases the damage and range.
12
Take Flight II
110 Ultimate
Launch yourself at an enemy, dealing 4930 Physical Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds.
Reduces the cost and increases the damage and range.
12
Take Flight III
110 Ultimate
Launch yourself at an enemy, dealing 4984 Physical Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds.
Reduces the cost and increases the damage and range.
12
Take Flight IV
110 Ultimate
Launch yourself at an enemy, dealing 5037 Physical Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds.
Reduces the cost and increases the damage and range.
12
Ferocious Leap I
125 Ultimate
Launch yourself at an enemy, dealing 4241 Flame Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds. After leaping you gain a damage shield that absorbs 16000 damage for 6 seconds. This portion of the ability scales with your Max Health.
Deals Flame Damage. After leaping you gain a damage shield.
12
Ferocious Leap II
125 Ultimate
Launch yourself at an enemy, dealing 4241 Flame Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds. After leaping you gain a damage shield that absorbs 16176 damage for 6 seconds. This portion of the ability scales with your Max Health.
Deals Flame Damage. After leaping you gain a damage shield.
12
Ferocious Leap III
125 Ultimate
Launch yourself at an enemy, dealing 4241 Flame Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds. After leaping you gain a damage shield that absorbs 16351 damage for 6 seconds. This portion of the ability scales with your Max Health.
Deals Flame Damage. After leaping you gain a damage shield.
12
Ferocious Leap IV
125 Ultimate
Launch yourself at an enemy, dealing 4241 Flame Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds. After leaping you gain a damage shield that absorbs 16528 damage for 6 seconds. This portion of the ability scales with your Max Health.
Deals Flame Damage. After leaping you gain a damage shield.
SKILLS
1
Spiked Armor IV
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
1
Spiked Armor I
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 17 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
1
Spiked Armor II
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 18 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
1
Spiked Armor III
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 19 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
1
Spiked Armor IV
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
1
Hardened Armor I
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 4958 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
You gain a damage shield after casting.
1
Hardened Armor II
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5012 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
You gain a damage shield after casting.
1
Hardened Armor III
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5067 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
You gain a damage shield after casting.
1
Hardened Armor IV
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5121 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
You gain a damage shield after casting.
1
Volatile Armor I
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You release a spray of fiery spikes around you, causing enemies hit to take 11 Flame Damage over 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range. This ability scales off your Physical and Spell Resistance.
Enemies near you take damage over time when you activate the ability.
1
Volatile Armor II
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You release a spray of fiery spikes around you, causing enemies hit to take 11 Flame Damage over 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range. This ability scales off your Physical and Spell Resistance.
Enemies near you take damage over time when you activate the ability.
1
Volatile Armor III
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You release a spray of fiery spikes around you, causing enemies hit to take 11 Flame Damage over 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range. This ability scales off your Physical and Spell Resistance.
Enemies near you take damage over time when you activate the ability.
1
Volatile Armor IV
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You release a spray of fiery spikes around you, causing enemies hit to take 11 Flame Damage over 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range. This ability scales off your Physical and Spell Resistance.
Enemies near you take damage over time when you activate the ability.
4
Dark Talons IV
3780 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
4
Dark Talons I
3780 Magicka
Call forth talons from the ground, dealing 1687 Flame Damage to enemies near you and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
4
Dark Talons II
3780 Magicka
Call forth talons from the ground, dealing 1705 Flame Damage to enemies near you and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
4
Dark Talons III
3780 Magicka
Call forth talons from the ground, dealing 1724 Flame Damage to enemies near you and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
4
Dark Talons IV
3780 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
4
Burning Talons I
3780 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you, an additional 1585 Flame Damage over 5 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Deals additional damage over time.
4
Burning Talons II
3780 Magicka
Call forth talons from the ground, dealing 1761 Flame Damage to enemies near you, an additional 1600 Flame Damage over 5 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Deals additional damage over time.
4
Burning Talons III
3780 Magicka
Call forth talons from the ground, dealing 1780 Flame Damage to enemies near you, an additional 1615 Flame Damage over 5 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Deals additional damage over time.
4
Burning Talons IV
3780 Magicka
Call forth talons from the ground, dealing 1799 Flame Damage to enemies near you, an additional 1635 Flame Damage over 5 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Deals additional damage over time.
4
Choking Talons I
3510 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. Enemies hit are afflicted with Minor Maim, reducing their damage done by 5% for 7 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Reduces the cost and affected enemies deal less damage.
4
Choking Talons II
3510 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. Enemies hit are afflicted with Minor Maim, reducing their damage done by 5% for 8 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Reduces the cost and affected enemies deal less damage.
4
Choking Talons III
3510 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. Enemies hit are afflicted with Minor Maim, reducing their damage done by 5% for 9 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Reduces the cost and affected enemies deal less damage.
4
Choking Talons IV
3510 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. Enemies hit are afflicted with Minor Maim, reducing their damage done by 5% for 10 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Reduces the cost and affected enemies deal less damage.
20
Dragon Blood IV
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
20
Dragon Blood I
4320 Magicka
Draw on your draconic blood to heal for 30% of your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
20
Dragon Blood II
4320 Magicka
Draw on your draconic blood to heal for 31% of your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
20
Dragon Blood III
4320 Magicka
Draw on your draconic blood to heal for 32% of your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
20
Dragon Blood IV
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
20
Green Dragon Blood I
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health and an additional 495 Health every 1 second over 5 seconds. The heal over time scales off of your Max Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received and damage shield strength by 6% for 20 seconds.
You also gain Major Endurance, Minor Vitality, and additional healing over time.
20
Green Dragon Blood II
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health and an additional 500 Health every 1 second over 5 seconds. The heal over time scales off of your Max Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received and damage shield strength by 6% for 20 seconds.
You also gain Major Endurance, Minor Vitality, and additional healing over time.
20
Green Dragon Blood III
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health and an additional 505 Health every 1 second over 5 seconds. The heal over time scales off of your Max Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received and damage shield strength by 6% for 20 seconds.
You also gain Major Endurance, Minor Vitality, and additional healing over time.
20
Green Dragon Blood IV
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health and an additional 511 Health every 1 second over 5 seconds. The heal over time scales off of your Max Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received and damage shield strength by 6% for 20 seconds.
You also gain Major Endurance, Minor Vitality, and additional healing over time.
20
Coagulating Blood I
4320 Magicka
Draw on your draconic blood to heal for 2904, increasing by up to 50% additional healing based on your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
Now heals based on your offensive stats rather than Health and increases the amount of healing based on your missing Health.
20
Coagulating Blood II
4320 Magicka
Draw on your draconic blood to heal for 2935, increasing by up to 50% additional healing based on your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
Now heals based on your offensive stats rather than Health and increases the amount of healing based on your missing Health.
20
Coagulating Blood III
4320 Magicka
Draw on your draconic blood to heal for 2967, increasing by up to 50% additional healing based on your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
Now heals based on your offensive stats rather than Health and increases the amount of healing based on your missing Health.
20
Coagulating Blood IV
4320 Magicka
Draw on your draconic blood to heal for 2999, increasing by up to 50% additional healing based on your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
Now heals based on your offensive stats rather than Health and increases the amount of healing based on your missing Health.
30
Protective Scale IV
3780 Magicka
Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
30
Protective Scale I
4050 Magicka
Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
30
Protective Scale II
3960 Magicka
Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
30
Protective Scale III
3870 Magicka
Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
30
Protective Scale IV
3780 Magicka
Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
30
Protective Plate I
3780 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 4 seconds.
Gain immunity to snares and immobilizations. Cost reduces as ability ranks up.
30
Protective Plate II
3690 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 4 seconds.
Gain immunity to snares and immobilizations. Cost reduces as ability ranks up.
30
Protective Plate III
3600 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 4 seconds.
Gain immunity to snares and immobilizations. Cost reduces as ability ranks up.
30
Protective Plate IV
3510 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 4 seconds.
Gain immunity to snares and immobilizations. Cost reduces as ability ranks up.
30
Dragon Fire Scale I
3780 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1742 Flame Damage. This effect can occur once every half second.
Incoming projectiles cause you to deal Flame Damage back to the attacker.
30
Dragon Fire Scale II
3780 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1761 Flame Damage. This effect can occur once every half second.
Incoming projectiles cause you to deal Flame Damage back to the attacker.
30
Dragon Fire Scale III
3780 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1780 Flame Damage. This effect can occur once every half second.
Incoming projectiles cause you to deal Flame Damage back to the attacker.
30
Dragon Fire Scale IV
3780 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
Incoming projectiles cause you to deal Flame Damage back to the attacker.
42
Inhale IV
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies.
42
Inhale I
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 843 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1687 Flame Damage to nearby enemies.
42
Inhale II
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 852 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1705 Flame Damage to nearby enemies.
42
Inhale III
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 861 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1724 Flame Damage to nearby enemies.
42
Inhale IV
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies.
42
Deep Breath I
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2178 Flame Damage to nearby enemies.
Initial hit interrupts enemies that are casting. Final explosion damage increased.
42
Deep Breath II
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2201 Flame Damage to nearby enemies.
Initial hit interrupts enemies that are casting. Final explosion damage increased.
42
Deep Breath III
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2225 Flame Damage to nearby enemies.
Initial hit interrupts enemies that are casting. Final explosion damage increased.
42
Deep Breath IV
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
Initial hit interrupts enemies that are casting. Final explosion damage increased.
42
Draw Essence I
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 147% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
42
Draw Essence II
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 148% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
42
Draw Essence III
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 149% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
42
Draw Essence IV
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
PASSIVES
18
Iron Skin II
Increases the amount of damage you block by 10%.
8
Iron Skin I
Increases the amount of damage you block by 4%.
18
Iron Skin II
Increases the amount of damage you block by 10%.
27
Burning Heart II
While a Draconic Power ability is active, your healing received is increased by 12%.
14
Burning Heart I
While a Draconic Power ability is active, your healing received is increased by 6%.
27
Burning Heart II
While a Draconic Power ability is active, your healing received is increased by 12%.
36
Elder Dragon II
Increases your Health Recovery by 258 for each Draconic Power ability slotted. Current bonus: 0.
22
Elder Dragon I
Increases your Health Recovery by 129 for each Draconic Power ability slotted. Current bonus: 0.
36
Elder Dragon II
Increases your Health Recovery by 258 for each Draconic Power ability slotted. Current bonus: 0.
50
Scaled Armor II
Increases your Physical and Spell Resistance by 1650.
39
Scaled Armor I
Increases your Physical and Spell Resistance by 825.
50
Scaled Armor II
Increases your Physical and Spell Resistance by 1650.
Earthen Heart
ULTIMATES
12
Magma Armor IV
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Flame Damage to nearby enemies each second for 10 seconds.
12
Magma Armor I
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Flame Damage to nearby enemies each second for 7 seconds.
12
Magma Armor II
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Flame Damage to nearby enemies each second for 8 seconds.
12
Magma Armor III
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Flame Damage to nearby enemies each second for 9 seconds.
12
Magma Armor IV
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Flame Damage to nearby enemies each second for 10 seconds.
12
Magma Shell I
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Flame Damage to nearby enemies each second for 10 seconds. When activated, nearby allies gain a damage shield for 100% of their Max Health for 10 seconds.
When activated nearby allies gain a powerful damage shield.
12
Magma Shell II
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 339 Flame Damage to nearby enemies each second for 10 seconds. When activated, nearby allies gain a damage shield for 100% of their Max Health for 10 seconds.
When activated nearby allies gain a powerful damage shield.
12
Magma Shell III
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 343 Flame Damage to nearby enemies each second for 10 seconds. When activated, nearby allies gain a damage shield for 100% of their Max Health for 10 seconds.
When activated nearby allies gain a powerful damage shield.
12
Magma Shell IV
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 347 Flame Damage to nearby enemies each second for 10 seconds. When activated, nearby allies gain a damage shield for 100% of their Max Health for 10 seconds.
When activated nearby allies gain a powerful damage shield.
12
Corrosive Armor I
200 Ultimate
Oxidize the green Dragon blood in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Poison Damage to nearby enemies each second for 10 seconds. While active, this ability and your direct damage attacks ignores enemy Physical and Spell Resistance, but you cannot generate Ultimate.
Deals Poison Damage. While active, your direct attacks ignore Physical and Spell Resistance, but you cannot generate Ultimate.
12
Corrosive Armor II
200 Ultimate
Oxidize the green Dragon blood in your veins, limiting incoming damage to 3% of your Max Health and dealing 339 Poison Damage to nearby enemies each second for 10 seconds. While active, this ability and your direct damage attacks ignores enemy Physical and Spell Resistance, but you cannot generate Ultimate.
Deals Poison Damage. While active, your direct attacks ignore Physical and Spell Resistance, but you cannot generate Ultimate.
12
Corrosive Armor III
200 Ultimate
Oxidize the green Dragon blood in your veins, limiting incoming damage to 3% of your Max Health and dealing 343 Poison Damage to nearby enemies each second for 10 seconds. While active, this ability and your direct damage attacks ignores enemy Physical and Spell Resistance, but you cannot generate Ultimate.
Deals Poison Damage. While active, your direct attacks ignore Physical and Spell Resistance, but you cannot generate Ultimate.
12
Corrosive Armor IV
200 Ultimate
Oxidize the green Dragon blood in your veins, limiting incoming damage to 3% of your Max Health and dealing 347 Poison Damage to nearby enemies each second for 10 seconds. While active, this ability and your direct damage attacks ignores enemy Physical and Spell Resistance, but you cannot generate Ultimate.
Deals Poison Damage. While active, your direct attacks ignore Physical and Spell Resistance, but you cannot generate Ultimate.
SKILLS
1
Stonefist IV
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns enemies hit for 2.5 seconds.
1
Stonefist I
2295 Stamina
Crush the earth beneath you, dealing 2249 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2249 Physical Damage, up to 3 times. The final cast stuns enemies hit for 2.5 seconds.
1
Stonefist II
2295 Stamina
Crush the earth beneath you, dealing 2273 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2273 Physical Damage, up to 3 times. The final cast stuns enemies hit for 2.5 seconds.
1
Stonefist III
2295 Stamina
Crush the earth beneath you, dealing 2298 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2298 Physical Damage, up to 3 times. The final cast stuns enemies hit for 2.5 seconds.
1
Stonefist IV
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns enemies hit for 2.5 seconds.
1
Obsidian Shard I
4050 Magicka
Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3137 Health.
Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.
1
Obsidian Shard II
4050 Magicka
Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3171 Health.
Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.
1
Obsidian Shard III
4050 Magicka
Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3206 Health.
Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.
1
Obsidian Shard IV
4050 Magicka
Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3240 Health.
Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.
1
Stone Giant I
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns for 2.5 seconds. Each hit applies Stagger, increasing damage taken by 50 per stack for 5 seconds.
Enemies hit are affected with Stagger, causing them to take bonus damage from all attacks.
1
Stone Giant II
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns for 2.5 seconds. Each hit applies Stagger, increasing damage taken by 55 per stack for 5 seconds.
Enemies hit are affected with Stagger, causing them to take bonus damage from all attacks.
1
Stone Giant III
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns for 2.5 seconds. Each hit applies Stagger, increasing damage taken by 60 per stack for 5 seconds.
Enemies hit are affected with Stagger, causing them to take bonus damage from all attacks.
1
Stone Giant IV
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns for 2.5 seconds. Each hit applies Stagger, increasing damage taken by 65 per stack for 5 seconds.
Enemies hit are affected with Stagger, causing them to take bonus damage from all attacks.
4
Molten Weapons IV
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
4
Molten Weapons I
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 27 seconds.
4
Molten Weapons II
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 28 seconds.
4
Molten Weapons III
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 29 seconds.
4
Molten Weapons IV
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
4
Igneous Weapons I
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 57 seconds.
Increases the duration and increases the radius.
4
Igneous Weapons II
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 58 seconds.
Increases the duration and increases the radius.
4
Igneous Weapons III
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 59 seconds.
Increases the duration and increases the radius.
4
Igneous Weapons IV
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1 minute.
Increases the duration and increases the radius.
4
Molten Armaments I
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds. You also gain Empower for the duration, increasing the damage of your Heavy Attacks against monsters by 70%.
You also gain Empower, and reduces the cost as the ability ranks up.
4
Molten Armaments II
4230 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds. You also gain Empower for the duration, increasing the damage of your Heavy Attacks against monsters by 70%.
You also gain Empower, and reduces the cost as the ability ranks up.
4
Molten Armaments III
4140 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds. You also gain Empower for the duration, increasing the damage of your Heavy Attacks against monsters by 70%.
You also gain Empower, and reduces the cost as the ability ranks up.
4
Molten Armaments IV
4050 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds. You also gain Empower for the duration, increasing the damage of your Heavy Attacks against monsters by 70%.
You also gain Empower, and reduces the cost as the ability ranks up.
20
Obsidian Shield IV
4050 Magicka
Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 1321 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
20
Obsidian Shield I
4050 Magicka
Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 1279 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
20
Obsidian Shield II
4050 Magicka
Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 1293 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
20
Obsidian Shield III
4050 Magicka
Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 1307 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
20
Obsidian Shield IV
4050 Magicka
Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 1321 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
20
Igneous Shield I
4050 Magicka
Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1322 damage. Your own damage shield absorbs 3305 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
Increased shield strength on self.
20
Igneous Shield II
4050 Magicka
Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1336 damage. Your own damage shield absorbs 3341 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
Increased shield strength on self.
20
Igneous Shield III
4050 Magicka
Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1351 damage. Your own damage shield absorbs 3377 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
Increased shield strength on self.
20
Igneous Shield IV
4050 Magicka
Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1365 damage. Your own damage shield absorbs 3414 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
Increased shield strength on self.
20
Fragmented Shield I
4050 Magicka
Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1322 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 6.7 seconds.
Increases duration of Major Mending.
20
Fragmented Shield II
4050 Magicka
Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1336 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 6.7 seconds.
Increases duration of Major Mending.
20
Fragmented Shield III
4050 Magicka
Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1351 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 6.7 seconds.
Increases duration of Major Mending.
20
Fragmented Shield IV
4050 Magicka
Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1365 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 6.7 seconds.
Increases duration of Major Mending.
30
Petrify IV
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1161 Flame Damage. This stun cannot be blocked or dodged.
30
Petrify I
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1124 Flame Damage. This stun cannot be blocked or dodged.
30
Petrify II
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1136 Flame Damage. This stun cannot be blocked or dodged.
30
Petrify III
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1148 Flame Damage. This stun cannot be blocked or dodged.
30
Petrify IV
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1161 Flame Damage. This stun cannot be blocked or dodged.
30
Fossilize I
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1161 Flame Damage and are immobilized for 3 seconds. This stun cannot be blocked or dodged.
Immobilizes the enemy after the stun ends.
30
Fossilize II
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1173 Flame Damage and are immobilized for 3 seconds. This stun cannot be blocked or dodged.
Immobilizes the enemy after the stun ends.
30
Fossilize III
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1186 Flame Damage and are immobilized for 3 seconds. This stun cannot be blocked or dodged.
Immobilizes the enemy after the stun ends.
30
Fossilize IV
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1199 Flame Damage and are immobilized for 3 seconds. This stun cannot be blocked or dodged.
Immobilizes the enemy after the stun ends.
30
Shattering Rocks I
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1161 Flame Damage and you are healed for 2323 Health. This stun cannot be blocked or dodged.
When the stun ends, you are also healed.
30
Shattering Rocks II
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1173 Flame Damage and you are healed for 2323 Health. This stun cannot be blocked or dodged.
When the stun ends, you are also healed.
30
Shattering Rocks III
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1186 Flame Damage and you are healed for 2323 Health. This stun cannot be blocked or dodged.
When the stun ends, you are also healed.
30
Shattering Rocks IV
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1199 Flame Damage and you are healed for 2323 Health. This stun cannot be blocked or dodged.
When the stun ends, you are also healed.
42
Ash Cloud IV
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 434 Health every 1 second.
42
Ash Cloud I
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 421 Health every 1 second.
42
Ash Cloud II
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 425 Health every 1 second.
42
Ash Cloud III
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 430 Health every 1 second.
42
Ash Cloud IV
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 434 Health every 1 second.
42
Cinder Storm I
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 653 every 1 second.
Heals for significantly more.
42
Cinder Storm II
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 660 every 1 second.
Heals for significantly more.
42
Cinder Storm III
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 667 every 1 second.
Heals for significantly more.
42
Cinder Storm IV
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 674 every 1 second.
Heals for significantly more.
42
Eruption I
270 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, dealing 1742 Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing 309 Flame Damage in the area every 1 second. The eruptive damage can occur once every 10 seconds.
Damages instead of healing. Deals some damage instantly and reduces the cost.
42
Eruption II
270 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, dealing 1761 Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing 312 Flame Damage in the area every 1 second. The eruptive damage can occur once every 10 seconds.
Damages instead of healing. Deals some damage instantly and reduces the cost.
42
Eruption III
270 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, dealing 1780 Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing 315 Flame Damage in the area every 1 second. The eruptive damage can occur once every 10 seconds.
Damages instead of healing. Deals some damage instantly and reduces the cost.
42
Eruption IV
270 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, dealing 1799 Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing 319 Flame Damage in the area every 1 second. The eruptive damage can occur once every 10 seconds.
Damages instead of healing. Deals some damage instantly and reduces the cost.
PASSIVES
18
Eternal Mountain II
Increases duration of your Earthen Heart abilities by 20%.
8
Eternal Mountain I
Increases duration of your Earthen Heart abilities by 10%.
18
Eternal Mountain II
Increases duration of your Earthen Heart abilities by 20%.
27
Battle Roar II
When you cast an Ultimate ability, you restore 50 Health, 50 Magicka, and 50 Stamina for each point of the Ultimate spent.
14
Battle Roar I
When you cast an Ultimate ability, you restore 25 Health, 25 Magicka, and 25 Stamina for each point of the Ultimate spent.
27
Battle Roar II
When you cast an Ultimate ability, you restore 50 Health, 50 Magicka, and 50 Stamina for each point of the Ultimate spent.
36
Mountain's Blessing II
When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
22
Mountain's Blessing I
When you cast an Earthen Heart ability, you and your group members gain Minor Brutality for 10 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 2 Ultimate. This effect can occur once every 6 seconds.
36
Mountain's Blessing II
When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
50
Helping Hands II
When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability and must cost more than the restored value.
39
Helping Hands I
When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability, must cost more than the restored value, and can occur once every 2 seconds.
50
Helping Hands II
When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability and must cost more than the restored value.
Assassination
ULTIMATES
12
Death Stroke IV
70 Ultimate
Ravage an enemy with a swift strike, dealing 3716 Magic Damage and causing them to take 20% more damage from your attacks for 8 seconds.
12
Death Stroke I
70 Ultimate
Ravage an enemy with a swift strike, dealing 3598 Magic Damage and causing them to take 20% more damage from your attacks for 8 seconds.
12
Death Stroke II
70 Ultimate
Ravage an enemy with a swift strike, dealing 3637 Magic Damage and causing them to take 20% more damage from your attacks for 8 seconds.
12
Death Stroke III
70 Ultimate
Ravage an enemy with a swift strike, dealing 3677 Magic Damage and causing them to take 20% more damage from your attacks for 8 seconds.
12
Death Stroke IV
70 Ultimate
Ravage an enemy with a swift strike, dealing 3716 Magic Damage and causing them to take 20% more damage from your attacks for 8 seconds.
12
Incapacitating Strike I
70 Ultimate
Ravage an enemy with a swift strike, dealing 3718 Disease Damage and causing them to take 20% more damage from your attacks for 8 seconds. If cast with 120 or more Ultimate, you instead deal 4089 Disease Damage, stun the enemy for 3 seconds, and increase the duration of the damage taken effect to 12 seconds.
Deals Disease Damage. Improves the ability significantly if cast with more Ultimate.
12
Incapacitating Strike II
70 Ultimate
Ravage an enemy with a swift strike, dealing 3758 Disease Damage and causing them to take 20% more damage from your attacks for 8 seconds. If cast with 120 or more Ultimate, you instead deal 4133 Disease Damage, stun the enemy for 3 seconds, and increase the duration of the damage taken effect to 12 seconds.
Deals Disease Damage. Improves the ability significantly if cast with more Ultimate.
12
Incapacitating Strike III
70 Ultimate
Ravage an enemy with a swift strike, dealing 3799 Disease Damage and causing them to take 20% more damage from your attacks for 8 seconds. If cast with 120 or more Ultimate, you instead deal 4178 Disease Damage, stun the enemy for 3 seconds, and increase the duration of the damage taken effect to 12 seconds.
Deals Disease Damage. Improves the ability significantly if cast with more Ultimate.
12
Incapacitating Strike IV
70 Ultimate
Ravage an enemy with a swift strike, dealing 3840 Disease Damage and causing them to take 20% more damage from your attacks for 8 seconds. If cast with 120 or more Ultimate, you instead deal 4223 Disease Damage, stun the enemy for 3 seconds, and increase the duration of the damage taken effect to 12 seconds.
Deals Disease Damage. Improves the ability significantly if cast with more Ultimate.
12
Soul Harvest I
70 Ultimate
Ravage an enemy with a spinning attack, dealing 3718 Magic Damage and increasing your damage against them by 20% for 8 seconds. Also afflicts the enemy with Major Defile, reducing their healing received and damage shield strength by 12%. While slotted on either bar, any time you kill an enemy you gain 7 Ultimate.
Also afflicts the enemy with Major Defile. While slotted on either bar, gain Ultimate whenever you kill an enemy.
12
Soul Harvest II
70 Ultimate
Ravage an enemy with a spinning attack, dealing 3718 Magic Damage and increasing your damage against them by 20% for 8 seconds. Also afflicts the enemy with Major Defile, reducing their healing received and damage shield strength by 12%. While slotted on either bar, any time you kill an enemy you gain 8 Ultimate.
Also afflicts the enemy with Major Defile. While slotted on either bar, gain Ultimate whenever you kill an enemy.
12
Soul Harvest III
70 Ultimate
Ravage an enemy with a spinning attack, dealing 3718 Magic Damage and increasing your damage against them by 20% for 8 seconds. Also afflicts the enemy with Major Defile, reducing their healing received and damage shield strength by 12%. While slotted on either bar, any time you kill an enemy you gain 9 Ultimate.
Also afflicts the enemy with Major Defile. While slotted on either bar, gain Ultimate whenever you kill an enemy.
12
Soul Harvest IV
70 Ultimate
Ravage an enemy with a spinning attack, dealing 3718 Magic Damage and increasing your damage against them by 20% for 8 seconds. Also afflicts the enemy with Major Defile, reducing their healing received and damage shield strength by 12%. While slotted on either bar, any time you kill an enemy you gain 10 Ultimate.
Also afflicts the enemy with Major Defile. While slotted on either bar, gain Ultimate whenever you kill an enemy.
SKILLS
1
Assassin's Blade IV
2430 Magicka
Thrust a magic blade with lethal precision to stab an enemy, dealing 1161 Magic Damage. Deals 300% more damage to enemies below 25% Health.
1
Assassin's Blade I
2430 Magicka
Thrust a magic blade with lethal precision to stab an enemy, dealing 1124 Magic Damage. Deals 300% more damage to enemies below 25% Health.
1
Assassin's Blade II
2430 Magicka
Thrust a magic blade with lethal precision to stab an enemy, dealing 1136 Magic Damage. Deals 300% more damage to enemies below 25% Health.
1
Assassin's Blade III
2430 Magicka
Thrust a magic blade with lethal precision to stab an enemy, dealing 1148 Magic Damage. Deals 300% more damage to enemies below 25% Health.
1
Assassin's Blade IV
2430 Magicka
Thrust a magic blade with lethal precision to stab an enemy, dealing 1161 Magic Damage. Deals 300% more damage to enemies below 25% Health.
1
Killer's Blade I
2066 Stamina
Thrust a caustic blade with lethal precision to stab an enemy, dealing 1161 Disease Damage. Deals up to 400% more damage to enemies with less than 50% Health. Heals you for 2323 if the enemy dies within 2 seconds of being struck.
Converts into a Stamina ability, deals Disease Damage, and now scales linearly based on missing Health rather than a flat value. Also heals you if the target dies within two seconds of use.
1
Killer's Blade II
2066 Stamina
Thrust a caustic blade with lethal precision to stab an enemy, dealing 1161 Disease Damage. Deals up to 400% more damage to enemies with less than 50% Health. Heals you for 2348 if the enemy dies within 2 seconds of being struck.
Converts into a Stamina ability, deals Disease Damage, and now scales linearly based on missing Health rather than a flat value. Also heals you if the target dies within two seconds of use.
1
Killer's Blade III
2066 Stamina
Thrust a caustic blade with lethal precision to stab an enemy, dealing 1161 Disease Damage. Deals up to 400% more damage to enemies with less than 50% Health. Heals you for 2374 if the enemy dies within 2 seconds of being struck.
Converts into a Stamina ability, deals Disease Damage, and now scales linearly based on missing Health rather than a flat value. Also heals you if the target dies within two seconds of use.
1
Killer's Blade IV
2066 Stamina
Thrust a caustic blade with lethal precision to stab an enemy, dealing 1161 Disease Damage. Deals up to 400% more damage to enemies with less than 50% Health. Heals you for 2399 if the enemy dies within 2 seconds of being struck.
Converts into a Stamina ability, deals Disease Damage, and now scales linearly based on missing Health rather than a flat value. Also heals you if the target dies within two seconds of use.
1
Impale I
2430 Magicka
Throw a magic blade with lethal precision to strike an enemy, dealing 1161 Magic Damage. Deals 330% more damage to enemies below 25% Health.
Allows you to use the ability at range and increases the execute multiplier.
1
Impale II
2430 Magicka
Throw a magic blade with lethal precision to strike an enemy, dealing 1161 Magic Damage. Deals 330% more damage to enemies below 25% Health.
Allows you to use the ability at range and increases the execute multiplier.
1
Impale III
2430 Magicka
Throw a magic blade with lethal precision to strike an enemy, dealing 1161 Magic Damage. Deals 330% more damage to enemies below 25% Health.
Allows you to use the ability at range and increases the execute multiplier.
1
Impale IV
2430 Magicka
Throw a magic blade with lethal precision to strike an enemy, dealing 1161 Magic Damage. Deals 330% more damage to enemies below 25% Health.
Allows you to use the ability at range and increases the execute multiplier.
4
Teleport Strike IV
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1392 Magic Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
4
Teleport Strike I
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1348 Magic Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
4
Teleport Strike II
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1362 Magic Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
4
Teleport Strike III
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1377 Magic Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
4
Teleport Strike IV
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1392 Magic Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
4
Lotus Fan I
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1393 Magic Damage. After teleporting you unleash a fan of knives, dealing an additional 3240 Magic Damage over 20 seconds to the target and nearby enemies. All enemies hit are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
Targets in an area around the enemy take damage and are afflicted with Minor Vulnerability.
4
Lotus Fan II
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1393 Magic Damage. After teleporting you unleash a fan of knives, dealing an additional 3270 Magic Damage over 20 seconds to the target and nearby enemies. All enemies hit are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
Targets in an area around the enemy take damage and are afflicted with Minor Vulnerability.
4
Lotus Fan III
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1393 Magic Damage. After teleporting you unleash a fan of knives, dealing an additional 3310 Magic Damage over 20 seconds to the target and nearby enemies. All enemies hit are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
Targets in an area around the enemy take damage and are afflicted with Minor Vulnerability.
4
Lotus Fan IV
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1393 Magic Damage. After teleporting you unleash a fan of knives, dealing an additional 3340 Magic Damage over 20 seconds to the target and nearby enemies. All enemies hit are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
Targets in an area around the enemy take damage and are afflicted with Minor Vulnerability.
4
Ambush I
3213 Stamina
Flash through the shadows and ambush an enemy, dealing 1393 Physical Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. Also grants you Empower and Minor Berserk for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 5%.
Converts to a Stamina ability and deals Physical Damage. Also grants you Empower and Minor Berserk.
4
Ambush II
3213 Stamina
Flash through the shadows and ambush an enemy, dealing 1408 Physical Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. Also grants you Empower and Minor Berserk for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 5%.
Converts to a Stamina ability and deals Physical Damage. Also grants you Empower and Minor Berserk.
4
Ambush III
3213 Stamina
Flash through the shadows and ambush an enemy, dealing 1423 Physical Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. Also grants you Empower and Minor Berserk for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 5%.
Converts to a Stamina ability and deals Physical Damage. Also grants you Empower and Minor Berserk.
4
Ambush IV
3213 Stamina
Flash through the shadows and ambush an enemy, dealing 1438 Physical Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. Also grants you Empower and Minor Berserk for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 5%.
Converts to a Stamina ability and deals Physical Damage. Also grants you Empower and Minor Berserk.
20
Blur IV
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
20
Blur I
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 17 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
20
Blur II
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 18 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
20
Blur III
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 19 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
20
Blur IV
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
20
Mirage I
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion and Minor Resolve, reducing damage from area attacks by 20% and increasing your Physical and Spell Resistance by 2974 for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants Minor Resolve, increasing your Physical and Spell Resistance. Reduces the cost as the ability ranks up.
20
Mirage II
3690 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion and Minor Resolve, reducing damage from area attacks by 20% and increasing your Physical and Spell Resistance by 2974 for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants Minor Resolve, increasing your Physical and Spell Resistance. Reduces the cost as the ability ranks up.
20
Mirage III
3600 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion and Minor Resolve, reducing damage from area attacks by 20% and increasing your Physical and Spell Resistance by 2974 for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants Minor Resolve, increasing your Physical and Spell Resistance. Reduces the cost as the ability ranks up.
20
Mirage IV
3510 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion and Minor Resolve, reducing damage from area attacks by 20% and increasing your Physical and Spell Resistance by 2974 for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants Minor Resolve, increasing your Physical and Spell Resistance. Reduces the cost as the ability ranks up.
20
Phantasmal Escape I
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 2.5 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants snare and immobilization immunity for a short duration.
20
Phantasmal Escape II
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 3 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants snare and immobilization immunity for a short duration.
20
Phantasmal Escape III
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 3.5 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants snare and immobilization immunity for a short duration.
20
Phantasmal Escape IV
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants snare and immobilization immunity for a short duration.
30
Mark Target IV
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health. You can only have one Mark Target active at a time.
30
Mark Target I
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 17 seconds. When a marked enemy dies, you heal to full Health. You can only have one Mark Target active at a time.
30
Mark Target II
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 18 seconds. When a marked enemy dies, you heal to full Health. You can only have one Mark Target active at a time.
30
Mark Target III
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 19 seconds. When a marked enemy dies, you heal to full Health. You can only have one Mark Target active at a time.
30
Mark Target IV
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health. You can only have one Mark Target active at a time.
30
Piercing Mark I
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 57 seconds. You can detect marked enemies even if they use stealth or invisibility for 3 seconds. When a marked enemy dies, you heal to full Health. You can only have one Piercing Mark active at a time.
Ability has an increased duration, and you can see the target if they use stealth or invisibility.
30
Piercing Mark II
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 58 seconds. You can detect marked enemies even if they use stealth or invisibility for 3 seconds. When a marked enemy dies, you heal to full Health. You can only have one Piercing Mark active at a time.
Ability has an increased duration, and you can see the target if they use stealth or invisibility.
30
Piercing Mark III
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 59 seconds. You can detect marked enemies even if they use stealth or invisibility for 3 seconds. When a marked enemy dies, you heal to full Health. You can only have one Piercing Mark active at a time.
Ability has an increased duration, and you can see the target if they use stealth or invisibility.
30
Piercing Mark IV
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 1 minute. You can detect marked enemies even if they use stealth or invisibility for 3 seconds. When a marked enemy dies, you heal to full Health. You can only have one Piercing Mark active at a time.
Ability has an increased duration, and you can see the target if they use stealth or invisibility.
30
Reaper's Mark I
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health and gain Major Berserk, increasing your damage done by 10% for 7 seconds. You can only have one Reaper's Mark active at a time.
If the marked enemy dies, you gain Major Berserk, increasing your damage done.
30
Reaper's Mark II
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health and gain Major Berserk, increasing your damage done by 10% for 8 seconds. You can only have one Reaper's Mark active at a time.
If the marked enemy dies, you gain Major Berserk, increasing your damage done.
30
Reaper's Mark III
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health and gain Major Berserk, increasing your damage done by 10% for 9 seconds. You can only have one Reaper's Mark active at a time.
If the marked enemy dies, you gain Major Berserk, increasing your damage done.
30
Reaper's Mark IV
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health and gain Major Berserk, increasing your damage done by 10% for 10 seconds. You can only have one Reaper's Mark active at a time.
If the marked enemy dies, you gain Major Berserk, increasing your damage done.
42
Grim Focus IV
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Grim Focus, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4182 Magic Damage, and heal for 33% of the damage dealt if you are within melee range.
42
Grim Focus I
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Grim Focus, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4049 Magic Damage, and heal for 33% of the damage dealt if you are within melee range.
42
Grim Focus II
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Grim Focus, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4093 Magic Damage, and heal for 33% of the damage dealt if you are within melee range.
42
Grim Focus III
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Grim Focus, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4138 Magic Damage, and heal for 33% of the damage dealt if you are within melee range.
42
Grim Focus IV
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Grim Focus, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4182 Magic Damage, and heal for 33% of the damage dealt if you are within melee range.
42
Relentless Focus I
1377 Stamina
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Relentless Focus, increasing your Weapon and Spell Damage by 65 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4183 Disease Damage, and heal for 33% of the damage dealt if you are within melee range.
Converts into a Stamina ability and deals Disease Damage. Increases the amount of Weapon and Spell Damage each stack grants, and reduces the cost.
42
Relentless Focus II
1377 Stamina
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Relentless Focus, increasing your Weapon and Spell Damage by 70 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4183 Disease Damage, and heal for 33% of the damage dealt if you are within melee range.
Converts into a Stamina ability and deals Disease Damage. Increases the amount of Weapon and Spell Damage each stack grants, and reduces the cost.
42
Relentless Focus III
1377 Stamina
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Relentless Focus, increasing your Weapon and Spell Damage by 75 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4183 Disease Damage, and heal for 33% of the damage dealt if you are within melee range.
Converts into a Stamina ability and deals Disease Damage. Increases the amount of Weapon and Spell Damage each stack grants, and reduces the cost.
42
Relentless Focus IV
1377 Stamina
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Relentless Focus, increasing your Weapon and Spell Damage by 80 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4183 Disease Damage, and heal for 33% of the damage dealt if you are within melee range.
Converts into a Stamina ability and deals Disease Damage. Increases the amount of Weapon and Spell Damage each stack grants, and reduces the cost.
42
Merciless Resolve I
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Merciless Resolve, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4601 Magic Damage, and heal for 50% of the damage dealt if you are within melee range.
Increases the damage and healing of the spectral arrow.
42
Merciless Resolve II
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Merciless Resolve, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4651 Magic Damage, and heal for 50% of the damage dealt if you are within melee range.
Increases the damage and healing of the spectral arrow.
42
Merciless Resolve III
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Merciless Resolve, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4702 Magic Damage, and heal for 50% of the damage dealt if you are within melee range.
Increases the damage and healing of the spectral arrow.
42
Merciless Resolve IV
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Merciless Resolve, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4752 Magic Damage, and heal for 50% of the damage dealt if you are within melee range.
Increases the damage and healing of the spectral arrow.
PASSIVES
18
Master Assassin II
Increases your Physical and Spell Penetration against enemies you are flanking by 2974. Increases the duration of the stun from Sneak by 100%.
8
Master Assassin I
Increases your Physical and Spell Penetration against enemies you are flanking by 1487. Increases the duration of the stun from Sneak by 100%.
18
Master Assassin II
Increases your Physical and Spell Penetration against enemies you are flanking by 2974. Increases the duration of the stun from Sneak by 100%.
27
Executioner II
When an enemy dies within 2 seconds of being damaged by you, you restore 1000 Magicka and Stamina.
14
Executioner I
When an enemy dies within 2 seconds of being damaged by you, you restore 500 Magicka and Stamina.
27
Executioner II
When an enemy dies within 2 seconds of being damaged by you, you restore 1000 Magicka and Stamina.
36
Pressure Points II
Increases your Weapon and Spell Critical ratings by 438 for each Assassination ability slotted. Current bonus: 438.
22
Pressure Points I
Increases your Weapon and Spell Critical ratings by 219 for each Assassination ability slotted. Current bonus: 219.
36
Pressure Points II
Increases your Weapon and Spell Critical ratings by 438 for each Assassination ability slotted. Current bonus: 438.
50
Hemorrhage II
Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.
39
Hemorrhage I
Increases your Critical Damage by 5%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 10 seconds.
50
Hemorrhage II
Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.
Shadow
ULTIMATES
12
Consuming Darkness IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
12
Consuming Darkness I
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
12
Consuming Darkness II
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
12
Consuming Darkness III
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
12
Consuming Darkness IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
12
Bolstering Darkness I
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection for 7 seconds, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Major Protection persists after leaving the area.
12
Bolstering Darkness II
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection for 8 seconds, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Major Protection persists after leaving the area.
12
Bolstering Darkness III
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection for 9 seconds, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Major Protection persists after leaving the area.
12
Bolstering Darkness IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection for 10 seconds, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Major Protection persists after leaving the area.
12
Veil of Blades I
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70%, dealing 1393 Magic Damage to them every 1 second, and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Enemies in the area take damage over time.
12
Veil of Blades II
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70%, dealing 1408 Magic Damage to them every 1 second, and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Enemies in the area take damage over time.
12
Veil of Blades III
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70%, dealing 1423 Magic Damage to them every 1 second, and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Enemies in the area take damage over time.
12
Veil of Blades IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70%, dealing 1438 Magic Damage to them every 1 second, and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Enemies in the area take damage over time.
SKILLS
1
Veiled Strike IV
2295 Magicka
Slash an enemy, dealing 2323 Magic Damage. If you strike an enemy from their flank you set them Off Balance.
1
Veiled Strike I
2295 Magicka
Slash an enemy, dealing 2249 Magic Damage. If you strike an enemy from their flank you set them Off Balance.
1
Veiled Strike II
2295 Magicka
Slash an enemy, dealing 2273 Magic Damage. If you strike an enemy from their flank you set them Off Balance.
1
Veiled Strike III
2295 Magicka
Slash an enemy, dealing 2298 Magic Damage. If you strike an enemy from their flank you set them Off Balance.
1
Veiled Strike IV
2295 Magicka
Slash an enemy, dealing 2323 Magic Damage. If you strike an enemy from their flank you set them Off Balance.
1
Surprise Attack I
2295 Stamina
Slash an enemy, dealing 2323 Physical Damage and applying the Sundered status effect. If you strike an enemy from their flank you set them Off Balance. This attack will also be guaranteed to be a Critical Strike, up to once every 3 seconds.
Converts to a Stamina ability and deals Physical Damage. Always applies the Sundered status effect and deals guaranteed critical damage when flanking an enemy.
1
Surprise Attack II
2295 Stamina
Slash an enemy, dealing 2348 Physical Damage and applying the Sundered status effect. If you strike an enemy from their flank you set them Off Balance. This attack will also be guaranteed to be a Critical Strike, up to once every 3 seconds.
Converts to a Stamina ability and deals Physical Damage. Always applies the Sundered status effect and deals guaranteed critical damage when flanking an enemy.
1
Surprise Attack III
2295 Stamina
Slash an enemy, dealing 2374 Physical Damage and applying the Sundered status effect. If you strike an enemy from their flank you set them Off Balance. This attack will also be guaranteed to be a Critical Strike, up to once every 3 seconds.
Converts to a Stamina ability and deals Physical Damage. Always applies the Sundered status effect and deals guaranteed critical damage when flanking an enemy.
1
Surprise Attack IV
2295 Stamina
Slash an enemy, dealing 2399 Physical Damage and applying the Sundered status effect. If you strike an enemy from their flank you set them Off Balance. This attack will also be guaranteed to be a Critical Strike, up to once every 3 seconds.
Converts to a Stamina ability and deals Physical Damage. Always applies the Sundered status effect and deals guaranteed critical damage when flanking an enemy.
1
Concealed Weapon I
2295 Magicka
Slash an enemy, dealing 2556 Magic Damage. If you strike an enemy from their flank you set them Off Balance. When you leave Sneak or invisibility while in combat, increase your damage done with this ability by 10% for 12 seconds. While slotted on either bar, you gain Minor Expedition, increasing your Movement Speed by 15%.
Deals increased damage, which furthers when leaving Sneak or invisibility. While slotted you gain Minor Expedition.
1
Concealed Weapon II
2295 Magicka
Slash an enemy, dealing 2556 Magic Damage. If you strike an enemy from their flank you set them Off Balance. When you leave Sneak or invisibility while in combat, increase your damage done with this ability by 10% for 13 seconds. While slotted on either bar, you gain Minor Expedition, increasing your Movement Speed by 15%.
Deals increased damage, which furthers when leaving Sneak or invisibility. While slotted you gain Minor Expedition.
1
Concealed Weapon III
2295 Magicka
Slash an enemy, dealing 2556 Magic Damage. If you strike an enemy from their flank you set them Off Balance. When you leave Sneak or invisibility while in combat, increase your damage done with this ability by 10% for 14 seconds. While slotted on either bar, you gain Minor Expedition, increasing your Movement Speed by 15%.
Deals increased damage, which furthers when leaving Sneak or invisibility. While slotted you gain Minor Expedition.
1
Concealed Weapon IV
2295 Magicka
Slash an enemy, dealing 2556 Magic Damage. If you strike an enemy from their flank you set them Off Balance. When you leave Sneak or invisibility while in combat, increase your damage done with this ability by 10% for 15 seconds. While slotted on either bar, you gain Minor Expedition, increasing your Movement Speed by 15%.
Deals increased damage, which furthers when leaving Sneak or invisibility. While slotted you gain Minor Expedition.
4
Shadow Cloak IV
4050 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
4
Shadow Cloak I
4320 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
4
Shadow Cloak II
4230 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
4
Shadow Cloak III
4140 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
4
Shadow Cloak IV
4050 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
4
Shadowy Disguise I
4050 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Guarantees a Critical Strike on your next attack. Cost decreases as the ability ranks up.
4
Shadowy Disguise II
3960 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Guarantees a Critical Strike on your next attack. Cost decreases as the ability ranks up.
4
Shadowy Disguise III
3870 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Guarantees a Critical Strike on your next attack. Cost decreases as the ability ranks up.
4
Shadowy Disguise IV
3780 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Guarantees a Critical Strike on your next attack. Cost decreases as the ability ranks up.
4
Dark Cloak I
4050 Magicka
Shroud yourself in protective shadow to heal for 826 Health every 1 second, over 3 seconds, increasing by an additional 150% when you are not moving. This portion of the ability scales off your Max Health. While slotted on either bar, you gain Minor Protection, reducing your damage taken by 5%.
No longer grants invisibility. Now heals over time based on your Max Health, and grants Minor Protection rather than Major Prophecy and Savagery.
4
Dark Cloak II
4050 Magicka
Shroud yourself in protective shadow to heal for 835 Health every 1 second, over 3 seconds, increasing by an additional 150% when you are not moving. This portion of the ability scales off your Max Health. While slotted on either bar, you gain Minor Protection, reducing your damage taken by 5%.
No longer grants invisibility. Now heals over time based on your Max Health, and grants Minor Protection rather than Major Prophecy and Savagery.
4
Dark Cloak III
4050 Magicka
Shroud yourself in protective shadow to heal for 844 Health every 1 second, over 3 seconds, increasing by an additional 150% when you are not moving. This portion of the ability scales off your Max Health. While slotted on either bar, you gain Minor Protection, reducing your damage taken by 5%.
No longer grants invisibility. Now heals over time based on your Max Health, and grants Minor Protection rather than Major Prophecy and Savagery.
4
Dark Cloak IV
4050 Magicka
Shroud yourself in protective shadow to heal for 853 Health every 1 second, over 3 seconds, increasing by an additional 150% when you are not moving. This portion of the ability scales off your Max Health. While slotted on either bar, you gain Minor Protection, reducing your damage taken by 5%.
No longer grants invisibility. Now heals over time based on your Max Health, and grants Minor Protection rather than Major Prophecy and Savagery.
20
Path of Darkness IV
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30%. Effect persists for 4 seconds after leaving the path.
20
Path of Darkness I
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30%. Effect persists for 1 second after leaving the path.
20
Path of Darkness II
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30%. Effect persists for 2 seconds after leaving the path.
20
Path of Darkness III
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30%. Effect persists for 3 seconds after leaving the path.
20
Path of Darkness IV
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30%. Effect persists for 4 seconds after leaving the path.
20
Twisting Path I
2700 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30% which persists for 4 seconds after leaving the path. Deals 365 Magic Damage to enemies in the target area every 1 second.
Reduces the cost and the path affects a larger conal area and deals damage.
20
Twisting Path II
2700 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30% which persists for 4 seconds after leaving the path. Deals 369 Magic Damage to enemies in the target area every 1 second.
Reduces the cost and the path affects a larger conal area and deals damage.
20
Twisting Path III
2700 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30% which persists for 4 seconds after leaving the path. Deals 373 Magic Damage to enemies in the target area every 1 second.
Reduces the cost and the path affects a larger conal area and deals damage.
20
Twisting Path IV
2700 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30% which persists for 4 seconds after leaving the path. Deals 377 Magic Damage to enemies in the target area every 1 second.
Reduces the cost and the path affects a larger conal area and deals damage.
20
Refreshing Path I
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, Minor Endurance, and Minor Intellect, increasing Movement Speed by 30%, as well as Stamina and Magicka Recovery by 15%. Effect persists for 4 seconds after leaving the path. Heals 422 Health to you and allies in the area every 1 second.
Path also heals you and your allies and increases their Magicka and Stamina Recovery.
20
Refreshing Path II
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, Minor Endurance, and Minor Intellect, increasing Movement Speed by 30%, as well as Stamina and Magicka Recovery by 15%. Effect persists for 4 seconds after leaving the path. Heals 426 Health to you and allies in the area every 1 second.
Path also heals you and your allies and increases their Magicka and Stamina Recovery.
20
Refreshing Path III
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, Minor Endurance, and Minor Intellect, increasing Movement Speed by 30%, as well as Stamina and Magicka Recovery by 15%. Effect persists for 4 seconds after leaving the path. Heals 431 Health to you and allies in the area every 1 second.
Path also heals you and your allies and increases their Magicka and Stamina Recovery.
20
Refreshing Path IV
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, Minor Endurance, and Minor Intellect, increasing Movement Speed by 30%, as well as Stamina and Magicka Recovery by 15%. Effect persists for 4 seconds after leaving the path. Heals 435 Health to you and allies in the area every 1 second.
Path also heals you and your allies and increases their Magicka and Stamina Recovery.
30
Aspect of Terror IV
3780 Magicka
Summon a dark spirit to terrify nearby enemies, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
30
Aspect of Terror I
4050 Magicka
Summon a dark spirit to terrify nearby enemies, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
30
Aspect of Terror II
3960 Magicka
Summon a dark spirit to terrify nearby enemies, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
30
Aspect of Terror III
3870 Magicka
Summon a dark spirit to terrify nearby enemies, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
30
Aspect of Terror IV
3780 Magicka
Summon a dark spirit to terrify nearby enemies, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
30
Mass Hysteria I
3780 Magicka
Summon a dark spirit to terrify all nearby enemies, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
The ability no longer has a cap of how many targets it can affect and the fear increases in duration as the ability ranks up.
30
Mass Hysteria II
3780 Magicka
Summon a dark spirit to terrify all nearby enemies, causing them to cower in fear for 2.3 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
The ability no longer has a cap of how many targets it can affect and the fear increases in duration as the ability ranks up.
30
Mass Hysteria III
3780 Magicka
Summon a dark spirit to terrify all nearby enemies, causing them to cower in fear for 2.7 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
The ability no longer has a cap of how many targets it can affect and the fear increases in duration as the ability ranks up.
30
Mass Hysteria IV
3780 Magicka
Summon a dark spirit to terrify all nearby enemies, causing them to cower in fear for 3 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
The ability no longer has a cap of how many targets it can affect and the fear increases in duration as the ability ranks up.
30
Manifestation of Terror I
3510 Magicka
Conceal a sinister trap at the target location, which takes 2 seconds to arm and lasts for 20 seconds. When the trap is triggered, up to 6 enemies in the area become terrified, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
Reduces the cost and creates a trap at your target location instead, which fears enemies when triggered.
30
Manifestation of Terror II
3420 Magicka
Conceal a sinister trap at the target location, which takes 2 seconds to arm and lasts for 20 seconds. When the trap is triggered, up to 6 enemies in the area become terrified, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
Reduces the cost and creates a trap at your target location instead, which fears enemies when triggered.
30
Manifestation of Terror III
3330 Magicka
Conceal a sinister trap at the target location, which takes 2 seconds to arm and lasts for 20 seconds. When the trap is triggered, up to 6 enemies in the area become terrified, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
Reduces the cost and creates a trap at your target location instead, which fears enemies when triggered.
30
Manifestation of Terror IV
3240 Magicka
Conceal a sinister trap at the target location, which takes 2 seconds to arm and lasts for 20 seconds. When the trap is triggered, up to 6 enemies in the area become terrified, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
Reduces the cost and creates a trap at your target location instead, which fears enemies when triggered.
42
Summon Shade IV
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 462 Magic Damage once every 2 seconds, and inflicts Minor Maim for 4 seconds, reducing the enemy's damage done by 5%.
42
Summon Shade I
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 448 Magic Damage once every 2 seconds, and inflicts Minor Maim for 4 seconds, reducing the enemy's damage done by 5%.
42
Summon Shade II
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 452 Magic Damage once every 2 seconds, and inflicts Minor Maim for 4 seconds, reducing the enemy's damage done by 5%.
42
Summon Shade III
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 457 Magic Damage once every 2 seconds, and inflicts Minor Maim for 4 seconds, reducing the enemy's damage done by 5%.
42
Summon Shade IV
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 462 Magic Damage once every 2 seconds, and inflicts Minor Maim for 4 seconds, reducing the enemy's damage done by 5%.
42
Dark Shade I
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 604 Magic Damage and occasionally whirlwinds all enemies around it, dealing 604 Magic Damage once every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds.
Shade deals increased damage, and occasionally casts an area of effect attack.
42
Dark Shade II
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 610 Magic Damage and occasionally whirlwinds all enemies around it, dealing 610 Magic Damage once every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds.
Shade deals increased damage, and occasionally casts an area of effect attack.
42
Dark Shade III
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 617 Magic Damage and occasionally whirlwinds all enemies around it, dealing 617 Magic Damage once every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds.
Shade deals increased damage, and occasionally casts an area of effect attack.
42
Dark Shade IV
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 623 Magic Damage and occasionally whirlwinds all enemies around it, dealing 623 Magic Damage once every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds.
Shade deals increased damage, and occasionally casts an area of effect attack.
42
Shadow Image I
3780 Magicka
Summon a shade version of yourself to stay in place and attack an enemy from range for 20 seconds. The shade shoots at an enemy, dealing 463 Magic Damage every 2 seconds, and inflicts Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. While the shade is summoned, you can activate this ability again for no cost to teleport to the shade's location.
The summoned shade now is stationary and attacks from a range but costs more. Activating the ability again while the shade is active allows you to teleport to its position.
42
Shadow Image II
3780 Magicka
Summon a shade version of yourself to stay in place and attack an enemy from range for 20 seconds. The shade shoots at an enemy, dealing 468 Magic Damage every 2 seconds, and inflicts Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. While the shade is summoned, you can activate this ability again for no cost to teleport to the shade's location.
The summoned shade now is stationary and attacks from a range but costs more. Activating the ability again while the shade is active allows you to teleport to its position.
42
Shadow Image III
3780 Magicka
Summon a shade version of yourself to stay in place and attack an enemy from range for 20 seconds. The shade shoots at an enemy, dealing 473 Magic Damage every 2 seconds, and inflicts Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. While the shade is summoned, you can activate this ability again for no cost to teleport to the shade's location.
The summoned shade now is stationary and attacks from a range but costs more. Activating the ability again while the shade is active allows you to teleport to its position.
42
Shadow Image IV
3780 Magicka
Summon a shade version of yourself to stay in place and attack an enemy from range for 20 seconds. The shade shoots at an enemy, dealing 478 Magic Damage every 2 seconds, and inflicts Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. While the shade is summoned, you can activate this ability again for no cost to teleport to the shade's location.
The summoned shade now is stationary and attacks from a range but costs more. Activating the ability again while the shade is active allows you to teleport to its position.
PASSIVES
18
Refreshing Shadows II
Increases your Health, Stamina, and Magicka Recovery by 15%.
8
Refreshing Shadows I
Increases your Health, Stamina, and Magicka Recovery by 7%.
18
Refreshing Shadows II
Increases your Health, Stamina, and Magicka Recovery by 15%.
27
Shadow Barrier II
Casting a Shadow ability grants you Major Resolve for 6 seconds, increasing your Physical and Spell Resistance by 5948. This duration is increased by 25% for each piece of Heavy Armor equipped. Current Bonus: 0%. Current Duration: 6 seconds
14
Shadow Barrier I
Casting a Shadow ability grants you Major Resolve for 3 seconds, increasing your Physical and Spell Resistance by 5948. This duration is increased by 25% for each piece of Heavy Armor equipped. Current Bonus: 0%. Current Duration: 3 seconds.
27
Shadow Barrier II
Casting a Shadow ability grants you Major Resolve for 6 seconds, increasing your Physical and Spell Resistance by 5948. This duration is increased by 25% for each piece of Heavy Armor equipped. Current Bonus: 0%. Current Duration: 6 seconds
36
Dark Vigor II
Increases your Max Health by 3% for each Shadow ability slotted. Current bonus: 0%.
22
Dark Vigor I
Increases your Max Health by 2% for each Shadow ability slotted. Current bonus: 0%.
36
Dark Vigor II
Increases your Max Health by 3% for each Shadow ability slotted. Current bonus: 0%.
50
Dark Veil II
Increases the duration of your non-invisibility based Shadow abilities by 2 seconds.
39
Dark Veil I
Increases the duration of your non-invisibility based Shadow abilities by 1 second.
50
Dark Veil II
Increases the duration of your non-invisibility based Shadow abilities by 2 seconds.
Siphoning
ULTIMATES
12
Soul Shred IV
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3486 Magic Damage and stunning them for 4 seconds. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
12
Soul Shred I
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3375 Magic Damage and stunning them for 4 seconds. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
12
Soul Shred II
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3412 Magic Damage and stunning them for 4 seconds. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
12
Soul Shred III
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3449 Magic Damage and stunning them for 4 seconds. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
12
Soul Shred IV
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3486 Magic Damage and stunning them for 4 seconds. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
12
Soul Siphon I
150 Ultimate
Sanctify your soul and the souls of nearby allies with a night rune, healing for 3485 Health and an additional 9088 Health over 4 seconds. You and your allies will also receive Major Vitality, increasing your healing received and damage shield strength by 12% for 4 seconds. An ally can target a nearby enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
Heals you and your allies instead of damaging and stunning enemies.
12
Soul Siphon II
150 Ultimate
Sanctify your soul and the souls of nearby allies with a night rune, healing for 3523 Health and an additional 9184 Health over 4 seconds. You and your allies will also receive Major Vitality, increasing your healing received and damage shield strength by 12% for 4 seconds. An ally can target a nearby enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
Heals you and your allies instead of damaging and stunning enemies.
12
Soul Siphon III
150 Ultimate
Sanctify your soul and the souls of nearby allies with a night rune, healing for 3561 Health and an additional 9280 Health over 4 seconds. You and your allies will also receive Major Vitality, increasing your healing received and damage shield strength by 12% for 4 seconds. An ally can target a nearby enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
Heals you and your allies instead of damaging and stunning enemies.
12
Soul Siphon IV
150 Ultimate
Sanctify your soul and the souls of nearby allies with a night rune, healing for 3600 Health and an additional 9384 Health over 4 seconds. You and your allies will also receive Major Vitality, increasing your healing received and damage shield strength by 12% for 4 seconds. An ally can target a nearby enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
Heals you and your allies instead of damaging and stunning enemies.
12
Soul Tether I
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3485 Magic Damage, healing for half the damage, and stunning them for 4 seconds. Ravaged enemies are tethered to you for 8 seconds, and while they remain within 10 meters, you siphon 607 Health from them every second. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
You heal for half the initial damage caused, and enemies hit are tethered to you. You deal constant damage and heal while tethered.
12
Soul Tether II
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3523 Magic Damage, healing for half the damage, and stunning them for 4 seconds. Ravaged enemies are tethered to you for 8 seconds, and while they remain within 10 meters, you siphon 613 Health from them every second. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
You heal for half the initial damage caused, and enemies hit are tethered to you. You deal constant damage and heal while tethered.
12
Soul Tether III
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3561 Magic Damage, healing for half the damage, and stunning them for 4 seconds. Ravaged enemies are tethered to you for 8 seconds, and while they remain within 10 meters, you siphon 620 Health from them every second. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
You heal for half the initial damage caused, and enemies hit are tethered to you. You deal constant damage and heal while tethered.
12
Soul Tether IV
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3600 Magic Damage, healing for half the damage, and stunning them for 4 seconds. Ravaged enemies are tethered to you for 8 seconds, and while they remain within 10 meters, you siphon 627 Health from them every second. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
You heal for half the initial damage caused, and enemies hit are tethered to you. You deal constant damage and heal while tethered.
SKILLS
1
Strife IV
2700 Magicka
Steal an enemy's life force, dealing 1548 Magic Damage and healing you or a nearby ally for 50% of the damage inflicted every 2 seconds for 10 seconds.
1
Strife I
2700 Magicka
Steal an enemy's life force, dealing 1499 Magic Damage and healing you or a nearby ally for 50% of the damage inflicted every 2 seconds for 10 seconds.
1
Strife II
2700 Magicka
Steal an enemy's life force, dealing 1515 Magic Damage and healing you or a nearby ally for 50% of the damage inflicted every 2 seconds for 10 seconds.
1
Strife III
2700 Magicka
Steal an enemy's life force, dealing 1531 Magic Damage and healing you or a nearby ally for 50% of the damage inflicted every 2 seconds for 10 seconds.
1
Strife IV
2700 Magicka
Steal an enemy's life force, dealing 1548 Magic Damage and healing you or a nearby ally for 50% of the damage inflicted every 2 seconds for 10 seconds.
1
Funnel Health I
2700 Magicka
Steal an enemy's life force, dealing 1549 Magic Damage and healing you or 2 other nearby allies for 50% of the damage inflicted every 2 seconds for 10 seconds.
Heals an additional target.
1
Funnel Health II
2700 Magicka
Steal an enemy's life force, dealing 1566 Magic Damage and healing you or 2 other nearby allies for 50% of the damage inflicted every 2 seconds for 10 seconds.
Heals an additional target.
1
Funnel Health III
2700 Magicka
Steal an enemy's life force, dealing 1583 Magic Damage and healing you or 2 other nearby allies for 50% of the damage inflicted every 2 seconds for 10 seconds.
Heals an additional target.
1
Funnel Health IV
2700 Magicka
Steal an enemy's life force, dealing 1600 Magic Damage and healing you or 2 other nearby allies for 50% of the damage inflicted every 2 seconds for 10 seconds.
Heals an additional target.
1
Swallow Soul I
2700 Magicka
Steal an enemy's life force, dealing 2091 Magic Damage and healing you for 35% of the damage inflicted every 2 seconds for 10 seconds.
Increases the damage done but reduces the healing caused. Heal only targets yourself.
1
Swallow Soul II
2700 Magicka
Steal an enemy's life force, dealing 2114 Magic Damage and healing you for 35% of the damage inflicted every 2 seconds for 10 seconds.
Increases the damage done but reduces the healing caused. Heal only targets yourself.
1
Swallow Soul III
2700 Magicka
Steal an enemy's life force, dealing 2137 Magic Damage and healing you for 35% of the damage inflicted every 2 seconds for 10 seconds.
Increases the damage done but reduces the healing caused. Heal only targets yourself.
1
Swallow Soul IV
2700 Magicka
Steal an enemy's life force, dealing 2160 Magic Damage and healing you for 35% of the damage inflicted every 2 seconds for 10 seconds.
Increases the damage done but reduces the healing caused. Heal only targets yourself.
4
Malevolent Offering IV
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3486 Health, while draining 1080 Health from yourself over 3 seconds.
4
Malevolent Offering I
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3375 Health, while draining 1080 Health from yourself over 3 seconds.
4
Malevolent Offering II
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3412 Health, while draining 1080 Health from yourself over 3 seconds.
4
Malevolent Offering III
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3449 Health, while draining 1080 Health from yourself over 3 seconds.
4
Malevolent Offering IV
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3486 Health, while draining 1080 Health from yourself over 3 seconds.
4
Shrewd Offering I
3240 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3485 Health, while draining 810 Health from yourself over 2 seconds.
Reduces the Magicka cost and the duration of the Health cost.
4
Shrewd Offering II
3150 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3485 Health, while draining 810 Health from yourself over 2 seconds.
Reduces the Magicka cost and the duration of the Health cost.
4
Shrewd Offering III
3060 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3485 Health, while draining 810 Health from yourself over 2 seconds.
Reduces the Magicka cost and the duration of the Health cost.
4
Shrewd Offering IV
2970 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3485 Health, while draining 810 Health from yourself over 2 seconds.
Reduces the Magicka cost and the duration of the Health cost.
4
Healthy Offering I
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3485 Health, while draining 1080 Health from yourself over 3 seconds. After casting, gain Minor Mending for 10 seconds, increasing your healing done by 8%.
Grants you Minor Mending after casting, increasing your healing done.
4
Healthy Offering II
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3523 Health, while draining 1080 Health from yourself over 3 seconds. After casting, gain Minor Mending for 10 seconds, increasing your healing done by 8%.
Grants you Minor Mending after casting, increasing your healing done.
4
Healthy Offering III
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3561 Health, while draining 1080 Health from yourself over 3 seconds. After casting, gain Minor Mending for 10 seconds, increasing your healing done by 8%.
Grants you Minor Mending after casting, increasing your healing done.
4
Healthy Offering IV
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3600 Health, while draining 1080 Health from yourself over 3 seconds. After casting, gain Minor Mending for 10 seconds, increasing your healing done by 8%.
Grants you Minor Mending after casting, increasing your healing done.
20
Cripple IV
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4631 Magic Damage over 20 seconds and reducing their Movement Speed by 30% for 4 seconds.
20
Cripple I
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4488 Magic Damage over 20 seconds and reducing their Movement Speed by 30% for 4 seconds.
20
Cripple II
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4532 Magic Damage over 20 seconds and reducing their Movement Speed by 30% for 4 seconds.
20
Cripple III
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4576 Magic Damage over 20 seconds and reducing their Movement Speed by 30% for 4 seconds.
20
Cripple IV
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4631 Magic Damage over 20 seconds and reducing their Movement Speed by 30% for 4 seconds.
20
Debilitate I
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4642 Magic Damage over 20 seconds and reducing their Movement Speed by 50% for 4 seconds. This ability has a higher chance of applying the Overcharged status effect.
Increases the snare potency and quintuples the chance to apply the Overcharged status effect.
20
Debilitate II
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4686 Magic Damage over 20 seconds and reducing their Movement Speed by 50% for 4 seconds. This ability has a higher chance of applying the Overcharged status effect.
Increases the snare potency and quintuples the chance to apply the Overcharged status effect.
20
Debilitate III
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4741 Magic Damage over 20 seconds and reducing their Movement Speed by 50% for 4 seconds. This ability has a higher chance of applying the Overcharged status effect.
Increases the snare potency and quintuples the chance to apply the Overcharged status effect.
20
Debilitate IV
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4785 Magic Damage over 20 seconds and reducing their Movement Speed by 50% for 4 seconds. This ability has a higher chance of applying the Overcharged status effect.
Increases the snare potency and quintuples the chance to apply the Overcharged status effect.
20
Crippling Grasp I
2700 Magicka
Sap an enemy's agility and wrack them with pain, dealing 1161 Magic Damage and an additional 4220 Magic Damage over 20 seconds, immobilizing them for 2 seconds, and reducing their Movement Speed by 30% for 4 seconds.
Converts some of the damage over time into more up front damage, immobilizes the enemy on impact, and reduces the cost.
20
Crippling Grasp II
2700 Magicka
Sap an enemy's agility and wrack them with pain, dealing 1173 Magic Damage and an additional 4260 Magic Damage over 20 seconds, immobilizing them for 2 seconds, and reducing their Movement Speed by 30% for 4 seconds.
Converts some of the damage over time into more up front damage, immobilizes the enemy on impact, and reduces the cost.
20
Crippling Grasp III
2700 Magicka
Sap an enemy's agility and wrack them with pain, dealing 1186 Magic Damage and an additional 4310 Magic Damage over 20 seconds, immobilizing them for 2 seconds, and reducing their Movement Speed by 30% for 4 seconds.
Converts some of the damage over time into more up front damage, immobilizes the enemy on impact, and reduces the cost.
20
Crippling Grasp IV
2700 Magicka
Sap an enemy's agility and wrack them with pain, dealing 1199 Magic Damage and an additional 4350 Magic Damage over 20 seconds, immobilizing them for 2 seconds, and reducing their Movement Speed by 30% for 4 seconds.
Converts some of the damage over time into more up front damage, immobilizes the enemy on impact, and reduces the cost.
30
Siphoning Strikes IV
4000 Health
Channel a portion of your soul to convert Health to 2000 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1250 Health, up to once every 1 second.
30
Siphoning Strikes I
4000 Health
Channel a portion of your soul to convert Health to 1700 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 950 Health, up to once every 1 second.
30
Siphoning Strikes II
4000 Health
Channel a portion of your soul to convert Health to 1800 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1050 Health, up to once every 1 second.
30
Siphoning Strikes III
4000 Health
Channel a portion of your soul to convert Health to 1900 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1150 Health, up to once every 1 second.
30
Siphoning Strikes IV
4000 Health
Channel a portion of your soul to convert Health to 2000 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1250 Health, up to once every 1 second.
30
Leeching Strikes I
4000 Health
Channel a portion of your soul to convert Health to 2000 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1500 Health and reduces the cost of your next Leeching Strikes by 10%, stacking up to 10 times. This effect can occur once every 1 second.
Increases the healing done and grants ramping cost reduction for the next cast when the heal activates.
30
Leeching Strikes II
4000 Health
Channel a portion of your soul to convert Health to 2000 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1600 Health and reduces the cost of your next Leeching Strikes by 10%, stacking up to 10 times. This effect can occur once every 1 second.
Increases the healing done and grants ramping cost reduction for the next cast when the heal activates.
30
Leeching Strikes III
4000 Health
Channel a portion of your soul to convert Health to 2000 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1700 Health and reduces the cost of your next Leeching Strikes by 10%, stacking up to 10 times. This effect can occur once every 1 second.
Increases the healing done and grants ramping cost reduction for the next cast when the heal activates.
30
Leeching Strikes IV
4000 Health
Channel a portion of your soul to convert Health to 2000 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1800 Health and reduces the cost of your next Leeching Strikes by 10%, stacking up to 10 times. This effect can occur once every 1 second.
Increases the healing done and grants ramping cost reduction for the next cast when the heal activates.
30
Siphoning Attacks I
4000 Health
Channel a portion of your soul to convert Health to 2600 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1250 Health and restores 170 Magicka and Stamina, up to once every 1 second.
Increases the Magicka and Stamina restored, and the heal now also restores Magicka and Stamina.
30
Siphoning Attacks II
4000 Health
Channel a portion of your soul to convert Health to 2600 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1250 Health and restores 180 Magicka and Stamina, up to once every 1 second.
Increases the Magicka and Stamina restored, and the heal now also restores Magicka and Stamina.
30
Siphoning Attacks III
4000 Health
Channel a portion of your soul to convert Health to 2600 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1250 Health and restores 190 Magicka and Stamina, up to once every 1 second.
Increases the Magicka and Stamina restored, and the heal now also restores Magicka and Stamina.
30
Siphoning Attacks IV
4000 Health
Channel a portion of your soul to convert Health to 2600 Magicka and Stamina. While slotted on either bar, your soul yearns for the warmth of life. All damage you deal heals you for 1250 Health and restores 200 Magicka and Stamina, up to once every 1 second.
Increases the Magicka and Stamina restored, and the heal now also restores Magicka and Stamina.
42
Drain Power IV
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
42
Drain Power I
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1687 Magic Damage to all nearby enemies. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
42
Drain Power II
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1705 Magic Damage to all nearby enemies. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
42
Drain Power III
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1724 Magic Damage to all nearby enemies. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
42
Drain Power IV
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
42
Power Extraction I
2983 Stamina
Siphon the vigor from your enemies' blood, dealing 1742 Disease Damage to all nearby enemies. If an enemy is hit you gain Major Brutality and Sorcery, and Minor Courage increasing your Weapon and Spell Damage by 20% and 215 for 30 seconds. Enemies hit have Minor Cowardice applied to them for 7 seconds, reducing their Weapon and Spell Damage by 215.
Converts to a Stamina ability that deals Disease Damage. Applies Minor Cowardice to enemies hit and grants Minor Courage to you.
42
Power Extraction II
2983 Stamina
Siphon the vigor from your enemies' blood, dealing 1742 Disease Damage to all nearby enemies. If an enemy is hit you gain Major Brutality and Sorcery, and Minor Courage increasing your Weapon and Spell Damage by 20% and 215 for 30 seconds. Enemies hit have Minor Cowardice applied to them for 8 seconds, reducing their Weapon and Spell Damage by 215.
Converts to a Stamina ability that deals Disease Damage. Applies Minor Cowardice to enemies hit and grants Minor Courage to you.
42
Power Extraction III
2983 Stamina
Siphon the vigor from your enemies' blood, dealing 1742 Disease Damage to all nearby enemies. If an enemy is hit you gain Major Brutality and Sorcery, and Minor Courage increasing your Weapon and Spell Damage by 20% and 215 for 30 seconds. Enemies hit have Minor Cowardice applied to them for 9 seconds, reducing their Weapon and Spell Damage by 215.
Converts to a Stamina ability that deals Disease Damage. Applies Minor Cowardice to enemies hit and grants Minor Courage to you.
42
Power Extraction IV
2983 Stamina
Siphon the vigor from your enemies' blood, dealing 1742 Disease Damage to all nearby enemies. If an enemy is hit you gain Major Brutality and Sorcery, and Minor Courage increasing your Weapon and Spell Damage by 20% and 215 for 30 seconds. Enemies hit have Minor Cowardice applied to them for 10 seconds, reducing their Weapon and Spell Damage by 215.
Converts to a Stamina ability that deals Disease Damage. Applies Minor Cowardice to enemies hit and grants Minor Courage to you.
42
Sap Essence I
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies and healing you and your allies for 580 plus 20% more for each enemy hit. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
Also heals you and your allies. Heal is stronger for each enemy hit.
42
Sap Essence II
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies and healing you and your allies for 586 plus 20% more for each enemy hit. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
Also heals you and your allies. Heal is stronger for each enemy hit.
42
Sap Essence III
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies and healing you and your allies for 592 plus 20% more for each enemy hit. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
Also heals you and your allies. Heal is stronger for each enemy hit.
42
Sap Essence IV
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies and healing you and your allies for 599 plus 20% more for each enemy hit. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
Also heals you and your allies. Heal is stronger for each enemy hit.
PASSIVES
18
Catalyst II
After drinking a potion you gain 20 Ultimate.
8
Catalyst I
After drinking a potion you gain 10 Ultimate.
18
Catalyst II
After drinking a potion you gain 20 Ultimate.
27
Magicka Flood II
Increases your Max Magicka by 8% while a Siphoning ability is slotted.
14
Magicka Flood I
Increases your Max Magicka by 4% while a Siphoning ability is slotted.
27
Magicka Flood II
Increases your Max Magicka by 8% while a Siphoning ability is slotted.
36
Soul Siphoner II
Increases your healing done by 3% for each Siphoning ability slotted. Current bonus: 0%.
22
Soul Siphoner I
Increases your healing done by 2% for each Siphoning ability slotted. Current bonus: 0%.
36
Soul Siphoner II
Increases your healing done by 3% for each Siphoning ability slotted. Current bonus: 0%.
50
Transfer II
Casting a Siphoning ability while in combat generates 2 Ultimate. This effect can occur once every 4 seconds.
39
Transfer I
Casting a Siphoning ability while in combat generates 1 Ultimate. This effect can occur once every 4 seconds.
50
Transfer II
Casting a Siphoning ability while in combat generates 2 Ultimate. This effect can occur once every 4 seconds.
Daedric Summoning
ULTIMATES
12
Summon Storm Atronach IV
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
12
Summon Storm Atronach I
275 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
12
Summon Storm Atronach II
250 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
12
Summon Storm Atronach III
225 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
12
Summon Storm Atronach IV
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
12
Greater Storm Atronach I
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1461 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
Increases the health and damage of the atronach.
12
Greater Storm Atronach II
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1477 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
Increases the health and damage of the atronach.
12
Greater Storm Atronach III
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1493 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
Increases the health and damage of the atronach.
12
Greater Storm Atronach IV
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1509 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
Increases the health and damage of the atronach.
12
Summon Charged Atronach I
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach calls upon a lightning storm every 2 seconds, dealing 2249 Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
The atronach now uses a powerful area of effect attack, which always applies Concussion.
12
Summon Charged Atronach II
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2273 Shock Damage and stuns enemies for 3 seconds. The atronach calls upon a lightning storm every 2 seconds, dealing 2273 Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
The atronach now uses a powerful area of effect attack, which always applies Concussion.
12
Summon Charged Atronach III
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2298 Shock Damage and stuns enemies for 3 seconds. The atronach calls upon a lightning storm every 2 seconds, dealing 2298 Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
The atronach now uses a powerful area of effect attack, which always applies Concussion.
12
Summon Charged Atronach IV
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2323 Shock Damage and stuns enemies for 3 seconds. The atronach calls upon a lightning storm every 2 seconds, dealing 2323 Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
The atronach now uses a powerful area of effect attack, which always applies Concussion.
SKILLS
1
Summon Unstable Familiar IV
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 347 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 421 Shock Damage every 2 seconds for 20 seconds to enemies near them. The familiar remains until killed or unsummoned.
1
Summon Unstable Familiar I
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 336 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 408 Shock Damage every 2 seconds for 20 seconds to enemies near them. The familiar remains until killed or unsummoned.
1
Summon Unstable Familiar II
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 339 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 412 Shock Damage every 2 seconds for 20 seconds to enemies near them. The familiar remains until killed or unsummoned.
1
Summon Unstable Familiar III
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 343 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 416 Shock Damage every 2 seconds for 20 seconds to enemies near them. The familiar remains until killed or unsummoned.
1
Summon Unstable Familiar IV
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 347 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 421 Shock Damage every 2 seconds for 20 seconds to enemies near them. The familiar remains until killed or unsummoned.
1
Summon Unstable Clannfear I
3510 Magicka
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 347 Physical Damage, while its tail spike hits nearby enemies for 347 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4320 Magicka, healing you for 4958 and the clannfear for 2479. The clannfear remains until killed or unsummoned.
Summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.
1
Summon Unstable Clannfear II
3510 Magicka
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 350 Physical Damage, while its tail spike hits nearby enemies for 350 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4320 Magicka, healing you for 5012 and the clannfear for 2506. The clannfear remains until killed or unsummoned.
Summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.
1
Summon Unstable Clannfear III
3510 Magicka
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 354 Physical Damage, while its tail spike hits nearby enemies for 354 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4320 Magicka, healing you for 5067 and the clannfear for 2533. The clannfear remains until killed or unsummoned.
Summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.
1
Summon Unstable Clannfear IV
3510 Magicka
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4320 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
Summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.
1
Summon Volatile Familiar I
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 347 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 422 Shock Damage every 2 seconds for 20 seconds to enemies near them. The second hit stuns enemies hit for 3 seconds. The familiar remains until killed or unsummoned.
You summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
1
Summon Volatile Familiar II
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 350 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 426 Shock Damage every 2 seconds for 20 seconds to enemies near them. The second hit stuns enemies hit for 3 seconds. The familiar remains until killed or unsummoned.
You summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
1
Summon Volatile Familiar III
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 354 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 431 Shock Damage every 2 seconds for 20 seconds to enemies near them. The second hit stuns enemies hit for 3 seconds. The familiar remains until killed or unsummoned.
You summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
1
Summon Volatile Familiar IV
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 358 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 435 Shock Damage every 2 seconds for 20 seconds to enemies near them. The second hit stuns enemies hit for 3 seconds. The familiar remains until killed or unsummoned.
You summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
4
Daedric Curse IV
2970 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.
4
Daedric Curse I
2970 Magicka
Curse an enemy with a destructive rune, dealing 2812 Magic Damage to the target and 1293 Magic Damage to all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.
4
Daedric Curse II
2970 Magicka
Curse an enemy with a destructive rune, dealing 2842 Magic Damage to the target and 1307 Magic Damage to all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.
4
Daedric Curse III
2970 Magicka
Curse an enemy with a destructive rune, dealing 2873 Magic Damage to the target and 1321 Magic Damage to all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.
4
Daedric Curse IV
2970 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.
4
Daedric Prey I
2430 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. While the curse is active, your pets deal an additional 45% damage to the target. You can have only one Daedric Prey active at a time.
Reduces the cost and your pets deal additional damage to the cursed target.
4
Daedric Prey II
2340 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. While the curse is active, your pets deal an additional 45% damage to the target. You can have only one Daedric Prey active at a time.
Reduces the cost and your pets deal additional damage to the cursed target.
4
Daedric Prey III
2250 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. While the curse is active, your pets deal an additional 45% damage to the target. You can have only one Daedric Prey active at a time.
Reduces the cost and your pets deal additional damage to the cursed target.
4
Daedric Prey IV
2160 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. While the curse is active, your pets deal an additional 45% damage to the target. You can have only one Daedric Prey active at a time.
Reduces the cost and your pets deal additional damage to the cursed target.
4
Haunting Curse I
2970 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after an additional 8.5 seconds. You can have only one Haunting Curse active at a time.
The curse will continue to haunt the enemy and explode a second time.
4
Haunting Curse II
2970 Magicka
Curse an enemy with a destructive rune, dealing 2935 Magic Damage to the target and 1349 Magic Damage to all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing 2935 Magic Damage to the target and 1349 Magic Damage to all other nearby enemies after an additional 8.5 seconds. You can have only one Haunting Curse active at a time.
The curse will continue to haunt the enemy and explode a second time.
4
Haunting Curse III
2970 Magicka
Curse an enemy with a destructive rune, dealing 2967 Magic Damage to the target and 1364 Magic Damage to all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing 2967 Magic Damage to the target and 1364 Magic Damage to all other nearby enemies after an additional 8.5 seconds. You can have only one Haunting Curse active at a time.
The curse will continue to haunt the enemy and explode a second time.
4
Haunting Curse IV
2970 Magicka
Curse an enemy with a destructive rune, dealing 2999 Magic Damage to the target and 1379 Magic Damage to all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing 2999 Magic Damage to the target and 1379 Magic Damage to all other nearby enemies after an additional 8.5 seconds. You can have only one Haunting Curse active at a time.
The curse will continue to haunt the enemy and explode a second time.
20
Summon Winged Twilight IV
3510 Magicka
Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the winged twilight's special ability for 4590 Magicka, causing it to heal a friendly target for 3486 and itself for 1742. The winged twilight remains until killed or unsummoned.
20
Summon Winged Twilight I
3510 Magicka
Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals 336 Shock Damage and its kick deals 336 Shock Damage. Once summoned, you can activate the winged twilight's special ability for 4590 Magicka, causing it to heal a friendly target for 3375 and itself for 1687. The winged twilight remains until killed or unsummoned.
20
Summon Winged Twilight II
3510 Magicka
Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals 339 Shock Damage and its kick deals 339 Shock Damage. Once summoned, you can activate the winged twilight's special ability for 4590 Magicka, causing it to heal a friendly target for 3412 and itself for 1705. The winged twilight remains until killed or unsummoned.
20
Summon Winged Twilight III
3510 Magicka
Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals 343 Shock Damage and its kick deals 343 Shock Damage. Once summoned, you can activate the winged twilight's special ability for 4590 Magicka, causing it to heal a friendly target for 3449 and itself for 1724. The winged twilight remains until killed or unsummoned.
20
Summon Winged Twilight IV
3510 Magicka
Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the winged twilight's special ability for 4590 Magicka, causing it to heal a friendly target for 3486 and itself for 1742. The winged twilight remains until killed or unsummoned.
20
Summon Twilight Tormentor I
3510 Magicka
Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals 463 Shock Damage and its kick deals 463 Shock Damage. Once summoned, you can activate the twilight tormentor's special ability for 2700 Magicka, causing it to deal 60% more damage to enemies above 50% Health for 20 seconds. The twilight tormentor remains until killed or unsummoned.
You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
20
Summon Twilight Tormentor II
3510 Magicka
Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals 468 Shock Damage and its kick deals 468 Shock Damage. Once summoned, you can activate the twilight tormentor's special ability for 2700 Magicka, causing it to deal 60% more damage to enemies above 50% Health for 20 seconds. The twilight tormentor remains until killed or unsummoned.
You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
20
Summon Twilight Tormentor III
3510 Magicka
Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals 473 Shock Damage and its kick deals 473 Shock Damage. Once summoned, you can activate the twilight tormentor's special ability for 2700 Magicka, causing it to deal 60% more damage to enemies above 50% Health for 20 seconds. The twilight tormentor remains until killed or unsummoned.
You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
20
Summon Twilight Tormentor IV
3510 Magicka
Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals 478 Shock Damage and its kick deals 478 Shock Damage. Once summoned, you can activate the twilight tormentor's special ability for 2700 Magicka, causing it to deal 60% more damage to enemies above 50% Health for 20 seconds. The twilight tormentor remains until killed or unsummoned.
You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
20
Summon Twilight Matriarch I
3510 Magicka
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the twilight matriarch's special ability for 4590 Magicka, causing it to heal 2 friendly targets for 3485 and itself for 1742. The twilight matriarch remains until killed or unsummoned.
You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
20
Summon Twilight Matriarch II
3510 Magicka
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the twilight matriarch's special ability for 4590 Magicka, causing it to heal 2 friendly targets for 3523 and itself for 1761. The twilight matriarch remains until killed or unsummoned.
You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
20
Summon Twilight Matriarch III
3510 Magicka
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the twilight matriarch's special ability for 4590 Magicka, causing it to heal 2 friendly targets for 3561 and itself for 1780. The twilight matriarch remains until killed or unsummoned.
You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
20
Summon Twilight Matriarch IV
3510 Magicka
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the twilight matriarch's special ability for 4590 Magicka, causing it to heal 2 friendly targets for 3600 and itself for 1799. The twilight matriarch remains until killed or unsummoned.
You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
30
Conjured Ward IV
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
30
Conjured Ward I
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5280 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
30
Conjured Ward II
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5338 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
30
Conjured Ward III
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5396 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
30
Conjured Ward IV
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
30
Hardened Ward I
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 7090 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 72% of your Max Health.
Damage shield absorbs more and has a higher capped value.
30
Hardened Ward II
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 7167 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 72% of your Max Health.
Damage shield absorbs more and has a higher capped value.
30
Hardened Ward III
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 7245 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 72% of your Max Health.
Damage shield absorbs more and has a higher capped value.
30
Hardened Ward IV
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 7323 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 72% of your Max Health.
Damage shield absorbs more and has a higher capped value.
30
Regenerative Ward I
4050 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 10 seconds, heals you for 1600 Health, and grants Minor Intellect and Minor Endurance to you and nearby allies for 10 seconds. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
Reduces the cost, increases the duration of the shield, and also grants you and your allies Minor Intellect and Endurance. The self heal now always applies, but heals for less.
30
Regenerative Ward II
3960 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 10 seconds, heals you for 1600 Health, and grants Minor Intellect and Minor Endurance to you and nearby allies for 10 seconds. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
Reduces the cost, increases the duration of the shield, and also grants you and your allies Minor Intellect and Endurance. The self heal now always applies, but heals for less.
30
Regenerative Ward III
3870 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 10 seconds, heals you for 1600 Health, and grants Minor Intellect and Minor Endurance to you and nearby allies for 10 seconds. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
Reduces the cost, increases the duration of the shield, and also grants you and your allies Minor Intellect and Endurance. The self heal now always applies, but heals for less.
30
Regenerative Ward IV
3780 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 10 seconds, heals you for 1600 Health, and grants Minor Intellect and Minor Endurance to you and nearby allies for 10 seconds. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
Reduces the cost, increases the duration of the shield, and also grants you and your allies Minor Intellect and Endurance. The self heal now always applies, but heals for less.
42
Bound Armor IV
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 36% for 3 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%.
42
Bound Armor I
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 33% for 3 seconds. While slotted on either ability bar, your Max Magicka is increased by 5% and you gain Minor Protection, reducing your damage taken by 5%.
42
Bound Armor II
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 34% for 3 seconds. While slotted on either ability bar, your Max Magicka is increased by 6% and you gain Minor Protection, reducing your damage taken by 5%.
42
Bound Armor III
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 35% for 3 seconds. While slotted on either ability bar, your Max Magicka is increased by 7% and you gain Minor Protection, reducing your damage taken by 5%.
42
Bound Armor IV
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 36% for 3 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%.
42
Bound Armaments I
1377 Stamina
While slotted on either ability bar, your Light and Heavy Attacks summon a Bound weapon for 10 seconds, up to 4 times. Fully-charged Heavy Attacks grant two stacks. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 836 Physical Damage every 0.3 seconds. While slotted, your Max Stamina is increased by 8%.
Converts into a Stamina ability. Light and Heavy attacks summon Bound weapons that can be used to attack your current target. No longer grants block mitigation.
42
Bound Armaments II
1377 Stamina
While slotted on either ability bar, your Light and Heavy Attacks summon a Bound weapon for 10 seconds, up to 4 times. Fully-charged Heavy Attacks grant two stacks. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 845 Physical Damage every 0.3 seconds. While slotted, your Max Stamina is increased by 8%.
Converts into a Stamina ability. Light and Heavy attacks summon Bound weapons that can be used to attack your current target. No longer grants block mitigation.
42
Bound Armaments III
1377 Stamina
While slotted on either ability bar, your Light and Heavy Attacks summon a Bound weapon for 10 seconds, up to 4 times. Fully-charged Heavy Attacks grant two stacks. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 854 Physical Damage every 0.3 seconds. While slotted, your Max Stamina is increased by 8%.
Converts into a Stamina ability. Light and Heavy attacks summon Bound weapons that can be used to attack your current target. No longer grants block mitigation.
42
Bound Armaments IV
1377 Stamina
While slotted on either ability bar, your Light and Heavy Attacks summon a Bound weapon for 10 seconds, up to 4 times. Fully-charged Heavy Attacks grant two stacks. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 863 Physical Damage every 0.3 seconds. While slotted, your Max Stamina is increased by 8%.
Converts into a Stamina ability. Light and Heavy attacks summon Bound weapons that can be used to attack your current target. No longer grants block mitigation.
42
Bound Aegis I
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 37% for 5 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by 2974 and reducing your damage taken by 5%.
Passively grants Minor Resolve while slotted. Increases the potency and duration of the block mitigation.
42
Bound Aegis II
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 38% for 5 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by 2974 and reducing your damage taken by 5%.
Passively grants Minor Resolve while slotted. Increases the potency and duration of the block mitigation.
42
Bound Aegis III
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 39% for 5 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by 2974 and reducing your damage taken by 5%.
Passively grants Minor Resolve while slotted. Increases the potency and duration of the block mitigation.
42
Bound Aegis IV
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 40% for 5 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by 2974 and reducing your damage taken by 5%.
Passively grants Minor Resolve while slotted. Increases the potency and duration of the block mitigation.
PASSIVES
18
Rebate II
You restore 300 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
8
Rebate I
You restore 150 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
18
Rebate II
You restore 300 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
27
Power Stone II
Reduces the cost of your Ultimate abilities by 15%.
14
Power Stone I
Reduces the cost of your Ultimate abilities by 8%.
27
Power Stone II
Reduces the cost of your Ultimate abilities by 15%.
36
Daedric Protection II
Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability slotted.
22
Daedric Protection I
Increases your Health and Stamina Recovery by 10% while you have a Daedric Summoning ability slotted.
36
Daedric Protection II
Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability slotted.
50
Expert Summoner II
Increases your Max Health by 10% if you have a pet active. Increases your Max Magicka and Stamina by 10% if you have no pets active.
39
Expert Summoner I
Increases your Max Health by 5% if you have a pet active. Increases your Max Magicka and Stamina by 5% if you have no pets active.
50
Expert Summoner II
Increases your Max Health by 10% if you have a pet active. Increases your Max Magicka and Stamina by 10% if you have no pets active.
Dark Magic
ULTIMATES
12
Negate Magic IV
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
12
Negate Magic I
225 Ultimate
Create a globe of magic suppression for 9 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
12
Negate Magic II
225 Ultimate
Create a globe of magic suppression for 10 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
12
Negate Magic III
225 Ultimate
Create a globe of magic suppression for 11 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
12
Negate Magic IV
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
12
Suppression Field I
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also damages enemies for 1005 Magic Damage every 1 second.
The globe also damages enemies standing inside it.
12
Suppression Field II
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also damages enemies for 1016 Magic Damage every 1 second.
The globe also damages enemies standing inside it.
12
Suppression Field III
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also damages enemies for 1027 Magic Damage every 1 second.
The globe also damages enemies standing inside it.
12
Suppression Field IV
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also damages enemies for 1038 Magic Damage every 1 second.
The globe also damages enemies standing inside it.
12
Absorption Field I
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also heals you and your allies for 1005 Health every 1 second.
The globe also heals you and your allies standing inside it.
12
Absorption Field II
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also heals you and your allies for 1016 Health every 1 second.
The globe also heals you and your allies standing inside it.
12
Absorption Field III
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also heals you and your allies for 1027 Health every 1 second.
The globe also heals you and your allies standing inside it.
12
Absorption Field IV
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also heals you and your allies for 1038 Health every 1 second.
The globe also heals you and your allies standing inside it.
SKILLS
1
Crystal Shard IV
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2404 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
1
Crystal Shard I
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2328 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
1
Crystal Shard II
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2353 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
1
Crystal Shard III
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2379 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
1
Crystal Shard IV
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2404 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
1
Crystal Weapon I
2295 Stamina
Encase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 700 for 5 seconds. The first hit deals 2091 Physical Damage and the second deals 836 Physical Damage. After casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor.
1
Crystal Weapon II
2295 Stamina
Encase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 800 for 5 seconds. The first hit deals 2091 Physical Damage and the second deals 836 Physical Damage. After casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor.
1
Crystal Weapon III
2295 Stamina
Encase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 900 for 5 seconds. The first hit deals 2091 Physical Damage and the second deals 836 Physical Damage. After casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor.
1
Crystal Weapon IV
2295 Stamina
Encase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 1000 for 5 seconds. The first hit deals 2091 Physical Damage and the second deals 836 Physical Damage. After casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor.
1
Crystal Fragments I
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2404 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less. While slotted casting a non-Ultimate ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much.
Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
1
Crystal Fragments II
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2430 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less. While slotted casting a non-Ultimate ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much.
Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
1
Crystal Fragments III
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2456 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less. While slotted casting a non-Ultimate ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much.
Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
1
Crystal Fragments IV
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2483 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less. While slotted casting a non-Ultimate ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much.
Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
4
Encase IV
3780 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
4
Encase I
4050 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
4
Encase II
3960 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
4
Encase III
3870 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
4
Encase IV
3780 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
4
Shattering Spines I
3780 Magicka
Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 4 seconds. After the effect ends the shards shatter, dealing 1916 Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
4
Shattering Spines II
3780 Magicka
Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 4 seconds. After the effect ends the shards shatter, dealing 1937 Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
4
Shattering Spines III
3780 Magicka
Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 4 seconds. After the effect ends the shards shatter, dealing 1958 Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
4
Shattering Spines IV
3780 Magicka
Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 4 seconds. After the effect ends the shards shatter, dealing 1979 Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
4
Vibrant Shroud I
4860 Magicka
Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes in front of you. You and allies in the area are healed for 2614 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 10 seconds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
4
Vibrant Shroud II
4860 Magicka
Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes in front of you. You and allies in the area are healed for 2642 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 10 seconds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
4
Vibrant Shroud III
4860 Magicka
Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes in front of you. You and allies in the area are healed for 2671 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 10 seconds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
4
Vibrant Shroud IV
4860 Magicka
Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes in front of you. You and allies in the area are healed for 2700 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 10 seconds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
20
Rune Prison IV
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
20
Rune Prison I
3780 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
20
Rune Prison II
3690 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
20
Rune Prison III
3600 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
20
Rune Prison IV
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
20
Rune Cage I
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals 1742 Magic Damage if the stun lasts the full duration. This stun cannot be blocked.
Deals damage when effect completes.
20
Rune Cage II
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals 1761 Magic Damage if the stun lasts the full duration. This stun cannot be blocked.
Deals damage when effect completes.
20
Rune Cage III
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals 1780 Magic Damage if the stun lasts the full duration. This stun cannot be blocked.
Deals damage when effect completes.
20
Rune Cage IV
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals 1799 Magic Damage if the stun lasts the full duration. This stun cannot be blocked.
Deals damage when effect completes.
20
Defensive Rune I
3510 Magicka
Place a rune of protection on yourself for 1 minute. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds. This stun cannot be blocked.
Cast spell on self, stunning the next enemy who attacks you.
20
Defensive Rune II
3510 Magicka
Place a rune of protection on yourself for 1.3 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds. This stun cannot be blocked.
Cast spell on self, stunning the next enemy who attacks you.
20
Defensive Rune III
3510 Magicka
Place a rune of protection on yourself for 1.7 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds. This stun cannot be blocked.
Cast spell on self, stunning the next enemy who attacks you.
20
Defensive Rune IV
3510 Magicka
Place a rune of protection on yourself for 2 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds. This stun cannot be blocked.
Cast spell on self, stunning the next enemy who attacks you.
30
Dark Exchange IV
3240 Stamina
Bargain with darkness to restore 8000 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
30
Dark Exchange I
3240 Stamina
Bargain with darkness to restore 7700 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
30
Dark Exchange II
3240 Stamina
Bargain with darkness to restore 7800 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
30
Dark Exchange III
3240 Stamina
Bargain with darkness to restore 7900 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
30
Dark Exchange IV
3240 Stamina
Bargain with darkness to restore 8000 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
30
Dark Deal I
2970 Magicka
Bargain with darkness to restore 8000 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 10 seconds. The exchange also grants you Minor Berserk and Minor Force for 10 seconds, increasing your damage done by 5% and Critical Damage by 10%.
Converts Magicka into Health and Stamina instead. Reduces the cost, the times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
30
Dark Deal II
2880 Magicka
Bargain with darkness to restore 8000 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 10 seconds. The exchange also grants you Minor Berserk and Minor Force for 10 seconds, increasing your damage done by 5% and Critical Damage by 10%.
Converts Magicka into Health and Stamina instead. Reduces the cost, the times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
30
Dark Deal III
2790 Magicka
Bargain with darkness to restore 8000 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 10 seconds. The exchange also grants you Minor Berserk and Minor Force for 10 seconds, increasing your damage done by 5% and Critical Damage by 10%.
Converts Magicka into Health and Stamina instead. Reduces the cost, the times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
30
Dark Deal IV
2700 Magicka
Bargain with darkness to restore 8000 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 10 seconds. The exchange also grants you Minor Berserk and Minor Force for 10 seconds, increasing your damage done by 5% and Critical Damage by 10%.
Converts Magicka into Health and Stamina instead. Reduces the cost, the times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
30
Dark Conversion I
3240 Stamina
Bargain with darkness to restore 9700 Health and 4200 Magicka instantly, and an additional 2850 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
Increases the amount of Health and Magicka restored.
30
Dark Conversion II
3240 Stamina
Bargain with darkness to restore 9800 Health and 4300 Magicka instantly, and an additional 2900 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
Increases the amount of Health and Magicka restored.
30
Dark Conversion III
3240 Stamina
Bargain with darkness to restore 9900 Health and 4400 Magicka instantly, and an additional 2950 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
Increases the amount of Health and Magicka restored.
30
Dark Conversion IV
3240 Stamina
Bargain with darkness to restore 10000 Health and 4500 Magicka instantly, and an additional 3000 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
Increases the amount of Health and Magicka restored.
42
Daedric Mines IV
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2613 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
42
Daedric Mines I
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2530 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
42
Daedric Mines II
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2557 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
42
Daedric Mines III
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2585 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
42
Daedric Mines IV
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2613 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
42
Daedric Tomb I
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds. When a mine is triggered it explodes, dealing 2614 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
You place the mines at a target location instead of around you. The mines arm instantly.
42
Daedric Tomb II
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds. When a mine is triggered it explodes, dealing 2642 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
You place the mines at a target location instead of around you. The mines arm instantly.
42
Daedric Tomb III
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds. When a mine is triggered it explodes, dealing 2671 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
You place the mines at a target location instead of around you. The mines arm instantly.
42
Daedric Tomb IV
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds. When a mine is triggered it explodes, dealing 2700 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
You place the mines at a target location instead of around you. The mines arm instantly.
42
Daedric Refuge I
5400 Magicka
Carefully form 5 protective Daedric wards around you, which take 3 seconds to arm and last for 15 seconds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs 3477 damage for 6 seconds. Targets can only be shielded by Daedric Refuge once every 2 seconds and the shield is capped at 43% of the target's Max Health.
Converts the mines into protective wards that shield you or allies when they activate.
42
Daedric Refuge II
5400 Magicka
Carefully form 5 protective Daedric wards around you, which take 3 seconds to arm and last for 15 seconds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs 3515 damage for 6 seconds. Targets can only be shielded by Daedric Refuge once every 2 seconds and the shield is capped at 43% of the target's Max Health.
Converts the mines into protective wards that shield you or allies when they activate.
42
Daedric Refuge III
5400 Magicka
Carefully form 5 protective Daedric wards around you, which take 3 seconds to arm and last for 15 seconds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs 3553 damage for 6 seconds. Targets can only be shielded by Daedric Refuge once every 2 seconds and the shield is capped at 43% of the target's Max Health.
Converts the mines into protective wards that shield you or allies when they activate.
42
Daedric Refuge IV
5400 Magicka
Carefully form 5 protective Daedric wards around you, which take 3 seconds to arm and last for 15 seconds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs 3591 damage for 6 seconds. Targets can only be shielded by Daedric Refuge once every 2 seconds and the shield is capped at 43% of the target's Max Health.
Converts the mines into protective wards that shield you or allies when they activate.
PASSIVES
18
Unholy Knowledge II
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.
8
Unholy Knowledge I
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 3%.
18
Unholy Knowledge II
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.
27
Blood Magic II
When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect can occur once every half second and scales off your Max Health.
14
Blood Magic I
When you hit an enemy with a directly applied Dark Magic ability, you heal for 800. This effect can occur once every half second and scales off your Max Health.
27
Blood Magic II
When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect can occur once every half second and scales off your Max Health.
36
Persistence II
After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.
22
Persistence I
After blocking an attack, your next Health, Magicka, or Stamina ability costs 7% less.
36
Persistence II
After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.
50
Exploitation II
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.
39
Exploitation I
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 10 seconds.
50
Exploitation II
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.
Storm Calling
ULTIMATES
12
Overload IV
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2323 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2090 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
12
Overload I
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2249 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2024 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
12
Overload II
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2273 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2046 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
12
Overload III
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2298 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2068 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
12
Overload IV
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2323 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2090 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
12
Power Overload I
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2556 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for 2300 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
Increase range of Light Attacks and radius of Heavy Attacks. Increases damage.
12
Power Overload II
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2584 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for 2325 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
Increase range of Light Attacks and radius of Heavy Attacks. Increases damage.
12
Power Overload III
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2612 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for 2350 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
Increase range of Light Attacks and radius of Heavy Attacks. Increases damage.
12
Power Overload IV
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2640 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for 2375 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
Increase range of Light Attacks and radius of Heavy Attacks. Increases damage.
12
Energy Overload I
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2323 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2091 Shock Damage. The attacks restore 1110 Magicka and Stamina, and deplete Ultimate until you run out, or the ability is toggled off.
While active your Light and Heavy Attacks restore Magicka and Stamina.
12
Energy Overload II
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2348 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2114 Shock Damage. The attacks restore 1140 Magicka and Stamina, and deplete Ultimate until you run out, or the ability is toggled off.
While active your Light and Heavy Attacks restore Magicka and Stamina.
12
Energy Overload III
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2374 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2137 Shock Damage. The attacks restore 1170 Magicka and Stamina, and deplete Ultimate until you run out, or the ability is toggled off.
While active your Light and Heavy Attacks restore Magicka and Stamina.
12
Energy Overload IV
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2399 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2160 Shock Damage. The attacks restore 1200 Magicka and Stamina, and deplete Ultimate until you run out, or the ability is toggled off.
While active your Light and Heavy Attacks restore Magicka and Stamina.
SKILLS
1
Mages' Fury IV
2430 Magicka
Call down lightning to strike an enemy, dealing 870 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 695 Shock Damage to other enemies nearby.
1
Mages' Fury I
2430 Magicka
Call down lightning to strike an enemy, dealing 843 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3093 Shock Damage to them and 673 Shock Damage to other enemies nearby.
1
Mages' Fury II
2430 Magicka
Call down lightning to strike an enemy, dealing 852 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3127 Shock Damage to them and 680 Shock Damage to other enemies nearby.
1
Mages' Fury III
2430 Magicka
Call down lightning to strike an enemy, dealing 861 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3161 Shock Damage to them and 687 Shock Damage to other enemies nearby.
1
Mages' Fury IV
2430 Magicka
Call down lightning to strike an enemy, dealing 870 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 695 Shock Damage to other enemies nearby.
1
Mages' Wrath I
2430 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and all nearby enemies.
Significantly increases the damage dealt to other enemies nearby.
1
Mages' Wrath II
2430 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and all nearby enemies.
Significantly increases the damage dealt to other enemies nearby.
1
Mages' Wrath III
2430 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and all nearby enemies.
Significantly increases the damage dealt to other enemies nearby.
1
Mages' Wrath IV
2430 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and all nearby enemies.
Significantly increases the damage dealt to other enemies nearby.
1
Endless Fury I
2160 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 696 Shock Damage to other enemies nearby. If any enemy is killed within 5 seconds of being hit with this ability, you restore 2430 Magicka.
Reduces the cost and restores Magicka if the target dies after this ability dealt damage to them.
1
Endless Fury II
2160 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 696 Shock Damage to other enemies nearby. If any enemy is killed within 5 seconds of being hit with this ability, you restore 3240 Magicka.
Reduces the cost and restores Magicka if the target dies after this ability dealt damage to them.
1
Endless Fury III
2160 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 696 Shock Damage to other enemies nearby. If any enemy is killed within 5 seconds of being hit with this ability, you restore 4050 Magicka.
Reduces the cost and restores Magicka if the target dies after this ability dealt damage to them.
1
Endless Fury IV
2160 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 696 Shock Damage to other enemies nearby. If any enemy is killed within 5 seconds of being hit with this ability, you restore 4860 Magicka.
Reduces the cost and restores Magicka if the target dies after this ability dealt damage to them.
4
Lightning Form IV
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 462 Shock Damage every 2 seconds for 20 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948.
4
Lightning Form I
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 448 Shock Damage every 2 seconds for 20 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948.
4
Lightning Form II
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 452 Shock Damage every 2 seconds for 20 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948.
4
Lightning Form III
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 457 Shock Damage every 2 seconds for 20 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948.
4
Lightning Form IV
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 462 Shock Damage every 2 seconds for 20 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948.
4
Hurricane I
2295 Stamina
Manifest yourself as pure air, buffeting nearby enemies with wind dealing 463 Physical Damage every 2 seconds for 20 seconds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
4
Hurricane II
2295 Stamina
Manifest yourself as pure air, buffeting nearby enemies with wind dealing 468 Physical Damage every 2 seconds for 20 seconds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
4
Hurricane III
2295 Stamina
Manifest yourself as pure air, buffeting nearby enemies with wind dealing 473 Physical Damage every 2 seconds for 20 seconds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
4
Hurricane IV
2295 Stamina
Manifest yourself as pure air, buffeting nearby enemies with wind dealing 478 Physical Damage every 2 seconds for 20 seconds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
4
Boundless Storm I
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 463 Shock Damage every 2 seconds for 27 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. Activating this grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.
Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
4
Boundless Storm II
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 463 Shock Damage every 2 seconds for 28 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. Activating this grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.
Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
4
Boundless Storm III
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 463 Shock Damage every 2 seconds for 29 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. Activating this grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.
Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
4
Boundless Storm IV
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 463 Shock Damage every 2 seconds for 30 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. Activating this grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.
Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
20
Lightning Splash IV
2970 Magicka
Create a nexus of storm energy at the target location, dealing 280 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
20
Lightning Splash I
2970 Magicka
Create a nexus of storm energy at the target location, dealing 272 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
20
Lightning Splash II
2970 Magicka
Create a nexus of storm energy at the target location, dealing 274 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
20
Lightning Splash III
2970 Magicka
Create a nexus of storm energy at the target location, dealing 277 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
20
Lightning Splash IV
2970 Magicka
Create a nexus of storm energy at the target location, dealing 280 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
20
Liquid Lightning I
2970 Magicka
Create a nexus of storm energy at the target location, dealing 281 Shock Damage to enemies in the area every 1 second for 12 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the duration.
20
Liquid Lightning II
2970 Magicka
Create a nexus of storm energy at the target location, dealing 281 Shock Damage to enemies in the area every 1 second for 13 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the duration.
20
Liquid Lightning III
2970 Magicka
Create a nexus of storm energy at the target location, dealing 281 Shock Damage to enemies in the area every 1 second for 14 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the duration.
20
Liquid Lightning IV
2970 Magicka
Create a nexus of storm energy at the target location, dealing 281 Shock Damage to enemies in the area every 1 second for 15 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the duration.
20
Lightning Flood I
2970 Magicka
Create a nexus of storm energy at the target location, dealing 365 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the radius and damage.
20
Lightning Flood II
2970 Magicka
Create a nexus of storm energy at the target location, dealing 369 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the radius and damage.
20
Lightning Flood III
2970 Magicka
Create a nexus of storm energy at the target location, dealing 373 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the radius and damage.
20
Lightning Flood IV
2970 Magicka
Create a nexus of storm energy at the target location, dealing 377 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the radius and damage.
30
Surge IV
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.
30
Surge I
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.
30
Surge II
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 31 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.
30
Surge III
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 32 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.
30
Surge IV
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.
30
Power Surge I
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 33 seconds. While active, activating a Critical heal causes the ability to heal you and your allies around you for 2550 Health. This effect can occur once every 3 seconds.
The heal now heals in an area around you but with a longer cooldown, and only triggers off Critical healing.
30
Power Surge II
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 33 seconds. While active, activating a Critical heal causes the ability to heal you and your allies around you for 2550 Health. This effect can occur once every 3 seconds.
The heal now heals in an area around you but with a longer cooldown, and only triggers off Critical healing.
30
Power Surge III
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 33 seconds. While active, activating a Critical heal causes the ability to heal you and your allies around you for 2550 Health. This effect can occur once every 3 seconds.
The heal now heals in an area around you but with a longer cooldown, and only triggers off Critical healing.
30
Power Surge IV
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 33 seconds. While active, activating a Critical heal causes the ability to heal you and your allies around you for 2550 Health. This effect can occur once every 3 seconds.
The heal now heals in an area around you but with a longer cooldown, and only triggers off Critical healing.
30
Critical Surge I
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 3000 Health. This effect can occur once every 1 second.
Increases the healing.
30
Critical Surge II
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 3100 Health. This effect can occur once every 1 second.
Increases the healing.
30
Critical Surge III
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 3200 Health. This effect can occur once every 1 second.
Increases the healing.
30
Critical Surge IV
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 3300 Health. This effect can occur once every 1 second.
Increases the healing.
42
Bolt Escape IV
3780 Magicka
Transform yourself into pure energy and flash forward, stunning enemies near your final location for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
42
Bolt Escape I
3780 Magicka
Transform yourself into pure energy and flash forward, stunning enemies near your final location for 1 second. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
42
Bolt Escape II
3780 Magicka
Transform yourself into pure energy and flash forward, stunning enemies near your final location for 1.7 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
42
Bolt Escape III
3780 Magicka
Transform yourself into pure energy and flash forward, stunning enemies near your final location for 2.3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
42
Bolt Escape IV
3780 Magicka
Transform yourself into pure energy and flash forward, stunning enemies near your final location for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
42
Streak I
3780 Magicka
Transform yourself into pure energy and flash forward, dealing 1393 Shock Damage to enemies in your wake and stunning them for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
Now deals damage and stuns enemies between your beginning and final location.
42
Streak II
3780 Magicka
Transform yourself into pure energy and flash forward, dealing 1408 Shock Damage to enemies in your wake and stunning them for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
Now deals damage and stuns enemies between your beginning and final location.
42
Streak III
3780 Magicka
Transform yourself into pure energy and flash forward, dealing 1423 Shock Damage to enemies in your wake and stunning them for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
Now deals damage and stuns enemies between your beginning and final location.
42
Streak IV
3780 Magicka
Transform yourself into pure energy and flash forward, dealing 1438 Shock Damage to enemies in your wake and stunning them for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
Now deals damage and stuns enemies between your beginning and final location.
42
Ball of Lightning I
3780 Magicka
Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 seconds. A ball of lightning is created at your end point, which intercepts up to 1 projectile attack made against you every 1 second for 2 seconds. Casting again within 4 seconds costs 33% more Magicka.
Creates a ball of lightning that protects you from projectiles, but no longer stuns enemies. Grants brief snare and immobilization immunity after casting.
42
Ball of Lightning II
3780 Magicka
Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 seconds. A ball of lightning is created at your end point, which intercepts up to 1 projectile attack made against you every 1 second for 2.3 seconds. Casting again within 4 seconds costs 33% more Magicka.
Creates a ball of lightning that protects you from projectiles, but no longer stuns enemies. Grants brief snare and immobilization immunity after casting.
42
Ball of Lightning III
3780 Magicka
Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 seconds. A ball of lightning is created at your end point, which intercepts up to 1 projectile attack made against you every 1 second for 2.7 seconds. Casting again within 4 seconds costs 33% more Magicka.
Creates a ball of lightning that protects you from projectiles, but no longer stuns enemies. Grants brief snare and immobilization immunity after casting.
42
Ball of Lightning IV
3780 Magicka
Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 seconds. A ball of lightning is created at your end point, which intercepts up to 1 projectile attack made against you every 1 second for 3 seconds. Casting again within 4 seconds costs 33% more Magicka.
Creates a ball of lightning that protects you from projectiles, but no longer stuns enemies. Grants brief snare and immobilization immunity after casting.
PASSIVES
18
Capacitor II
Increases your Magicka Recovery by 10%.
8
Capacitor I
Increases your Magicka Recovery by 5%.
18
Capacitor II
Increases your Magicka Recovery by 10%.
27
Energized II
Increases your Physical and Shock Damage by 5%.
14
Energized I
Increases your Physical and Shock Damage by 3%.
27
Energized II
Increases your Physical and Shock Damage by 5%.
36
Amplitude II
Increases your damage done against enemies by 1% for every 10% current Health they have.
22
Amplitude I
Increases your damage done against enemies by 1% for every 20% current Health they have.
36
Amplitude II
Increases your damage done against enemies by 1% for every 10% current Health they have.
50
Expert Mage II
Increases your Weapon and Spell Damage by 2% for each Sorcerer ability slotted. Current bonus: 0%.
39
Expert Mage I
Increases your Weapon and Spell Damage by 1% for each Sorcerer ability slotted. Current bonus: 0%.
50
Expert Mage II
Increases your Weapon and Spell Damage by 2% for each Sorcerer ability slotted. Current bonus: 0%.
Aedric Spear
ULTIMATES
12
Radial Sweep IV
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2323 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds.
12
Radial Sweep I
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2249 Magic Damage to all nearby enemies and an additional 1124 Magic Damage every 2 seconds for 6 seconds.
12
Radial Sweep II
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2273 Magic Damage to all nearby enemies and an additional 1136 Magic Damage every 2 seconds for 6 seconds.
12
Radial Sweep III
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2298 Magic Damage to all nearby enemies and an additional 1148 Magic Damage every 2 seconds for 6 seconds.
12
Radial Sweep IV
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2323 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds.
12
Everlasting Sweep I
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2323 Physical Damage to all nearby enemies and an additional 1161 Physical Damage every 2 seconds for 10 seconds. The duration is extended by 2 seconds for each enemy hit.
Deals Physical Damage and increases the duration, which further increases for each enemy hit.
12
Everlasting Sweep II
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2348 Physical Damage to all nearby enemies and an additional 1161 Physical Damage every 2 seconds for 10 seconds. The duration is extended by 2 seconds for each enemy hit.
Deals Physical Damage and increases the duration, which further increases for each enemy hit.
12
Everlasting Sweep III
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2374 Physical Damage to all nearby enemies and an additional 1161 Physical Damage every 2 seconds for 10 seconds. The duration is extended by 2 seconds for each enemy hit.
Deals Physical Damage and increases the duration, which further increases for each enemy hit.
12
Everlasting Sweep IV
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2399 Physical Damage to all nearby enemies and an additional 1161 Physical Damage every 2 seconds for 10 seconds. The duration is extended by 2 seconds for each enemy hit.
Deals Physical Damage and increases the duration, which further increases for each enemy hit.
12
Crescent Sweep I
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2323 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds. Enemies in your path will be hit for 60% more damage.
Deals additional damage to enemies in front of you.
12
Crescent Sweep II
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2348 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds. Enemies in your path will be hit for 60% more damage.
Deals additional damage to enemies in front of you.
12
Crescent Sweep III
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2374 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds. Enemies in your path will be hit for 60% more damage.
Deals additional damage to enemies in front of you.
12
Crescent Sweep IV
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2399 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds. Enemies in your path will be hit for 60% more damage.
Deals additional damage to enemies in front of you.
SKILLS
1
Puncturing Strikes IV
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 889 Magic Damage to the closest enemy and 462 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.
1
Puncturing Strikes I
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 861 Magic Damage to the closest enemy and 448 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.
1
Puncturing Strikes II
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 870 Magic Damage to the closest enemy and 452 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.
1
Puncturing Strikes III
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 879 Magic Damage to the closest enemy and 457 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.
1
Puncturing Strikes IV
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 889 Magic Damage to the closest enemy and 462 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.
1
Biting Jabs I
2295 Stamina
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 890 Physical Damage to the closest enemy and 580 Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds.
Converts into a Stamina ability and deals Physical Damage. Grants you Major Brutality and Sorcery after casting and increases the damage done of the area of effect.
1
Biting Jabs II
2295 Stamina
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 899 Physical Damage to the closest enemy and 586 Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds.
Converts into a Stamina ability and deals Physical Damage. Grants you Major Brutality and Sorcery after casting and increases the damage done of the area of effect.
1
Biting Jabs III
2295 Stamina
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 909 Physical Damage to the closest enemy and 592 Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds.
Converts into a Stamina ability and deals Physical Damage. Grants you Major Brutality and Sorcery after casting and increases the damage done of the area of effect.
1
Biting Jabs IV
2295 Stamina
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 919 Physical Damage to the closest enemy and 599 Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds.
Converts into a Stamina ability and deals Physical Damage. Grants you Major Brutality and Sorcery after casting and increases the damage done of the area of effect.
1
Puncturing Sweep I
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 890 Magic Damage to the closest enemy and 463 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. You heal for 33% of the damage done with this ability.
You heal for a percentage of the damage done.
1
Puncturing Sweep II
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 899 Magic Damage to the closest enemy and 468 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. You heal for 33% of the damage done with this ability.
You heal for a percentage of the damage done.
1
Puncturing Sweep III
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 909 Magic Damage to the closest enemy and 473 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. You heal for 33% of the damage done with this ability.
You heal for a percentage of the damage done.
1
Puncturing Sweep IV
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 919 Magic Damage to the closest enemy and 478 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. You heal for 33% of the damage done with this ability.
You heal for a percentage of the damage done.
4
Piercing Javelin IV
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1392 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked.
4
Piercing Javelin I
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1348 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked.
4
Piercing Javelin II
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1362 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked.
4
Piercing Javelin III
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1377 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked.
4
Piercing Javelin IV
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1392 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked.
4
Aurora Javelin I
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1393 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked. The spear deals an additional 2% damage for every 1 meter you are away from the target, up to a maximum of 40%.
Deals additional damage based on the distance the spear travels.
4
Aurora Javelin II
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1408 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked. The spear deals an additional 2% damage for every 1 meter you are away from the target, up to a maximum of 40%.
Deals additional damage based on the distance the spear travels.
4
Aurora Javelin III
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1423 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked. The spear deals an additional 2% damage for every 1 meter you are away from the target, up to a maximum of 40%.
Deals additional damage based on the distance the spear travels.
4
Aurora Javelin IV
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1438 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked. The spear deals an additional 2% damage for every 1 meter you are away from the target, up to a maximum of 40%.
Deals additional damage based on the distance the spear travels.
4
Binding Javelin I
3213 Stamina
Hurl your spear at an enemy with godlike strength, dealing 1393 Physical Damage and stunning them for 2.5 seconds. This ability ignores the enemy's Resistances and cannot be blocked.
Converts into a Stamina ability and deals Physical Damage. Stuns the enemy for longer instead of knocking back.
4
Binding Javelin II
3213 Stamina
Hurl your spear at an enemy with godlike strength, dealing 1393 Physical Damage and stunning them for 3 seconds. This ability ignores the enemy's Resistances and cannot be blocked.
Converts into a Stamina ability and deals Physical Damage. Stuns the enemy for longer instead of knocking back.
4
Binding Javelin III
3213 Stamina
Hurl your spear at an enemy with godlike strength, dealing 1393 Physical Damage and stunning them for 3.5 seconds. This ability ignores the enemy's Resistances and cannot be blocked.
Converts into a Stamina ability and deals Physical Damage. Stuns the enemy for longer instead of knocking back.
4
Binding Javelin IV
3213 Stamina
Hurl your spear at an enemy with godlike strength, dealing 1393 Physical Damage and stunning them for 4 seconds. This ability ignores the enemy's Resistances and cannot be blocked.
Converts into a Stamina ability and deals Physical Damage. Stuns the enemy for longer instead of knocking back.
20
Focused Charge IV
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1392 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.
20
Focused Charge I
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1348 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.
20
Focused Charge II
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1362 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.
20
Focused Charge III
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1377 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.
20
Focused Charge IV
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1392 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.
20
Explosive Charge I
3510 Magicka
Charge with your divine lance to impale all enemies in the area, dealing 1742 Magic Damage and gaining Major Protection for 10 seconds, reducing your damage taken by 10%. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds.
Deals increased damage and interrupts all enemies near the point of impact. Increases duration of Major Protection.
20
Explosive Charge II
3510 Magicka
Charge with your divine lance to impale all enemies in the area, dealing 1761 Magic Damage and gaining Major Protection for 10 seconds, reducing your damage taken by 10%. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds.
Deals increased damage and interrupts all enemies near the point of impact. Increases duration of Major Protection.
20
Explosive Charge III
3510 Magicka
Charge with your divine lance to impale all enemies in the area, dealing 1780 Magic Damage and gaining Major Protection for 10 seconds, reducing your damage taken by 10%. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds.
Deals increased damage and interrupts all enemies near the point of impact. Increases duration of Major Protection.
20
Explosive Charge IV
3510 Magicka
Charge with your divine lance to impale all enemies in the area, dealing 1799 Magic Damage and gaining Major Protection for 10 seconds, reducing your damage taken by 10%. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds.
Deals increased damage and interrupts all enemies near the point of impact. Increases duration of Major Protection.
20
Toppling Charge I
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1393 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted.
Always stuns the enemy and sets them Off Balance, regardless if they are casting.
20
Toppling Charge II
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1408 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted.
Always stuns the enemy and sets them Off Balance, regardless if they are casting.
20
Toppling Charge III
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1423 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted.
Always stuns the enemy and sets them Off Balance, regardless if they are casting.
20
Toppling Charge IV
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1438 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted.
Always stuns the enemy and sets them Off Balance, regardless if they are casting.
30
Spear Shards IV
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 134 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
30
Spear Shards I
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1687 Magic Damage to enemies in the area and an additional 130 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
30
Spear Shards II
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1705 Magic Damage to enemies in the area and an additional 131 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
30
Spear Shards III
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1724 Magic Damage to enemies in the area and an additional 132 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
30
Spear Shards IV
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 134 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
30
Luminous Shards I
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 135 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Holy Shards synergy, which restores 3960 Magicka and Stamina.
The synergy grants both Magicka and Stamina instead of whichever is lowest. Reduces cost as the ability ranks up.
30
Luminous Shards II
2880 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 135 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Holy Shards synergy, which restores 3960 Magicka and Stamina.
The synergy grants both Magicka and Stamina instead of whichever is lowest. Reduces cost as the ability ranks up.
30
Luminous Shards III
2790 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 135 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Holy Shards synergy, which restores 3960 Magicka and Stamina.
The synergy grants both Magicka and Stamina instead of whichever is lowest. Reduces cost as the ability ranks up.
30
Luminous Shards IV
2700 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 135 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Holy Shards synergy, which restores 3960 Magicka and Stamina.
The synergy grants both Magicka and Stamina instead of whichever is lowest. Reduces cost as the ability ranks up.
30
Blazing Spear I
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 2265 Magic Damage to enemies in the area and an additional 176 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Increases the damage dealt.
30
Blazing Spear II
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 2289 Magic Damage to enemies in the area and an additional 177 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Increases the damage dealt.
30
Blazing Spear III
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 2314 Magic Damage to enemies in the area and an additional 179 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Increases the damage dealt.
30
Blazing Spear IV
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 2339 Magic Damage to enemies in the area and an additional 181 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Increases the damage dealt.
42
Sun Shield IV
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.
42
Sun Shield I
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1687 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.
42
Sun Shield II
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1705 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.
42
Sun Shield III
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1724 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.
42
Sun Shield IV
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.
42
Radiant Ward I
4050 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 17%.
Has reduced cost, and the shield is strengthened further for each enemy hit.
42
Radiant Ward II
4050 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 18%.
Has reduced cost, and the shield is strengthened further for each enemy hit.
42
Radiant Ward III
4050 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 19%.
Has reduced cost, and the shield is strengthened further for each enemy hit.
42
Radiant Ward IV
4050 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 20%.
Has reduced cost, and the shield is strengthened further for each enemy hit.
42
Blazing Shield I
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 21% of all damage absorbed as Magic Damage to nearby enemies.
No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius.
42
Blazing Shield II
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 24% of all damage absorbed as Magic Damage to nearby enemies.
No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius.
42
Blazing Shield III
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 27% of all damage absorbed as Magic Damage to nearby enemies.
No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius.
42
Blazing Shield IV
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 30% of all damage absorbed as Magic Damage to nearby enemies.
No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius.
PASSIVES
18
Piercing Spear II
Increases your Critical Damage by 10%. Increases your damage done to blocking targets by 10%.
8
Piercing Spear I
Increases your Critical Damage by 5%. Increases your damage done to blocking targets by 5%.
18
Piercing Spear II
Increases your Critical Damage by 10%. Increases your damage done to blocking targets by 10%.
27
Spear Wall II
Gain Minor Protection for 6 seconds, reducing damage taken by 5%.
14
Spear Wall I
Gain Minor Protection for 3 seconds, reducing damage taken by 5%.
27
Spear Wall II
Gain Minor Protection for 6 seconds, reducing damage taken by 5%.
36
Burning Light II
When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 898 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.
22
Burning Light I
When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 448 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.
36
Burning Light II
When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 898 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.
50
Balanced Warrior II
Increases your Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.
39
Balanced Warrior I
Increases your Weapon and Spell Damage by 3% and Physical and Spell Resistance by 660.
50
Balanced Warrior II
Increases your Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.
Dawn's Wrath
ULTIMATES
12
Nova IV
250 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
12
Nova I
250 Ultimate
Call down a fragment of the sun, dealing 1124 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
12
Nova II
250 Ultimate
Call down a fragment of the sun, dealing 1136 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
12
Nova III
250 Ultimate
Call down a fragment of the sun, dealing 1148 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
12
Nova IV
250 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
12
Solar Prison I
250 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds.
The synergy deals more damage and stuns for longer.
12
Solar Prison II
250 Ultimate
Call down a fragment of the sun, dealing 1173 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds.
The synergy deals more damage and stuns for longer.
12
Solar Prison III
250 Ultimate
Call down a fragment of the sun, dealing 1186 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds.
The synergy deals more damage and stuns for longer.
12
Solar Prison IV
250 Ultimate
Call down a fragment of the sun, dealing 1199 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds.
The synergy deals more damage and stuns for longer.
12
Solar Disturbance I
225 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 7 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Reduces the cost and Major Maim stays on enemies after leaving the area.
12
Solar Disturbance II
225 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 8 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Reduces the cost and Major Maim stays on enemies after leaving the area.
12
Solar Disturbance III
225 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 9 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Reduces the cost and Major Maim stays on enemies after leaving the area.
12
Solar Disturbance IV
225 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Reduces the cost and Major Maim stays on enemies after leaving the area.
SKILLS
1
Sun Fire IV
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 3470 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
1
Sun Fire I
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1124 Flame Damage, and an additional 3360 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
1
Sun Fire II
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1136 Flame Damage, and an additional 3390 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
1
Sun Fire III
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1148 Flame Damage, and an additional 3430 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
1
Sun Fire IV
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 3470 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
1
Vampire's Bane I
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 5205 Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Increases the duration.
1
Vampire's Bane II
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 5250 Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Increases the duration.
1
Vampire's Bane III
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 5310 Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Increases the duration.
1
Vampire's Bane IV
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 5370 Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Increases the duration.
1
Reflective Light I
2970 Magicka
Blast up to three enemies with a charge of radiant heat, dealing 1161 Flame Damage, an additional 3470 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
1
Reflective Light II
2970 Magicka
Blast up to three enemies with a charge of radiant heat, dealing 1173 Flame Damage, an additional 3470 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
1
Reflective Light III
2970 Magicka
Blast up to three enemies with a charge of radiant heat, dealing 1186 Flame Damage, an additional 3470 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
1
Reflective Light IV
2970 Magicka
Blast up to three enemies with a charge of radiant heat, dealing 1199 Flame Damage, an additional 3470 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
4
Solar Flare IV
2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
4
Solar Flare I
2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2328 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
4
Solar Flare II
2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2353 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
4
Solar Flare III
2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2379 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
4
Solar Flare IV
2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
4
Dark Flare I
2430 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and damage shield strength by 12% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Reduces cost and applies Major Defile to the target and nearby enemies.
4
Dark Flare II
2430 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2430 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and damage shield strength by 12% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Reduces cost and applies Major Defile to the target and nearby enemies.
4
Dark Flare III
2430 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2456 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and damage shield strength by 12% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Reduces cost and applies Major Defile to the target and nearby enemies.
4
Dark Flare IV
2430 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2483 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and damage shield strength by 12% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Reduces cost and applies Major Defile to the target and nearby enemies.
4
Solar Barrage I
2700 Magicka
Conjure solar energy to blast enemies around you, dealing 422 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.
Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
4
Solar Barrage II
2700 Magicka
Conjure solar energy to blast enemies around you, dealing 426 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.
Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
4
Solar Barrage III
2700 Magicka
Conjure solar energy to blast enemies around you, dealing 431 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.
Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
4
Solar Barrage IV
2700 Magicka
Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.
Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
20
Backlash IV
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
20
Backlash I
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1124 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1243 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
20
Backlash II
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1136 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1256 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
20
Backlash III
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1148 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1270 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
20
Backlash IV
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
20
Purifying Light I
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 580 Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
20
Purifying Light II
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 586 Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
20
Purifying Light III
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 592 Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
20
Purifying Light IV
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 599 Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
20
Power of the Light I
1337 Stamina
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time, and each hit of the ability applies the Sundered status effect.
Converts into a Stamina ability, deals Physical Damage, and always applies the Sundered status effect.
20
Power of the Light II
1337 Stamina
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time, and each hit of the ability applies the Sundered status effect.
Converts into a Stamina ability, deals Physical Damage, and always applies the Sundered status effect.
20
Power of the Light III
1337 Stamina
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time, and each hit of the ability applies the Sundered status effect.
Converts into a Stamina ability, deals Physical Damage, and always applies the Sundered status effect.
20
Power of the Light IV
1337 Stamina
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time, and each hit of the ability applies the Sundered status effect.
Converts into a Stamina ability, deals Physical Damage, and always applies the Sundered status effect.
30
Eclipse IV
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
30
Eclipse I
4590 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
30
Eclipse II
4500 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
30
Eclipse III
4410 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
30
Eclipse IV
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
30
Living Dark I
4050 Magicka
Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2000 Health. These effects can occur once every half second.
You now apply the ability to yourself. Heals you when you take direct damage instead. Melee attackers are snared.
30
Living Dark II
4050 Magicka
Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2022 Health. These effects can occur once every half second.
You now apply the ability to yourself. Heals you when you take direct damage instead. Melee attackers are snared.
30
Living Dark III
4050 Magicka
Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2043 Health. These effects can occur once every half second.
You now apply the ability to yourself. Heals you when you take direct damage instead. Melee attackers are snared.
30
Living Dark IV
4050 Magicka
Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second.
You now apply the ability to yourself. Heals you when you take direct damage instead. Melee attackers are snared.
30
Unstable Core I
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 435 Magic Damage, their second attack immobilizes them for 3 seconds and deals 870 Magic Damage, and their third attack stuns them for 3 seconds and deals 1742 Magic Damage. The effects can activate once every 1 second.
Deals damage to the attacker and anyone near them when they trigger any of the effects.
30
Unstable Core II
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 439 Magic Damage, their second attack immobilizes them for 3 seconds and deals 879 Magic Damage, and their third attack stuns them for 3 seconds and deals 1761 Magic Damage. The effects can activate once every 1 second.
Deals damage to the attacker and anyone near them when they trigger any of the effects.
30
Unstable Core III
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 444 Magic Damage, their second attack immobilizes them for 3 seconds and deals 889 Magic Damage, and their third attack stuns them for 3 seconds and deals 1780 Magic Damage. The effects can activate once every 1 second.
Deals damage to the attacker and anyone near them when they trigger any of the effects.
30
Unstable Core IV
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 449 Magic Damage, their second attack immobilizes them for 3 seconds and deals 898 Magic Damage, and their third attack stuns them for 3 seconds and deals 1799 Magic Damage. The effects can activate once every 1 second.
Deals damage to the attacker and anyone near them when they trigger any of the effects.
42
Radiant Destruction IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3120 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
42
Radiant Destruction I
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3021 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
42
Radiant Destruction II
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3054 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
42
Radiant Destruction III
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3087 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
42
Radiant Destruction IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3120 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
42
Radiant Glory I
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3117 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 17% of the damage inflicted.
You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.
42
Radiant Glory II
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3150 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 17% of the damage inflicted.
You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.
42
Radiant Glory III
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3183 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 17% of the damage inflicted.
You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.
42
Radiant Glory IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 17% of the damage inflicted.
You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.
42
Radiant Oppression I
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3117 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.
Increases the amount of bonus damage dealt to low health targets.
42
Radiant Oppression II
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3150 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.
Increases the amount of bonus damage dealt to low health targets.
42
Radiant Oppression III
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3183 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.
Increases the amount of bonus damage dealt to low health targets.
42
Radiant Oppression IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.
Increases the amount of bonus damage dealt to low health targets.
PASSIVES
18
Enduring Rays II
Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.
8
Enduring Rays I
Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 1 second.
18
Enduring Rays II
Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.
27
Prism II
Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds.
14
Prism I
Casting a Dawn's Wrath ability while in combat generates 2 Ultimate. This effect can occur once every 6 seconds.
27
Prism II
Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds.
36
Illuminate II
Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.
22
Illuminate I
Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 10 seconds, increasing your Spell Damage by 10%.
36
Illuminate II
Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.
50
Restoring Spirit II
Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
39
Restoring Spirit I
Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 2%.
50
Restoring Spirit II
Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
Restoring Light
ULTIMATES
12
Rite of Passage IV
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2787 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
12
Rite of Passage I
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2698 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
12
Rite of Passage II
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2727 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
12
Rite of Passage III
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2757 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
12
Rite of Passage IV
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2787 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
12
Remembrance I
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 4 seconds. Gain Major Protection, reducing damage you take by 10% for 7 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
Gain Major Protection after casting, reducing your damage taken.
12
Remembrance II
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 4 seconds. Gain Major Protection, reducing damage you take by 10% for 8 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
Gain Major Protection after casting, reducing your damage taken.
12
Remembrance III
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 4 seconds. Gain Major Protection, reducing damage you take by 10% for 9 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
Gain Major Protection after casting, reducing your damage taken.
12
Remembrance IV
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 4 seconds. Gain Major Protection, reducing damage you take by 10% for 10 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
Gain Major Protection after casting, reducing your damage taken.
12
Practiced Incantation I
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 5 seconds. While channeling this ability, you gain immunity to all disabling effects.
Increases the duration of the channel and allows you move at a reduced rate while channeling.
12
Practiced Incantation II
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 6 seconds. While channeling this ability, you gain immunity to all disabling effects.
Increases the duration of the channel and allows you move at a reduced rate while channeling.
12
Practiced Incantation III
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 7 seconds. While channeling this ability, you gain immunity to all disabling effects.
Increases the duration of the channel and allows you move at a reduced rate while channeling.
12
Practiced Incantation IV
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 8 seconds. While channeling this ability, you gain immunity to all disabling effects.
Increases the duration of the channel and allows you move at a reduced rate while channeling.
SKILLS
1
Rushed Ceremony IV
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3486 Health.
1
Rushed Ceremony I
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3375 Health.
1
Rushed Ceremony II
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3412 Health.
1
Rushed Ceremony III
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3449 Health.
1
Rushed Ceremony IV
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3486 Health.
1
Honor The Dead I
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Healing anyone who is below 75% Health restores 15% of the ability's cost every 2 seconds over 6 seconds as Magicka.
Refunds part of the ability's cost when used to heal an injured target.
1
Honor The Dead II
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Healing anyone who is below 75% Health restores 16% of the ability's cost every 2 seconds over 6 seconds as Magicka.
Refunds part of the ability's cost when used to heal an injured target.
1
Honor The Dead III
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Healing anyone who is below 75% Health restores 17% of the ability's cost every 2 seconds over 6 seconds as Magicka.
Refunds part of the ability's cost when used to heal an injured target.
1
Honor The Dead IV
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Healing anyone who is below 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
Refunds part of the ability's cost when used to heal an injured target.
1
Breath of Life I
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Also heals one other injured target for 1161 Health.
Heals a second target for one third the amount.
1
Breath of Life II
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Also heals one other injured target for 1173 Health.
Heals a second target for one third the amount.
1
Breath of Life III
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Also heals one other injured target for 1186 Health.
Heals a second target for one third the amount.
1
Breath of Life IV
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Also heals one other injured target for 1199 Health.
Heals a second target for one third the amount.
4
Healing Ritual IV
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2613 Health.
4
Healing Ritual I
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2530 Health.
4
Healing Ritual II
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2557 Health.
4
Healing Ritual III
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2585 Health.
4
Healing Ritual IV
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2613 Health.
4
Ritual of Rebirth I
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. You heal a single ally outside this ability's radius for an additional 2614 Health.
You heal a single ally outside the ability's radius.
4
Ritual of Rebirth II
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. You heal a single ally outside this ability's radius for an additional 2642 Health.
You heal a single ally outside the ability's radius.
4
Ritual of Rebirth III
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. You heal a single ally outside this ability's radius for an additional 2671 Health.
You heal a single ally outside the ability's radius.
4
Ritual of Rebirth IV
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. You heal a single ally outside this ability's radius for an additional 2700 Health.
You heal a single ally outside the ability's radius.
4
Hasty Prayer I
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.
4
Hasty Prayer II
5175 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.
4
Hasty Prayer III
5085 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.
4
Hasty Prayer IV
4995 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.
20
Restoring Aura IV
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 20 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
20
Restoring Aura I
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 17 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
20
Restoring Aura II
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 18 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
20
Restoring Aura III
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 19 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
20
Restoring Aura IV
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 20 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
20
Radiant Aura I
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 minute, increasing your Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
Increases the radius and duration.
20
Radiant Aura II
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 minute, increasing your Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
Increases the radius and duration.
20
Radiant Aura III
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 minute, increasing your Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
Increases the radius and duration.
20
Radiant Aura IV
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 minute, increasing your Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
Increases the radius and duration.
20
Repentance I
0 Magicka
Consecrate the souls of the fallen, healing you and your allies for 2700 Health and restoring 2700 Stamina to you for each corpse nearby. While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.
20
Repentance II
0 Magicka
Consecrate the souls of the fallen, healing you and your allies for 2800 Health and restoring 2800 Stamina to you for each corpse nearby. While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.
20
Repentance III
0 Magicka
Consecrate the souls of the fallen, healing you and your allies for 2900 Health and restoring 2900 Stamina to you for each corpse nearby. While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.
20
Repentance IV
0 Magicka
Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina to you for each corpse nearby. While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.
30
Cleansing Ritual IV
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 843 Health every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
30
Cleansing Ritual I
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 817 Health every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
30
Cleansing Ritual II
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 825 Health every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
30
Cleansing Ritual III
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 834 Health every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
30
Cleansing Ritual IV
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 843 Health every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
30
Ritual of Retribution I
4050 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 422 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.
30
Ritual of Retribution II
4050 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 426 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.
30
Ritual of Retribution III
4050 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 431 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.
30
Ritual of Retribution IV
4050 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 435 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.
30
Extended Ritual I
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for 844 Health every 2 seconds for 24 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
Increases the duration and the amount of harmful effects cleansed from yourself.
30
Extended Ritual II
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for 844 Health every 2 seconds for 26 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
Increases the duration and the amount of harmful effects cleansed from yourself.
30
Extended Ritual III
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for 844 Health every 2 seconds for 28 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
Increases the duration and the amount of harmful effects cleansed from yourself.
30
Extended Ritual IV
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for 844 Health every 2 seconds for 30 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
Increases the duration and the amount of harmful effects cleansed from yourself.
42
Rune Focus IV
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
42
Rune Focus I
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 17 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
42
Rune Focus II
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 18 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
42
Rune Focus III
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 19 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
42
Rune Focus IV
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
42
Channeled Focus I
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 22 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the duration and causes you to restore Magicka over the duration.
42
Channeled Focus II
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 23 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the duration and causes you to restore Magicka over the duration.
42
Channeled Focus III
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 24 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the duration and causes you to restore Magicka over the duration.
42
Channeled Focus IV
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the duration and causes you to restore Magicka over the duration.
42
Restoring Focus I
918 Stamina
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. While the rune is active you heal for 400 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the healing done and causes you to restore Stamina over the duration.
42
Restoring Focus II
918 Stamina
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. While the rune is active you heal for 404 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the healing done and causes you to restore Stamina over the duration.
42
Restoring Focus III
918 Stamina
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. While the rune is active you heal for 408 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the healing done and causes you to restore Stamina over the duration.
42
Restoring Focus IV
918 Stamina
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. While the rune is active you heal for 413 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the healing done and causes you to restore Stamina over the duration.
PASSIVES
18
Mending II
Increases the healing effects from your Restoring Light abilities by up to 12%, in proportion to the severity of the target's wounds.
8
Mending I
Increases the healing effects from your Restoring Light abilities by up to 6%, in proportion to the severity of the target's wounds.
18
Mending II
Increases the healing effects from your Restoring Light abilities by up to 12%, in proportion to the severity of the target's wounds.
27
Sacred Ground II
While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
14
Sacred Ground I
While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect and for up to 2 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
27
Sacred Ground II
While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
36
Light Weaver II
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.
22
Light Weaver I
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 1 Ultimate. While you are channeling Rite of Passage, you gain 16500 Physical and Spell Resistance.
36
Light Weaver II
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.
50
Master Ritualist II
Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.
39
Master Ritualist I
Increases resurrection speed by 10%. Resurrected allies return with 50% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.
50
Master Ritualist II
Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.
Two Handed
ULTIMATES
50
Berserker Strike IV
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3486 Physical Damage to them and all nearby enemies. This attack ignores the target's Physical Resistance, and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds.
50
Berserker Strike I
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3375 Physical Damage to them and all nearby enemies. This attack ignores the target's Physical Resistance, and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds.
50
Berserker Strike II
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3412 Physical Damage to them and all nearby enemies. This attack ignores the target's Physical Resistance, and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds.
50
Berserker Strike III
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3449 Physical Damage to them and all nearby enemies. This attack ignores the target's Physical Resistance, and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds.
50
Berserker Strike IV
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3486 Physical Damage to them and all nearby enemies. This attack ignores the target's Physical Resistance, and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds.
50
Onslaught I
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3485 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Penetration for your direct damage attacks equal to 85% of the amount ignored from the initial target for 5 seconds.
Now grants Penetration for your direct damage attacks rather than Resistances, but for a shorter duration.
50
Onslaught II
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3485 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Penetration for your direct damage attacks equal to 90% of the amount ignored from the initial target for 5 seconds.
Now grants Penetration for your direct damage attacks rather than Resistances, but for a shorter duration.
50
Onslaught III
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3485 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Penetration for your direct damage attacks equal to 95% of the amount ignored from the initial target for 5 seconds.
Now grants Penetration for your direct damage attacks rather than Resistances, but for a shorter duration.
50
Onslaught IV
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3485 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Penetration for your direct damage attacks equal to 100% of the amount ignored from the initial target for 5 seconds.
Now grants Penetration for your direct damage attacks rather than Resistances, but for a shorter duration.
50
Berserker Rage I
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3485 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds. You are immune to all disabling, snare, and immobilization effects for the duration.
You are immune to all disabling, snare, and immobilization effects for the duration.
50
Berserker Rage II
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3523 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds. You are immune to all disabling, snare, and immobilization effects for the duration.
You are immune to all disabling, snare, and immobilization effects for the duration.
50
Berserker Rage III
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3561 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds. You are immune to all disabling, snare, and immobilization effects for the duration.
You are immune to all disabling, snare, and immobilization effects for the duration.
50
Berserker Rage IV
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3600 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds. You are immune to all disabling, snare, and immobilization effects for the duration.
You are immune to all disabling, snare, and immobilization effects for the duration.
SKILLS
2
Uppercut IV
2700 Stamina
Slam an enemy with an upward swing, dealing 2672 Physical Damage.
2
Uppercut I
2700 Stamina
Slam an enemy with an upward swing, dealing 2587 Physical Damage.
2
Uppercut II
2700 Stamina
Slam an enemy with an upward swing, dealing 2615 Physical Damage.
2
Uppercut III
2700 Stamina
Slam an enemy with an upward swing, dealing 2643 Physical Damage.
2
Uppercut IV
2700 Stamina
Slam an enemy with an upward swing, dealing 2672 Physical Damage.
2
Dizzying Swing I
2700 Stamina
Slam an enemy with an upward swing, dealing 2672 Physical Damage and setting them Off Balance for 7 seconds. Hitting an enemy that is already Off Balance stuns them for 2 seconds. Targets that are immune to Off Balance are snared by 40% for 2 seconds.
Also sets the enemy Off Balance. Hitting Off Balance enemies stuns them. Enemies that are immune to Off Balance are snared.
2
Dizzying Swing II
2700 Stamina
Slam an enemy with an upward swing, dealing 2701 Physical Damage and setting them Off Balance for 7 seconds. Hitting an enemy that is already Off Balance stuns them for 2 seconds. Targets that are immune to Off Balance are snared by 40% for 2 seconds.
Also sets the enemy Off Balance. Hitting Off Balance enemies stuns them. Enemies that are immune to Off Balance are snared.
2
Dizzying Swing III
2700 Stamina
Slam an enemy with an upward swing, dealing 2730 Physical Damage and setting them Off Balance for 7 seconds. Hitting an enemy that is already Off Balance stuns them for 2 seconds. Targets that are immune to Off Balance are snared by 40% for 2 seconds.
Also sets the enemy Off Balance. Hitting Off Balance enemies stuns them. Enemies that are immune to Off Balance are snared.
2
Dizzying Swing IV
2700 Stamina
Slam an enemy with an upward swing, dealing 2760 Physical Damage and setting them Off Balance for 7 seconds. Hitting an enemy that is already Off Balance stuns them for 2 seconds. Targets that are immune to Off Balance are snared by 40% for 2 seconds.
Also sets the enemy Off Balance. Hitting Off Balance enemies stuns them. Enemies that are immune to Off Balance are snared.
2
Wrecking Blow I
2700 Stamina
Slam an enemy with an upward swing, dealing 2672 Physical Damage. Grants you Empower and Major Berserk for 3 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 10%.
Grants you Empower and Major Berserk after casting.
2
Wrecking Blow II
2700 Stamina
Slam an enemy with an upward swing, dealing 2701 Physical Damage. Grants you Empower and Major Berserk for 3 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 10%.
Grants you Empower and Major Berserk after casting.
2
Wrecking Blow III
2700 Stamina
Slam an enemy with an upward swing, dealing 2730 Physical Damage. Grants you Empower and Major Berserk for 3 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 10%.
Grants you Empower and Major Berserk after casting.
2
Wrecking Blow IV
2700 Stamina
Slam an enemy with an upward swing, dealing 2760 Physical Damage. Grants you Empower and Major Berserk for 3 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 10%.
Grants you Empower and Major Berserk after casting.
4
Critical Charge IV
3780 Stamina
Launch across the earth and smash an enemy, dealing 1392 Physical Damage. This attack is always a Critical Strike.
4
Critical Charge I
3780 Stamina
Launch across the earth and smash an enemy, dealing 1348 Physical Damage. This attack is always a Critical Strike.
4
Critical Charge II
3780 Stamina
Launch across the earth and smash an enemy, dealing 1362 Physical Damage. This attack is always a Critical Strike.
4
Critical Charge III
3780 Stamina
Launch across the earth and smash an enemy, dealing 1377 Physical Damage. This attack is always a Critical Strike.
4
Critical Charge IV
3780 Stamina
Launch across the earth and smash an enemy, dealing 1392 Physical Damage. This attack is always a Critical Strike.
4
Stampede I
4590 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage to them and all nearby enemies. This attack is always a Critical Strike. After reaching your target, you sunder the ground beneath you, dealing 309 Physical Damage to all enemies in the area every 1 second for 15 seconds.
Increases the cost and the charge now deals damage in an area around the target, and leaves residual damage at the impact area.
4
Stampede II
4590 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage to them and all nearby enemies. This attack is always a Critical Strike. After reaching your target, you sunder the ground beneath you, dealing 312 Physical Damage to all enemies in the area every 1 second for 15 seconds.
Increases the cost and the charge now deals damage in an area around the target, and leaves residual damage at the impact area.
4
Stampede III
4590 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage to them and all nearby enemies. This attack is always a Critical Strike. After reaching your target, you sunder the ground beneath you, dealing 315 Physical Damage to all enemies in the area every 1 second for 15 seconds.
Increases the cost and the charge now deals damage in an area around the target, and leaves residual damage at the impact area.
4
Stampede IV
4590 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage to them and all nearby enemies. This attack is always a Critical Strike. After reaching your target, you sunder the ground beneath you, dealing 319 Physical Damage to all enemies in the area every 1 second for 15 seconds.
Increases the cost and the charge now deals damage in an area around the target, and leaves residual damage at the impact area.
4
Critical Rush I
3510 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage. Deals up to 50% more damage based on the distance traveled. This attack is always a Critical Strike.
Deals more damage based on the distance traveled. Reduces the cost.
4
Critical Rush II
3420 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage. Deals up to 50% more damage based on the distance traveled. This attack is always a Critical Strike.
Deals more damage based on the distance traveled. Reduces the cost.
4
Critical Rush III
3330 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage. Deals up to 50% more damage based on the distance traveled. This attack is always a Critical Strike.
Deals more damage based on the distance traveled. Reduces the cost.
4
Critical Rush IV
3240 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage. Deals up to 50% more damage based on the distance traveled. This attack is always a Critical Strike.
Deals more damage based on the distance traveled. Reduces the cost.
14
Cleave IV
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1742 damage for 6 seconds.
14
Cleave I
3510 Stamina
Focus your strength into a mighty swing, dealing 1687 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1687 damage for 6 seconds.
14
Cleave II
3510 Stamina
Focus your strength into a mighty swing, dealing 1705 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1705 damage for 6 seconds.
14
Cleave III
3510 Stamina
Focus your strength into a mighty swing, dealing 1724 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1724 damage for 6 seconds.
14
Cleave IV
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1742 damage for 6 seconds.
14
Carve I
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Bleed Damage to enemies in front of you, and causing them to bleed for an additional 2778 Bleed Damage over 12 seconds. Hitting a target that is already bleeding from this ability extends the duration by 10 seconds, up to a maximum of 32. You also gain a damage shield that absorbs 1742 damage for 6 seconds.
Converts into Bleed Damage and applies a bleed over time to enemies hit.
14
Carve II
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Bleed Damage to enemies in front of you, and causing them to bleed for an additional 2808 Bleed Damage over 12 seconds. Hitting a target that is already bleeding from this ability extends the duration by 10 seconds, up to a maximum of 32. You also gain a damage shield that absorbs 1742 damage for 6 seconds.
Converts into Bleed Damage and applies a bleed over time to enemies hit.
14
Carve III
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Bleed Damage to enemies in front of you, and causing them to bleed for an additional 2838 Bleed Damage over 12 seconds. Hitting a target that is already bleeding from this ability extends the duration by 10 seconds, up to a maximum of 32. You also gain a damage shield that absorbs 1742 damage for 6 seconds.
Converts into Bleed Damage and applies a bleed over time to enemies hit.
14
Carve IV
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Bleed Damage to enemies in front of you, and causing them to bleed for an additional 2868 Bleed Damage over 12 seconds. Hitting a target that is already bleeding from this ability extends the duration by 10 seconds, up to a maximum of 32. You also gain a damage shield that absorbs 1742 damage for 6 seconds.
Converts into Bleed Damage and applies a bleed over time to enemies hit.
14
Brawler I
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1742 damage for 6 seconds. Each enemy hit increases the damage shield's strength by 50%, up to 300%.
Damage shield now increases in strength for each enemy hit.
14
Brawler II
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1761 damage for 6 seconds. Each enemy hit increases the damage shield's strength by 50%, up to 300%.
Damage shield now increases in strength for each enemy hit.
14
Brawler III
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1780 damage for 6 seconds. Each enemy hit increases the damage shield's strength by 50%, up to 300%.
Damage shield now increases in strength for each enemy hit.
14
Brawler IV
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1799 damage for 6 seconds. Each enemy hit increases the damage shield's strength by 50%, up to 300%.
Damage shield now increases in strength for each enemy hit.
20
Reverse Slash IV
2430 Stamina
Spin around and strike an enemy down, dealing 1161 Physical Damage. Deals up to 300% more damage to enemies with less than 50% Health.
20
Reverse Slash I
2430 Stamina
Spin around and strike an enemy down, dealing 1124 Physical Damage. Deals up to 300% more damage to enemies with less than 50% Health.
20
Reverse Slash II
2430 Stamina
Spin around and strike an enemy down, dealing 1136 Physical Damage. Deals up to 300% more damage to enemies with less than 50% Health.
20
Reverse Slash III
2430 Stamina
Spin around and strike an enemy down, dealing 1148 Physical Damage. Deals up to 300% more damage to enemies with less than 50% Health.
20
Reverse Slash IV
2430 Stamina
Spin around and strike an enemy down, dealing 1161 Physical Damage. Deals up to 300% more damage to enemies with less than 50% Health.
20
Reverse Slice I
2430 Stamina
Spin around and strike an enemy down, dealing 1161 Physical Damage to them and all nearby enemies. Deals up to 300% more damage to enemies with less than 50% Health.
Now deals its damage in an area around the initial target as well.
20
Reverse Slice II
2430 Stamina
Spin around and strike an enemy down, dealing 1173 Physical Damage to them and all nearby enemies. Deals up to 300% more damage to enemies with less than 50% Health.
Now deals its damage in an area around the initial target as well.
20
Reverse Slice III
2430 Stamina
Spin around and strike an enemy down, dealing 1186 Physical Damage to them and all nearby enemies. Deals up to 300% more damage to enemies with less than 50% Health.
Now deals its damage in an area around the initial target as well.
20
Reverse Slice IV
2430 Stamina
Spin around and strike an enemy down, dealing 1199 Physical Damage to them and all nearby enemies. Deals up to 300% more damage to enemies with less than 50% Health.
Now deals its damage in an area around the initial target as well.
20
Executioner I
2160 Stamina
Spin around and strike an enemy down, dealing 1161 Bleed Damage. Deals up to 385% more damage to enemies with less than 50% Health.
Converts to Bleed Damage and reduces the cost. Increases the amount of bonus damage dealt to low health targets.
20
Executioner II
2160 Stamina
Spin around and strike an enemy down, dealing 1161 Bleed Damage. Deals up to 390% more damage to enemies with less than 50% Health.
Converts to Bleed Damage and reduces the cost. Increases the amount of bonus damage dealt to low health targets.
20
Executioner III
2160 Stamina
Spin around and strike an enemy down, dealing 1161 Bleed Damage. Deals up to 395% more damage to enemies with less than 50% Health.
Converts to Bleed Damage and reduces the cost. Increases the amount of bonus damage dealt to low health targets.
20
Executioner IV
2160 Stamina
Spin around and strike an enemy down, dealing 1161 Bleed Damage. Deals up to 400% more damage to enemies with less than 50% Health.
Converts to Bleed Damage and reduces the cost. Increases the amount of bonus damage dealt to low health targets.
38
Momentum IV
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds.
38
Momentum I
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 17 seconds.
38
Momentum II
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 18 seconds.
38
Momentum III
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 19 seconds.
38
Momentum IV
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds.
38
Forward Momentum I
3510 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 40 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Reduces the cost, increases the duration, and provides a brief immunity to snares and immobilizations.
38
Forward Momentum II
3420 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 40 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Reduces the cost, increases the duration, and provides a brief immunity to snares and immobilizations.
38
Forward Momentum III
3330 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 40 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Reduces the cost, increases the duration, and provides a brief immunity to snares and immobilizations.
38
Forward Momentum IV
3240 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 40 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Reduces the cost, increases the duration, and provides a brief immunity to snares and immobilizations.
38
Rally I
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds. You heal for 1161 Health when Rally ends. The final heal is increased by 15% every 1 second, up to a maximum of 300%.
Also heals you when the effect expires.
38
Rally II
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds. You heal for 1173 Health when Rally ends. The final heal is increased by 15% every 1 second, up to a maximum of 300%.
Also heals you when the effect expires.
38
Rally III
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds. You heal for 1186 Health when Rally ends. The final heal is increased by 15% every 1 second, up to a maximum of 300%.
Also heals you when the effect expires.
38
Rally IV
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds. You heal for 1199 Health when Rally ends. The final heal is increased by 15% every 1 second, up to a maximum of 300%.
Also heals you when the effect expires.
PASSIVES
34
Forceful II
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.
5
Forceful I
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 50% of the damage inflicted to the primary target.
34
Forceful II
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.
25
Heavy Weapons II
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Armor Penetration by 2974.
10
Heavy Weapons I
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 129. Axes increase your Critical Damage done by 6%. Maces increase your Offensive Penetration by 1487.
25
Heavy Weapons II
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Armor Penetration by 2974.
28
Balanced Blade II
Reduces the Stamina cost of your Two-Handed abilities by 15%.
17
Balanced Blade I
Reduces the Stamina cost of your Two-Handed abilities by 7%.
28
Balanced Blade II
Reduces the Stamina cost of your Two-Handed abilities by 15%.
46
Follow Up II
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.
30
Follow Up I
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 5% for 4 seconds.
46
Follow Up II
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.
50
Battle Rush II
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.
41
Battle Rush I
Increases your Stamina Recovery by 15% for 10 seconds after killing a target.
50
Battle Rush II
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.
One Hand and Shield
ULTIMATES
50
Shield Wall IV
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 6 seconds.
50
Shield Wall I
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 5 seconds.
50
Shield Wall II
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 5.3 seconds.
50
Shield Wall III
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 5.7 seconds.
50
Shield Wall IV
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 6 seconds.
50
Spell Wall I
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost and reflect all projectiles cast at you for 6 seconds.
You also reflect all projectiles cast at you.
50
Spell Wall II
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost and reflect all projectiles cast at you for 6.3 seconds.
You also reflect all projectiles cast at you.
50
Spell Wall III
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost and reflect all projectiles cast at you for 6.7 seconds.
You also reflect all projectiles cast at you.
50
Spell Wall IV
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost and reflect all projectiles cast at you for 7 seconds.
You also reflect all projectiles cast at you.
50
Shield Discipline I
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 6 seconds. Your One Hand and Shield abilities cost nothing while this effect persists.
Your One Hand and Shield abilities cost nothing while active.
50
Shield Discipline II
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 6.7 seconds. Your One Hand and Shield abilities cost nothing while this effect persists.
Your One Hand and Shield abilities cost nothing while active.
50
Shield Discipline III
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 7.3 seconds. Your One Hand and Shield abilities cost nothing while this effect persists.
Your One Hand and Shield abilities cost nothing while active.
50
Shield Discipline IV
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 8 seconds. Your One Hand and Shield abilities cost nothing while this effect persists.
Your One Hand and Shield abilities cost nothing while active.
SKILLS
2
Puncture IV
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1161 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds.
2
Puncture I
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1124 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds.
2
Puncture II
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1136 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds.
2
Puncture III
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1148 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds.
2
Puncture IV
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1161 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds.
2
Ransack I
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1161 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds. You also gain Minor Protection, reducing your damage taken by 5% for 15 seconds.
You also gain Minor Protection, reducing your damage taken.
2
Ransack II
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1173 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds. You also gain Minor Protection, reducing your damage taken by 5% for 15 seconds.
You also gain Minor Protection, reducing your damage taken.
2
Ransack III
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1186 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds. You also gain Minor Protection, reducing your damage taken by 5% for 15 seconds.
You also gain Minor Protection, reducing your damage taken.
2
Ransack IV
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1199 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds. You also gain Minor Protection, reducing your damage taken by 5% for 15 seconds.
You also gain Minor Protection, reducing your damage taken.
2
Pierce Armor I
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1161 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Minor Breach and Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.
Also inflicts Minor Breach, further reducing the enemy's Resistances.
2
Pierce Armor II
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1173 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Minor Breach and Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.
Also inflicts Minor Breach, further reducing the enemy's Resistances.
2
Pierce Armor III
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1186 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Minor Breach and Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.
Also inflicts Minor Breach, further reducing the enemy's Resistances.
2
Pierce Armor IV
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1199 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Minor Breach and Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.
Also inflicts Minor Breach, further reducing the enemy's Resistances.
4
Low Slash IV
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1392 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds.
4
Low Slash I
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1348 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds.
4
Low Slash II
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1362 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds.
4
Low Slash III
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1377 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds.
4
Low Slash IV
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1392 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds.
4
Deep Slash I
2970 Stamina
Surprise an enemy with a sweeping lunge, dealing 1742 Physical Damage to them and other nearby enemies, afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. Enemies hit also have their Movement Speed reduced by 30% for 4 seconds.
Increases the damage dealt. Now hits all targets near the initial enemy hit, and snares them.
4
Deep Slash II
2970 Stamina
Surprise an enemy with a sweeping lunge, dealing 1761 Physical Damage to them and other nearby enemies, afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. Enemies hit also have their Movement Speed reduced by 30% for 4 seconds.
Increases the damage dealt. Now hits all targets near the initial enemy hit, and snares them.
4
Deep Slash III
2970 Stamina
Surprise an enemy with a sweeping lunge, dealing 1780 Physical Damage to them and other nearby enemies, afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. Enemies hit also have their Movement Speed reduced by 30% for 4 seconds.
Increases the damage dealt. Now hits all targets near the initial enemy hit, and snares them.
4
Deep Slash IV
2970 Stamina
Surprise an enemy with a sweeping lunge, dealing 1799 Physical Damage to them and other nearby enemies, afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. Enemies hit also have their Movement Speed reduced by 30% for 4 seconds.
Increases the damage dealt. Now hits all targets near the initial enemy hit, and snares them.
4
Heroic Slash I
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1393 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 15 seconds.
You gain Minor Heroism, increasing your Ultimate generation.
4
Heroic Slash II
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1408 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 15 seconds.
You gain Minor Heroism, increasing your Ultimate generation.
4
Heroic Slash III
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1423 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 15 seconds.
You gain Minor Heroism, increasing your Ultimate generation.
4
Heroic Slash IV
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1438 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 15 seconds.
You gain Minor Heroism, increasing your Ultimate generation.
14
Defensive Posture IV
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast.
14
Defensive Posture I
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast.
14
Defensive Posture II
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4852 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast.
14
Defensive Posture III
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4905 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast.
14
Defensive Posture IV
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast.
14
Defensive Stance I
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast. While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.
While slotted, you reduce the cost of block and increase the amount of damage you can block.
14
Defensive Stance II
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast. While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.
While slotted, you reduce the cost of block and increase the amount of damage you can block.
14
Defensive Stance III
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast. While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.
While slotted, you reduce the cost of block and increase the amount of damage you can block.
14
Defensive Stance IV
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast. While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.
While slotted, you reduce the cost of block and increase the amount of damage you can block.
14
Absorb Missile I
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. While the shield persists, you are healed for 2479 Health the next time a harmful direct damage projectile hits you. This effect can occur once per cast. This ability scales off your Max Health.
Projectiles that are absorbed by the damage shield heal you, rather than reflect.
14
Absorb Missile II
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. While the shield persists, you are healed for 2506 Health the next time a harmful direct damage projectile hits you. This effect can occur once per cast. This ability scales off your Max Health.
Projectiles that are absorbed by the damage shield heal you, rather than reflect.
14
Absorb Missile III
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. While the shield persists, you are healed for 2533 Health the next time a harmful direct damage projectile hits you. This effect can occur once per cast. This ability scales off your Max Health.
Projectiles that are absorbed by the damage shield heal you, rather than reflect.
14
Absorb Missile IV
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. While the shield persists, you are healed for 2560 Health the next time a harmful direct damage projectile hits you. This effect can occur once per cast. This ability scales off your Max Health.
Projectiles that are absorbed by the damage shield heal you, rather than reflect.
20
Shield Charge IV
3780 Stamina
Rush an enemy and ram them, dealing 1392 Physical Damage and stunning them for 3 seconds.
20
Shield Charge I
3780 Stamina
Rush an enemy and ram them, dealing 1348 Physical Damage and stunning them for 3 seconds.
20
Shield Charge II
3780 Stamina
Rush an enemy and ram them, dealing 1362 Physical Damage and stunning them for 3 seconds.
20
Shield Charge III
3780 Stamina
Rush an enemy and ram them, dealing 1377 Physical Damage and stunning them for 3 seconds.
20
Shield Charge IV
3780 Stamina
Rush an enemy and ram them, dealing 1392 Physical Damage and stunning them for 3 seconds.
20
Shielded Assault I
3780 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3 seconds. You gain a damage shield after the attack, absorbing 4958 damage for 6 seconds. This portion of the ability scales off your Max Health.
Gain a damage shield after the attack.
20
Shielded Assault II
3780 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3 seconds. You gain a damage shield after the attack, absorbing 5012 damage for 6 seconds. This portion of the ability scales off your Max Health.
Gain a damage shield after the attack.
20
Shielded Assault III
3780 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3 seconds. You gain a damage shield after the attack, absorbing 5067 damage for 6 seconds. This portion of the ability scales off your Max Health.
Gain a damage shield after the attack.
20
Shielded Assault IV
3780 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3 seconds. You gain a damage shield after the attack, absorbing 5121 damage for 6 seconds. This portion of the ability scales off your Max Health.
Gain a damage shield after the attack.
20
Invasion I
3510 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3 seconds. Stuns up to 50% longer based on the distance traveled.
Stuns longer based on the distance traveled. Reduces the cost.
20
Invasion II
3510 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3.3 seconds. Stuns up to 50% longer based on the distance traveled.
Stuns longer based on the distance traveled. Reduces the cost.
20
Invasion III
3510 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3.7 seconds. Stuns up to 50% longer based on the distance traveled.
Stuns longer based on the distance traveled. Reduces the cost.
20
Invasion IV
3510 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 4 seconds. Stuns up to 50% longer based on the distance traveled.
Stuns longer based on the distance traveled. Reduces the cost.
38
Power Bash IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 2323 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
38
Power Bash I
2700 Stamina
Strike an enemy full-force with your shield, dealing 2249 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
38
Power Bash II
2700 Stamina
Strike an enemy full-force with your shield, dealing 2273 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
38
Power Bash III
2700 Stamina
Strike an enemy full-force with your shield, dealing 2298 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
38
Power Bash IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 2323 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
38
Reverberating Bash I
2700 Stamina
Strike an enemy full-force with your shield, dealing 1161 Physical Damage and stunning them for 2 seconds. After the stun ends, the enemy takes an additional 1161 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Initial damage is halved, but stuns the target. After the stun ends, the enemy takes the damage again.
38
Reverberating Bash II
2700 Stamina
Strike an enemy full-force with your shield, dealing 1161 Physical Damage and stunning them for 2.3 seconds. After the stun ends, the enemy takes an additional 1161 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Initial damage is halved, but stuns the target. After the stun ends, the enemy takes the damage again.
38
Reverberating Bash III
2700 Stamina
Strike an enemy full-force with your shield, dealing 1161 Physical Damage and stunning them for 2.7 seconds. After the stun ends, the enemy takes an additional 1161 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Initial damage is halved, but stuns the target. After the stun ends, the enemy takes the damage again.
38
Reverberating Bash IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 1161 Physical Damage and stunning them for 3 seconds. After the stun ends, the enemy takes an additional 1161 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Initial damage is halved, but stuns the target. After the stun ends, the enemy takes the damage again.
38
Power Slam I
2700 Stamina
Strike an enemy full-force with your shield, dealing 2323 Physical Damage. While slotted, blocking any attack grants you Resentment, which reduces the cost of your next Power Slam cast within 10 seconds by 47%. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Blocking any attack reduces the cost of your next Power Slam.
38
Power Slam II
2700 Stamina
Strike an enemy full-force with your shield, dealing 2348 Physical Damage. While slotted, blocking any attack grants you Resentment, which reduces the cost of your next Power Slam cast within 10 seconds by 48%. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Blocking any attack reduces the cost of your next Power Slam.
38
Power Slam III
2700 Stamina
Strike an enemy full-force with your shield, dealing 2374 Physical Damage. While slotted, blocking any attack grants you Resentment, which reduces the cost of your next Power Slam cast within 10 seconds by 49%. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Blocking any attack reduces the cost of your next Power Slam.
38
Power Slam IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 2399 Physical Damage. While slotted, blocking any attack grants you Resentment, which reduces the cost of your next Power Slam cast within 10 seconds by 50%. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Blocking any attack reduces the cost of your next Power Slam.
PASSIVES
34
Fortress II
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.
5
Fortress I
Reduces the Stamina cost of your One Hand and Shield abilities by 7% and reduces the cost of blocking by 18%.
34
Fortress II
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.
25
Sword and Board II
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.
10
Sword and Board I
Increases your Weapon and Spell Damage by 3% and the amount of damage you can block by 10%.
25
Sword and Board II
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.
28
Deadly Bash II
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.
17
Deadly Bash I
Improves your standard Bash attacks, causing them to deal 250 more damage and cost 25% less Stamina.
28
Deadly Bash II
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.
46
Deflect Bolts II
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.
30
Deflect Bolts I
Increases the amount of damage you can block from projectiles and ranged attacks by 6%.
46
Deflect Bolts II
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.
50
Battlefield Mobility II
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%
41
Battlefield Mobility I
Reduces the Movement Speed penalty of Bracing. Current penalty: 48%
50
Battlefield Mobility II
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%
Dual Wield
ULTIMATES
50
Lacerate IV
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6960 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
50
Lacerate I
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6740 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
50
Lacerate II
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6810 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
50
Lacerate III
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6885 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
50
Lacerate IV
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6960 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
50
Rend I
150 Ultimate
Slash enemies in front of you, causing them to bleed for 12537 Bleed Damage over 16 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
Increases the duration.
50
Rend II
150 Ultimate
Slash enemies in front of you, causing them to bleed for 12672 Bleed Damage over 16 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
Increases the duration.
50
Rend III
150 Ultimate
Slash enemies in front of you, causing them to bleed for 12807 Bleed Damage over 16 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
Increases the duration.
50
Rend IV
150 Ultimate
Slash enemies in front of you, causing them to bleed for 12942 Bleed Damage over 16 seconds and healing you for 50% of the damage done. Each tick applies the Hemorrhaging status effect.
Increases the duration.
50
Thrive in Chaos I
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6965 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each enemy hit increases your damage done by 3% for 8.6 seconds. This effect can stack up to 6 times. Each tick applies the Hemorrhaging status effect.
Converts into a conal attack. Each enemy hit increases your damage done.
50
Thrive in Chaos II
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6965 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each enemy hit increases your damage done by 4% for 8.6 seconds. This effect can stack up to 6 times. Each tick applies the Hemorrhaging status effect.
Converts into a conal attack. Each enemy hit increases your damage done.
50
Thrive in Chaos III
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6965 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each enemy hit increases your damage done by 5% for 8.6 seconds. This effect can stack up to 6 times. Each tick applies the Hemorrhaging status effect.
Converts into a conal attack. Each enemy hit increases your damage done.
50
Thrive in Chaos IV
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6965 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each enemy hit increases your damage done by 6% for 8.6 seconds. This effect can stack up to 6 times. Each tick applies the Hemorrhaging status effect.
Converts into a conal attack. Each enemy hit increases your damage done.
SKILLS
2
Flurry IV
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 667 Physical Damage.
2
Flurry I
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 646 Physical Damage.
2
Flurry II
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 653 Physical Damage.
2
Flurry III
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 660 Physical Damage.
2
Flurry IV
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 667 Physical Damage.
2
Rapid Strikes I
2430 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 667 Physical Damage. Each hit increases the damage of the subsequent hit by 5%.
Reduces the cost and each hit increases the damage of the subsequent hit.
2
Rapid Strikes II
2430 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 674 Physical Damage. Each hit increases the damage of the subsequent hit by 5%.
Reduces the cost and each hit increases the damage of the subsequent hit.
2
Rapid Strikes III
2430 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 681 Physical Damage. Each hit increases the damage of the subsequent hit by 5%.
Reduces the cost and each hit increases the damage of the subsequent hit.
2
Rapid Strikes IV
2430 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 689 Physical Damage. Each hit increases the damage of the subsequent hit by 5%.
Reduces the cost and each hit increases the damage of the subsequent hit.
2
Bloodthirst I
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 667 Bleed Damage and heal you for 33% of the damage caused.
Converts into Bleed Damage and heals you for a percentage of the damage caused.
2
Bloodthirst II
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 674 Bleed Damage and heal you for 33% of the damage caused.
Converts into Bleed Damage and heals you for a percentage of the damage caused.
2
Bloodthirst III
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 681 Bleed Damage and heal you for 33% of the damage caused.
Converts into Bleed Damage and heals you for a percentage of the damage caused.
2
Bloodthirst IV
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 689 Bleed Damage and heal you for 33% of the damage caused.
Converts into Bleed Damage and heals you for a percentage of the damage caused.
4
Twin Slashes IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds.
4
Twin Slashes I
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 562 Bleed Damage with each weapon and causing them to bleed for an additional 3360 Bleed Damage over 20 seconds.
4
Twin Slashes II
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 568 Bleed Damage with each weapon and causing them to bleed for an additional 3390 Bleed Damage over 20 seconds.
4
Twin Slashes III
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 574 Bleed Damage with each weapon and causing them to bleed for an additional 3430 Bleed Damage over 20 seconds.
4
Twin Slashes IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds.
4
Rending Slashes I
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 696 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. You also reduce their Movement Speed by 30% for 4 seconds.
Increases the initial damage, applies the Hemorrhaging status effect, and reduces the enemy's Movement Speed.
4
Rending Slashes II
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 703 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. You also reduce their Movement Speed by 30% for 4 seconds.
Increases the initial damage, applies the Hemorrhaging status effect, and reduces the enemy's Movement Speed.
4
Rending Slashes III
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 711 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. You also reduce their Movement Speed by 30% for 4 seconds.
Increases the initial damage, applies the Hemorrhaging status effect, and reduces the enemy's Movement Speed.
4
Rending Slashes IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 718 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. You also reduce their Movement Speed by 30% for 4 seconds.
Increases the initial damage, applies the Hemorrhaging status effect, and reduces the enemy's Movement Speed.
4
Blood Craze I
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. You heal for 347 Health anytime this ability deals damage.
Whenever an enemy is damaged from the attack you are healed.
4
Blood Craze II
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. You heal for 350 Health anytime this ability deals damage.
Whenever an enemy is damaged from the attack you are healed.
4
Blood Craze III
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. You heal for 354 Health anytime this ability deals damage.
Whenever an enemy is damaged from the attack you are healed.
4
Blood Craze IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. You heal for 358 Health anytime this ability deals damage.
Whenever an enemy is damaged from the attack you are healed.
14
Whirlwind IV
3510 Stamina
Launch yourself into a lethal spin, dealing 1742 Physical Damage to nearby enemies.
14
Whirlwind I
3510 Stamina
Launch yourself into a lethal spin, dealing 1687 Physical Damage to nearby enemies.
14
Whirlwind II
3510 Stamina
Launch yourself into a lethal spin, dealing 1705 Physical Damage to nearby enemies.
14
Whirlwind III
3510 Stamina
Launch yourself into a lethal spin, dealing 1724 Physical Damage to nearby enemies.
14
Whirlwind IV
3510 Stamina
Launch yourself into a lethal spin, dealing 1742 Physical Damage to nearby enemies.
14
Whirling Blades I
3510 Stamina
Launch yourself into a lethal spin, dealing 1742 Physical Damage to nearby enemies. Deals up to 100% more damage to enemies with less than 50% Health.
Ability deals more damage the less Health enemies have.
14
Whirling Blades II
3510 Stamina
Launch yourself into a lethal spin, dealing 1761 Physical Damage to nearby enemies. Deals up to 100% more damage to enemies with less than 50% Health.
Ability deals more damage the less Health enemies have.
14
Whirling Blades III
3510 Stamina
Launch yourself into a lethal spin, dealing 1780 Physical Damage to nearby enemies. Deals up to 100% more damage to enemies with less than 50% Health.
Ability deals more damage the less Health enemies have.
14
Whirling Blades IV
3510 Stamina
Launch yourself into a lethal spin, dealing 1799 Physical Damage to nearby enemies. Deals up to 100% more damage to enemies with less than 50% Health.
Ability deals more damage the less Health enemies have.
14
Steel Tornado I
3510 Stamina
Launch yourself into a lethal spin, releasing a flurry of blades around you that deals 1742 Physical Damage to nearby enemies.
Increases the radius. Reduces cost as ability ranks up.
14
Steel Tornado II
3420 Stamina
Launch yourself into a lethal spin, releasing a flurry of blades around you that deals 1742 Physical Damage to nearby enemies.
Increases the radius. Reduces cost as ability ranks up.
14
Steel Tornado III
3330 Stamina
Launch yourself into a lethal spin, releasing a flurry of blades around you that deals 1742 Physical Damage to nearby enemies.
Increases the radius. Reduces cost as ability ranks up.
14
Steel Tornado IV
3240 Stamina
Launch yourself into a lethal spin, releasing a flurry of blades around you that deals 1742 Physical Damage to nearby enemies.
Increases the radius. Reduces cost as ability ranks up.
20
Blade Cloak IV
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 421 Physical Damage to all enemies within 5 meters.
20
Blade Cloak I
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 408 Physical Damage to all enemies within 5 meters.
20
Blade Cloak II
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 412 Physical Damage to all enemies within 5 meters.
20
Blade Cloak III
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 416 Physical Damage to all enemies within 5 meters.
20
Blade Cloak IV
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 421 Physical Damage to all enemies within 5 meters.
20
Quick Cloak I
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 24 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 422 Physical Damage to all enemies within 5 meters. You also gain Major Expedition for 4 seconds, increasing your Movement Speed by 30%.
Increases duration and grants Major Expedition for a short duration after casting.
20
Quick Cloak II
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 26 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 422 Physical Damage to all enemies within 5 meters. You also gain Major Expedition for 4 seconds, increasing your Movement Speed by 30%.
Increases duration and grants Major Expedition for a short duration after casting.
20
Quick Cloak III
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 28 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 422 Physical Damage to all enemies within 5 meters. You also gain Major Expedition for 4 seconds, increasing your Movement Speed by 30%.
Increases duration and grants Major Expedition for a short duration after casting.
20
Quick Cloak IV
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 30 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 422 Physical Damage to all enemies within 5 meters. You also gain Major Expedition for 4 seconds, increasing your Movement Speed by 30%.
Increases duration and grants Major Expedition for a short duration after casting.
20
Deadly Cloak I
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 548 Physical Damage to all enemies within 5 meters.
Increases the damage done.
20
Deadly Cloak II
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 554 Physical Damage to all enemies within 5 meters.
Increases the damage done.
20
Deadly Cloak III
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 560 Physical Damage to all enemies within 5 meters.
Increases the damage done.
20
Deadly Cloak IV
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 566 Physical Damage to all enemies within 5 meters.
Increases the damage done.
38
Hidden Blade IV
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1392 Physical Damage and granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds.
38
Hidden Blade I
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1348 Physical Damage and granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds.
38
Hidden Blade II
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1362 Physical Damage and granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds.
38
Hidden Blade III
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1377 Physical Damage and granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds.
38
Hidden Blade IV
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1392 Physical Damage and granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds.
38
Shrouded Daggers I
3780 Stamina
Fire a secret dagger from your sleeve that bounces up to 3 times to nearby enemies, dealing 1742 Physical Damage per hit. If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
Increases the damage, and the dagger now bounces up to a total of three times.
38
Shrouded Daggers II
3780 Stamina
Fire a secret dagger from your sleeve that bounces up to 3 times to nearby enemies, dealing 1761 Physical Damage per hit. If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
Increases the damage, and the dagger now bounces up to a total of three times.
38
Shrouded Daggers III
3780 Stamina
Fire a secret dagger from your sleeve that bounces up to 3 times to nearby enemies, dealing 1780 Physical Damage per hit. If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
Increases the damage, and the dagger now bounces up to a total of three times.
38
Shrouded Daggers IV
3780 Stamina
Fire a secret dagger from your sleeve that bounces up to 3 times to nearby enemies, dealing 1799 Physical Damage per hit. If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
Increases the damage, and the dagger now bounces up to a total of three times.
38
Flying Blade I
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1393 Physical Damage and marking them for 5 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. Reactivating this ability on them allows you to jump to a marked enemy free of cost, dealing 2091 Physical Damage. Casting grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 40 seconds.
Casting the ability again against the same target causes you to jump to them. Extends the duration of Major Brutality and Sorcery.
38
Flying Blade II
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1408 Physical Damage and marking them for 5 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. Reactivating this ability on them allows you to jump to a marked enemy free of cost, dealing 2114 Physical Damage. Casting grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 40 seconds.
Casting the ability again against the same target causes you to jump to them. Extends the duration of Major Brutality and Sorcery.
38
Flying Blade III
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1423 Physical Damage and marking them for 5 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. Reactivating this ability on them allows you to jump to a marked enemy free of cost, dealing 2137 Physical Damage. Casting grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 40 seconds.
Casting the ability again against the same target causes you to jump to them. Extends the duration of Major Brutality and Sorcery.
38
Flying Blade IV
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1438 Physical Damage and marking them for 5 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. Reactivating this ability on them allows you to jump to a marked enemy free of cost, dealing 2160 Physical Damage. Casting grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 40 seconds.
Casting the ability again against the same target causes you to jump to them. Extends the duration of Major Brutality and Sorcery.
PASSIVES
30
Slaughter II
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.
5
Slaughter I
Increases damage with Dual Wield abilities by 10% against enemies with under 25% Health.
30
Slaughter II
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.
17
Dual Wield Expert II
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.
10
Dual Wield Expert I
Increases Weapon and Spell Damage by 3% of off-hand weapon's damage.
17
Dual Wield Expert II
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.
34
Controlled Fury II
Reduces the Stamina cost of Dual Wield abilities by 15%.
25
Controlled Fury I
Reduces the Stamina cost of Dual Wield abilities by 7%.
34
Controlled Fury II
Reduces the Stamina cost of Dual Wield abilities by 15%.
46
Ruffian II
Gives you a 15% damage bonus when attacking stunned, immobilized, disoriented, or silenced enemies.
28
Ruffian I
Gives you an 8% damage bonus when attacking stunned, immobilized, disoriented, or silenced enemies.
46
Ruffian II
Gives you a 15% damage bonus when attacking stunned, immobilized, disoriented, or silenced enemies.
50
Twin Blade and Blunt II
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.
41
Twin Blade and Blunt I
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 3%. Each mace increases your Offensive Penetration by 743. Each sword increases your Weapon and Spell Damage by 64. Each dagger increases your Critical Chance rating by 328.
50
Twin Blade and Blunt II
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.
Bow
ULTIMATES
50
Rapid Fire IV
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Physical Damage over 4 seconds. You can move at full speed and are immune to all disabling effects while channeling this attack.
50
Rapid Fire I
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 16870 Physical Damage over 4 seconds. You can move at full speed and are immune to all disabling effects while channeling this attack.
50
Rapid Fire II
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17050 Physical Damage over 4 seconds. You can move at full speed and are immune to all disabling effects while channeling this attack.
50
Rapid Fire III
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17240 Physical Damage over 4 seconds. You can move at full speed and are immune to all disabling effects while channeling this attack.
50
Rapid Fire IV
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Physical Damage over 4 seconds. You can move at full speed and are immune to all disabling effects while channeling this attack.
50
Toxic Barrage I
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Poison Damage over 4 seconds. After dealing damage you poison the enemy, dealing an additional 8710 Poison Damage over 8 seconds after a 1 second delay. You can move at full speed and are immune to all disabling effects while channeling this attack.
Deals Poison Damage. Dealing damage with the attack injects them with poison, dealing additional damage over time.
50
Toxic Barrage II
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Poison Damage over 4 seconds. After dealing damage you poison the enemy, dealing an additional 8805 Poison Damage over 8 seconds after a 1 second delay. You can move at full speed and are immune to all disabling effects while channeling this attack.
Deals Poison Damage. Dealing damage with the attack injects them with poison, dealing additional damage over time.
50
Toxic Barrage III
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Poison Damage over 4 seconds. After dealing damage you poison the enemy, dealing an additional 8900 Poison Damage over 8 seconds after a 1 second delay. You can move at full speed and are immune to all disabling effects while channeling this attack.
Deals Poison Damage. Dealing damage with the attack injects them with poison, dealing additional damage over time.
50
Toxic Barrage IV
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Poison Damage over 4 seconds. After dealing damage you poison the enemy, dealing an additional 8995 Poison Damage over 8 seconds after a 1 second delay. You can move at full speed and are immune to all disabling effects while channeling this attack.
Deals Poison Damage. Dealing damage with the attack injects them with poison, dealing additional damage over time.
50
Ballista I
175 Ultimate
Summon a turret to unleash a barrage of arrows at an enemy, dealing 15093 Physical Damage over 5 seconds.
Summon a turret to channel the attack for you, but for less damage.
50
Ballista II
175 Ultimate
Summon a turret to unleash a barrage of arrows at an enemy, dealing 15249 Physical Damage over 5 seconds.
Summon a turret to channel the attack for you, but for less damage.
50
Ballista III
175 Ultimate
Summon a turret to unleash a barrage of arrows at an enemy, dealing 15418 Physical Damage over 5 seconds.
Summon a turret to channel the attack for you, but for less damage.
50
Ballista IV
175 Ultimate
Summon a turret to unleash a barrage of arrows at an enemy, dealing 15587 Physical Damage over 5 seconds.
Summon a turret to channel the attack for you, but for less damage.
SKILLS
2
Snipe IV
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage.
2
Snipe I
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2328 Physical Damage.
2
Snipe II
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2353 Physical Damage.
2
Snipe III
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2379 Physical Damage.
2
Snipe IV
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage.
2
Lethal Arrow I
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Poison Damage and applying the Poisoned status effect. Also afflicts enemy with Minor Defile, which reduces their healing received and damage shield strength by 6% for 4 seconds.
Deals Poison Damage and always applies the Poisoned status effect. Also applies Minor Defile to the enemy.
2
Lethal Arrow II
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2430 Poison Damage and applying the Poisoned status effect. Also afflicts enemy with Minor Defile, which reduces their healing received and damage shield strength by 6% for 4 seconds.
Deals Poison Damage and always applies the Poisoned status effect. Also applies Minor Defile to the enemy.
2
Lethal Arrow III
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2456 Poison Damage and applying the Poisoned status effect. Also afflicts enemy with Minor Defile, which reduces their healing received and damage shield strength by 6% for 4 seconds.
Deals Poison Damage and always applies the Poisoned status effect. Also applies Minor Defile to the enemy.
2
Lethal Arrow IV
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2483 Poison Damage and applying the Poisoned status effect. Also afflicts enemy with Minor Defile, which reduces their healing received and damage shield strength by 6% for 4 seconds.
Deals Poison Damage and always applies the Poisoned status effect. Also applies Minor Defile to the enemy.
2
Focused Aim I
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage and applying the Sundered status effect.
Increases the range, always applies the Sundered status effect, and reduces cost as the ability ranks up.
2
Focused Aim II
2610 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage and applying the Sundered status effect.
Increases the range, always applies the Sundered status effect, and reduces cost as the ability ranks up.
2
Focused Aim III
2520 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage and applying the Sundered status effect.
Increases the range, always applies the Sundered status effect, and reduces cost as the ability ranks up.
2
Focused Aim IV
2430 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage and applying the Sundered status effect.
Increases the range, always applies the Sundered status effect, and reduces cost as the ability ranks up.
4
Volley IV
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 342 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
4
Volley I
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 332 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
4
Volley II
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 335 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
4
Volley III
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 339 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
4
Volley IV
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 342 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
4
Endless Hail I
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 343 Physical Damage to enemies in the target area every 1 second for 10 seconds, after a 2 second delay.
Increases the duration.
4
Endless Hail II
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 343 Physical Damage to enemies in the target area every 1 second for 11 seconds, after a 2 second delay.
Increases the duration.
4
Endless Hail III
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 343 Physical Damage to enemies in the target area every 1 second for 12 seconds, after a 2 second delay.
Increases the duration.
4
Endless Hail IV
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 343 Physical Damage to enemies in the target area every 1 second for 13 seconds, after a 2 second delay.
Increases the duration.
4
Arrow Barrage I
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 446 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
Increases the radius and damage done.
4
Arrow Barrage II
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 450 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
Increases the radius and damage done.
4
Arrow Barrage III
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 455 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
Increases the radius and damage done.
4
Arrow Barrage IV
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 460 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
Increases the radius and damage done.
14
Scatter Shot IV
3780 Stamina
Blast an enemy with an explosive arrow, dealing 1392 Physical Damage, knocking them back 8 meters.
14
Scatter Shot I
3780 Stamina
Blast an enemy with an explosive arrow, dealing 1348 Physical Damage, knocking them back 8 meters.
14
Scatter Shot II
3780 Stamina
Blast an enemy with an explosive arrow, dealing 1362 Physical Damage, knocking them back 8 meters.
14
Scatter Shot III
3780 Stamina
Blast an enemy with an explosive arrow, dealing 1377 Physical Damage, knocking them back 8 meters.
14
Scatter Shot IV
3780 Stamina
Blast an enemy with an explosive arrow, dealing 1392 Physical Damage, knocking them back 8 meters.
14
Magnum Shot I
3510 Stamina
Blast an enemy with an explosive arrow, dealing 1672 Physical Damage and knocking them back 8 meters.
Deals increased damage and reduces the cost.
14
Magnum Shot II
3510 Stamina
Blast an enemy with an explosive arrow, dealing 1690 Physical Damage and knocking them back 8 meters.
Deals increased damage and reduces the cost.
14
Magnum Shot III
3510 Stamina
Blast an enemy with an explosive arrow, dealing 1708 Physical Damage and knocking them back 8 meters.
Deals increased damage and reduces the cost.
14
Magnum Shot IV
3510 Stamina
Blast an enemy with an explosive arrow, dealing 1727 Physical Damage and knocking them back 8 meters.
Deals increased damage and reduces the cost.
14
Draining Shot I
3780 Stamina
Blast an enemy with an enchanted arrow, dealing 1393 Physical Damage and reducing their Movement Speed by 60% for 3 seconds. If the enemy is hit, you heal for 2323.
Heals you if enemy is successfully hit, but snares them instead of stunning.
14
Draining Shot II
3780 Stamina
Blast an enemy with an enchanted arrow, dealing 1393 Physical Damage and reducing their Movement Speed by 60% for 3 seconds. If the enemy is hit, you heal for 2348.
Heals you if enemy is successfully hit, but snares them instead of stunning.
14
Draining Shot III
3780 Stamina
Blast an enemy with an enchanted arrow, dealing 1393 Physical Damage and reducing their Movement Speed by 60% for 3 seconds. If the enemy is hit, you heal for 2374.
Heals you if enemy is successfully hit, but snares them instead of stunning.
14
Draining Shot IV
3780 Stamina
Blast an enemy with an enchanted arrow, dealing 1393 Physical Damage and reducing their Movement Speed by 60% for 3 seconds. If the enemy is hit, you heal for 2399.
Heals you if enemy is successfully hit, but snares them instead of stunning.
20
Arrow Spray IV
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you.
20
Arrow Spray I
3510 Stamina
Fire a burst of arrows in one shot, dealing 1687 Physical Damage to enemies in front of you.
20
Arrow Spray II
3510 Stamina
Fire a burst of arrows in one shot, dealing 1705 Physical Damage to enemies in front of you.
20
Arrow Spray III
3510 Stamina
Fire a burst of arrows in one shot, dealing 1724 Physical Damage to enemies in front of you.
20
Arrow Spray IV
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you.
20
Bombard I
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you. Enemies hit are immobilized for 4 seconds.
Immobilizes enemies hit and reduces the cost as the ability ranks up.
20
Bombard II
3420 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you. Enemies hit are immobilized for 4 seconds.
Immobilizes enemies hit and reduces the cost as the ability ranks up.
20
Bombard III
3330 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you. Enemies hit are immobilized for 4 seconds.
Immobilizes enemies hit and reduces the cost as the ability ranks up.
20
Bombard IV
3240 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you. Enemies hit are immobilized for 4 seconds.
Immobilizes enemies hit and reduces the cost as the ability ranks up.
20
Acid Spray I
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Poison Damage to enemies in front of you, and dealing an additional 1585 Poison Damage over 5 seconds.
Deals Poison Damage and adds additional damage over time.
20
Acid Spray II
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Poison Damage to enemies in front of you, and dealing an additional 1600 Poison Damage over 5 seconds.
Deals Poison Damage and adds additional damage over time.
20
Acid Spray III
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Poison Damage to enemies in front of you, and dealing an additional 1615 Poison Damage over 5 seconds.
Deals Poison Damage and adds additional damage over time.
20
Acid Spray IV
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Poison Damage to enemies in front of you, and dealing an additional 1635 Poison Damage over 5 seconds.
Deals Poison Damage and adds additional damage over time.
38
Poison Arrow IV
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds.
38
Poison Arrow I
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1124 Poison Damage and an additional 3360 Poison Damage over 20 seconds.
38
Poison Arrow II
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1136 Poison Damage and an additional 3390 Poison Damage over 20 seconds.
38
Poison Arrow III
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1148 Poison Damage and an additional 3430 Poison Damage over 20 seconds.
38
Poison Arrow IV
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds.
38
Venom Arrow I
2700 Stamina
Shoot an arrow coated in Shadowscale poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. After casting you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage for 20 seconds.
Interrupts enemies hit if they are casting. Grants Major Brutality and Sorcery after casting. Reduces cost as ability ranks up.
38
Venom Arrow II
2610 Stamina
Shoot an arrow coated in Shadowscale poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. After casting you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage for 20 seconds.
Interrupts enemies hit if they are casting. Grants Major Brutality and Sorcery after casting. Reduces cost as ability ranks up.
38
Venom Arrow III
2520 Stamina
Shoot an arrow coated in Shadowscale poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. After casting you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage for 20 seconds.
Interrupts enemies hit if they are casting. Grants Major Brutality and Sorcery after casting. Reduces cost as ability ranks up.
38
Venom Arrow IV
2430 Stamina
Shoot an arrow coated in Shadowscale poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. After casting you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage for 20 seconds.
Interrupts enemies hit if they are casting. Grants Major Brutality and Sorcery after casting. Reduces cost as ability ranks up.
38
Poison Injection I
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. Deals up to 105% more damage to enemies under 50% Health.
Deals additional damage to low Health enemies.
38
Poison Injection II
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. Deals up to 110% more damage to enemies under 50% Health.
Deals additional damage to low Health enemies.
38
Poison Injection III
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. Deals up to 115% more damage to enemies under 50% Health.
Deals additional damage to low Health enemies.
38
Poison Injection IV
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. Deals up to 120% more damage to enemies under 50% Health.
Deals additional damage to low Health enemies.
PASSIVES
34
Vinedusk Training II
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.
5
Vinedusk Training I
Increases your damage done by 2% against enemies 15 meters or closer. Increases your Critical Chance rating by 657 against enemies further than 15 meters.
34
Vinedusk Training II
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.
25
Accuracy II
Increases your Critical Chance rating by 1314.
10
Accuracy I
Increases your Critical Chance rating by 657.
25
Accuracy II
Increases your Critical Chance rating by 1314.
28
Ranger II
Reduces the Stamina cost of Bow abilities by 15%.
17
Ranger I
Reduces the Stamina cost of Bow abilities by 7%.
28
Ranger II
Reduces the Stamina cost of Bow abilities by 15%.
46
Hawk Eye II
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.
30
Hawk Eye I
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 2% for 5 seconds, stacking up to 5 times.
46
Hawk Eye II
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.
50
Hasty Retreat II
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.
41
Hasty Retreat I
Grants you Major Expedition for 2 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.
50
Hasty Retreat II
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.
Destruction Staff
ULTIMATES
50
Elemental Storm IV
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 1742 Magic Damage every 1 second for 7 seconds.
50
Elemental Storm I
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 1687 Magic Damage every 1 second for 7 seconds.
50
Elemental Storm II
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 1705 Magic Damage every 1 second for 7 seconds.
50
Elemental Storm III
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 1724 Magic Damage every 1 second for 7 seconds.
50
Elemental Storm IV
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 1742 Magic Damage every 1 second for 7 seconds.
50
Elemental Rage I
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 2178 Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
Increases the damage and gains a new effect depending on your staff type.
50
Elemental Rage II
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 2201 Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
Increases the damage and gains a new effect depending on your staff type.
50
Elemental Rage III
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 2225 Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
Increases the damage and gains a new effect depending on your staff type.
50
Elemental Rage IV
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 2249 Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
Increases the damage and gains a new effect depending on your staff type.
50
Eye of the Storm I
250 Ultimate
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing 1742 Magic Damage every 1 second for 7 seconds.
The storm is cast above you instead, and follows you wherever you move.
50
Eye of the Storm II
250 Ultimate
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing 1761 Magic Damage every 1 second for 7 seconds.
The storm is cast above you instead, and follows you wherever you move.
50
Eye of the Storm III
250 Ultimate
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing 1780 Magic Damage every 1 second for 7 seconds.
The storm is cast above you instead, and follows you wherever you move.
50
Eye of the Storm IV
250 Ultimate
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing 1799 Magic Damage every 1 second for 7 seconds.
The storm is cast above you instead, and follows you wherever you move.
SKILLS
2
Force Shock IV
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 695 Flame Damage, 695 Frost Damage, and 695 Shock Damage.
2
Force Shock I
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 673 Flame Damage, 673 Frost Damage, and 673 Shock Damage.
2
Force Shock II
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 680 Flame Damage, 680 Frost Damage, and 680 Shock Damage.
2
Force Shock III
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 687 Flame Damage, 687 Frost Damage, and 687 Shock Damage.
2
Force Shock IV
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 695 Flame Damage, 695 Frost Damage, and 695 Shock Damage.
2
Crushing Shock I
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Enemies hit while casting are interrupted, set Off Balance, and stunned for 3 seconds.
Interrupts spells, putting the caster Off Balance. Reduces cost as ability ranks up.
2
Crushing Shock II
2610 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Enemies hit while casting are interrupted, set Off Balance, and stunned for 3 seconds.
Interrupts spells, putting the caster Off Balance. Reduces cost as ability ranks up.
2
Crushing Shock III
2520 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Enemies hit while casting are interrupted, set Off Balance, and stunned for 3 seconds.
Interrupts spells, putting the caster Off Balance. Reduces cost as ability ranks up.
2
Crushing Shock IV
2430 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Enemies hit while casting are interrupted, set Off Balance, and stunned for 3 seconds.
Interrupts spells, putting the caster Off Balance. Reduces cost as ability ranks up.
2
Force Pulse I
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Up to 2 nearby enemies will take 2323 Magic Damage if they were already afflicted with a status effect.
Damages nearby enemies if they are under the effects of a status effect.
2
Force Pulse II
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Up to 2 nearby enemies will take 2348 Magic Damage if they were already afflicted with a status effect.
Damages nearby enemies if they are under the effects of a status effect.
2
Force Pulse III
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Up to 2 nearby enemies will take 2374 Magic Damage if they were already afflicted with a status effect.
Damages nearby enemies if they are under the effects of a status effect.
2
Force Pulse IV
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Up to 2 nearby enemies will take 2399 Magic Damage if they were already afflicted with a status effect.
Damages nearby enemies if they are under the effects of a status effect.
4
Wall of Elements IV
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 280 Magic Damage to enemies in the target area every 1 second. Wall of Fire deals additional damage to Burning enemies. Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Wall of Storms sets Concussed enemies Off Balance.
4
Wall of Elements I
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 272 Magic Damage to enemies in the target area every 1 second. Wall of Fire deals additional damage to Burning enemies. Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Wall of Storms sets Concussed enemies Off Balance.
4
Wall of Elements II
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 274 Magic Damage to enemies in the target area every 1 second. Wall of Fire deals additional damage to Burning enemies. Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Wall of Storms sets Concussed enemies Off Balance.
4
Wall of Elements III
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 277 Magic Damage to enemies in the target area every 1 second. Wall of Fire deals additional damage to Burning enemies. Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Wall of Storms sets Concussed enemies Off Balance.
4
Wall of Elements IV
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 280 Magic Damage to enemies in the target area every 1 second. Wall of Fire deals additional damage to Burning enemies. Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Wall of Storms sets Concussed enemies Off Balance.
4
Unstable Wall of Elements I
2970 Magicka
Create an unstable elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second before exploding for an additional 1161 Magic Damage. Unstable Wall of Fire deals additional damage to Burning enemies. Unstable Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Unstable Wall of Storms sets Concussed enemies Off Balance.
The wall explodes when it expires, dealing additional damage.
4
Unstable Wall of Elements II
2970 Magicka
Create an unstable elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second before exploding for an additional 1173 Magic Damage. Unstable Wall of Fire deals additional damage to Burning enemies. Unstable Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Unstable Wall of Storms sets Concussed enemies Off Balance.
The wall explodes when it expires, dealing additional damage.
4
Unstable Wall of Elements III
2970 Magicka
Create an unstable elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second before exploding for an additional 1186 Magic Damage. Unstable Wall of Fire deals additional damage to Burning enemies. Unstable Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Unstable Wall of Storms sets Concussed enemies Off Balance.
The wall explodes when it expires, dealing additional damage.
4
Unstable Wall of Elements IV
2970 Magicka
Create an unstable elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second before exploding for an additional 1199 Magic Damage. Unstable Wall of Fire deals additional damage to Burning enemies. Unstable Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Unstable Wall of Storms sets Concussed enemies Off Balance.
The wall explodes when it expires, dealing additional damage.
4
Elemental Blockade I
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second. Blockade of Fire deals additional damage to Burning enemies. Blockade of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Blockade of Storms sets Concussed enemies Off Balance.
Increases the size and duration of the wall.
4
Elemental Blockade II
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second. Blockade of Fire deals additional damage to Burning enemies. Blockade of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Blockade of Storms sets Concussed enemies Off Balance.
Increases the size and duration of the wall.
4
Elemental Blockade III
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second. Blockade of Fire deals additional damage to Burning enemies. Blockade of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Blockade of Storms sets Concussed enemies Off Balance.
Increases the size and duration of the wall.
4
Elemental Blockade IV
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second. Blockade of Fire deals additional damage to Burning enemies. Blockade of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Blockade of Storms sets Concussed enemies Off Balance.
Increases the size and duration of the wall.
14
Destructive Touch IV
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
14
Destructive Touch I
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1124 Magic Damage and an additional 3360 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
14
Destructive Touch II
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1136 Magic Damage and an additional 3390 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
14
Destructive Touch III
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1148 Magic Damage and an additional 3430 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
14
Destructive Touch IV
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
14
Destructive Clench I
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage. The initial hit always applies the element's status effect. Flame Clench also knocks the enemy back. Frost Clench deals less damage, has increased range, applies Major Maim, immobilizes, and taunts the enemy. Shock Clench converts the attack into an area of effect explosion.
Converts the damage over time into a new effect based on your staff type.
14
Destructive Clench II
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage. The initial hit always applies the element's status effect. Flame Clench also knocks the enemy back. Frost Clench deals less damage, has increased range, applies Major Maim, immobilizes, and taunts the enemy. Shock Clench converts the attack into an area of effect explosion.
Converts the damage over time into a new effect based on your staff type.
14
Destructive Clench III
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage. The initial hit always applies the element's status effect. Flame Clench also knocks the enemy back. Frost Clench deals less damage, has increased range, applies Major Maim, immobilizes, and taunts the enemy. Shock Clench converts the attack into an area of effect explosion.
Converts the damage over time into a new effect based on your staff type.
14
Destructive Clench IV
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage. The initial hit always applies the element's status effect. Flame Clench also knocks the enemy back. Frost Clench deals less damage, has increased range, applies Major Maim, immobilizes, and taunts the enemy. Shock Clench converts the attack into an area of effect explosion.
Converts the damage over time into a new effect based on your staff type.
14
Destructive Reach I
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
Increases the range. Reduces the cost as the ability ranks up.
14
Destructive Reach II
2880 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
Increases the range. Reduces the cost as the ability ranks up.
14
Destructive Reach III
2790 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
Increases the range. Reduces the cost as the ability ranks up.
14
Destructive Reach IV
2700 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
Increases the range. Reduces the cost as the ability ranks up.
20
Weakness to Elements IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948.
20
Weakness to Elements I
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 27 seconds, reducing their Physical and Spell Resistance by 5948.
20
Weakness to Elements II
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 28 seconds, reducing their Physical and Spell Resistance by 5948.
20
Weakness to Elements III
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 29 seconds, reducing their Physical and Spell Resistance by 5948.
20
Weakness to Elements IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948.
20
Elemental Susceptibility I
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948. Every 7.5 seconds the enemy is afflicted with the Burning, Chilled, and Concussion status effect.
Applies each elemental status effect periodically while active and increases the range.
20
Elemental Susceptibility II
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948. Every 7.5 seconds the enemy is afflicted with the Burning, Chilled, and Concussion status effect.
Applies each elemental status effect periodically while active and increases the range.
20
Elemental Susceptibility III
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948. Every 7.5 seconds the enemy is afflicted with the Burning, Chilled, and Concussion status effect.
Applies each elemental status effect periodically while active and increases the range.
20
Elemental Susceptibility IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948. Every 7.5 seconds the enemy is afflicted with the Burning, Chilled, and Concussion status effect.
Applies each elemental status effect periodically while active and increases the range.
20
Elemental Drain I
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 57 seconds, reducing their Physical and Spell Resistance by 5948. Also applies Minor Magickasteal to the enemy for 57 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy and greatly increases the duration.
20
Elemental Drain II
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 58 seconds, reducing their Physical and Spell Resistance by 5948. Also applies Minor Magickasteal to the enemy for 58 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy and greatly increases the duration.
20
Elemental Drain III
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 59 seconds, reducing their Physical and Spell Resistance by 5948. Also applies Minor Magickasteal to the enemy for 59 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy and greatly increases the duration.
20
Elemental Drain IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 1 minute, reducing their Physical and Spell Resistance by 5948. Also applies Minor Magickasteal to the enemy for 1 minute, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy and greatly increases the duration.
38
Impulse IV
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies. Fire Impulse hits Burning enemies with Impulse Afterburn, which deals more damage based on their missing Health. Frost Impulse also provides Minor Protection. Shock Impulse's damage increases based on the number of enemies hit.
38
Impulse I
3780 Magicka
Release a surge of elemental energy, dealing 1687 Magic Damage to nearby enemies. Fire Impulse hits Burning enemies with Impulse Afterburn, which deals more damage based on their missing Health. Frost Impulse also provides Minor Protection. Shock Impulse's damage increases based on the number of enemies hit.
38
Impulse II
3780 Magicka
Release a surge of elemental energy, dealing 1705 Magic Damage to nearby enemies. Fire Impulse hits Burning enemies with Impulse Afterburn, which deals more damage based on their missing Health. Frost Impulse also provides Minor Protection. Shock Impulse's damage increases based on the number of enemies hit.
38
Impulse III
3780 Magicka
Release a surge of elemental energy, dealing 1724 Magic Damage to nearby enemies. Fire Impulse hits Burning enemies with Impulse Afterburn, which deals more damage based on their missing Health. Frost Impulse also provides Minor Protection. Shock Impulse's damage increases based on the number of enemies hit.
38
Impulse IV
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies. Fire Impulse hits Burning enemies with Impulse Afterburn, which deals more damage based on their missing Health. Frost Impulse also provides Minor Protection. Shock Impulse's damage increases based on the number of enemies hit.
38
Elemental Ring I
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to enemies at the target location. Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health. Frost Ring also provides Minor Protection. Shock Ring's damage increases based on the number of enemies hit.
Deals damage at a target location instead of around you.
38
Elemental Ring II
3780 Magicka
Release a surge of elemental energy, dealing 1761 Magic Damage to enemies at the target location. Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health. Frost Ring also provides Minor Protection. Shock Ring's damage increases based on the number of enemies hit.
Deals damage at a target location instead of around you.
38
Elemental Ring III
3780 Magicka
Release a surge of elemental energy, dealing 1780 Magic Damage to enemies at the target location. Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health. Frost Ring also provides Minor Protection. Shock Ring's damage increases based on the number of enemies hit.
Deals damage at a target location instead of around you.
38
Elemental Ring IV
3780 Magicka
Release a surge of elemental energy, dealing 1799 Magic Damage to enemies at the target location. Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health. Frost Ring also provides Minor Protection. Shock Ring's damage increases based on the number of enemies hit.
Deals damage at a target location instead of around you.
38
Pulsar I
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies and afflicting them with Minor Mangle, reducing their Max Health by 10% for 7 seconds. Flame Pulsar hits Burning enemies with Pulsar Afterburn, which deals more damage based on their missing Health. Frost Pulsar also provides Minor Protection. Storm Pulsar's damage increases based on the number of enemies hit.
Applies Minor Mangle to non-boss enemies, reducing their Max Health. Triples the innate chance to apply the respective status effect.
38
Pulsar II
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies and afflicting them with Minor Mangle, reducing their Max Health by 10% for 8 seconds. Flame Pulsar hits Burning enemies with Pulsar Afterburn, which deals more damage based on their missing Health. Frost Pulsar also provides Minor Protection. Storm Pulsar's damage increases based on the number of enemies hit.
Applies Minor Mangle to non-boss enemies, reducing their Max Health. Triples the innate chance to apply the respective status effect.
38
Pulsar III
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies and afflicting them with Minor Mangle, reducing their Max Health by 10% for 9 seconds. Flame Pulsar hits Burning enemies with Pulsar Afterburn, which deals more damage based on their missing Health. Frost Pulsar also provides Minor Protection. Storm Pulsar's damage increases based on the number of enemies hit.
Applies Minor Mangle to non-boss enemies, reducing their Max Health. Triples the innate chance to apply the respective status effect.
38
Pulsar IV
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies and afflicting them with Minor Mangle, reducing their Max Health by 10% for 10 seconds. Flame Pulsar hits Burning enemies with Pulsar Afterburn, which deals more damage based on their missing Health. Frost Pulsar also provides Minor Protection. Storm Pulsar's damage increases based on the number of enemies hit.
Applies Minor Mangle to non-boss enemies, reducing their Max Health. Triples the innate chance to apply the respective status effect.
PASSIVES
34
Tri Focus II
Fully-charged Inferno Staff Heavy Attacks deal an additional 4480 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.
5
Tri Focus I
Fully-charged Inferno Staff Heavy Attacks deal an additional 2230 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 50% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 2640 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.
34
Tri Focus II
Fully-charged Inferno Staff Heavy Attacks deal an additional 4480 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.
17
Penetrating Magic II
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.
10
Penetrating Magic I
Your Destruction Staff abilities ignore 1487 of the enemy's Spell Resistance.
17
Penetrating Magic II
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.
30
Elemental Force II
Increases your chance to apply status effects by 100%.
25
Elemental Force I
Increases your chance to apply status effects by 50%.
30
Elemental Force II
Increases your chance to apply status effects by 100%.
46
Ancient Knowledge II
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.
28
Ancient Knowledge I
Inferno Staves increases your damage done with damage over time and Status Effects by 6%. Lightning Staves increases your damage done with direct damage and channeled effects by 6%. Ice Staves reduce the cost of blocking by 18% and increases the amount of damage you block by 10%.
46
Ancient Knowledge II
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.
50
Destruction Expert II
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.
41
Destruction Expert I
When you kill an enemy with a Destruction Staff ability, you restore 1800 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 900 Magicka. This effect can occur once every 10 seconds.
50
Destruction Expert II
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.
Restoration Staff
ULTIMATES
50
Panacea IV
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2904 Health every 1 second for 5 seconds.
50
Panacea I
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2812 Health every 1 second for 5 seconds.
50
Panacea II
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2842 Health every 1 second for 5 seconds.
50
Panacea III
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2873 Health every 1 second for 5 seconds.
50
Panacea IV
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2904 Health every 1 second for 5 seconds.
50
Life Giver I
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2904 Health every 1 second for 5 seconds. When you activate this ability you automatically cast Regeneration, Blessing of Protection, and Steadfast Ward at no cost. These will update based on which morph of each ability you have taken.
Also automatically casts Regeneration, Blessing of Protection, and Steadfast Ward.
50
Life Giver II
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2935 Health every 1 second for 5 seconds. When you activate this ability you automatically cast Regeneration, Blessing of Protection, and Steadfast Ward at no cost. These will update based on which morph of each ability you have taken.
Also automatically casts Regeneration, Blessing of Protection, and Steadfast Ward.
50
Life Giver III
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2967 Health every 1 second for 5 seconds. When you activate this ability you automatically cast Regeneration, Blessing of Protection, and Steadfast Ward at no cost. These will update based on which morph of each ability you have taken.
Also automatically casts Regeneration, Blessing of Protection, and Steadfast Ward.
50
Life Giver IV
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2999 Health every 1 second for 5 seconds. When you activate this ability you automatically cast Regeneration, Blessing of Protection, and Steadfast Ward at no cost. These will update based on which morph of each ability you have taken.
Also automatically casts Regeneration, Blessing of Protection, and Steadfast Ward.
50
Light's Champion I
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or a nearby ally for 2904 Health every 1 second for 5 seconds. Any friendly target you heal gains Major Force for 5 seconds, increasing their Critical Damage by 20%.
Any friendly target healed gains Major Force, increasing Critical Damage dealt.
50
Light's Champion II
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or a nearby ally for 2904 Health every 1 second for 5 seconds. Any friendly target you heal gains Major Force for 6 seconds, increasing their Critical Damage by 20%.
Any friendly target healed gains Major Force, increasing Critical Damage dealt.
50
Light's Champion III
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or a nearby ally for 2904 Health every 1 second for 5 seconds. Any friendly target you heal gains Major Force for 7 seconds, increasing their Critical Damage by 20%.
Any friendly target healed gains Major Force, increasing Critical Damage dealt.
50
Light's Champion IV
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or a nearby ally for 2904 Health every 1 second for 5 seconds. Any friendly target you heal gains Major Force for 8 seconds, increasing their Critical Damage by 20%.
Any friendly target healed gains Major Force, increasing Critical Damage dealt.
SKILLS
2
Grand Healing IV
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4631 Health over 10 seconds.
2
Grand Healing I
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4488 Health over 10 seconds.
2
Grand Healing II
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4532 Health over 10 seconds.
2
Grand Healing III
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4576 Health over 10 seconds.
2
Grand Healing IV
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4631 Health over 10 seconds.
2
Illustrious Healing I
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 5486 Health over 12 seconds.
Increases the duration.
2
Illustrious Healing II
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 5486 Health over 13 seconds.
Increases the duration.
2
Illustrious Healing III
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 5486 Health over 14 seconds.
Increases the duration.
2
Illustrious Healing IV
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 5486 Health over 15 seconds.
Increases the duration.
2
Healing Springs I
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4642 Health over 10 seconds. Increases your Magicka Recovery by 12 for each target affected, stacking up to 20 times.
You gain Magicka Recovery for each target healed.
2
Healing Springs II
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4642 Health over 10 seconds. Increases your Magicka Recovery by 13 for each target affected, stacking up to 20 times.
You gain Magicka Recovery for each target healed.
2
Healing Springs III
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4642 Health over 10 seconds. Increases your Magicka Recovery by 14 for each target affected, stacking up to 20 times.
You gain Magicka Recovery for each target healed.
2
Healing Springs IV
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4642 Health over 10 seconds. Increases your Magicka Recovery by 15 for each target affected, stacking up to 20 times.
You gain Magicka Recovery for each target healed.
4
Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3480 Health over 10 seconds.
4
Regeneration I
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3372 Health over 10 seconds.
4
Regeneration II
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3408 Health over 10 seconds.
4
Regeneration III
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3444 Health over 10 seconds.
4
Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3480 Health over 10 seconds.
4
Rapid Regeneration I
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3480 Health over 5 seconds. The healing increases by up to 50% more on targets under 100% Health.
The healing happens faster over a shorter duration and increases in healing on low Health targets.
4
Rapid Regeneration II
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3516 Health over 5 seconds. The healing increases by up to 50% more on targets under 100% Health.
The healing happens faster over a shorter duration and increases in healing on low Health targets.
4
Rapid Regeneration III
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3552 Health over 5 seconds. The healing increases by up to 50% more on targets under 100% Health.
The healing happens faster over a shorter duration and increases in healing on low Health targets.
4
Rapid Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3594 Health over 5 seconds. The healing increases by up to 50% more on targets under 100% Health.
The healing happens faster over a shorter duration and increases in healing on low Health targets.
4
Radiating Regeneration I
2700 Magicka
Share your staff's life-giving energy, healing you or up to 3 nearby allies for 3480 over 10 seconds.
Heals two additional targets.
4
Radiating Regeneration II
2700 Magicka
Share your staff's life-giving energy, healing you or up to 3 nearby allies for 3516 over 10 seconds.
Heals two additional targets.
4
Radiating Regeneration III
2700 Magicka
Share your staff's life-giving energy, healing you or up to 3 nearby allies for 3552 over 10 seconds.
Heals two additional targets.
4
Radiating Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or up to 3 nearby allies for 3594 over 10 seconds.
Heals two additional targets.
14
Blessing of Protection IV
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2613 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 10 seconds.
14
Blessing of Protection I
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2530 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 10 seconds.
14
Blessing of Protection II
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2557 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 10 seconds.
14
Blessing of Protection III
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2585 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 10 seconds.
14
Blessing of Protection IV
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2613 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 10 seconds.
14
Blessing Of Restoration I
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2876 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 20 seconds.
Increases the size, healing done, and duration.
14
Blessing Of Restoration II
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2907 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 20 seconds.
Increases the size, healing done, and duration.
14
Blessing Of Restoration III
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2939 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 20 seconds.
Increases the size, healing done, and duration.
14
Blessing Of Restoration IV
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2970 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 20 seconds.
Increases the size, healing done, and duration.
14
Combat Prayer I
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2614 Health. Also grants Minor Berserk and Minor Resolve increasing you and your allies' damage done by 5% and Physical Resistance and Spell Resistance by 2974 for 10 seconds.
Also grants Minor Berserk, increasing you and your allies' damage done. Cost decreases as ability ranks up.
14
Combat Prayer II
4770 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2614 Health. Also grants Minor Berserk and Minor Resolve increasing you and your allies' damage done by 5% and Physical Resistance and Spell Resistance by 2974 for 10 seconds.
Also grants Minor Berserk, increasing you and your allies' damage done. Cost decreases as ability ranks up.
14
Combat Prayer III
4680 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2614 Health. Also grants Minor Berserk and Minor Resolve increasing you and your allies' damage done by 5% and Physical Resistance and Spell Resistance by 2974 for 10 seconds.
Also grants Minor Berserk, increasing you and your allies' damage done. Cost decreases as ability ranks up.
14
Combat Prayer IV
4590 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2614 Health. Also grants Minor Berserk and Minor Resolve increasing you and your allies' damage done by 5% and Physical Resistance and Spell Resistance by 2974 for 10 seconds.
Also grants Minor Berserk, increasing you and your allies' damage done. Cost decreases as ability ranks up.
20
Steadfast Ward IV
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
20
Steadfast Ward I
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2249 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
20
Steadfast Ward II
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2273 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
20
Steadfast Ward III
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2298 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
20
Steadfast Ward IV
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
20
Ward Ally I
4590 Magicka
Call on your staff's strength to protect you and the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
Cast two shields instead of one, with one shield always on yourself. Reduces the cost as the ability ranks up.
20
Ward Ally II
4500 Magicka
Call on your staff's strength to protect you and the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
Cast two shields instead of one, with one shield always on yourself. Reduces the cost as the ability ranks up.
20
Ward Ally III
4410 Magicka
Call on your staff's strength to protect you and the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
Cast two shields instead of one, with one shield always on yourself. Reduces the cost as the ability ranks up.
20
Ward Ally IV
4320 Magicka
Call on your staff's strength to protect you and the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
Cast two shields instead of one, with one shield always on yourself. Reduces the cost as the ability ranks up.
20
Healing Ward I
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds. While the shield persists, the target is healed for 33% of the shield's remaining strength every second.
Heals target based on the shield's strength every second it persists.
20
Healing Ward II
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2348 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds. While the shield persists, the target is healed for 33% of the shield's remaining strength every second.
Heals target based on the shield's strength every second it persists.
20
Healing Ward III
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2374 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds. While the shield persists, the target is healed for 33% of the shield's remaining strength every second.
Heals target based on the shield's strength every second it persists.
20
Healing Ward IV
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2399 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds. While the shield persists, the target is healed for 33% of the shield's remaining strength every second.
Heals target based on the shield's strength every second it persists.
38
Force Siphon IV
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 24 seconds, healing you and your allies for 600 Health every 1 second when damaging them.
38
Force Siphon I
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 18 seconds, healing you and your allies for 600 Health every 1 second when damaging them.
38
Force Siphon II
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 20 seconds, healing you and your allies for 600 Health every 1 second when damaging them.
38
Force Siphon III
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 22 seconds, healing you and your allies for 600 Health every 1 second when damaging them.
38
Force Siphon IV
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 24 seconds, healing you and your allies for 600 Health every 1 second when damaging them.
38
Siphon Spirit I
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 24 seconds, healing you and your allies for 600 Health every 1 second when damaging them. Also applies Minor Magickasteal to the enemy for 24 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy.
38
Siphon Spirit II
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 26 seconds, healing you and your allies for 600 Health every 1 second when damaging them. Also applies Minor Magickasteal to the enemy for 26 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy.
38
Siphon Spirit III
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 28 seconds, healing you and your allies for 600 Health every 1 second when damaging them. Also applies Minor Magickasteal to the enemy for 28 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy.
38
Siphon Spirit IV
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 30 seconds, healing you and your allies for 600 Health every 1 second when damaging them. Also applies Minor Magickasteal to the enemy for 30 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy.
38
Quick Siphon I
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 24 seconds, healing you and your allies for 600 Health every 1 second when damaging them. When you or an ally hits the target, they gain Minor Expedition, which increases their Movement Speed by 15% for 4 seconds.
Allies who hit the enemy target also gain Minor Expedition.
38
Quick Siphon II
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 26 seconds, healing you and your allies for 600 Health every 1 second when damaging them. When you or an ally hits the target, they gain Minor Expedition, which increases their Movement Speed by 15% for 4 seconds.
Allies who hit the enemy target also gain Minor Expedition.
38
Quick Siphon III
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 28 seconds, healing you and your allies for 600 Health every 1 second when damaging them. When you or an ally hits the target, they gain Minor Expedition, which increases their Movement Speed by 15% for 4 seconds.
Allies who hit the enemy target also gain Minor Expedition.
38
Quick Siphon IV
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 30 seconds, healing you and your allies for 600 Health every 1 second when damaging them. When you or an ally hits the target, they gain Minor Expedition, which increases their Movement Speed by 15% for 4 seconds.
Allies who hit the enemy target also gain Minor Expedition.
PASSIVES
34
Essence Drain II
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 15 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.
5
Essence Drain I
You gain Major Mending for 2 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 12 meters of the target for 25% of the damage inflicted by the final hit of a fully-charged Heavy Attack.
34
Essence Drain II
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 15 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.
17
Restoration Expert II
Increases your healing by 15% on allies under 30% Health.
10
Restoration Expert I
Increases your healing by 8% on allies under 30% Health.
17
Restoration Expert II
Increases your healing by 15% on allies under 30% Health.
30
Cycle of Life II
Your fully-charged Heavy Attacks restore 30% more Magicka.
25
Cycle of Life I
Your fully-charged Heavy Attacks restore 15% more Magicka.
30
Cycle of Life II
Your fully-charged Heavy Attacks restore 30% more Magicka.
46
Absorb II
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.
28
Absorb I
Restores 300 Magicka whenever you block an attack. This effect can occur once every .25 seconds.
46
Absorb II
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.
50
Restoration Master II
Increases healing with Restoration Staff spells by 5%.
41
Restoration Master I
Increases healing with Restoration Staff spells by 3%.
50
Restoration Master II
Increases healing with Restoration Staff spells by 5%.
Light Armor
SKILLS
22
Annulment IV
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health.
22
Annulment I
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3600 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health.
22
Annulment II
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3639 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health.
22
Annulment III
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3679 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health.
22
Annulment IV
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health.
22
Dampen Magic I
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 60% of your Max Health. Each piece of Light Armor worn increases the amount of damage absorbed by 3%.
Each piece of Light Armor worn increases damage absorbed. Increases shield cap value.
22
Dampen Magic II
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 60% of your Max Health. Each piece of Light Armor worn increases the amount of damage absorbed by 4%.
Each piece of Light Armor worn increases damage absorbed. Increases shield cap value.
22
Dampen Magic III
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 60% of your Max Health. Each piece of Light Armor worn increases the amount of damage absorbed by 5%.
Each piece of Light Armor worn increases damage absorbed. Increases shield cap value.
22
Dampen Magic IV
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 60% of your Max Health. Each piece of Light Armor worn increases the amount of damage absorbed by 6%.
Each piece of Light Armor worn increases damage absorbed. Increases shield cap value.
22
Harness Magicka I
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health. While active, whenever the shield absorbs damage, you restore 229 Magicka. Each piece of Light Armor worn increases the Magicka restored by 30%. This effect can occur up to 3 times.
Restores Magicka whenever you absorb damage.
22
Harness Magicka II
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health. While active, whenever the shield absorbs damage, you restore 229 Magicka. Each piece of Light Armor worn increases the Magicka restored by 31%. This effect can occur up to 3 times.
Restores Magicka whenever you absorb damage.
22
Harness Magicka III
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health. While active, whenever the shield absorbs damage, you restore 229 Magicka. Each piece of Light Armor worn increases the Magicka restored by 32%. This effect can occur up to 3 times.
Restores Magicka whenever you absorb damage.
22
Harness Magicka IV
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health. While active, whenever the shield absorbs damage, you restore 229 Magicka. Each piece of Light Armor worn increases the Magicka restored by 33%. This effect can occur up to 3 times.
Restores Magicka whenever you absorb damage.
PASSIVES
1
Light Armor Bonuses
Each piece of Light Armor does the following: Reduces damage taken from Magical attacks by 1% Reduces the cost of Roll Dodge by 3% Reduces the Movement Speed penalty of Sneak by 5% Reduces the cost of Break Free by 5% Reduces the cost of Bash by 3%
1
Light Armor Penalties
Each piece of Light Armor does the following: Increases damage taken from Martial attacks by 1% Increases the cost of Block by 3% Decreases damage done with Bash by 1%
30
Grace III
Reduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 3% for each piece of Light Armor worn. Current bonus: 0%.
2
Grace I
Reduces the effectiveness of snares applied to you by 1% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 1% for each piece of Light Armor worn. Current bonus: 0%.
10
Grace II
Reduces the effectiveness of snares applied to you by 2% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 2% for each piece of Light Armor worn. Current bonus: 0%.
30
Grace III
Reduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 3% for each piece of Light Armor worn. Current bonus: 0%.
18
Evocation II
Increases your Magicka Recovery by 4% for each piece of Light Armor equipped. Current bonus: 0%. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped. Current bonus: 0%.
6
Evocation I
Increases your Magicka Recovery by 2% for each piece of Light Armor equipped. Current bonus: 0%. Reduces the Magicka cost of your abilities by 1% for each piece of Light Armor equipped. Current bonus: 0%.
18
Evocation II
Increases your Magicka Recovery by 4% for each piece of Light Armor equipped. Current bonus: 0%. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped. Current bonus: 0%.
34
Spell Warding II
Increases your Spell Resistance by 726 for each piece of Light Armor equipped. Current bonus: 0.
14
Spell Warding I
Increases your Spell Resistance by 363 for each piece of Light Armor equipped. Current bonus: 0.
34
Spell Warding II
Increases your Spell Resistance by 726 for each piece of Light Armor equipped. Current bonus: 0.
46
Prodigy II
Increases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped. Current bonus: 0.
38
Prodigy I
Increases your Weapon and Spell Critical rating by 109 for each piece of Light Armor equipped. Current bonus: 0.
46
Prodigy II
Increases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped. Current bonus: 0.
50
Concentration II
Increases your Physical and Spell Penetration by 939 for each piece of Light Armor worn. Current bonus: 0
42
Concentration I
Increases your Physical and Spell Penetration by 469 for each piece of Light Armor worn. Current bonus: 0
50
Concentration II
Increases your Physical and Spell Penetration by 939 for each piece of Light Armor worn. Current bonus: 0
Medium Armor
SKILLS
22
Evasion IV
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds.
22
Evasion I
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 17 seconds.
22
Evasion II
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 18 seconds.
22
Evasion III
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 19 seconds.
22
Evasion IV
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds.
22
Shuffle I
3213 Stamina
Shroud yourself in mist to gain Major Evasion, decreasing damage from area attacks by 20% for 20 seconds. Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations for 1 second.
Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations.
22
Shuffle II
3123 Stamina
Shroud yourself in mist to gain Major Evasion, decreasing damage from area attacks by 20% for 20 seconds. Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations for 1 second.
Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations.
22
Shuffle III
3033 Stamina
Shroud yourself in mist to gain Major Evasion, decreasing damage from area attacks by 20% for 20 seconds. Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations for 1 second.
Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations.
22
Shuffle IV
2943 Stamina
Shroud yourself in mist to gain Major Evasion, decreasing damage from area attacks by 20% for 20 seconds. Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations for 1 second.
Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations.
22
Elude I
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 16 seconds. While this effect is active, when you take damage from a direct area of effect attack you gain Major Expedition for 0 seconds, increasing your Movement Speed by 30%. Each piece of Medium Armor worn increases the duration of this ability.
When you take area damage, you gain Major Expedition. Each piece of Medium Armor worn increases the duration of this ability.
22
Elude II
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 16 seconds. While this effect is active, when you take damage from a direct area of effect attack you gain Major Expedition for 0 seconds, increasing your Movement Speed by 30%. Each piece of Medium Armor worn increases the duration of this ability.
When you take area damage, you gain Major Expedition. Each piece of Medium Armor worn increases the duration of this ability.
22
Elude III
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 16 seconds. While this effect is active, when you take damage from a direct area of effect attack you gain Major Expedition for 0 seconds, increasing your Movement Speed by 30%. Each piece of Medium Armor worn increases the duration of this ability.
When you take area damage, you gain Major Expedition. Each piece of Medium Armor worn increases the duration of this ability.
22
Elude IV
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 16 seconds. While this effect is active, when you take damage from a direct area of effect attack you gain Major Expedition for 0 seconds, increasing your Movement Speed by 30%. Each piece of Medium Armor worn increases the duration of this ability.
When you take area damage, you gain Major Expedition. Each piece of Medium Armor worn increases the duration of this ability.
PASSIVES
1
Medium Armor Bonuses
Each piece of Medium Armor does the following: Reduces the cost of Sprint by 1% Reduces the cost of Sneak by 5% Reduces the cost of Block by 3% Reduces damage taken from Area of Effect attacks by 2% for 2 seconds after you use Roll Dodge Increases Movement Speed by 2% while immune to crowd control
30
Dexterity III
Increases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped. Current bonus: 0%.
2
Dexterity I
Increases your Critical Damage and Healing done rating by 1% for every 2 pieces of Medium Armor equipped. Current bonus: 0%.
10
Dexterity II
Increases your Critical Damage and Healing done rating by 1% for every piece of Medium Armor equipped. Current bonus: 0%.
30
Dexterity III
Increases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped. Current bonus: 0%.
18
Wind Walker II
Increases your Stamina Recovery by 4% per piece of Medium Armor equipped. Current bonus: 0%. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped. Current bonus: 0%.
6
Wind Walker I
Increases your Stamina Recovery by 2% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the Stamina cost of your abilities by 1% for each piece of Medium Armor equipped. Current bonus: 0%.
18
Wind Walker II
Increases your Stamina Recovery by 4% per piece of Medium Armor equipped. Current bonus: 0%. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped. Current bonus: 0%.
34
Improved Sneak II
Reduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped. Current bonus: 0%.
14
Improved Sneak I
Reduces the cost of Sneak by 4% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the size of your detection area while Sneaking by 3% for each piece of Medium Armor equipped. Current bonus: 0%.
34
Improved Sneak II
Reduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped. Current bonus: 0%.
46
Agility II
Increases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn. Current bonus: 0%.
38
Agility I
Increases your Weapon and Spell Damage by 1% for each piece of Medium Armor worn. Current bonus: 0%.
46
Agility II
Increases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn. Current bonus: 0%.
50
Athletics II
Increases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped. Current bonus: 0%.
42
Athletics I
Increases the Movement Speed bonus of Sprint by 2% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the cost of Roll Dodge by 2% for each piece of Medium Armor equipped. Current bonus: 0%.
50
Athletics II
Increases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped. Current bonus: 0%.
Heavy Armor
SKILLS
22
Unstoppable IV
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
22
Unstoppable I
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 17 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
22
Unstoppable II
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 18 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
22
Unstoppable III
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 19 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
22
Unstoppable IV
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
22
Unstoppable Brute I
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While this effect persists, each piece of Heavy Armor worn decreases the cost of Break Free by 5%. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
Decreases the cost as the ability ranks up. While active, each piece of Heavy Armor worn decreases the cost of Break Free.
22
Unstoppable Brute II
3123 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While this effect persists, each piece of Heavy Armor worn decreases the cost of Break Free by 5%. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
Decreases the cost as the ability ranks up. While active, each piece of Heavy Armor worn decreases the cost of Break Free.
22
Unstoppable Brute III
3033 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While this effect persists, each piece of Heavy Armor worn decreases the cost of Break Free by 5%. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
Decreases the cost as the ability ranks up. While active, each piece of Heavy Armor worn decreases the cost of Break Free.
22
Unstoppable Brute IV
2943 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While this effect persists, each piece of Heavy Armor worn decreases the cost of Break Free by 5%. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
Decreases the cost as the ability ranks up. While active, each piece of Heavy Armor worn decreases the cost of Break Free.
22
Immovable I
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration. Each piece of Heavy Armor worn increases the amount of damage you block and the potency of the snare by 5%.
Each piece of Heavy Armor worn increases the amount of damage you can block, but also increases the snare strength. Increases duration of Major Resolve as the ability ranks up.
22
Immovable II
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 21 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration. Each piece of Heavy Armor worn increases the amount of damage you block and the potency of the snare by 5%.
Each piece of Heavy Armor worn increases the amount of damage you can block, but also increases the snare strength. Increases duration of Major Resolve as the ability ranks up.
22
Immovable III
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 22 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration. Each piece of Heavy Armor worn increases the amount of damage you block and the potency of the snare by 5%.
Each piece of Heavy Armor worn increases the amount of damage you can block, but also increases the snare strength. Increases duration of Major Resolve as the ability ranks up.
22
Immovable IV
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 23 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration. Each piece of Heavy Armor worn increases the amount of damage you block and the potency of the snare by 5%.
Each piece of Heavy Armor worn increases the amount of damage you can block, but also increases the snare strength. Increases duration of Major Resolve as the ability ranks up.
PASSIVES
1
Heavy Armor Bonuses
Each piece of Heavy Armor does the following: Reduces damage taken from Martial attacks by 1% Increases the amount of damage blocked by 1% Increases damage done with Bash by 30 Reduces your damage taken while immune to crowd control by 1%
1
Heavy Armor Penalties
Each piece of Heavy Armor does the following: Increases damage taken from Magical attacks by 1% Reduces the Movement Speed bonus of Sprint by 1% Increases the cost of Roll Dodge by 3% Increases the size of your detection area while Sneaking by 10%
30
Resolve III
Increases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped. Current bonus: 0.
2
Resolve I
Increases your Physical and Spell Resistance by 114 for each piece of Heavy Armor equipped. Current bonus: 0.
10
Resolve II
Increases your Physical and Spell Resistance by 229 for each piece of Heavy Armor equipped. Current bonus: 0.
30
Resolve III
Increases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped. Current bonus: 0.
18
Constitution II
Increases your Health Recovery by 4% for each piece of Heavy Armor equipped. Current bonus: 0%. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds. Current bonus: 0.
6
Constitution I
Increases your Health Recovery by 2% for each piece of Heavy Armor equipped. Current bonus: 0%. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 8 seconds. Current bonus: 0.
18
Constitution II
Increases your Health Recovery by 4% for each piece of Heavy Armor equipped. Current bonus: 0%. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds. Current bonus: 0.
34
Juggernaut II
Increases your Max Health by 2% for each piece of Heavy Armor equipped. Current bonus: 0%.
14
Juggernaut I
Increases your Max Health by 1% for each piece of Heavy Armor equipped. Current bonus: 0%.
34
Juggernaut II
Increases your Max Health by 2% for each piece of Heavy Armor equipped. Current bonus: 0%.
46
Revitalize II
Increases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn. Current bonus: 0%
38
Revitalize I
Increases the Magicka or Stamina your Heavy Attacks restore by 2% for each piece of Heavy Armor worn. Current bonus: 0%
46
Revitalize II
Increases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn. Current bonus: 0%
50
Rapid Mending II
Increases your healing received by 1% for each piece of Heavy Armor worn. Current bonus: 0%
42
Rapid Mending I
Increases your healing received by 1% for every 2 pieces of Heavy Armor worn. Current bonus: 0%
50
Rapid Mending II
Increases your healing received by 1% for each piece of Heavy Armor worn. Current bonus: 0%
Excavation
PASSIVES
6
Hand Brush II
Removes 1 layer of soil or rock from a 1x1 area. Generates: 1 Intuition Maximum Intuition: 4.
1
Hand Brush I
Removes 1 layer of soil or rock from a 1x1 area. Generates: 1 Intuition Maximum Intuition: 2.
6
Hand Brush II
Removes 1 layer of soil or rock from a 1x1 area. Generates: 1 Intuition Maximum Intuition: 4.
5
Augur II
Indicates how near the Antiquity is to the selected location. Can only be used a limited number of times, based on the Antiquity's Difficulty. Works on the lowest six layers of dirt and rocks. Cannot detect Bonus Loot. Using Augur does not consume a turn.
1
Augur I
Indicates how near the Antiquity is to the selected location. Can only be used a limited number of times, based on the Antiquity's Difficulty. Only works on the lowest three layers of dirt and rocks. Cannot detect Bonus Loot. Using Augur does not consume a turn.
5
Augur II
Indicates how near the Antiquity is to the selected location. Can only be used a limited number of times, based on the Antiquity's Difficulty. Works on the lowest six layers of dirt and rocks. Cannot detect Bonus Loot. Using Augur does not consume a turn.
7
Trowel II
Removes 3 layers of dirt or rock from a 1x1 area. Costs 2 Intuition to use. Can safely trigger Fissures to create explosive chain reactions.
2
Trowel I
Removes 3 layers of dirt or rock from a 1x1 area. Costs 2 Intuition to use.
7
Trowel II
Removes 3 layers of dirt or rock from a 1x1 area. Costs 2 Intuition to use. Can safely trigger Fissures to create explosive chain reactions.
4
Keen Eye: Dig Sites II
Antiquity Dig Sites will be easier to see when you are 30 meters or closer.
2
Keen Eye: Dig Sites I
Antiquity Dig Sites will be easier to see when you are 20 meters or closer.
4
Keen Eye: Dig Sites II
Antiquity Dig Sites will be easier to see when you are 30 meters or closer.
10
Excavator's Reserves II
Further increases the amount of time you have available when excavating a dig site.
3
Excavator's Reserves I
Increases the amount of time you have available when excavating a dig site.
10
Excavator's Reserves II
Further increases the amount of time you have available when excavating a dig site.
8
Heavy Shovel II
Removes 1 layer of dirt and rocks from up to a 3x3 area. The shovel only affects a single contiguous height of dirt and rocks. Costs 2 Intuition to use. Has a chance to consume no Intuition on use.
4
Heavy Shovel I
Removes 1 layer of dirt and rocks from up to a 3x3 area. The shovel only affects a single contiguous height of dirt and rocks. Costs 2 Intuition to use.
8
Heavy Shovel II
Removes 1 layer of dirt and rocks from up to a 3x3 area. The shovel only affects a single contiguous height of dirt and rocks. Costs 2 Intuition to use. Has a chance to consume no Intuition on use.
9
Keen Eye: Treasure Chests II
Treasure Chests will be easier to see when you are 30 meters or closer.
7
Keen Eye: Treasure Chests I
Treasure Chests will be easier to see when you are 20 meters or closer.
9
Keen Eye: Treasure Chests II
Treasure Chests will be easier to see when you are 30 meters or closer.
Legerdemain
PASSIVES
16
Improved Hiding IV
Reduces the cost of Sneak by 40%.
1
Improved Hiding I
Reduces the cost of Sneak by 10%.
6
Improved Hiding II
Reduces the cost of Sneak by 20%.
11
Improved Hiding III
Reduces the cost of Sneak by 30%.
16
Improved Hiding IV
Reduces the cost of Sneak by 40%.
17
Light Fingers IV
Increases your chances of successfully Pickpocketing by 50%
2
Light Fingers I
Increases your chance of successfully Pickpocketing by 10%.
7
Light Fingers II
Increases your chance of successfully Pickpocketing by 20%.
12
Light Fingers III
Increases your chances of successfully Pickpocketing by 35%
17
Light Fingers IV
Increases your chances of successfully Pickpocketing by 50%
18
Trafficker IV
Increases the number of fence interactions you can use each day by 180%.
3
Trafficker I
Increases the number of fence interactions you can use each day by 120%.
8
Trafficker II
Increases the number of fence interactions you can use each day by 140%.
13
Trafficker III
Increases the number of fence interactions you can use each day by 160%.
18
Trafficker IV
Increases the number of fence interactions you can use each day by 180%.
19
Locksmith IV
Improves your chances of forcing locks by 70%.
5
Locksmith I
Improves your chances of forcing locks by 10%.
9
Locksmith II
Improves your chances of forcing locks by 25%.
14
Locksmith III
Improves your chances of forcing locks by 45%.
19
Locksmith IV
Improves your chances of forcing locks by 70%.
20
Kickback IV
Reduces bounties you willingly pay to guards and fences by 40%.
6
Kickback I
Reduces bounties you willingly pay to guards and fences by 10%.
10
Kickback II
Reduces bounties you willingly pay to guards and fences by 20%.
15
Kickback III
Reduces bounties you willingly pay to guards and fences by 30%.
20
Kickback IV
Reduces bounties you willingly pay to guards and fences by 40%.
Scrying
PASSIVES
1
Scry
Adds the selected contiguous group of facets to your area of control. Consumes 1 turn.
10
Antiquarian Insight V
Allows you to scry for Antiquities of up to Ultimate difficulty.
1
Antiquarian Insight I
Allows you to scry for Antiquities of up to Simple difficulty.
3
Antiquarian Insight II
Allows you to scry for Antiquities of up to Intermediate difficulty.
5
Antiquarian Insight III
Allows you to scry for Antiquities of up to Advanced difficulty.
7
Antiquarian Insight IV
Allows you to scry for Antiquities of up to Master difficulty.
10
Antiquarian Insight V
Allows you to scry for Antiquities of up to Ultimate difficulty.
5
Scrier's Patience II
Grants you two additional turns of Scrying.
2
Scrier's Patience I
Grants you an additional turn of Scrying.
5
Scrier's Patience II
Grants you two additional turns of Scrying.
6
Coalescence II
Unites a hexagonal cluster of facets in the Antiquarian's Eye, converting the symbols to match that of the central facet. New Effect: The ability's range increases by one facet, creating a snowflake-like pattern. Consumes 1 Magicka Charge.
2
Coalescence I
Unites a hexagonal cluster of facets in the Antiquarian's Eye, converting the symbols to match that of the central facet. Consumes 1 Magicka Charge.
6
Coalescence II
Unites a hexagonal cluster of facets in the Antiquarian's Eye, converting the symbols to match that of the central facet. New Effect: The ability's range increases by one facet, creating a snowflake-like pattern. Consumes 1 Magicka Charge.
8
Future Focus II
Grants you two additional Magicka Charges for use in Scrying.
4
Future Focus I
Grants you an additional Magicka Charge for use in Scrying.
8
Future Focus II
Grants you two additional Magicka Charges for use in Scrying.
8
Dilation II
Claim all facets of the selected type that touch your area of control, as well as matching facets directly adjacent. New Effect: Dilation now claims ALL contiguous facets of the same type. Consumes 1 Magicka Charge.
4
Dilation I
Claim all facets of the selected type that touch your area of control, as well as matching facets directly adjacent. Consumes 1 Magicka Charge.
8
Dilation II
Claim all facets of the selected type that touch your area of control, as well as matching facets directly adjacent. New Effect: Dilation now claims ALL contiguous facets of the same type. Consumes 1 Magicka Charge.
9
Farsight II
Claim a line of facets, stretching out from your area of control. New Effect: Range increased from 4 facets to 6. Consumes 1 Magicka Charge.
6
Farsight I
Claim a line of facets, stretching out from your area of control. Consumes 1 Magicka Charge.
9
Farsight II
Claim a line of facets, stretching out from your area of control. New Effect: Range increased from 4 facets to 6. Consumes 1 Magicka Charge.
9
Preemptive Power
Start each Scrying attempt with an additional row of facets already claimed.
Soul Magic
ULTIMATES
6
Soul Strike IV
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14808 Magic Damage over 5 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
6
Soul Strike I
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14340 Magic Damage over 5 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
6
Soul Strike II
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14496 Magic Damage over 5 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
6
Soul Strike III
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14652 Magic Damage over 5 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
6
Soul Strike IV
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14808 Magic Damage over 5 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
6
Soul Assault I
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 19752 Magic Damage over 6 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Increases the duration of the channel and number of ticks.
6
Soul Assault II
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 19968 Magic Damage over 6 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Increases the duration of the channel and number of ticks.
6
Soul Assault III
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 20184 Magic Damage over 6 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Increases the duration of the channel and number of ticks.
6
Soul Assault IV
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 20400 Magic Damage over 6 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Increases the duration of the channel and number of ticks.
6
Shatter Soul I
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14814 Magic Damage over 5 seconds. Upon completion, the soulfire overflows and explodes from the enemy, dealing 2323 Magic Damage to all enemies near them. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Upon completion, deals damage to all enemies near your target.
6
Shatter Soul II
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14814 Magic Damage over 5 seconds. Upon completion, the soulfire overflows and explodes from the enemy, dealing 2348 Magic Damage to all enemies near them. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Upon completion, deals damage to all enemies near your target.
6
Shatter Soul III
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14814 Magic Damage over 5 seconds. Upon completion, the soulfire overflows and explodes from the enemy, dealing 2374 Magic Damage to all enemies near them. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Upon completion, deals damage to all enemies near your target.
6
Shatter Soul IV
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14814 Magic Damage over 5 seconds. Upon completion, the soulfire overflows and explodes from the enemy, dealing 2399 Magic Damage to all enemies near them. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Upon completion, deals damage to all enemies near your target.
SKILLS
1
Soul Trap IV
2700 Magicka
Lay claim to an enemy's soul, dealing 4631 Magic Damage over 20 seconds. Fills an empty Soul Gem if an affected enemy dies.
1
Soul Trap I
2700 Magicka
Lay claim to an enemy's soul, dealing 4488 Magic Damage over 20 seconds. Fills an empty Soul Gem if an affected enemy dies.
1
Soul Trap II
2700 Magicka
Lay claim to an enemy's soul, dealing 4532 Magic Damage over 20 seconds. Fills an empty Soul Gem if an affected enemy dies.
1
Soul Trap III
2700 Magicka
Lay claim to an enemy's soul, dealing 4576 Magic Damage over 20 seconds. Fills an empty Soul Gem if an affected enemy dies.
1
Soul Trap IV
2700 Magicka
Lay claim to an enemy's soul, dealing 4631 Magic Damage over 20 seconds. Fills an empty Soul Gem if an affected enemy dies.
1
Soul Splitting Trap I
2700 Magicka
Lay claim to enemy souls, dealing 2316 Magic Damage to your target and any other nearby enemies over 10 seconds. Fills an empty Soul Gem if an affected enemy dies.
Affects additional enemies near your initial target, but for a shorter duration. Reduces the cost as the ability ranks up.
1
Soul Splitting Trap II
2610 Magicka
Lay claim to enemy souls, dealing 2316 Magic Damage to your target and any other nearby enemies over 10 seconds. Fills an empty Soul Gem if an affected enemy dies.
Affects additional enemies near your initial target, but for a shorter duration. Reduces the cost as the ability ranks up.
1
Soul Splitting Trap III
2520 Magicka
Lay claim to enemy souls, dealing 2316 Magic Damage to your target and any other nearby enemies over 10 seconds. Fills an empty Soul Gem if an affected enemy dies.
Affects additional enemies near your initial target, but for a shorter duration. Reduces the cost as the ability ranks up.
1
Soul Splitting Trap IV
2430 Magicka
Lay claim to enemy souls, dealing 2316 Magic Damage to your target and any other nearby enemies over 10 seconds. Fills an empty Soul Gem if an affected enemy dies.
Affects additional enemies near your initial target, but for a shorter duration. Reduces the cost as the ability ranks up.
1
Consuming Trap I
2700 Magicka
Lay claim to an enemy's soul, dealing 4642 Magic Damage over 20 seconds. If an affected enemy dies, you fill an empty Soul Gem, heal for 2720 Health, and restore 2040 Magicka and 2040 Stamina. This portion of the ability scales off your Max Health, Magicka, and Stamina.
Also restore Health, Magicka, and Stamina if enemy dies while affected.
1
Consuming Trap II
2700 Magicka
Lay claim to an enemy's soul, dealing 4642 Magic Damage over 20 seconds. If an affected enemy dies, you fill an empty Soul Gem, heal for 2880 Health, and restore 2160 Magicka and 2160 Stamina. This portion of the ability scales off your Max Health, Magicka, and Stamina.
Also restore Health, Magicka, and Stamina if enemy dies while affected.
1
Consuming Trap III
2700 Magicka
Lay claim to an enemy's soul, dealing 4642 Magic Damage over 20 seconds. If an affected enemy dies, you fill an empty Soul Gem, heal for 3040 Health, and restore 2280 Magicka and 2280 Stamina. This portion of the ability scales off your Max Health, Magicka, and Stamina.
Also restore Health, Magicka, and Stamina if enemy dies while affected.
1
Consuming Trap IV
2700 Magicka
Lay claim to an enemy's soul, dealing 4642 Magic Damage over 20 seconds. If an affected enemy dies, you fill an empty Soul Gem, heal for 3200 Health, and restore 2400 Magicka and 2400 Stamina. This portion of the ability scales off your Max Health, Magicka, and Stamina.
Also restore Health, Magicka, and Stamina if enemy dies while affected.
PASSIVES
3
Soul Summons II
Allows you to revive once every 1 hour without spending a Soul Gem.
2
Soul Summons I
Allows you to revive once every 2 hours without spending a Soul Gem.
3
Soul Summons II
Allows you to revive once every 1 hour without spending a Soul Gem.
4
Soul Shatter II
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.
2
Soul Shatter I
When your Health drops below 20% your soul explodes, dealing 800 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.
4
Soul Shatter II
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.
5
Soul Lock II
Killing an enemy has a 10% chance of automatically filling an empty Soul Gem.
3
Soul Lock I
Killing an enemy has a 5% chance of automatically filling an empty Soul Gem.
5
Soul Lock II
Killing an enemy has a 10% chance of automatically filling an empty Soul Gem.
Vampire
ULTIMATES
5
Blood Scion IV
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls.
5
Blood Scion I
350 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls.
5
Blood Scion II
345 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls.
5
Blood Scion III
340 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls.
5
Blood Scion IV
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls.
5
Swarming Scion I
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. Bats also swarm around you and shred enemies that come close, dealing 843 Magic Damage every 1 second.
Bats swarm around you and deal damage to enemies that come close.
5
Swarming Scion II
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. Bats also swarm around you and shred enemies that come close, dealing 852 Magic Damage every 1 second.
Bats swarm around you and deal damage to enemies that come close.
5
Swarming Scion III
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. Bats also swarm around you and shred enemies that come close, dealing 861 Magic Damage every 1 second.
Bats swarm around you and deal damage to enemies that come close.
5
Swarming Scion IV
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. Bats also swarm around you and shred enemies that come close, dealing 870 Magic Damage every 1 second.
Bats swarm around you and deal damage to enemies that come close.
5
Perfect Scion I
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. You also ascend to Vampire Stage 5, which grants all the benefits of Vampire Stage 4 with none of the drawbacks.
You ascend to Vampire Stage 5.
5
Perfect Scion II
330 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. You also ascend to Vampire Stage 5, which grants all the benefits of Vampire Stage 4 with none of the drawbacks.
You ascend to Vampire Stage 5.
5
Perfect Scion III
325 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. You also ascend to Vampire Stage 5, which grants all the benefits of Vampire Stage 4 with none of the drawbacks.
You ascend to Vampire Stage 5.
5
Perfect Scion IV
320 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. You also ascend to Vampire Stage 5, which grants all the benefits of Vampire Stage 4 with none of the drawbacks.
You ascend to Vampire Stage 5.
SKILLS
1
Eviscerate IV
2295 Magicka
Rend an enemy, dealing 2323 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health.
1
Eviscerate I
2295 Magicka
Rend an enemy, dealing 2249 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health.
1
Eviscerate II
2295 Magicka
Rend an enemy, dealing 2273 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health.
1
Eviscerate III
2295 Magicka
Rend an enemy, dealing 2298 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health.
1
Eviscerate IV
2295 Magicka
Rend an enemy, dealing 2323 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health.
1
Blood for Blood I
2295 Health
Rend an enemy, dealing 2323 Magic Damage and applying the Hemorrhaging status effect. Deals up to 60% more damage based on your missing Health. After you cast this ability, you cannot be healed by allies for 3 seconds.
Costs Health to cast, but greatly increases the execute scaling. After casting the ability, you cannot be healed by allies for a short duration.
1
Blood for Blood II
2295 Health
Rend an enemy, dealing 2323 Magic Damage and applying the Hemorrhaging status effect. Deals up to 65% more damage based on your missing Health. After you cast this ability, you cannot be healed by allies for 3 seconds.
Costs Health to cast, but greatly increases the execute scaling. After casting the ability, you cannot be healed by allies for a short duration.
1
Blood for Blood III
2295 Health
Rend an enemy, dealing 2323 Magic Damage and applying the Hemorrhaging status effect. Deals up to 70% more damage based on your missing Health. After you cast this ability, you cannot be healed by allies for 3 seconds.
Costs Health to cast, but greatly increases the execute scaling. After casting the ability, you cannot be healed by allies for a short duration.
1
Blood for Blood IV
2295 Health
Rend an enemy, dealing 2323 Magic Damage and applying the Hemorrhaging status effect. Deals up to 75% more damage based on your missing Health. After you cast this ability, you cannot be healed by allies for 3 seconds.
Costs Health to cast, but greatly increases the execute scaling. After casting the ability, you cannot be healed by allies for a short duration.
1
Arterial Burst I
2295 Magicka
Rend an enemy, dealing 2323 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health. If you use this ability while you are under 50% Health, it will always be a Critical Strike.
Will always be a Critical Strike if you cast it while under half Health.
1
Arterial Burst II
2295 Magicka
Rend an enemy, dealing 2348 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health. If you use this ability while you are under 50% Health, it will always be a Critical Strike.
Will always be a Critical Strike if you cast it while under half Health.
1
Arterial Burst III
2295 Magicka
Rend an enemy, dealing 2374 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health. If you use this ability while you are under 50% Health, it will always be a Critical Strike.
Will always be a Critical Strike if you cast it while under half Health.
1
Arterial Burst IV
2295 Magicka
Rend an enemy, dealing 2399 Magic Damage and applying the Hemorrhaging status effect. Deals up to 33% more damage based on your missing Health. If you use this ability while you are under 50% Health, it will always be a Critical Strike.
Will always be a Critical Strike if you cast it while under half Health.
2
Blood Frenzy IV
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
2
Blood Frenzy I
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 57 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
2
Blood Frenzy II
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 58 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
2
Blood Frenzy III
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 59 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
2
Blood Frenzy IV
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
2
Simmering Frenzy I
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 77 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
Increases the Weapon and Spell Damage granted per stack.
2
Simmering Frenzy II
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 78 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
Increases the Weapon and Spell Damage granted per stack.
2
Simmering Frenzy III
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 79 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
Increases the Weapon and Spell Damage granted per stack.
2
Simmering Frenzy IV
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 80 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
Increases the Weapon and Spell Damage granted per stack.
2
Sated Fury I
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 300 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. When toggled off, you heal for 30% of the total Health cost you spent while active.
Reduces the ramping Health cost and when you toggle the ability off, you heal for a portion of the Health cost you spent.
2
Sated Fury II
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 300 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. When toggled off, you heal for 31% of the total Health cost you spent while active.
Reduces the ramping Health cost and when you toggle the ability off, you heal for a portion of the Health cost you spent.
2
Sated Fury III
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 300 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. When toggled off, you heal for 32% of the total Health cost you spent while active.
Reduces the ramping Health cost and when you toggle the ability off, you heal for a portion of the Health cost you spent.
2
Sated Fury IV
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 300 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. When toggled off, you heal for 33% of the total Health cost you spent while active.
Reduces the ramping Health cost and when you toggle the ability off, you heal for a portion of the Health cost you spent.
4
Vampiric Drain IV
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds.
4
Vampiric Drain I
4320 Magicka
Siphon away your enemies' vitality, dealing 843 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds.
4
Vampiric Drain II
4320 Magicka
Siphon away your enemies' vitality, dealing 852 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds.
4
Vampiric Drain III
4320 Magicka
Siphon away your enemies' vitality, dealing 861 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds.
4
Vampiric Drain IV
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds.
4
Drain Vigor I
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and restoring 7% of your missing Stamina every 1 second for 3 seconds.
Restores a portion of your missing Stamina.
4
Drain Vigor II
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and restoring 8% of your missing Stamina every 1 second for 3 seconds.
Restores a portion of your missing Stamina.
4
Drain Vigor III
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and restoring 9% of your missing Stamina every 1 second for 3 seconds.
Restores a portion of your missing Stamina.
4
Drain Vigor IV
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and restoring 10% of your missing Stamina every 1 second for 3 seconds.
Restores a portion of your missing Stamina.
4
Exhilarating Drain I
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and generating 2 Ultimate every 1 second for 3 seconds.
Generates Ultimate.
4
Exhilarating Drain II
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and generating 3 Ultimate every 1 second for 3 seconds.
Generates Ultimate.
4
Exhilarating Drain III
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and generating 4 Ultimate every 1 second for 3 seconds.
Generates Ultimate.
4
Exhilarating Drain IV
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and generating 5 Ultimate every 1 second for 3 seconds.
Generates Ultimate.
6
Mesmerize IV
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
6
Mesmerize I
4050 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
6
Mesmerize II
3960 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
6
Mesmerize III
3870 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
6
Mesmerize IV
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
6
Hypnosis I
3780 Magicka
Subdue enemies around you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
Affects all enemies around you.
6
Hypnosis II
3690 Magicka
Subdue enemies around you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
Affects all enemies around you.
6
Hypnosis III
3600 Magicka
Subdue enemies around you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
Affects all enemies around you.
6
Hypnosis IV
3510 Magicka
Subdue enemies around you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
Affects all enemies around you.
6
Stupefy I
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked. After the stun ends they remain stupefied, reducing their Movement Speed by 50% for 5 seconds.
Enemies are snared after the stun ends.
6
Stupefy II
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked. After the stun ends they remain stupefied, reducing their Movement Speed by 51% for 5 seconds.
Enemies are snared after the stun ends.
6
Stupefy III
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked. After the stun ends they remain stupefied, reducing their Movement Speed by 52% for 5 seconds.
Enemies are snared after the stun ends.
6
Stupefy IV
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked. After the stun ends they remain stupefied, reducing their Movement Speed by 53% for 5 seconds.
Enemies are snared after the stun ends.
9
Mist Form IV
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka.
9
Mist Form I
4050 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka.
9
Mist Form II
3960 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka.
9
Mist Form III
3870 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka.
9
Mist Form IV
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka.
9
Elusive Mist I
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. You gain Major Expedition and Major Evasion for 2 seconds after reappearing, increasing your Movement Speed by 30% and reducing damage from area attacks by 20%. Casting again within 4 seconds costs 33% more Magicka.
Grants you Major Expedition and Major Evasion after reappearing.
9
Elusive Mist II
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. You gain Major Expedition and Major Evasion for 2.7 seconds after reappearing, increasing your Movement Speed by 30% and reducing damage from area attacks by 20%. Casting again within 4 seconds costs 33% more Magicka.
Grants you Major Expedition and Major Evasion after reappearing.
9
Elusive Mist III
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. You gain Major Expedition and Major Evasion for 3.3 seconds after reappearing, increasing your Movement Speed by 30% and reducing damage from area attacks by 20%. Casting again within 4 seconds costs 33% more Magicka.
Grants you Major Expedition and Major Evasion after reappearing.
9
Elusive Mist IV
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. You gain Major Expedition and Major Evasion for 4 seconds after reappearing, increasing your Movement Speed by 30% and reducing damage from area attacks by 20%. Casting again within 4 seconds costs 33% more Magicka.
Grants you Major Expedition and Major Evasion after reappearing.
9
Blood Mist I
3780 Magicka
Dissolve into a bloody mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Upon activation you drain the blood of those around you for 20 seconds, dealing 422 Magic Damage every 2 seconds to enemies and healing you for 45% of the damage caused. Casting again within 4 seconds costs 33% more Magicka.
Deals damage to enemies around you and heals for a portion of the damage caused for a duration after casting.
9
Blood Mist II
3780 Magicka
Dissolve into a bloody mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Upon activation you drain the blood of those around you for 20 seconds, dealing 426 Magic Damage every 2 seconds to enemies and healing you for 45% of the damage caused. Casting again within 4 seconds costs 33% more Magicka.
Deals damage to enemies around you and heals for a portion of the damage caused for a duration after casting.
9
Blood Mist III
3780 Magicka
Dissolve into a bloody mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Upon activation you drain the blood of those around you for 20 seconds, dealing 431 Magic Damage every 2 seconds to enemies and healing you for 45% of the damage caused. Casting again within 4 seconds costs 33% more Magicka.
Deals damage to enemies around you and heals for a portion of the damage caused for a duration after casting.
9
Blood Mist IV
3780 Magicka
Dissolve into a bloody mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Upon activation you drain the blood of those around you for 20 seconds, dealing 435 Magic Damage every 2 seconds to enemies and healing you for 45% of the damage caused. Casting again within 4 seconds costs 33% more Magicka.
Deals damage to enemies around you and heals for a portion of the damage caused for a duration after casting.
PASSIVES
1
Feed
Allows you to feed on an unsuspecting target, killing them and increasing your Vampire Stage. Higher Stages make you a stronger Vampire at the cost of your humanity. Stages decrease over long periods of time. Stage 1/2/3/4 Health Recovery: -10%/-30%/-60%/-100% Flame Damage Taken: +5%/+8%/+13%/+20% Regular Ability Costs: +3%/+5%/+8%/+12% Vampire Ability Costs: -6%/-10%/-16%/-24%
7
Dark Stalker II
Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 50%.
3
Dark Stalker I
Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 25%.
7
Dark Stalker II
Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 50%.
8
Strike from the Shadows II
When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 300 for 6 seconds.
4
Strike from the Shadows I
When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 150 for 6 seconds.
8
Strike from the Shadows II
When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 300 for 6 seconds.
9
Undeath II
Reduces your damage taken by up to 30% based on your missing Health.
6
Undeath I
Reduces your damage taken by up to 15% based on your missing Health.
9
Undeath II
Reduces your damage taken by up to 30% based on your missing Health.
6
Blood Ritual
Allows you to infect another player with Noxiphilic Sanguivoria once every week by returning to the Vampire ritual site. Players already infected with Lycanthropy cannot be infected with Noxiphilic Sanguivoria.
10
Unnatural Movement II
Reduces the cost of Sprint by 50%. If you continuously Sprint for 3 seconds you automatically become invisible.
7
Unnatural Movement I
Reduces the cost of Sprint by 25%. If you continuously Sprint for 6 seconds you automatically become invisible.
10
Unnatural Movement II
Reduces the cost of Sprint by 50%. If you continuously Sprint for 3 seconds you automatically become invisible.
Werewolf
ULTIMATES
1
Werewolf Transformation IV
325 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While Transformed your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
1
Werewolf Transformation I
400 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While Transformed your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
1
Werewolf Transformation II
375 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While Transformed your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
1
Werewolf Transformation III
350 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While Transformed your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
1
Werewolf Transformation IV
325 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While Transformed your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
1
Pack Leader I
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed your Max Stamina is increased by 30%, you take 10% less damage, and you summon two direwolves. You also grant yourself and nearby group members Minor Courage, increasing their Weapon and Spell Damage by 215. While slotted, your Stamina Recovery is increased by 15%.
Reduces your damage taken, grants you and your group Minor Courage, and summons two direwolves to fight by your side.
1
Pack Leader II
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed your Max Stamina is increased by 30%, you take 10% less damage, and you summon two direwolves. You also grant yourself and nearby group members Minor Courage, increasing their Weapon and Spell Damage by 215. While slotted, your Stamina Recovery is increased by 15%.
Reduces your damage taken, grants you and your group Minor Courage, and summons two direwolves to fight by your side.
1
Pack Leader III
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed your Max Stamina is increased by 30%, you take 10% less damage, and you summon two direwolves. You also grant yourself and nearby group members Minor Courage, increasing their Weapon and Spell Damage by 215. While slotted, your Stamina Recovery is increased by 15%.
Reduces your damage taken, grants you and your group Minor Courage, and summons two direwolves to fight by your side.
1
Pack Leader IV
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed your Max Stamina is increased by 30%, you take 10% less damage, and you summon two direwolves. You also grant yourself and nearby group members Minor Courage, increasing their Weapon and Spell Damage by 215. While slotted, your Stamina Recovery is increased by 15%.
Reduces your damage taken, grants you and your group Minor Courage, and summons two direwolves to fight by your side.
1
Werewolf Berserker I
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed, your Light Attacks apply a bleed for 3600 Bleed Damage over 4 seconds, your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
Augments your Light Attacks to gain a bleed, and your Heavy Attacks deal damage in a cone in front of you.
1
Werewolf Berserker II
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed, your Light Attacks apply a bleed for 3636 Bleed Damage over 4 seconds, your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
Augments your Light Attacks to gain a bleed, and your Heavy Attacks deal damage in a cone in front of you.
1
Werewolf Berserker III
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed, your Light Attacks apply a bleed for 3676 Bleed Damage over 4 seconds, your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
Augments your Light Attacks to gain a bleed, and your Heavy Attacks deal damage in a cone in front of you.
1
Werewolf Berserker IV
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed, your Light Attacks apply a bleed for 3716 Bleed Damage over 4 seconds, your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
Augments your Light Attacks to gain a bleed, and your Heavy Attacks deal damage in a cone in front of you.
SKILLS
2
Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Carnage. Carnage causes the enemy to bleed for 1296 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health.
2
Pounce I
4016 Stamina
Pounce on an enemy with primal fury, dealing 1687 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Carnage. Carnage causes the enemy to bleed for 1260 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health.
2
Pounce II
4016 Stamina
Pounce on an enemy with primal fury, dealing 1705 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Carnage. Carnage causes the enemy to bleed for 1272 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health.
2
Pounce III
4016 Stamina
Pounce on an enemy with primal fury, dealing 1724 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Carnage. Carnage causes the enemy to bleed for 1284 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health.
2
Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Carnage. Carnage causes the enemy to bleed for 1296 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health.
2
Brutal Pounce I
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage and applying the Hemorrhaging status effect to all nearby enemies. Activating the ability again within the next 5 seconds causes you to cast Brutal Carnage. Brutal Carnage causes enemies to bleed for 1302 Bleed Damage over 10 seconds, dealing up to 450% more damage to enemies under 100% Health. Your Weapon and Spell Damage increases by 85 for each enemy hit, up to 0 times.
Deals additional damage to other nearby enemies. Carnage now hits in a cone and increases your Weapon and Spell Damage every time you apply it to an enemy.
2
Brutal Pounce II
4016 Stamina
Pounce on an enemy with primal fury, dealing 1761 Bleed Damage and applying the Hemorrhaging status effect to all nearby enemies. Activating the ability again within the next 5 seconds causes you to cast Brutal Carnage. Brutal Carnage causes enemies to bleed for 1302 Bleed Damage over 10 seconds, dealing up to 450% more damage to enemies under 100% Health. Your Weapon and Spell Damage increases by 90 for each enemy hit, up to 0 times.
Deals additional damage to other nearby enemies. Carnage now hits in a cone and increases your Weapon and Spell Damage every time you apply it to an enemy.
2
Brutal Pounce III
4016 Stamina
Pounce on an enemy with primal fury, dealing 1780 Bleed Damage and applying the Hemorrhaging status effect to all nearby enemies. Activating the ability again within the next 5 seconds causes you to cast Brutal Carnage. Brutal Carnage causes enemies to bleed for 1302 Bleed Damage over 10 seconds, dealing up to 450% more damage to enemies under 100% Health. Your Weapon and Spell Damage increases by 95 for each enemy hit, up to 0 times.
Deals additional damage to other nearby enemies. Carnage now hits in a cone and increases your Weapon and Spell Damage every time you apply it to an enemy.
2
Brutal Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1799 Bleed Damage and applying the Hemorrhaging status effect to all nearby enemies. Activating the ability again within the next 5 seconds causes you to cast Brutal Carnage. Brutal Carnage causes enemies to bleed for 1302 Bleed Damage over 10 seconds, dealing up to 450% more damage to enemies under 100% Health. Your Weapon and Spell Damage increases by 100 for each enemy hit, up to 0 times.
Deals additional damage to other nearby enemies. Carnage now hits in a cone and increases your Weapon and Spell Damage every time you apply it to an enemy.
2
Feral Pounce I
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Feral Carnage. Feral Carnage causes the enemy to bleed for 1302 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health. Dealing damage with either attack restores 85 Stamina and extends your Werewolf Transformation by.
You restore Stamina and extend your Werewolf Transformation whenever you deal damage with the ability.
2
Feral Pounce II
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Feral Carnage. Feral Carnage causes the enemy to bleed for 1302 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health. Dealing damage with either attack restores 90 Stamina and extends your Werewolf Transformation by.
You restore Stamina and extend your Werewolf Transformation whenever you deal damage with the ability.
2
Feral Pounce III
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Feral Carnage. Feral Carnage causes the enemy to bleed for 1302 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health. Dealing damage with either attack restores 95 Stamina and extends your Werewolf Transformation by.
You restore Stamina and extend your Werewolf Transformation whenever you deal damage with the ability.
2
Feral Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage and applying the Hemorrhaging status effect. Activating the ability again within the next 5 seconds causes you to cast Feral Carnage. Feral Carnage causes the enemy to bleed for 1302 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health. Dealing damage with either attack restores 100 Stamina and extends your Werewolf Transformation by.
You restore Stamina and extend your Werewolf Transformation whenever you deal damage with the ability.
4
Hircine's Bounty IV
5737 Magicka
Invoke the Huntsman's blessing, healing you for 6198 Health. This ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
4
Hircine's Bounty I
5737 Magicka
Invoke the Huntsman's blessing, healing you for 6000 Health. This ability scales off your Max Health. If you are at full Health you instead restore 2700 Stamina. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
4
Hircine's Bounty II
5737 Magicka
Invoke the Huntsman's blessing, healing you for 6066 Health. This ability scales off your Max Health. If you are at full Health you instead restore 2800 Stamina. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
4
Hircine's Bounty III
5737 Magicka
Invoke the Huntsman's blessing, healing you for 6131 Health. This ability scales off your Max Health. If you are at full Health you instead restore 2900 Stamina. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
4
Hircine's Bounty IV
5737 Magicka
Invoke the Huntsman's blessing, healing you for 6198 Health. This ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
4
Hircine's Rage I
5063 Magicka
Invoke the Huntsman's blessing, healing you for 6197 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina and gain Major Berserk, increasing your damage done by 10% for 10 seconds, but you also take 8% more damage. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Reduces the cost. If cast at full Health, gain Major Berserk for a short duration after casting, but also increase your damage taken.
4
Hircine's Rage II
5063 Magicka
Invoke the Huntsman's blessing, healing you for 6197 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina and gain Major Berserk, increasing your damage done by 10% for 10 seconds, but you also take 7% more damage. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Reduces the cost. If cast at full Health, gain Major Berserk for a short duration after casting, but also increase your damage taken.
4
Hircine's Rage III
5063 Magicka
Invoke the Huntsman's blessing, healing you for 6197 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina and gain Major Berserk, increasing your damage done by 10% for 10 seconds, but you also take 6% more damage. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Reduces the cost. If cast at full Health, gain Major Berserk for a short duration after casting, but also increase your damage taken.
4
Hircine's Rage IV
5063 Magicka
Invoke the Huntsman's blessing, healing you for 6197 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina and gain Major Berserk, increasing your damage done by 10% for 10 seconds, but you also take 5% more damage. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Reduces the cost. If cast at full Health, gain Major Berserk for a short duration after casting, but also increase your damage taken.
4
Hircine's Fortitude I
5737 Magicka
Invoke the Huntsman's blessing, healing you for 7747 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. You also gain Minor Endurance and Minor Fortitude, increasing your Health and Stamina Recovery by 15% for 20 seconds. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the healing done and grants you Minor Endurance and Fortitude after casting.
4
Hircine's Fortitude II
5737 Magicka
Invoke the Huntsman's blessing, healing you for 7832 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. You also gain Minor Endurance and Minor Fortitude, increasing your Health and Stamina Recovery by 15% for 20 seconds. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the healing done and grants you Minor Endurance and Fortitude after casting.
4
Hircine's Fortitude III
5737 Magicka
Invoke the Huntsman's blessing, healing you for 7917 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. You also gain Minor Endurance and Minor Fortitude, increasing your Health and Stamina Recovery by 15% for 20 seconds. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the healing done and grants you Minor Endurance and Fortitude after casting.
4
Hircine's Fortitude IV
5737 Magicka
Invoke the Huntsman's blessing, healing you for 8002 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. You also gain Minor Endurance and Minor Fortitude, increasing your Health and Stamina Recovery by 15% for 20 seconds. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the healing done and grants you Minor Endurance and Fortitude after casting.
5
Roar IV
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
5
Roar I
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 3 seconds and setting them Off Balance for 7 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
5
Roar II
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 3.3 seconds and setting them Off Balance for 7 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
5
Roar III
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 3.7 seconds and setting them Off Balance for 7 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
5
Roar IV
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
5
Ferocious Roar I
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your Heavy Attacks also are 33% faster for 7 seconds after casting. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Increases the speed of your Heavy Attacks after casting.
5
Ferocious Roar II
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your Heavy Attacks also are 33% faster for 8 seconds after casting. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Increases the speed of your Heavy Attacks after casting.
5
Ferocious Roar III
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your Heavy Attacks also are 33% faster for 9 seconds after casting. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Increases the speed of your Heavy Attacks after casting.
5
Ferocious Roar IV
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your Heavy Attacks also are 33% faster for 10 seconds after casting. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Increases the speed of your Heavy Attacks after casting.
5
Deafening Roar I
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, reducing their Physical and Spell Resistance by 5948 and damage done by 5% for 7 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Applies Major Breach and Minor Maim to enemies, reducing their Resistances and damage done.
5
Deafening Roar II
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, reducing their Physical and Spell Resistance by 5948 and damage done by 5% for 8 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Applies Major Breach and Minor Maim to enemies, reducing their Resistances and damage done.
5
Deafening Roar III
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, reducing their Physical and Spell Resistance by 5948 and damage done by 5% for 9 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Applies Major Breach and Minor Maim to enemies, reducing their Resistances and damage done.
5
Deafening Roar IV
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, reducing their Physical and Spell Resistance by 5948 and damage done by 5% for 10 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Applies Major Breach and Minor Maim to enemies, reducing their Resistances and damage done.
6
Piercing Howl IV
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are facing you take 10% more damage from this attack.
6
Piercing Howl I
2869 Stamina
Crush an enemy with a deafening howl, dealing 2812 Physical Damage. Enemies who are facing you take 10% more damage from this attack.
6
Piercing Howl II
2869 Stamina
Crush an enemy with a deafening howl, dealing 2842 Physical Damage. Enemies who are facing you take 10% more damage from this attack.
6
Piercing Howl III
2869 Stamina
Crush an enemy with a deafening howl, dealing 2873 Physical Damage. Enemies who are facing you take 10% more damage from this attack.
6
Piercing Howl IV
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are facing you take 10% more damage from this attack.
6
Howl of Despair I
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are facing you take 10% more damage from this attack. You or an ally targeting the enemy can activate the Feeding Frenzy synergy, which grants them Empower and Minor Force for 10 seconds, increasing their damage done with Heavy Attacks against monsters by 70% and their Critical Damage by 10%.
Grants a synergy to you or allies that grants them Empower and Minor Force.
6
Howl of Despair II
2869 Stamina
Crush an enemy with a deafening howl, dealing 2935 Physical Damage. Enemies who are facing you take 10% more damage from this attack. You or an ally targeting the enemy can activate the Feeding Frenzy synergy, which grants them Empower and Minor Force for 10 seconds, increasing their damage done with Heavy Attacks against monsters by 70% and their Critical Damage by 10%.
Grants a synergy to you or allies that grants them Empower and Minor Force.
6
Howl of Despair III
2869 Stamina
Crush an enemy with a deafening howl, dealing 2967 Physical Damage. Enemies who are facing you take 10% more damage from this attack. You or an ally targeting the enemy can activate the Feeding Frenzy synergy, which grants them Empower and Minor Force for 10 seconds, increasing their damage done with Heavy Attacks against monsters by 70% and their Critical Damage by 10%.
Grants a synergy to you or allies that grants them Empower and Minor Force.
6
Howl of Despair IV
2869 Stamina
Crush an enemy with a deafening howl, dealing 2999 Physical Damage. Enemies who are facing you take 10% more damage from this attack. You or an ally targeting the enemy can activate the Feeding Frenzy synergy, which grants them Empower and Minor Force for 10 seconds, increasing their damage done with Heavy Attacks against monsters by 70% and their Critical Damage by 10%.
Grants a synergy to you or allies that grants them Empower and Minor Force.
6
Howl of Agony I
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are feared or facing you take 22% more damage from this attack.
Bonus damage to targets facing you increases, and also works on feared enemies.
6
Howl of Agony II
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are feared or facing you take 23% more damage from this attack.
Bonus damage to targets facing you increases, and also works on feared enemies.
6
Howl of Agony III
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are feared or facing you take 24% more damage from this attack.
Bonus damage to targets facing you increases, and also works on feared enemies.
6
Howl of Agony IV
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are feared or facing you take 25% more damage from this attack.
Bonus damage to targets facing you increases, and also works on feared enemies.
9
Infectious Claws IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Diseased status effect.
9
Infectious Claws I
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2109 Disease Damage and an additional 3510 Disease Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Diseased status effect.
9
Infectious Claws II
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2132 Disease Damage and an additional 3540 Disease Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Diseased status effect.
9
Infectious Claws III
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2155 Disease Damage and an additional 3580 Disease Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Diseased status effect.
9
Infectious Claws IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Diseased status effect.
9
Claws of Anguish I
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Afflicts enemies with Major Defile for 2 seconds, reducing their healing received and damage shield strength by 12%. Enemies hit by any part of the ability are afflicted with the Diseased status effect.
Afflicts enemies with Major Defile and each tick now also applies the Diseased status effect.
9
Claws of Anguish II
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Afflicts enemies with Major Defile for 2.7 seconds, reducing their healing received and damage shield strength by 12%. Enemies hit by any part of the ability are afflicted with the Diseased status effect.
Afflicts enemies with Major Defile and each tick now also applies the Diseased status effect.
9
Claws of Anguish III
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Afflicts enemies with Major Defile for 3.3 seconds, reducing their healing received and damage shield strength by 12%. Enemies hit by any part of the ability are afflicted with the Diseased status effect.
Afflicts enemies with Major Defile and each tick now also applies the Diseased status effect.
9
Claws of Anguish IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Afflicts enemies with Major Defile for 4 seconds, reducing their healing received and damage shield strength by 12%. Enemies hit by any part of the ability are afflicted with the Diseased status effect.
Afflicts enemies with Major Defile and each tick now also applies the Diseased status effect.
9
Claws of Life I
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. You are healed for 63% of the damage over time caused. Enemies hit by the initial hit are afflicted with the Diseased status effect.
The damage over time heals you for a portion of the damage caused.
9
Claws of Life II
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2201 Disease Damage and an additional 3620 Disease Damage over 20 seconds. You are healed for 64% of the damage over time caused. Enemies hit by the initial hit are afflicted with the Diseased status effect.
The damage over time heals you for a portion of the damage caused.
9
Claws of Life III
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2225 Disease Damage and an additional 3620 Disease Damage over 20 seconds. You are healed for 65% of the damage over time caused. Enemies hit by the initial hit are afflicted with the Diseased status effect.
The damage over time heals you for a portion of the damage caused.
9
Claws of Life IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2249 Disease Damage and an additional 3620 Disease Damage over 20 seconds. You are healed for 66% of the damage over time caused. Enemies hit by the initial hit are afflicted with the Diseased status effect.
The damage over time heals you for a portion of the damage caused.
PASSIVES
1
Devour
Allows you to devour corpses to increase the duration of your Werewolf Transformation and restore your Health. Every second you spend devouring a corpse adds 3 seconds to the duration of your Werewolf Transformation and restores 8% of your Max Health. Each corpse can be devoured for up to 4 seconds.
7
Pursuit II
Increases your Movement Speed by 30%. Increases the Stamina your Heavy Attacks restore by 50%.
3
Pursuit I
Increases your Movement Speed by 15%. Increases the Stamina your Heavy Attacks restore by 25%.
7
Pursuit II
Increases your Movement Speed by 30%. Increases the Stamina your Heavy Attacks restore by 50%.
8
Blood Rage II
When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds. This effect can occur once every 5 seconds.
4
Blood Rage I
When you deal damage, the duration of your Werewolf Transformation is increased by 2 seconds. This effect can occur once every 5 seconds.
8
Blood Rage II
When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds. This effect can occur once every 5 seconds.
9
Savage Strength II
Increases your Weapon and Spell Damage by 18%. Grants you Major Resolve, increasing your Physical and Spell Resistance by 5948.
6
Savage Strength I
Increases your Weapon and Spell Damage by 9%. Grants you Major Resolve, increasing your Physical and Spell Resistance by 5948.
9
Savage Strength II
Increases your Weapon and Spell Damage by 18%. Grants you Major Resolve, increasing your Physical and Spell Resistance by 5948.
6
Bloodmoon
Allows you to infect another player with Lycanthropy once every week by returning to the Werewolf ritual site. Players already infected with Noxiphilic Sanguivoria cannot be infected with Lycanthropy.
10
Call of the Pack II
Reduces the cost of remaining in your Werewolf Transformation by 20% for each transformed werewolf or direwolf in your group, including yourself, up to a maximum of 80%.
7
Call of the Pack I
Reduces the cost of remaining in your Werewolf Transformation by 10% for each transformed werewolf or direwolf in your group, including yourself, up to a maximum of 40%.
10
Call of the Pack II
Reduces the cost of remaining in your Werewolf Transformation by 20% for each transformed werewolf or direwolf in your group, including yourself, up to a maximum of 80%.
Dark Brotherhood
PASSIVES
1
Blade of Woe
Call the weapon of the Dark Brotherhood to your hand and deliver a killing blow to an unsuspecting target. Experience from this target is reduced by 75%. This ability does not work on players or difficult targets.
11
Scales of Pitiless Justice IV
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 50%.
2
Scales of Pitiless Justice I
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 20%.
5
Scales of Pitiless Justice II
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 30%.
8
Scales of Pitiless Justice III
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 40%.
11
Scales of Pitiless Justice IV
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 50%.
12
Padomaic Sprint IV
Grants Major Expedition, increasing your Movement Speed by 30% for 12 seconds after killing an enemy with Blade of Woe.
3
Padomaic Sprint I
Grants Major Expedition, increasing your Movement Speed by 30% for 6 seconds after killing an enemy with Blade of Woe.
6
Padomaic Sprint II
Grants Major Expedition, increasing your Movement Speed by 30% for 8 seconds after killing an enemy with Blade of Woe.
9
Padomaic Sprint III
Grants Major Expedition, increasing your Movement Speed by 30% for 10 seconds after killing an enemy with Blade of Woe.
12
Padomaic Sprint IV
Grants Major Expedition, increasing your Movement Speed by 30% for 12 seconds after killing an enemy with Blade of Woe.
4
Shadowy Supplier
A contact from the Brotherhood provides beneficial items once per day. This contact is located in Outlaw Refuges, the Gold Coast Dark Brotherhood Sanctuary, and the Hew's Bane Thieves Den.
7
Shadow Rider
Aggression radius from hostile monsters is decreased by 50% while mounted.
10
Spectral Assassin
15% chance to shroud you when using the Blade of Woe, shielding you from being witnessed and receiving a Bounty.
Fighters Guild
ULTIMATES
10
Dawnbreaker IV
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds.
10
Dawnbreaker I
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2812 Physical Damage to enemies in front of you and an additional 3372 Physical Damage over 6 seconds.
10
Dawnbreaker II
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2842 Physical Damage to enemies in front of you and an additional 3408 Physical Damage over 6 seconds.
10
Dawnbreaker III
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2873 Physical Damage to enemies in front of you and an additional 3444 Physical Damage over 6 seconds.
10
Dawnbreaker IV
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds.
10
Flawless Dawnbreaker I
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds. After activating, your Weapon and Spell Damage is increased by 300 for 14 seconds.
After activating, your Weapon and Spell Damage is increased.
10
Flawless Dawnbreaker II
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds. After activating, your Weapon and Spell Damage is increased by 300 for 16 seconds.
After activating, your Weapon and Spell Damage is increased.
10
Flawless Dawnbreaker III
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds. After activating, your Weapon and Spell Damage is increased by 300 for 18 seconds.
After activating, your Weapon and Spell Damage is increased.
10
Flawless Dawnbreaker IV
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds. After activating, your Weapon and Spell Damage is increased by 300 for 20 seconds.
After activating, your Weapon and Spell Damage is increased.
10
Dawnbreaker of Smiting I
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 3485 Physical Damage to enemies in front of you, an additional 4179 Physical Damage over 6 seconds, and stunning them for 2 seconds.
Increases the damage and stuns enemies hit.
10
Dawnbreaker of Smiting II
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 3523 Physical Damage to enemies in front of you, an additional 4224 Physical Damage over 6 seconds, and stunning them for 2 seconds.
Increases the damage and stuns enemies hit.
10
Dawnbreaker of Smiting III
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 3561 Physical Damage to enemies in front of you, an additional 4269 Physical Damage over 6 seconds, and stunning them for 2 seconds.
Increases the damage and stuns enemies hit.
10
Dawnbreaker of Smiting IV
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 3600 Physical Damage to enemies in front of you, an additional 4314 Physical Damage over 6 seconds, and stunning them for 2 seconds.
Increases the damage and stuns enemies hit.
SKILLS
2
Silver Bolts IV
2700 Stamina
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2090 Physical Damage.
2
Silver Bolts I
2700 Stamina
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2024 Physical Damage.
2
Silver Bolts II
2700 Stamina
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2046 Physical Damage.
2
Silver Bolts III
2700 Stamina
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2068 Physical Damage.
2
Silver Bolts IV
2700 Stamina
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2090 Physical Damage.
2
Silver Shards I
2700 Stamina
Fire an augmented Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2091 Physical Damage. Fires additional bolts at other enemies near the initial target for 25% less damage.
Fires additional bolts at other enemies near the initial target for less damage.
2
Silver Shards II
2700 Stamina
Fire an augmented Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2091 Physical Damage. Fires additional bolts at other enemies near the initial target for 24% less damage.
Fires additional bolts at other enemies near the initial target for less damage.
2
Silver Shards III
2700 Stamina
Fire an augmented Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2091 Physical Damage. Fires additional bolts at other enemies near the initial target for 23% less damage.
Fires additional bolts at other enemies near the initial target for less damage.
2
Silver Shards IV
2700 Stamina
Fire an augmented Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2091 Physical Damage. Fires additional bolts at other enemies near the initial target for 22% less damage.
Fires additional bolts at other enemies near the initial target for less damage.
2
Silver Leash I
3780 Stamina
Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing 1393 Physical Damage, taunting them for 15 seconds if they are not already taunted, and reducing their Movement Speed by 30% for 4 seconds.
Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them.
2
Silver Leash II
3780 Stamina
Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing 1408 Physical Damage, taunting them for 15 seconds if they are not already taunted, and reducing their Movement Speed by 30% for 4 seconds.
Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them.
2
Silver Leash III
3780 Stamina
Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing 1423 Physical Damage, taunting them for 15 seconds if they are not already taunted, and reducing their Movement Speed by 30% for 4 seconds.
Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them.
2
Silver Leash IV
3780 Stamina
Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing 1438 Physical Damage, taunting them for 15 seconds if they are not already taunted, and reducing their Movement Speed by 30% for 4 seconds.
Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them.
4
Circle of Protection IV
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%.
4
Circle of Protection I
3780 Stamina
Brand the earth at your location with a rune of protection for 17 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%.
4
Circle of Protection II
3780 Stamina
Brand the earth at your location with a rune of protection for 18 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%.
4
Circle of Protection III
3780 Stamina
Brand the earth at your location with a rune of protection for 19 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%.
4
Circle of Protection IV
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%.
4
Turn Evil I
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%. Upon activation, enemies in the area are feared for 2 seconds.
Enemies in the initial area upon activation are feared.
4
Turn Evil II
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%. Upon activation, enemies in the area are feared for 2.7 seconds.
Enemies in the initial area upon activation are feared.
4
Turn Evil III
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%. Upon activation, enemies in the area are feared for 3.3 seconds.
Enemies in the initial area upon activation are feared.
4
Turn Evil IV
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%. Upon activation, enemies in the area are feared for 4 seconds.
Enemies in the initial area upon activation are feared.
4
Ring of Preservation I
3780 Stamina
Brand the earth at your location with a rune of protection for 10 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing damage taken by 5% and increasing Stamina Recovery by 15%, and are healed for 422 Health every 1 second.
The rune now heals allies inside for the duration, but the rune lasts half as long.
4
Ring of Preservation II
3780 Stamina
Brand the earth at your location with a rune of protection for 10 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing damage taken by 5% and increasing Stamina Recovery by 15%, and are healed for 426 Health every 1 second.
The rune now heals allies inside for the duration, but the rune lasts half as long.
4
Ring of Preservation III
3780 Stamina
Brand the earth at your location with a rune of protection for 10 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing damage taken by 5% and increasing Stamina Recovery by 15%, and are healed for 431 Health every 1 second.
The rune now heals allies inside for the duration, but the rune lasts half as long.
4
Ring of Preservation IV
3780 Stamina
Brand the earth at your location with a rune of protection for 10 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing damage taken by 5% and increasing Stamina Recovery by 15%, and are healed for 435 Health every 1 second.
The rune now heals allies inside for the duration, but the rune lasts half as long.
6
Expert Hunter IV
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
6
Expert Hunter I
5400 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
6
Expert Hunter II
5310 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
6
Expert Hunter III
5220 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
6
Expert Hunter IV
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
6
Evil Hunter I
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While active, increases the damage of your Stamina costing Fighters Guild abilities by 22%. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
While active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal.
6
Evil Hunter II
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While active, increases the damage of your Stamina costing Fighters Guild abilities by 23%. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
While active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal.
6
Evil Hunter III
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While active, increases the damage of your Stamina costing Fighters Guild abilities by 24%. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
While active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal.
6
Evil Hunter IV
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While active, increases the damage of your Stamina costing Fighters Guild abilities by 25%. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
While active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal.
6
Camouflaged Hunter I
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also gain Minor Berserk for 2 seconds after dealing Critical Damage from an enemy's flank.
While slotted, dealing Critical Damage from the flank of an enemy grants Minor Berserk.
6
Camouflaged Hunter II
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also gain Minor Berserk for 3 seconds after dealing Critical Damage from an enemy's flank.
While slotted, dealing Critical Damage from the flank of an enemy grants Minor Berserk.
6
Camouflaged Hunter III
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also gain Minor Berserk for 4 seconds after dealing Critical Damage from an enemy's flank.
While slotted, dealing Critical Damage from the flank of an enemy grants Minor Berserk.
6
Camouflaged Hunter IV
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also gain Minor Berserk for 5 seconds after dealing Critical Damage from an enemy's flank.
While slotted, dealing Critical Damage from the flank of an enemy grants Minor Berserk.
8
Trap Beast IV
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
8
Trap Beast I
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1124 Bleed Damage, an additional 3360 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
8
Trap Beast II
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1136 Bleed Damage, an additional 3390 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
8
Trap Beast III
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1148 Bleed Damage, an additional 3430 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
8
Trap Beast IV
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
8
Barbed Trap I
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1393 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. Enemies who activate the trap are immobilized for 2 seconds.
Increases the damage done by the initial hit, and it always applies the Hemorrhaging status effect.
8
Barbed Trap II
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1408 Bleed Damage, an additional 3500 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. Enemies who activate the trap are immobilized for 2 seconds.
Increases the damage done by the initial hit, and it always applies the Hemorrhaging status effect.
8
Barbed Trap III
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1423 Bleed Damage, an additional 3540 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. Enemies who activate the trap are immobilized for 2 seconds.
Increases the damage done by the initial hit, and it always applies the Hemorrhaging status effect.
8
Barbed Trap IV
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1438 Bleed Damage, an additional 3580 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. Enemies who activate the trap are immobilized for 2 seconds.
Increases the damage done by the initial hit, and it always applies the Hemorrhaging status effect.
8
Lightweight Beast Trap I
3240 Stamina
Launch a sharpened blade trap at a target location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up.
8
Lightweight Beast Trap II
3150 Stamina
Launch a sharpened blade trap at a target location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up.
8
Lightweight Beast Trap III
3060 Stamina
Launch a sharpened blade trap at a target location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up.
8
Lightweight Beast Trap IV
2970 Stamina
Launch a sharpened blade trap at a target location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up.
PASSIVES
1
Intimidating Presence
Allows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%.
7
Slayer III
Increases your Weapon and Spell Damage by 3% for each Fighters Guild ability slotted. Current bonus: 0%.
3
Slayer I
Increases your Weapon and Spell Damage by 1% for each Fighters Guild ability slotted. Current bonus: 0%.
6
Slayer II
Increases your Weapon and Spell Damage by 2% for each Fighters Guild ability slotted. Current bonus: 0%
7
Slayer III
Increases your Weapon and Spell Damage by 3% for each Fighters Guild ability slotted. Current bonus: 0%.
10
Banish the Wicked III
You generate 3 Ultimate whenever you kill an enemy.
5
Banish the Wicked I
You generate 1 Ultimate whenever you kill an enemy.
9
Banish the Wicked II
You generate 2 Ultimate whenever you kill an enemy.
10
Banish the Wicked III
You generate 3 Ultimate whenever you kill an enemy.
7
Skilled Tracker
Your Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves.
9
Bounty Hunter
Allows you to accept bounty quests from the Fighters Guild in Cyrodiil.
Mages Guild
ULTIMATES
10
Meteor IV
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4065 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds.
10
Meteor I
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 3936 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1124 Flame Damage every 1 second for 11 seconds.
10
Meteor II
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 3979 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1136 Flame Damage every 1 second for 11 seconds.
10
Meteor III
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4022 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1148 Flame Damage every 1 second for 11 seconds.
10
Meteor IV
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4065 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds.
10
Ice Comet I
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4473 Frost Damage to all enemies in the area, knocking them down, stunning them for 2 seconds, and reducing their Movement Speed by 50% for 5 seconds. After impact, enemies in the target area take 1277 Frost Damage every 1 second for 11 seconds.
Increases the damage, deals Frost Damage, and reduces the Movement Speed of enemies hit.
10
Ice Comet II
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4522 Frost Damage to all enemies in the area, knocking them down, stunning them for 2 seconds, and reducing their Movement Speed by 50% for 5 seconds. After impact, enemies in the target area take 1291 Frost Damage every 1 second for 11 seconds.
Increases the damage, deals Frost Damage, and reduces the Movement Speed of enemies hit.
10
Ice Comet III
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4571 Frost Damage to all enemies in the area, knocking them down, stunning them for 2 seconds, and reducing their Movement Speed by 50% for 5 seconds. After impact, enemies in the target area take 1305 Frost Damage every 1 second for 11 seconds.
Increases the damage, deals Frost Damage, and reduces the Movement Speed of enemies hit.
10
Ice Comet IV
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4620 Frost Damage to all enemies in the area, knocking them down, stunning them for 2 seconds, and reducing their Movement Speed by 50% for 5 seconds. After impact, enemies in the target area take 1319 Frost Damage every 1 second for 11 seconds.
Increases the damage, deals Frost Damage, and reduces the Movement Speed of enemies hit.
10
Shooting Star I
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4067 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds. You generate 9 Ultimate for each enemy hit by the initial blast.
You generate Ultimate for each enemy hit by the initial blast.
10
Shooting Star II
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4067 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds. You generate 10 Ultimate for each enemy hit by the initial blast.
You generate Ultimate for each enemy hit by the initial blast.
10
Shooting Star III
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4067 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds. You generate 11 Ultimate for each enemy hit by the initial blast.
You generate Ultimate for each enemy hit by the initial blast.
10
Shooting Star IV
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4067 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds. You generate 12 Ultimate for each enemy hit by the initial blast.
You generate Ultimate for each enemy hit by the initial blast.
SKILLS
2
Magelight IV
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
2
Magelight I
5400 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
2
Magelight II
5310 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
2
Magelight III
5220 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
2
Magelight IV
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
2
Inner Light I
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629 and your Max Magicka is increased by 2%.
Also increases your Max Magicka while slotted.
2
Inner Light II
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629 and your Max Magicka is increased by 3%.
Also increases your Max Magicka while slotted.
2
Inner Light III
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629 and your Max Magicka is increased by 4%.
Also increases your Max Magicka while slotted.
2
Inner Light IV
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629 and your Max Magicka is increased by 5%.
Also increases your Max Magicka while slotted.
2
Radiant Magelight I
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also prevent the stun from stealth attacks for you and nearby allies.
Increases the radius of the reveal. You and nearby allies cannot be stunned from sneak attacks while slotted. Reduces the cost as the ability ranks up.
2
Radiant Magelight II
5040 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also prevent the stun from stealth attacks for you and nearby allies.
Increases the radius of the reveal. You and nearby allies cannot be stunned from sneak attacks while slotted. Reduces the cost as the ability ranks up.
2
Radiant Magelight III
4950 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also prevent the stun from stealth attacks for you and nearby allies.
Increases the radius of the reveal. You and nearby allies cannot be stunned from sneak attacks while slotted. Reduces the cost as the ability ranks up.
2
Radiant Magelight IV
4860 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also prevent the stun from stealth attacks for you and nearby allies.
Increases the radius of the reveal. You and nearby allies cannot be stunned from sneak attacks while slotted. Reduces the cost as the ability ranks up.
4
Entropy IV
2700 Magicka
Bind an enemy with chaotic magic, dealing 4631 Magic Damage over 20 seconds.
4
Entropy I
2700 Magicka
Bind an enemy with chaotic magic, dealing 4488 Magic Damage over 20 seconds.
4
Entropy II
2700 Magicka
Bind an enemy with chaotic magic, dealing 4532 Magic Damage over 20 seconds.
4
Entropy III
2700 Magicka
Bind an enemy with chaotic magic, dealing 4576 Magic Damage over 20 seconds.
4
Entropy IV
2700 Magicka
Bind an enemy with chaotic magic, dealing 4631 Magic Damage over 20 seconds.
4
Degeneration I
2700 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds. Excess magic spills out from them, granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
You gain Major Brutality and Sorcery for a time after casting. Reduces the cost as the ability ranks up.
4
Degeneration II
2610 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds. Excess magic spills out from them, granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
You gain Major Brutality and Sorcery for a time after casting. Reduces the cost as the ability ranks up.
4
Degeneration III
2520 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds. Excess magic spills out from them, granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
You gain Major Brutality and Sorcery for a time after casting. Reduces the cost as the ability ranks up.
4
Degeneration IV
2430 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds. Excess magic spills out from them, granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
You gain Major Brutality and Sorcery for a time after casting. Reduces the cost as the ability ranks up.
4
Structured Entropy I
2700 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds, and healing you for 422 every 2 seconds.
Adds a heal over time when the damage over time is active.
4
Structured Entropy II
2700 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds, and healing you for 426 every 2 seconds.
Adds a heal over time when the damage over time is active.
4
Structured Entropy III
2700 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds, and healing you for 431 every 2 seconds.
Adds a heal over time when the damage over time is active.
4
Structured Entropy IV
2700 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds, and healing you for 435 every 2 seconds.
Adds a heal over time when the damage over time is active.
6
Fire Rune IV
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage.
6
Fire Rune I
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2249 Flame Damage.
6
Fire Rune II
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2273 Flame Damage.
6
Fire Rune III
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2298 Flame Damage.
6
Fire Rune IV
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage.
6
Volcanic Rune I
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage, knocks them into the air, and stuns them for 3 seconds.
The rune knocks enemies into the air and stuns them. Reduces the cost as the ability ranks up.
6
Volcanic Rune II
3150 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage, knocks them into the air, and stuns them for 3 seconds.
The rune knocks enemies into the air and stuns them. Reduces the cost as the ability ranks up.
6
Volcanic Rune III
3060 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage, knocks them into the air, and stuns them for 3 seconds.
The rune knocks enemies into the air and stuns them. Reduces the cost as the ability ranks up.
6
Volcanic Rune IV
2970 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage, knocks them into the air, and stuns them for 3 seconds.
The rune knocks enemies into the air and stuns them. Reduces the cost as the ability ranks up.
6
Scalding Rune I
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage and an additional 2783 Flame Damage over 22 seconds.
The rune also deals additional damage over time.
6
Scalding Rune II
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage and an additional 2805 Flame Damage over 22 seconds.
The rune also deals additional damage over time.
6
Scalding Rune III
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage and an additional 2838 Flame Damage over 22 seconds.
The rune also deals additional damage over time.
6
Scalding Rune IV
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage and an additional 2871 Flame Damage over 22 seconds.
The rune also deals additional damage over time.
8
Equilibrium IV
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
8
Equilibrium I
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 2700 Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
8
Equilibrium II
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 2800 Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
8
Equilibrium III
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 2900 Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
8
Equilibrium IV
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
8
Spell Symmetry I
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, the cost of your next Magicka ability is reduced by 30% for 5 seconds. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, the cost of your next Magicka ability is reduced.
8
Spell Symmetry II
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, the cost of your next Magicka ability is reduced by 31% for 5 seconds. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, the cost of your next Magicka ability is reduced.
8
Spell Symmetry III
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, the cost of your next Magicka ability is reduced by 32% for 5 seconds. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, the cost of your next Magicka ability is reduced.
8
Spell Symmetry IV
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, the cost of your next Magicka ability is reduced by 33% for 5 seconds. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, the cost of your next Magicka ability is reduced.
8
Balance I
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for 22 seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, you gain Major Resolve, increasing your Physical and Spell Resistance.
8
Balance II
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for 23 seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, you gain Major Resolve, increasing your Physical and Spell Resistance.
8
Balance III
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for 24 seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, you gain Major Resolve, increasing your Physical and Spell Resistance.
8
Balance IV
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for 25 seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, you gain Major Resolve, increasing your Physical and Spell Resistance.
PASSIVES
1
Persuasive Will
Allows you to Persuade NPCs in conversation.
5
Mage Adept II
Reduces the Magicka and Health cost of your Mages Guild abilities by 15%.
3
Mage Adept I
Reduces the Magicka and Health cost of your Mages Guild abilities by 8%.
5
Mage Adept II
Reduces the Magicka and Health cost of your Mages Guild abilities by 15%.
7
Everlasting Magic II
Increases the duration of your Mages Guild abilities by 20%.
5
Everlasting Magic I
Increases the duration of your Mages Guild abilities by 10%.
7
Everlasting Magic II
Increases the duration of your Mages Guild abilities by 20%.
9
Magicka Controller II
Increases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted. Current bonus: 0%.
7
Magicka Controller I
Increases your Max Magicka and Magicka Recovery by 1% for each Mages Guild ability slotted. Current bonus: 0%.
9
Magicka Controller II
Increases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted. Current bonus: 0%.
10
Might of the Guild II
Casting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 70% for 10 seconds.
9
Might of the Guild I
Casting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 70% for 5 seconds.
10
Might of the Guild II
Casting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 70% for 10 seconds.
Psijic Order
ULTIMATES
10
Undo IV
165 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago.
10
Undo I
180 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago.
10
Undo II
175 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago.
10
Undo III
170 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago.
10
Undo IV
165 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago.
10
Precognition I
165 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. You can cast this ability while you are crowd controlled and it automatically grants you Crowd Control Immunity.
You can cast the ability while crowd controlled and will automatically gain Crowd Control Immunity.
10
Precognition II
160 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. You can cast this ability while you are crowd controlled and it automatically grants you Crowd Control Immunity.
You can cast the ability while crowd controlled and will automatically gain Crowd Control Immunity.
10
Precognition III
155 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. You can cast this ability while you are crowd controlled and it automatically grants you Crowd Control Immunity.
You can cast the ability while crowd controlled and will automatically gain Crowd Control Immunity.
10
Precognition IV
150 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. You can cast this ability while you are crowd controlled and it automatically grants you Crowd Control Immunity.
You can cast the ability while crowd controlled and will automatically gain Crowd Control Immunity.
10
Temporal Guard I
165 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. While slotted you gain Minor Protection, reducing your damage taken by 5%.
While slotted your damage taken is reduced.
10
Temporal Guard II
160 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. While slotted you gain Minor Protection, reducing your damage taken by 5%.
While slotted your damage taken is reduced.
10
Temporal Guard III
155 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. While slotted you gain Minor Protection, reducing your damage taken by 5%.
While slotted your damage taken is reduced.
10
Temporal Guard IV
150 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. While slotted you gain Minor Protection, reducing your damage taken by 5%.
While slotted your damage taken is reduced.
SKILLS
2
Time Stop IV
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes.
2
Time Stop I
8100 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes.
2
Time Stop II
8010 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes.
2
Time Stop III
7920 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes.
2
Time Stop IV
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes.
2
Borrowed Time I
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes. Enemies that are stunned gain 4700 Heal Absorption for 3 seconds, negating the next 4700 points of healing done.
Negates healing done on enemies that are stunned.
2
Borrowed Time II
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes. Enemies that are stunned gain 4800 Heal Absorption for 3 seconds, negating the next 4800 points of healing done.
Negates healing done on enemies that are stunned.
2
Borrowed Time III
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes. Enemies that are stunned gain 4900 Heal Absorption for 3 seconds, negating the next 4900 points of healing done.
Negates healing done on enemies that are stunned.
2
Borrowed Time IV
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes. Enemies that are stunned gain 5000 Heal Absorption for 3 seconds, negating the next 5000 points of healing done.
Negates healing done on enemies that are stunned.
2
Time Freeze I
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area over 4 seconds before finally stunning them in place for 3 seconds when the duration completes.
Removes the cast time, but it takes longer to stun enemies. Reduces the cost as the ability ranks up.
2
Time Freeze II
7740 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area over 4 seconds before finally stunning them in place for 3 seconds when the duration completes.
Removes the cast time, but it takes longer to stun enemies. Reduces the cost as the ability ranks up.
2
Time Freeze III
7650 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area over 4 seconds before finally stunning them in place for 3 seconds when the duration completes.
Removes the cast time, but it takes longer to stun enemies. Reduces the cost as the ability ranks up.
2
Time Freeze IV
7560 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area over 4 seconds before finally stunning them in place for 3 seconds when the duration completes.
Removes the cast time, but it takes longer to stun enemies. Reduces the cost as the ability ranks up.
3
Imbue Weapon IV
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2090 Physical Damage. If the power is not consumed in time, you restore 1620 Stamina.
3
Imbue Weapon I
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2024 Physical Damage. If the power is not consumed in time, you restore 1620 Stamina.
3
Imbue Weapon II
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2046 Physical Damage. If the power is not consumed in time, you restore 1620 Stamina.
3
Imbue Weapon III
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2068 Physical Damage. If the power is not consumed in time, you restore 1620 Stamina.
3
Imbue Weapon IV
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2090 Physical Damage. If the power is not consumed in time, you restore 1620 Stamina.
3
Elemental Weapon I
2700 Magicka
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2091 Magic Damage and apply the Burning, Concussion, or Chill elemental status effect. If the power is not consumed in time, you restore 1620 Magicka.
Converts into a Magicka ability and deals Magic Damage. Applies a random status effect.
3
Elemental Weapon II
2700 Magicka
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2114 Magic Damage and apply the Burning, Concussion, or Chill elemental status effect. If the power is not consumed in time, you restore 1620 Magicka.
Converts into a Magicka ability and deals Magic Damage. Applies a random status effect.
3
Elemental Weapon III
2700 Magicka
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2137 Magic Damage and apply the Burning, Concussion, or Chill elemental status effect. If the power is not consumed in time, you restore 1620 Magicka.
Converts into a Magicka ability and deals Magic Damage. Applies a random status effect.
3
Elemental Weapon IV
2700 Magicka
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2160 Magic Damage and apply the Burning, Concussion, or Chill elemental status effect. If the power is not consumed in time, you restore 1620 Magicka.
Converts into a Magicka ability and deals Magic Damage. Applies a random status effect.
3
Crushing Weapon I
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2091 Physical Damage and applying Major Breach to the target, reducing their Physical and Spell Resistance by 5948 for 5 seconds. If the power is not consumed in time, you restore 1620 Stamina.
Applies Major Breach to the enemy, reducing their Physical and Spell Resistance.
3
Crushing Weapon II
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2114 Physical Damage and applying Major Breach to the target, reducing their Physical and Spell Resistance by 5948 for 5 seconds. If the power is not consumed in time, you restore 1620 Stamina.
Applies Major Breach to the enemy, reducing their Physical and Spell Resistance.
3
Crushing Weapon III
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2137 Physical Damage and applying Major Breach to the target, reducing their Physical and Spell Resistance by 5948 for 5 seconds. If the power is not consumed in time, you restore 1620 Stamina.
Applies Major Breach to the enemy, reducing their Physical and Spell Resistance.
3
Crushing Weapon IV
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2160 Physical Damage and applying Major Breach to the target, reducing their Physical and Spell Resistance by 5948 for 5 seconds. If the power is not consumed in time, you restore 1620 Stamina.
Applies Major Breach to the enemy, reducing their Physical and Spell Resistance.
5
Accelerate IV
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.
5
Accelerate I
4050 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.
5
Accelerate II
3960 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.
5
Accelerate III
3870 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.
5
Accelerate IV
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.
5
Channeled Acceleration I
3780 Magicka
Bend time and space around you to gain Major Expedition for 12 seconds and Minor Force for 1 minute, increasing your Movement Speed by 30% and Critical Damage by 10%.
Triples the duration, but adds a cast time.
5
Channeled Acceleration II
3690 Magicka
Bend time and space around you to gain Major Expedition for 12 seconds and Minor Force for 1 minute, increasing your Movement Speed by 30% and Critical Damage by 10%.
Triples the duration, but adds a cast time.
5
Channeled Acceleration III
3600 Magicka
Bend time and space around you to gain Major Expedition for 12 seconds and Minor Force for 1 minute, increasing your Movement Speed by 30% and Critical Damage by 10%.
Triples the duration, but adds a cast time.
5
Channeled Acceleration IV
3510 Magicka
Bend time and space around you to gain Major Expedition for 12 seconds and Minor Force for 1 minute, increasing your Movement Speed by 30% and Critical Damage by 10%.
Triples the duration, but adds a cast time.
5
Race Against Time I
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 2 seconds.
Grants immunity to snares and immobilizations for a short duration.
5
Race Against Time II
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 2.7 seconds.
Grants immunity to snares and immobilizations for a short duration.
5
Race Against Time III
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 3.3 seconds.
Grants immunity to snares and immobilizations for a short duration.
5
Race Against Time IV
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Grants immunity to snares and immobilizations for a short duration.
6
Mend Wounds IV
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can only be used on allies. Your Light Attacks heal for 941. Your Heavy Attacks heal for 834 every 1 second, and restore 1155 Magicka to you for successfully healing.
6
Mend Wounds I
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can only be used on allies. Your Light Attacks heal for 911. Your Heavy Attacks heal for 808 every 1 second, and restore 1155 Magicka to you for successfully healing.
6
Mend Wounds II
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can only be used on allies. Your Light Attacks heal for 921. Your Heavy Attacks heal for 816 every 1 second, and restore 1155 Magicka to you for successfully healing.
6
Mend Wounds III
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can only be used on allies. Your Light Attacks heal for 931. Your Heavy Attacks heal for 825 every 1 second, and restore 1155 Magicka to you for successfully healing.
6
Mend Wounds IV
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can only be used on allies. Your Light Attacks heal for 941. Your Heavy Attacks heal for 834 every 1 second, and restore 1155 Magicka to you for successfully healing.
6
Mend Spirit I
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that only can be used on allies. Your Light Attacks heal for 941. Your Heavy Attacks heal for 836 every 1 second, and restore 1155 Magicka to you for successfully healing. After you heal an ally you grant them Major Resolve, increasing their Physical and Spell Resistance by 5948 for 5 seconds.
Increases your ally's Physical and Spell Resistance while you heal them.
6
Mend Spirit II
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that only can be used on allies. Your Light Attacks heal for 951. Your Heavy Attacks heal for 845 every 1 second, and restore 1155 Magicka to you for successfully healing. After you heal an ally you grant them Major Resolve, increasing their Physical and Spell Resistance by 5948 for 5 seconds.
Increases your ally's Physical and Spell Resistance while you heal them.
6
Mend Spirit III
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that only can be used on allies. Your Light Attacks heal for 961. Your Heavy Attacks heal for 854 every 1 second, and restore 1155 Magicka to you for successfully healing. After you heal an ally you grant them Major Resolve, increasing their Physical and Spell Resistance by 5948 for 5 seconds.
Increases your ally's Physical and Spell Resistance while you heal them.
6
Mend Spirit IV
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that only can be used on allies. Your Light Attacks heal for 972. Your Heavy Attacks heal for 863 every 1 second, and restore 1155 Magicka to you for successfully healing. After you heal an ally you grant them Major Resolve, increasing their Physical and Spell Resistance by 5948 for 5 seconds.
Increases your ally's Physical and Spell Resistance while you heal them.
6
Symbiosis I
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can be used on allies. Your Light Attacks heal for 941. Your Heavy Attacks heal for 836 every 1 second, and restore 1155 Magicka to you for successfully healing. You heal yourself for 50% of the amount of healing done to the ally.
You heal yourself for a percentage of the healing done to the ally.
6
Symbiosis II
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can be used on allies. Your Light Attacks heal for 951. Your Heavy Attacks heal for 845 every 1 second, and restore 1155 Magicka to you for successfully healing. You heal yourself for 50% of the amount of healing done to the ally.
You heal yourself for a percentage of the healing done to the ally.
6
Symbiosis III
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can be used on allies. Your Light Attacks heal for 961. Your Heavy Attacks heal for 854 every 1 second, and restore 1155 Magicka to you for successfully healing. You heal yourself for 50% of the amount of healing done to the ally.
You heal yourself for a percentage of the healing done to the ally.
6
Symbiosis IV
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can be used on allies. Your Light Attacks heal for 972. Your Heavy Attacks heal for 863 every 1 second, and restore 1155 Magicka to you for successfully healing. You heal yourself for 50% of the amount of healing done to the ally.
You heal yourself for a percentage of the healing done to the ally.
8
Meditate IV
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1500 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
8
Meditate I
0 Magicka
Focus your body and mind into a meditative state, healing for 1200 Health and restoring 1200 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
8
Meditate II
0 Magicka
Focus your body and mind into a meditative state, healing for 1300 Health and restoring 1300 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
8
Meditate III
0 Magicka
Focus your body and mind into a meditative state, healing for 1400 Health and restoring 1400 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
8
Meditate IV
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1500 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
8
Deep Thoughts I
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1600 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
Increases the amount of Magicka and Stamina restored.
8
Deep Thoughts II
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1700 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
Increases the amount of Magicka and Stamina restored.
8
Deep Thoughts III
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1800 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
Increases the amount of Magicka and Stamina restored.
8
Deep Thoughts IV
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1900 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
Increases the amount of Magicka and Stamina restored.
8
Introspection I
0 Magicka
Focus your body and mind into a meditative state, healing for 1700 Health and restoring 1500 Magicka and Stamina every 1 second. Maintaining the channel increases the Health restored by 10% every tick, up to a maximum of 50%. You will remain in a meditative state until you toggle this ability off or are interrupted.
Maintaining the channel increases the amount of Health restored.
8
Introspection II
0 Magicka
Focus your body and mind into a meditative state, healing for 1733 Health and restoring 1500 Magicka and Stamina every 1 second. Maintaining the channel increases the Health restored by 10% every tick, up to a maximum of 50%. You will remain in a meditative state until you toggle this ability off or are interrupted.
Maintaining the channel increases the amount of Health restored.
8
Introspection III
0 Magicka
Focus your body and mind into a meditative state, healing for 1766 Health and restoring 1500 Magicka and Stamina every 1 second. Maintaining the channel increases the Health restored by 10% every tick, up to a maximum of 50%. You will remain in a meditative state until you toggle this ability off or are interrupted.
Maintaining the channel increases the amount of Health restored.
8
Introspection IV
0 Magicka
Focus your body and mind into a meditative state, healing for 1800 Health and restoring 1500 Magicka and Stamina every 1 second. Maintaining the channel increases the Health restored by 10% every tick, up to a maximum of 50%. You will remain in a meditative state until you toggle this ability off or are interrupted.
Maintaining the channel increases the amount of Health restored.
PASSIVES
1
See the Unseen
The insight you have gained from the Psijic Order grants you vision of the spiritual world. You can now interact with rifts all throughout Tamriel.
5
Clairvoyance II
Reduces the cost of your Psijic Order abilities by 15%.
3
Clairvoyance I
Reduces the cost of your Psijic Order abilities by 8%.
5
Clairvoyance II
Reduces the cost of your Psijic Order abilities by 15%.
7
Spell Orb II
When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.
4
Spell Orb I
When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 562 Magic Damage. This effect scales off your highest offensive stats.
7
Spell Orb II
When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.
8
Concentrated Barrier II
While you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.
6
Concentrated Barrier I
While you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 2500 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.
8
Concentrated Barrier II
While you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.
9
Deliberation
While you are casting or channeling a Psijic Order ability you reduce your damage taken by 30%.
Thieves Guild
PASSIVES
1
Finders Keepers
Thieves Troves are caches that are located all over Tamriel. They can only be opened by members of the Thieves Guild.
11
Swiftly Forgotten IV
Bounty is decreased by 115 after 3 minutes. Heat is decreased by 64 after 3 seconds.
2
Swiftly Forgotten I
Bounty is decreased by 46 after 3 minutes. Heat is decreased by 36 after 3 seconds.
5
Swiftly Forgotten II
Bounty is decreased by 69 after 3 minutes. Heat is decreased by 46 after 3 seconds.
8
Swiftly Forgotten III
Bounty is decreased by 92 after 3 minutes. Heat is decreased by 55 after 3 seconds.
11
Swiftly Forgotten IV
Bounty is decreased by 115 after 3 minutes. Heat is decreased by 64 after 3 seconds.
12
Haggling IV
Stolen items sold at a fence are worth 10% more. Does not apply to Laundering.
3
Haggling I
Stolen items sold at a fence are worth 2% more. Does not apply to Laundering.
6
Haggling II
Stolen items sold at a fence are worth 4% more. Does not apply to Laundering.
9
Haggling III
Stolen items sold at a fence are worth 7% more. Does not apply to Laundering.
12
Haggling IV
Stolen items sold at a fence are worth 10% more. Does not apply to Laundering.
4
Clemency
When a guard accosts you, you may use Clemency once per day. If used, the Guard will not arrest you or take your money and stolen goods. Additionally, Guards will not attempt to accost you for 1 minute after you use Clemency unless you commit other crimes.
7
Timely Escape
When you have Bounty and are in combat, you have a chance to spot a "Footpad" in a town with a Refuge. Interacting with the Footpad will transport the player safely into the nearest Refuge.
10
Veil of Shadows
Decreases detection range of Witnesses and Guards by 10%. Witnesses and Guards are thus less likely to notice criminal actions, though this has no impact on the range from which Guards will accost you.
Undaunted
SKILLS
1
Blood Altar IV
4320 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
1
Blood Altar I
4320 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
1
Blood Altar II
4320 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
1
Blood Altar III
4320 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
1
Blood Altar IV
4320 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
1
Sanguine Altar I
2160 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
Increases the duration and reduces the cost.
1
Sanguine Altar II
2160 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
Increases the duration and reduces the cost.
1
Sanguine Altar III
2160 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
Increases the duration and reduces the cost.
1
Sanguine Altar IV
2160 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
Increases the duration and reduces the cost.
1
Overflowing Altar I
4320 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Feast synergy, healing for 65% of their Max Health.
The synergy heals allies for more. Reduces the cost as the ability ranks up.
1
Overflowing Altar II
4230 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Feast synergy, healing for 65% of their Max Health.
The synergy heals allies for more. Reduces the cost as the ability ranks up.
1
Overflowing Altar III
4140 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Feast synergy, healing for 65% of their Max Health.
The synergy heals allies for more. Reduces the cost as the ability ranks up.
1
Overflowing Altar IV
4050 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Feast synergy, healing for 65% of their Max Health.
The synergy heals allies for more. Reduces the cost as the ability ranks up.
2
Trapping Webs IV
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Spawn Broodling synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
2
Trapping Webs I
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1687 Physical Damage. After 10 seconds the webs explode, dealing 2249 Poison Damage to enemies within. A ranged ally can activate the Spawn Broodling synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
2
Trapping Webs II
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1705 Physical Damage. After 10 seconds the webs explode, dealing 2273 Poison Damage to enemies within. A ranged ally can activate the Spawn Broodling synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
2
Trapping Webs III
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1724 Physical Damage. After 10 seconds the webs explode, dealing 2298 Poison Damage to enemies within. A ranged ally can activate the Spawn Broodling synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
2
Trapping Webs IV
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Spawn Broodling synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
2
Shadow Silk I
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Black Widow synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage and can poison them for 4488 Poison Damage over 10 seconds.
The synergy summons a more powerful spider, which deals additional damage over time.
2
Shadow Silk II
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1761 Physical Damage. After 10 seconds the webs explode, dealing 2348 Poison Damage to enemies within. A ranged ally can activate the Black Widow synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage and can poison them for 4488 Poison Damage over 10 seconds.
The synergy summons a more powerful spider, which deals additional damage over time.
2
Shadow Silk III
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1780 Physical Damage. After 10 seconds the webs explode, dealing 2374 Poison Damage to enemies within. A ranged ally can activate the Black Widow synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage and can poison them for 4488 Poison Damage over 10 seconds.
The synergy summons a more powerful spider, which deals additional damage over time.
2
Shadow Silk IV
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1799 Physical Damage. After 10 seconds the webs explode, dealing 2399 Poison Damage to enemies within. A ranged ally can activate the Black Widow synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage and can poison them for 4488 Poison Damage over 10 seconds.
The synergy summons a more powerful spider, which deals additional damage over time.
2
Tangling Webs I
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Arachnophobia synergy on an affected enemy, dealing 2249 Poison Damage to them, fearing them for 3 seconds, and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
The synergy also fears the enemy.
2
Tangling Webs II
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Arachnophobia synergy on an affected enemy, dealing 2249 Poison Damage to them, fearing them for 3.3 seconds, and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
The synergy also fears the enemy.
2
Tangling Webs III
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Arachnophobia synergy on an affected enemy, dealing 2249 Poison Damage to them, fearing them for 3.7 seconds, and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
The synergy also fears the enemy.
2
Tangling Webs IV
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Arachnophobia synergy on an affected enemy, dealing 2249 Poison Damage to them, fearing them for 4 seconds, and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
The synergy also fears the enemy.
3
Inner Fire IV
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1045 Flame Damage and taunting them to attack you for 15 seconds. An ally targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
3
Inner Fire I
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1012 Flame Damage and taunting them to attack you for 15 seconds. An ally targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
3
Inner Fire II
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1023 Flame Damage and taunting them to attack you for 15 seconds. An ally targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
3
Inner Fire III
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1034 Flame Damage and taunting them to attack you for 15 seconds. An ally targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
3
Inner Fire IV
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1045 Flame Damage and taunting them to attack you for 15 seconds. An ally targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
3
Inner Rage I
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1045 Flame Damage and taunting them to attack you for 15 seconds. Up to 3 allies targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
The synergy can now be activated by up to 3 allies.
3
Inner Rage II
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1056 Flame Damage and taunting them to attack you for 15 seconds. Up to 3 allies targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
The synergy can now be activated by up to 3 allies.
3
Inner Rage III
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1067 Flame Damage and taunting them to attack you for 15 seconds. Up to 3 allies targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
The synergy can now be activated by up to 3 allies.
3
Inner Rage IV
1620 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1079 Flame Damage and taunting them to attack you for 15 seconds. Up to 3 allies targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
The synergy can now be activated by up to 3 allies.
3
Inner Beast I
2295 Stamina
Ignite the fires of hate in an enemy's heart, dealing 2091 Physical Damage, taunting them to attack you, and applying Minor Maim and Minor Vulnerability for 15 seconds, reducing their damage done and increasing their damage taken by 5%. An ally targeting the enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
Converts into a Stamina ability and deals increased Physical Damage. Applies Minor Vulnerability and Maim to the enemy.
3
Inner Beast II
2295 Stamina
Ignite the fires of hate in an enemy's heart, dealing 2114 Physical Damage, taunting them to attack you, and applying Minor Maim and Minor Vulnerability for 15 seconds, reducing their damage done and increasing their damage taken by 5%. An ally targeting the enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
Converts into a Stamina ability and deals increased Physical Damage. Applies Minor Vulnerability and Maim to the enemy.
3
Inner Beast III
2295 Stamina
Ignite the fires of hate in an enemy's heart, dealing 2137 Physical Damage, taunting them to attack you, and applying Minor Maim and Minor Vulnerability for 15 seconds, reducing their damage done and increasing their damage taken by 5%. An ally targeting the enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
Converts into a Stamina ability and deals increased Physical Damage. Applies Minor Vulnerability and Maim to the enemy.
3
Inner Beast IV
2295 Stamina
Ignite the fires of hate in an enemy's heart, dealing 2160 Physical Damage, taunting them to attack you, and applying Minor Maim and Minor Vulnerability for 15 seconds, reducing their damage done and increasing their damage taken by 5%. An ally targeting the enemy can activate the Radiate synergy, dealing 1344 Flame Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
Converts into a Stamina ability and deals increased Physical Damage. Applies Minor Vulnerability and Maim to the enemy.
4
Bone Shield IV
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
4
Bone Shield I
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4800 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
4
Bone Shield II
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4852 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
4
Bone Shield III
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4905 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
4
Bone Shield IV
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
4
Spiked Bone Shield I
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds and returns 85% of direct damage absorbed back to the enemy. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
Absorbing direct damage causes you to deal a portion of the damage back to enemies if they are in melee range.
4
Spiked Bone Shield II
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds and returns 90% of direct damage absorbed back to the enemy. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
Absorbing direct damage causes you to deal a portion of the damage back to enemies if they are in melee range.
4
Spiked Bone Shield III
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds and returns 95% of direct damage absorbed back to the enemy. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
Absorbing direct damage causes you to deal a portion of the damage back to enemies if they are in melee range.
4
Spiked Bone Shield IV
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds and returns 100% of direct damage absorbed back to the enemy. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
Absorbing direct damage causes you to deal a portion of the damage back to enemies if they are in melee range.
4
Bone Surge I
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Spinal Surge synergy, granting up to 6 allies a damage shield that absorbs up to 30% of their Max Health for 6 seconds and Major Vitality, increasing their healing received and damage shield strength by 12%.
Upgrades the synergy to grant Major Vitality.
4
Bone Surge II
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 5012 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Spinal Surge synergy, granting up to 6 allies a damage shield that absorbs up to 30% of their Max Health for 6 seconds and Major Vitality, increasing their healing received and damage shield strength by 12%.
Upgrades the synergy to grant Major Vitality.
4
Bone Surge III
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 5067 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Spinal Surge synergy, granting up to 6 allies a damage shield that absorbs up to 30% of their Max Health for 6 seconds and Major Vitality, increasing their healing received and damage shield strength by 12%.
Upgrades the synergy to grant Major Vitality.
4
Bone Surge IV
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 5121 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Spinal Surge synergy, granting up to 6 allies a damage shield that absorbs up to 30% of their Max Health for 6 seconds and Major Vitality, increasing their healing received and damage shield strength by 12%.
Upgrades the synergy to grant Major Vitality.
5
Necrotic Orb IV
2970 Magicka
Project a globe of annihilation that slowly floats forward for 10 seconds, dealing 316 Magic Damage every 1 second to nearby enemies. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
5
Necrotic Orb I
2970 Magicka
Project a globe of annihilation that slowly floats forward for 10 seconds, dealing 306 Magic Damage every 1 second to nearby enemies. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
5
Necrotic Orb II
2970 Magicka
Project a globe of annihilation that slowly floats forward for 10 seconds, dealing 309 Magic Damage every 1 second to nearby enemies. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
5
Necrotic Orb III
2970 Magicka
Project a globe of annihilation that slowly floats forward for 10 seconds, dealing 312 Magic Damage every 1 second to nearby enemies. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
5
Necrotic Orb IV
2970 Magicka
Project a globe of annihilation that slowly floats forward for 10 seconds, dealing 316 Magic Damage every 1 second to nearby enemies. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
5
Mystic Orb I
2970 Magicka
Project a globe of annihilation that slowly floats forward, dealing 316 Magic Damage every 1 second to nearby enemies. While the orb is active you gain 70 Health, Magicka, and Stamina Recovery. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
Increases your Health, Magicka, and Stamina Recovery while active.
5
Mystic Orb II
2970 Magicka
Project a globe of annihilation that slowly floats forward, dealing 319 Magic Damage every 1 second to nearby enemies. While the orb is active you gain 80 Health, Magicka, and Stamina Recovery. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
Increases your Health, Magicka, and Stamina Recovery while active.
5
Mystic Orb III
2970 Magicka
Project a globe of annihilation that slowly floats forward, dealing 322 Magic Damage every 1 second to nearby enemies. While the orb is active you gain 90 Health, Magicka, and Stamina Recovery. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
Increases your Health, Magicka, and Stamina Recovery while active.
5
Mystic Orb IV
2970 Magicka
Project a globe of annihilation that slowly floats forward, dealing 326 Magic Damage every 1 second to nearby enemies. While the orb is active you gain 100 Health, Magicka, and Stamina Recovery. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
Increases your Health, Magicka, and Stamina Recovery while active.
5
Energy Orb I
3780 Magicka
Project a globe of regeneration that slowly floats forward, healing for 474 Health every 1 second to you and nearby allies. An ally near the globe can activate the Healing Combustion synergy, causing the orb to explode and heal for 2249 Health to nearby allies and restoring 3960 Magicka or Stamina to the activator, whichever maximum is higher.
The orb heals allies instead of damaging enemies and moves faster.
5
Energy Orb II
3780 Magicka
Project a globe of regeneration that slowly floats forward, healing for 479 Health every 1 second to you and nearby allies. An ally near the globe can activate the Healing Combustion synergy, causing the orb to explode and heal for 2249 Health to nearby allies and restoring 3960 Magicka or Stamina to the activator, whichever maximum is higher.
The orb heals allies instead of damaging enemies and moves faster.
5
Energy Orb III
3780 Magicka
Project a globe of regeneration that slowly floats forward, healing for 484 Health every 1 second to you and nearby allies. An ally near the globe can activate the Healing Combustion synergy, causing the orb to explode and heal for 2249 Health to nearby allies and restoring 3960 Magicka or Stamina to the activator, whichever maximum is higher.
The orb heals allies instead of damaging enemies and moves faster.
5
Energy Orb IV
3780 Magicka
Project a globe of regeneration that slowly floats forward, healing for 489 Health every 1 second to you and nearby allies. An ally near the globe can activate the Healing Combustion synergy, causing the orb to explode and heal for 2249 Health to nearby allies and restoring 3960 Magicka or Stamina to the activator, whichever maximum is higher.
The orb heals allies instead of damaging enemies and moves faster.
PASSIVES
8
Undaunted Command II
Activating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.
6
Undaunted Command I
Activating a synergy restores 2% of your Max Health, Stamina, and Magicka. Current Bonus: 320 Health, 240 Stamina, and 240 Magicka.
8
Undaunted Command II
Activating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.
9
Undaunted Mettle II
Increases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped. Current bonus: 0%.
7
Undaunted Mettle I
Increases your Max Health, Stamina, and Magicka by 1% per type of Armor (Heavy, Medium, Light) that you have equipped. Current bonus: 0%.
9
Undaunted Mettle II
Increases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped. Current bonus: 0%.
Assault
ULTIMATES
4
War Horn IV
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds.
4
War Horn I
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 27 seconds.
4
War Horn II
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 28 seconds.
4
War Horn III
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 29 seconds.
4
War Horn IV
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds.
4
Aggressive Horn I
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain Major Force, increasing your Critical Damage by 20% for 7 seconds.
You and your allies gain Major Force for a brief period after activation.
4
Aggressive Horn II
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain Major Force, increasing your Critical Damage by 20% for 8 seconds.
You and your allies gain Major Force for a brief period after activation.
4
Aggressive Horn III
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain Major Force, increasing your Critical Damage by 20% for 9 seconds.
You and your allies gain Major Force for a brief period after activation.
4
Aggressive Horn IV
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain Major Force, increasing your Critical Damage by 20% for 10 seconds.
You and your allies gain Major Force for a brief period after activation.
4
Sturdy Horn I
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain 1320 Critical Resistance for 7 seconds, reducing incoming Critical Damage by 20%.
You and your allies take less damage from critical attacks for a brief period after activation.
4
Sturdy Horn II
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain 1320 Critical Resistance for 8 seconds, reducing incoming Critical Damage by 20%.
You and your allies take less damage from critical attacks for a brief period after activation.
4
Sturdy Horn III
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain 1320 Critical Resistance for 9 seconds, reducing incoming Critical Damage by 20%.
You and your allies take less damage from critical attacks for a brief period after activation.
4
Sturdy Horn IV
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain 1320 Critical Resistance for 10 seconds, reducing incoming Critical Damage by 20%.
You and your allies take less damage from critical attacks for a brief period after activation.
SKILLS
2
Vigor IV
2984 Stamina
Let loose a battle cry, instilling yourself and nearby allies with resolve and healing them for 3480 Health over 10 seconds.
2
Vigor I
2984 Stamina
Let loose a battle cry, instilling yourself and nearby allies with resolve and healing them for 3372 Health over 10 seconds.
2
Vigor II
2984 Stamina
Let loose a battle cry, instilling yourself and nearby allies with resolve and healing them for 3408 Health over 10 seconds.
2
Vigor III
2984 Stamina
Let loose a battle cry, instilling yourself and nearby allies with resolve and healing them for 3444 Health over 10 seconds.
2
Vigor IV
2984 Stamina
Let loose a battle cry, instilling yourself and nearby allies with resolve and healing them for 3480 Health over 10 seconds.
2
Echoing Vigor I
2984 Stamina
Let loose a battle cry, instilling you and your allies with resolve and healing for 3480 Health over 10 seconds.
Increases the radius. Increases the duration as the ability ranks up.
2
Echoing Vigor II
2984 Stamina
Let loose a battle cry, instilling you and your allies with resolve and healing for 3480 Health over 12 seconds.
Increases the radius. Increases the duration as the ability ranks up.
2
Echoing Vigor III
2984 Stamina
Let loose a battle cry, instilling you and your allies with resolve and healing for 3480 Health over 14 seconds.
Increases the radius. Increases the duration as the ability ranks up.
2
Echoing Vigor IV
2984 Stamina
Let loose a battle cry, instilling you and your allies with resolve and healing for 3480 Health over 16 seconds.
Increases the radius. Increases the duration as the ability ranks up.
2
Resolving Vigor I
2984 Stamina
Let loose a battle cry, instilling yourself with resolve and healing for 5220 Health over 5 seconds. After casting you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974, for 20 seconds.
The heal over time now happens faster over a shorter duration, heals for more, increases your Armor, but now only targets yourself.
2
Resolving Vigor II
2984 Stamina
Let loose a battle cry, instilling yourself with resolve and healing for 5274 Health over 5 seconds. After casting you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974, for 20 seconds.
The heal over time now happens faster over a shorter duration, heals for more, increases your Armor, but now only targets yourself.
2
Resolving Vigor III
2984 Stamina
Let loose a battle cry, instilling yourself with resolve and healing for 5334 Health over 5 seconds. After casting you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974, for 20 seconds.
The heal over time now happens faster over a shorter duration, heals for more, increases your Armor, but now only targets yourself.
2
Resolving Vigor IV
2984 Stamina
Let loose a battle cry, instilling yourself with resolve and healing for 5388 Health over 5 seconds. After casting you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974, for 20 seconds.
The heal over time now happens faster over a shorter duration, heals for more, increases your Armor, but now only targets yourself.
5
Rapid Maneuver IV
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds.
5
Rapid Maneuver I
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds.
5
Rapid Maneuver II
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds.
5
Rapid Maneuver III
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds.
5
Rapid Maneuver IV
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds.
5
Retreating Maneuver I
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds. Attacks from behind deal 12% less damage while this effect persists.
Attacks made against you from behind deal less damage while this effect persists.
5
Retreating Maneuver II
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds. Attacks from behind deal 13% less damage while this effect persists.
Attacks made against you from behind deal less damage while this effect persists.
5
Retreating Maneuver III
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds. Attacks from behind deal 14% less damage while this effect persists.
Attacks made against you from behind deal less damage while this effect persists.
5
Retreating Maneuver IV
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds. Attacks from behind deal 15% less damage while this effect persists.
Attacks made against you from behind deal less damage while this effect persists.
5
Charging Maneuver I
6426 Stamina
Mobilize your forces, granting Major and Minor Expedition to you and your group, increasing your Movement Speed by 30% and 15% respectively, for 8 seconds.
Also grants Minor Expedition, increasing your Movement Speed further. Reduces the cost as the ability ranks up.
5
Charging Maneuver II
6336 Stamina
Mobilize your forces, granting Major and Minor Expedition to you and your group, increasing your Movement Speed by 30% and 15% respectively, for 8 seconds.
Also grants Minor Expedition, increasing your Movement Speed further. Reduces the cost as the ability ranks up.
5
Charging Maneuver III
6246 Stamina
Mobilize your forces, granting Major and Minor Expedition to you and your group, increasing your Movement Speed by 30% and 15% respectively, for 8 seconds.
Also grants Minor Expedition, increasing your Movement Speed further. Reduces the cost as the ability ranks up.
5
Charging Maneuver IV
6156 Stamina
Mobilize your forces, granting Major and Minor Expedition to you and your group, increasing your Movement Speed by 30% and 15% respectively, for 8 seconds.
Also grants Minor Expedition, increasing your Movement Speed further. Reduces the cost as the ability ranks up.
6
Caltrops IV
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 280 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%.
6
Caltrops I
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 272 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%.
6
Caltrops II
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 274 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%.
6
Caltrops III
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 277 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%.
6
Caltrops IV
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 280 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%.
6
Anti-Cavalry Caltrops I
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. The caltrops also drain the Mount Stamina of any enemy in the area.
Increases the duration and drains the Mount Stamina of any enemy in the area.
6
Anti-Cavalry Caltrops II
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. The caltrops also drain the Mount Stamina of any enemy in the area.
Increases the duration and drains the Mount Stamina of any enemy in the area.
6
Anti-Cavalry Caltrops III
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. The caltrops also drain the Mount Stamina of any enemy in the area.
Increases the duration and drains the Mount Stamina of any enemy in the area.
6
Anti-Cavalry Caltrops IV
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. The caltrops also drain the Mount Stamina of any enemy in the area.
Increases the duration and drains the Mount Stamina of any enemy in the area.
6
Razor Caltrops I
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 1.1 seconds.
Applies Major Breach to damaged enemies, reducing their Resistances.
6
Razor Caltrops II
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 2.1 seconds.
Applies Major Breach to damaged enemies, reducing their Resistances.
6
Razor Caltrops III
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 3.1 seconds.
Applies Major Breach to damaged enemies, reducing their Resistances.
6
Razor Caltrops IV
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 4.1 seconds.
Applies Major Breach to damaged enemies, reducing their Resistances.
7
Magicka Detonation IV
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 434 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
7
Magicka Detonation I
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 421 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
7
Magicka Detonation II
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 425 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
7
Magicka Detonation III
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 430 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
7
Magicka Detonation IV
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 434 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
7
Inevitable Detonation I
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 435 Magic Damage to all enemies in the area. If the bomb is dispelled or removed early, the explosion is triggered immediately. Each enemy within the bomb's radius increases the damage by 100%.
If the bomb is dispelled or removed early, the explosion is triggered immediately.
7
Inevitable Detonation II
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 439 Magic Damage to all enemies in the area. If the bomb is dispelled or removed early, the explosion is triggered immediately. Each enemy within the bomb's radius increases the damage by 100%.
If the bomb is dispelled or removed early, the explosion is triggered immediately.
7
Inevitable Detonation III
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 444 Magic Damage to all enemies in the area. If the bomb is dispelled or removed early, the explosion is triggered immediately. Each enemy within the bomb's radius increases the damage by 100%.
If the bomb is dispelled or removed early, the explosion is triggered immediately.
7
Inevitable Detonation IV
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 449 Magic Damage to all enemies in the area. If the bomb is dispelled or removed early, the explosion is triggered immediately. Each enemy within the bomb's radius increases the damage by 100%.
If the bomb is dispelled or removed early, the explosion is triggered immediately.
7
Proximity Detonation I
3510 Magicka
Activate a magical bomb on yourself that explodes after 8 seconds, dealing 435 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
You become the center of the detonation. Removes cast time, but doubles the duration it takes to detonate.
7
Proximity Detonation II
3510 Magicka
Activate a magical bomb on yourself that explodes after 8 seconds, dealing 439 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
You become the center of the detonation. Removes cast time, but doubles the duration it takes to detonate.
7
Proximity Detonation III
3510 Magicka
Activate a magical bomb on yourself that explodes after 8 seconds, dealing 444 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
You become the center of the detonation. Removes cast time, but doubles the duration it takes to detonate.
7
Proximity Detonation IV
3510 Magicka
Activate a magical bomb on yourself that explodes after 8 seconds, dealing 449 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
You become the center of the detonation. Removes cast time, but doubles the duration it takes to detonate.
PASSIVES
9
Continuous Attack II
Increases your Weapon and Spell Damage by 10% and Magicka and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Major Gallop at all times, increasing your Mount Speed by 30%.
3
Continuous Attack I
Increases your Weapon and Spell Damage by 5% and Magicka and Stamina Recovery by 10% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Major Gallop at all times, increasing your Mount Speed by 30%.
9
Continuous Attack II
Increases your Weapon and Spell Damage by 10% and Magicka and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Major Gallop at all times, increasing your Mount Speed by 30%.
10
Reach II
Increases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.
5
Reach I
Increases the range of long-range abilities by 2 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.
10
Reach II
Increases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.
10
Combat Frenzy II
You generate 20 Ultimate when you kill an enemy player.
8
Combat Frenzy I
You generate 10 Ultimate when you kill an enemy player.
10
Combat Frenzy II
You generate 20 Ultimate when you kill an enemy player.
Emperor
PASSIVES
1
Emperor
Increases your Max Health, Magicka, and Stamina while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 38% 2 Keeps: 45% 3 Keeps: 53% 4 Keeps: 60% 5 Keeps: 68% 6 Keeps: 75%
1
Monarch
Increases your healing received while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 25% 2 Keeps: 30% 3 Keeps: 35% 4 Keeps: 40% 5 Keeps: 45% 6 Keeps: 50%
1
Authority
Increases your Ultimate generation while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%
1
Domination
Increases your Health, Magicka, and Stamina Recovery while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%
1
Tactician
Increases your damage done with Siege Weapons to Keeps and other Siege Weapons while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%
Support
ULTIMATES
6
Barrier IV
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11621 damage for 30 seconds.
6
Barrier I
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11250 damage for 30 seconds.
6
Barrier II
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11373 damage for 30 seconds.
6
Barrier III
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11497 damage for 30 seconds.
6
Barrier IV
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11621 damage for 30 seconds.
6
Reviving Barrier I
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage for 30 seconds. The wards also heal you and your group members for 5205 Health over 15 seconds.
Shielded targets heal over time.
6
Reviving Barrier II
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage for 30 seconds. The wards also heal you and your group members for 5250 Health over 15 seconds.
Shielded targets heal over time.
6
Reviving Barrier III
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage for 30 seconds. The wards also heal you and your group members for 5310 Health over 15 seconds.
Shielded targets heal over time.
6
Reviving Barrier IV
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage for 30 seconds. The wards also heal you and your group members for 5370 Health over 15 seconds.
Shielded targets heal over time.
6
Replenishing Barrier I
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage. Each time a ward dissolves, you restore 1 Ultimate and 700 Magicka.
Each time a ward dissolves you restore Ultimate and Magicka.
6
Replenishing Barrier II
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage. Each time a ward dissolves, you restore 2 Ultimate and 800 Magicka.
Each time a ward dissolves you restore Ultimate and Magicka.
6
Replenishing Barrier III
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage. Each time a ward dissolves, you restore 3 Ultimate and 900 Magicka.
Each time a ward dissolves you restore Ultimate and Magicka.
6
Replenishing Barrier IV
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage. Each time a ward dissolves, you restore 4 Ultimate and 1000 Magicka.
Each time a ward dissolves you restore Ultimate and Magicka.
SKILLS
2
Siege Shield IV
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies.
2
Siege Shield I
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies.
2
Siege Shield II
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies.
2
Siege Shield III
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies.
2
Siege Shield IV
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies.
2
Siege Weapon Shield I
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. The sphere also protects you and your allies' siege weapons, reducing damage from enemy siege weapons by 60%.
Your and allied siege weapons in the bubble take reduced damage from other siege weapons.
2
Siege Weapon Shield II
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. The sphere also protects you and your allies' siege weapons, reducing damage from enemy siege weapons by 65%.
Your and allied siege weapons in the bubble take reduced damage from other siege weapons.
2
Siege Weapon Shield III
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. The sphere also protects you and your allies' siege weapons, reducing damage from enemy siege weapons by 70%.
Your and allied siege weapons in the bubble take reduced damage from other siege weapons.
2
Siege Weapon Shield IV
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. The sphere also protects you and your allies' siege weapons, reducing damage from enemy siege weapons by 75%.
Your and allied siege weapons in the bubble take reduced damage from other siege weapons.
2
Propelling Shield I
7830 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. Also increases the range of abilities with a range greater than 20 meters by 4 meters. Does not affect Leap, Move Position, and Pull abilities.
Costs less and allies in the shield gain increased range.
2
Propelling Shield II
7830 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. Also increases the range of abilities with a range greater than 20 meters by 5 meters. Does not affect Leap, Move Position, and Pull abilities.
Costs less and allies in the shield gain increased range.
2
Propelling Shield III
7830 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. Also increases the range of abilities with a range greater than 20 meters by 6 meters. Does not affect Leap, Move Position, and Pull abilities.
Costs less and allies in the shield gain increased range.
2
Propelling Shield IV
7830 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. Also increases the range of abilities with a range greater than 20 meters by 7 meters. Does not affect Leap, Move Position, and Pull abilities.
Costs less and allies in the shield gain increased range.
4
Purge IV
7830 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
4
Purge I
8100 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
4
Purge II
8010 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
4
Purge III
7920 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
4
Purge IV
7830 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
4
Efficient Purge I
5670 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
Reduces the cost.
4
Efficient Purge II
5580 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
Reduces the cost.
4
Efficient Purge III
5490 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
Reduces the cost.
4
Efficient Purge IV
5400 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
Reduces the cost.
4
Cleanse I
7830 Magicka
Cleanse yourself and your group, removing 3 negative effects immediately. For every negative effect removed, the target is healed for 2% of their Max Health.
If a negative effect is removed, the target is healed.
4
Cleanse II
7830 Magicka
Cleanse yourself and your group, removing 3 negative effects immediately. For every negative effect removed, the target is healed for 3% of their Max Health.
If a negative effect is removed, the target is healed.
4
Cleanse III
7830 Magicka
Cleanse yourself and your group, removing 3 negative effects immediately. For every negative effect removed, the target is healed for 4% of their Max Health.
If a negative effect is removed, the target is healed.
4
Cleanse IV
7830 Magicka
Cleanse yourself and your group, removing 3 negative effects immediately. For every negative effect removed, the target is healed for 5% of their Max Health.
If a negative effect is removed, the target is healed.
5
Guard IV
3402 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
5
Guard I
3672 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
5
Guard II
3582 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
5
Guard III
3492 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
5
Guard IV
3402 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
5
Mystic Guard I
3402 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Vitality, increasing your healing received and damage shield strength by 6%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Vitality, increasing your healing received.
5
Mystic Guard II
3312 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Vitality, increasing your healing received and damage shield strength by 6%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Vitality, increasing your healing received.
5
Mystic Guard III
3222 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Vitality, increasing your healing received and damage shield strength by 6%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Vitality, increasing your healing received.
5
Mystic Guard IV
3132 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Vitality, increasing your healing received and damage shield strength by 6%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Vitality, increasing your healing received.
5
Stalwart Guard I
3402 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Force, increasing your Critical Damage by 10%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Force, increasing your Critical Damage.
5
Stalwart Guard II
3312 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Force, increasing your Critical Damage by 10%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Force, increasing your Critical Damage.
5
Stalwart Guard III
3222 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Force, increasing your Critical Damage by 10%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Force, increasing your Critical Damage.
5
Stalwart Guard IV
3132 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Force, increasing your Critical Damage by 10%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Force, increasing your Critical Damage.
7
Revealing Flare IV
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
7
Revealing Flare I
5400 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
7
Revealing Flare II
5310 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
7
Revealing Flare III
5220 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
7
Revealing Flare IV
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
7
Lingering Flare I
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 7 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
The flare lasts longer.
7
Lingering Flare II
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 8 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
The flare lasts longer.
7
Lingering Flare III
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 9 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
The flare lasts longer.
7
Lingering Flare IV
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 10 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
The flare lasts longer.
7
Blinding Flare I
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies are stunned for 2 seconds, and cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
Exposed enemies are also stunned.
7
Blinding Flare II
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies are stunned for 2.7 seconds, and cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
Exposed enemies are also stunned.
7
Blinding Flare III
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies are stunned for 3.3 seconds, and cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
Exposed enemies are also stunned.
7
Blinding Flare IV
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies are stunned for 4 seconds, and cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
Exposed enemies are also stunned.
PASSIVES
9
Magicka Aid II
Increases your Magicka Recovery by 10% for each Support ability slotted. Current bonus: 0%.
3
Magicka Aid I
Increases your Magicka Recovery by 5% for each Support ability slotted. Current bonus: 0%.
9
Magicka Aid II
Increases your Magicka Recovery by 10% for each Support ability slotted. Current bonus: 0%.
10
Combat Medic II
Increases your healing done by 20% when you are near a Keep.
5
Combat Medic I
Increases your healing done by 10% when you are near a Keep.
10
Combat Medic II
Increases your healing done by 20% when you are near a Keep.
10
Battle Resurrection II
Reduces the time it takes you to resurrect another player by 30% while you are in a PvP area.
8
Battle Resurrection I
Reduces the time it takes you to resurrect another player by 15% while you are in a PvP area.
10
Battle Resurrection II
Reduces the time it takes you to resurrect another player by 30% while you are in a PvP area.
Curative Runeforms
ULTIMATES
12
Vitalizing Glyphic IV
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 927 Health every 1 second in proportion to its Health.
12
Vitalizing Glyphic I
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 898 Health every 1 second in proportion to its Health.
12
Vitalizing Glyphic II
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 907 Health every 1 second in proportion to its Health.
12
Vitalizing Glyphic III
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 917 Health every 1 second in proportion to its Health.
12
Vitalizing Glyphic IV
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 927 Health every 1 second in proportion to its Health.
12
Glyphic of the Tides I
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 50% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 928 Health every 1 second in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%.
The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.
12
Glyphic of the Tides II
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 51% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 928 Health every 1 second in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%.
The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.
12
Glyphic of the Tides III
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 52% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 928 Health every 1 second in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%.
The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.
12
Glyphic of the Tides IV
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 53% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 928 Health every 1 second in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%.
The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.
12
Resonating Glyphic I
200 Ultimate
Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 928 Health every 1 second in proportion to its Health.
Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.
12
Resonating Glyphic II
200 Ultimate
Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 938 Health every 1 second in proportion to its Health.
Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.
12
Resonating Glyphic III
200 Ultimate
Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 948 Health every 1 second in proportion to its Health.
Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.
12
Resonating Glyphic IV
200 Ultimate
Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 958 Health every 1 second in proportion to its Health.
Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.
SKILLS
1
Runemend IV
4590 Magicka
Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
1
Runemend I
4590 Magicka
Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1124 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
1
Runemend II
4590 Magicka
Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1136 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
1
Runemend III
4590 Magicka
Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1148 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
1
Runemend IV
4590 Magicka
Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
1
Evolving Runemend I
4590 Magicka
Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times, an additional 1263 Health over 6 seconds, and generate Crux. Each active Crux reduces the cost of this ability by 3%.
Heals for an additional amount over time.
1
Evolving Runemend II
4590 Magicka
Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times, an additional 1275 Health over 6 seconds, and generate Crux. Each active Crux reduces the cost of this ability by 3%.
Heals for an additional amount over time.
1
Evolving Runemend III
4590 Magicka
Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times, an additional 1290 Health over 6 seconds, and generate Crux. Each active Crux reduces the cost of this ability by 3%.
Heals for an additional amount over time.
1
Evolving Runemend IV
4590 Magicka
Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times, an additional 1302 Health over 6 seconds, and generate Crux. Each active Crux reduces the cost of this ability by 3%.
Heals for an additional amount over time.
1
Audacious Runemend I
4590 Magicka
Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 6 seconds, generating 1 Ultimate every 1.5 seconds. Each active Crux reduces the cost of this ability by 3%.
Healing low Health targets grants them Ultimate.
1
Audacious Runemend II
4590 Magicka
Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1173 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 6 seconds, generating 1 Ultimate every 1.5 seconds. Each active Crux reduces the cost of this ability by 3%.
Healing low Health targets grants them Ultimate.
1
Audacious Runemend III
4590 Magicka
Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1186 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 6 seconds, generating 1 Ultimate every 1.5 seconds. Each active Crux reduces the cost of this ability by 3%.
Healing low Health targets grants them Ultimate.
1
Audacious Runemend IV
4590 Magicka
Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1199 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 6 seconds, generating 1 Ultimate every 1.5 seconds. Each active Crux reduces the cost of this ability by 3%.
Healing low Health targets grants them Ultimate.
4
Remedy Cascade IV
720 Magicka
Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for 11310 Health over 4.5 seconds. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
4
Remedy Cascade I
720 Magicka
Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for 10959 Health over 4.5 seconds. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
4
Remedy Cascade II
720 Magicka
Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for 11076 Health over 4.5 seconds. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
4
Remedy Cascade III
720 Magicka
Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for 11193 Health over 4.5 seconds. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
4
Remedy Cascade IV
720 Magicka
Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for 11310 Health over 4.5 seconds. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
4
Cascading Fortune I
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11310 Health over 4.5 seconds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
Heals for more on low Health targets.
4
Cascading Fortune II
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11427 Health over 4.5 seconds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
Heals for more on low Health targets.
4
Cascading Fortune III
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11557 Health over 4.5 seconds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
Heals for more on low Health targets.
4
Cascading Fortune IV
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11674 Health over 4.5 seconds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
Heals for more on low Health targets.
4
Curative Surge I
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11310 Health over 4.5 seconds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
The beam gradually heals for more the longer you channel it.
4
Curative Surge II
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11427 Health over 4.5 seconds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
The beam gradually heals for more the longer you channel it.
4
Curative Surge III
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11557 Health over 4.5 seconds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
The beam gradually heals for more the longer you channel it.
4
Curative Surge IV
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11674 Health over 4.5 seconds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
The beam gradually heals for more the longer you channel it.
20
Chakram Shields IV
4590 Magicka
Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3159 damage for 6 seconds. Discs prefer your reticle target, or low-Health targets without shields.
20
Chakram Shields I
4590 Magicka
Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3059 damage for 6 seconds. Discs prefer your reticle target, or low-Health targets without shields.
20
Chakram Shields II
4590 Magicka
Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3092 damage for 6 seconds. Discs prefer your reticle target, or low-Health targets without shields.
20
Chakram Shields III
4590 Magicka
Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3126 damage for 6 seconds. Discs prefer your reticle target, or low-Health targets without shields.
20
Chakram Shields IV
4590 Magicka
Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3159 damage for 6 seconds. Discs prefer your reticle target, or low-Health targets without shields.
20
Chakram of Destiny I
4590 Magicka
Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3160 damage for 6 seconds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields.
Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.
20
Chakram of Destiny II
4500 Magicka
Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3160 damage for 6 seconds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields.
Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.
20
Chakram of Destiny III
4410 Magicka
Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3160 damage for 6 seconds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields.
Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.
20
Chakram of Destiny IV
4320 Magicka
Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3160 damage for 6 seconds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields.
Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.
20
Tidal Chakram I
4590 Magicka
Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3160 damage for 6 seconds. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 second per Crux spent. Discs prefer your reticle target, or low-Health targets without shields.
Consumes Crux to heal based on the shield's strength every second it persists.
20
Tidal Chakram II
4590 Magicka
Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3194 damage for 6 seconds. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 second per Crux spent. Discs prefer your reticle target, or low-Health targets without shields.
Consumes Crux to heal based on the shield's strength every second it persists.
20
Tidal Chakram III
4590 Magicka
Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3229 damage for 6 seconds. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 second per Crux spent. Discs prefer your reticle target, or low-Health targets without shields.
Consumes Crux to heal based on the shield's strength every second it persists.
20
Tidal Chakram IV
4590 Magicka
Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3264 damage for 6 seconds. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 second per Crux spent. Discs prefer your reticle target, or low-Health targets without shields.
Consumes Crux to heal based on the shield's strength every second it persists.
30
Arcanist's Domain IV
3780 Magicka
Draw forth your tome and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%.
30
Arcanist's Domain I
3780 Magicka
Draw forth your tome and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%.
30
Arcanist's Domain II
3780 Magicka
Draw forth your tome and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%.
30
Arcanist's Domain III
3780 Magicka
Draw forth your tome and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%.
30
Arcanist's Domain IV
3780 Magicka
Draw forth your tome and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%.
30
Zenas' Empowering Disc I
3780 Magicka
Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 7 seconds after leaving the vortex.
The effects remain on you and your allies for a short duration after leaving the area.
30
Zenas' Empowering Disc II
3780 Magicka
Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 8 seconds after leaving the vortex.
The effects remain on you and your allies for a short duration after leaving the area.
30
Zenas' Empowering Disc III
3780 Magicka
Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 9 seconds after leaving the vortex.
The effects remain on you and your allies for a short duration after leaving the area.
30
Zenas' Empowering Disc IV
3780 Magicka
Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 10 seconds after leaving the vortex.
The effects remain on you and your allies for a short duration after leaving the area.
30
Reconstructive Domain I
3780 Magicka
Draw forth your tome and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. The vortex also heals you and your allies for 4488 Health over 20 seconds.
Heals you and your allies in the area over time.
30
Reconstructive Domain II
3780 Magicka
Draw forth your tome and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. The vortex also heals you and your allies for 4532 Health over 20 seconds.
Heals you and your allies in the area over time.
30
Reconstructive Domain III
3780 Magicka
Draw forth your tome and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. The vortex also heals you and your allies for 4576 Health over 20 seconds.
Heals you and your allies in the area over time.
30
Reconstructive Domain IV
3780 Magicka
Draw forth your tome and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. The vortex also heals you and your allies for 4631 Health over 20 seconds.
Heals you and your allies in the area over time.
42
Apocryphal Gate IV
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
42
Apocryphal Gate I
4050 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
42
Apocryphal Gate II
3960 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
42
Apocryphal Gate III
3870 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
42
Apocryphal Gate IV
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
42
Fleet-Footed Gate I
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 4 seconds, increasing your Movement Speed by 30%. Fleet-Footed Gate generates Crux each time you teleport.
Increases your Movement Speed after teleporting.
42
Fleet-Footed Gate II
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 4.3 seconds, increasing your Movement Speed by 30%. Fleet-Footed Gate generates Crux each time you teleport.
Increases your Movement Speed after teleporting.
42
Fleet-Footed Gate III
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 4.7 seconds, increasing your Movement Speed by 30%. Fleet-Footed Gate generates Crux each time you teleport.
Increases your Movement Speed after teleporting.
42
Fleet-Footed Gate IV
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 5 seconds, increasing your Movement Speed by 30%. Fleet-Footed Gate generates Crux each time you teleport.
Increases your Movement Speed after teleporting.
42
Passage Between Worlds I
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport.
Grants a synergy to allies allowing them to teleport from one portal to the other.
42
Passage Between Worlds II
3690 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport.
Grants a synergy to allies allowing them to teleport from one portal to the other.
42
Passage Between Worlds III
3600 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport.
Grants a synergy to allies allowing them to teleport from one portal to the other.
42
Passage Between Worlds IV
3510 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport.
Grants a synergy to allies allowing them to teleport from one portal to the other.
PASSIVES
18
Healing Tides II
Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.
8
Healing Tides I
Your mastery of weaving fate and abyssal water increases your healing done by 1% for each active Crux.
18
Healing Tides II
Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.
27
Hideous Clarity II
You've stared too long into the abyss. When you generate Crux, you restore 225 Magicka or Stamina, whichever maximum is higher.
14
Hideous Clarity I
You've stared too long into the abyss. When you generate Crux, you restore 112 Magicka or Stamina, whichever maximum is higher.
27
Hideous Clarity II
You've stared too long into the abyss. When you generate Crux, you restore 225 Magicka or Stamina, whichever maximum is higher.
36
Erudition II
Knowledge is power. Your excessive scholarship increases your Magicka and Stamina Recovery by 18%.
22
Erudition I
Knowledge is power. Your excessive scholarship increases your Magicka and Stamina Recovery by 9%.
36
Erudition II
Knowledge is power. Your excessive scholarship increases your Magicka and Stamina Recovery by 18%.
50
Intricate Runeforms II
Your status as illuminatus reduces the cost and increases the strength of your damage shields by 10%.
39
Intricate Runeforms I
Your status as illuminatus reduces the cost and increases the strength of your damage shields by 5%.
50
Intricate Runeforms II
Your status as illuminatus reduces the cost and increases the strength of your damage shields by 10%.
Herald of the Tome
ULTIMATES
12
The Unblinking Eye IV
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds and deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam can be repositioned by recasting The Unblinking Eye.
12
The Unblinking Eye I
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds and deals 1080 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam can be repositioned by recasting The Unblinking Eye.
12
The Unblinking Eye II
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds and deals 1091 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam can be repositioned by recasting The Unblinking Eye.
12
The Unblinking Eye III
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds and deals 1103 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam can be repositioned by recasting The Unblinking Eye.
12
The Unblinking Eye IV
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds and deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam can be repositioned by recasting The Unblinking Eye.
12
The Tide King's Gaze I
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 8 seconds that deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain.
Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.
12
The Tide King's Gaze II
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 8 seconds that deals 1127 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain.
Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.
12
The Tide King's Gaze III
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 8 seconds that deals 1139 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain.
Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.
12
The Tide King's Gaze IV
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 8 seconds that deals 1151 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain.
Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.
12
The Languid Eye I
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds that deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds and snares them by 35% for 3 seconds. Every 0.5 seconds, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye.
Also applies a snare to enemies hit and damage increases over time.
12
The Languid Eye II
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds that deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds and snares them by 40% for 3 seconds. Every 0.5 seconds, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye.
Also applies a snare to enemies hit and damage increases over time.
12
The Languid Eye III
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds that deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds and snares them by 45% for 3 seconds. Every 0.5 seconds, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye.
Also applies a snare to enemies hit and damage increases over time.
12
The Languid Eye IV
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds that deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds and snares them by 50% for 3 seconds. Every 0.5 seconds, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye.
Also applies a snare to enemies hit and damage increases over time.
SKILLS
1
Runeblades IV
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 695 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
1
Runeblades I
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 673 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
1
Runeblades II
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 680 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
1
Runeblades III
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 687 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
1
Runeblades IV
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 695 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
1
Writhing Runeblades I
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 696 Magic Damage three times and generating Crux. This ability gains between 1095 and 2191 Weapon and Spell Critical rating and deals 3% increased damage for each active Crux when cast.
Has increased Critical Chance for each active Crux.
1
Writhing Runeblades II
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 703 Magic Damage three times and generating Crux. This ability gains between 1095 and 2191 Weapon and Spell Critical rating and deals 3% increased damage for each active Crux when cast.
Has increased Critical Chance for each active Crux.
1
Writhing Runeblades III
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 711 Magic Damage three times and generating Crux. This ability gains between 1095 and 2191 Weapon and Spell Critical rating and deals 3% increased damage for each active Crux when cast.
Has increased Critical Chance for each active Crux.
1
Writhing Runeblades IV
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 718 Magic Damage three times and generating Crux. This ability gains between 1095 and 2191 Weapon and Spell Critical rating and deals 3% increased damage for each active Crux when cast.
Has increased Critical Chance for each active Crux.
1
Escalating Runeblades I
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 696 Magic Damage, 766 Magic Damage, and 842 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast.
Deals increased damage and the last rune deals damage in an area.
1
Escalating Runeblades II
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 696 Magic Damage, 766 Magic Damage, and 867 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast.
Deals increased damage and the last rune deals damage in an area.
1
Escalating Runeblades III
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 696 Magic Damage, 766 Magic Damage, and 892 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast.
Deals increased damage and the last rune deals damage in an area.
1
Escalating Runeblades IV
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 696 Magic Damage, 766 Magic Damage, and 917 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast.
Deals increased damage and the last rune deals damage in an area.
4
Fatecarver IV
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
4
Fatecarver I
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 794 Magic Damage every 0.3 seconds. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
4
Fatecarver II
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 802 Magic Damage every 0.3 seconds. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
4
Fatecarver III
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 811 Magic Damage every 0.3 seconds. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
4
Fatecarver IV
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
4
Exhausting Fatecarver I
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds and snaring enemies hit by 12%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by 0.3 seconds, and snare by 12% per Crux spent.
Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.
4
Exhausting Fatecarver II
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds and snaring enemies hit by 13%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by 0.3 seconds, and snare by 13% per Crux spent.
Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.
4
Exhausting Fatecarver III
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds and snaring enemies hit by 14%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by 0.3 seconds, and snare by 14% per Crux spent.
Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.
4
Exhausting Fatecarver IV
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds and snaring enemies hit by 15%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by 0.3 seconds, and snare by 15% per Crux spent.
Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.
4
Pragmatic Fatecarver I
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds. While channeling, you also gain a damage shield that absorbs up to 3137 damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 13% per Crux spent.
Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.
4
Pragmatic Fatecarver II
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds. While channeling, you also gain a damage shield that absorbs up to 3137 damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 14% per Crux spent.
Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.
4
Pragmatic Fatecarver III
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds. While channeling, you also gain a damage shield that absorbs up to 3137 damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 15% per Crux spent.
Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.
4
Pragmatic Fatecarver IV
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 820 Magic Damage every 0.3 seconds. While channeling, you also gain a damage shield that absorbs up to 3137 damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 16% per Crux spent.
Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.
20
Abyssal Impact IV
2984 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1939 Physical Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
20
Abyssal Impact I
2984 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1939 Physical Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 17 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
20
Abyssal Impact II
2984 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1939 Physical Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 18 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
20
Abyssal Impact III
2984 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1939 Physical Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 19 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
20
Abyssal Impact IV
2984 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1939 Physical Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
20
Cephaliarch's Flail I
2984 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
On cast you heal yourself and generate Crux. You deal increased damage to enemies below half health.
20
Cephaliarch's Flail II
2894 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
On cast you heal yourself and generate Crux. You deal increased damage to enemies below half health.
20
Cephaliarch's Flail III
2804 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
On cast you heal yourself and generate Crux. You deal increased damage to enemies below half health.
20
Cephaliarch's Flail IV
2714 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
On cast you heal yourself and generate Crux. You deal increased damage to enemies below half health.
20
Tentacular Dread I
3510 Magicka
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1939 Frost Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 20% and damage to foes drenched in Abyssal Ink by 2% per Crux spent.
Converts into a Magicka ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.
20
Tentacular Dread II
3510 Magicka
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1960 Frost Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 20% and damage to foes drenched in Abyssal Ink by 2% per Crux spent.
Converts into a Magicka ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.
20
Tentacular Dread III
3510 Magicka
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1981 Frost Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 20% and damage to foes drenched in Abyssal Ink by 2% per Crux spent.
Converts into a Magicka ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.
20
Tentacular Dread IV
3510 Magicka
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 2002 Frost Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 20% and damage to foes drenched in Abyssal Ink by 2% per Crux spent.
Converts into a Magicka ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.
30
Tome-Bearer's Inspiration IV
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
30
Tome-Bearer's Inspiration I
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1124 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
30
Tome-Bearer's Inspiration II
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1136 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
30
Tome-Bearer's Inspiration III
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1148 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
30
Tome-Bearer's Inspiration IV
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
30
Inspired Scholarship I
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 3 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 906 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the frequency of damage.
30
Inspired Scholarship II
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 3 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 915 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the frequency of damage.
30
Inspired Scholarship III
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 3 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 925 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the frequency of damage.
30
Inspired Scholarship IV
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 3 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 935 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the frequency of damage.
30
Recuperative Treatise I
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage, restores 510 Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
When dealing damage, restore Magicka and Stamina.
30
Recuperative Treatise II
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage, restores 540 Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
When dealing damage, restore Magicka and Stamina.
30
Recuperative Treatise III
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage, restores 570 Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
When dealing damage, restore Magicka and Stamina.
30
Recuperative Treatise IV
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage, restores 600 Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
When dealing damage, restore Magicka and Stamina.
42
The Imperfect Ring IV
3510 Magicka
Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4631 Magic Damage over 20 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
42
The Imperfect Ring I
3510 Magicka
Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4488 Magic Damage over 20 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
42
The Imperfect Ring II
3510 Magicka
Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4532 Magic Damage over 20 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
42
The Imperfect Ring III
3510 Magicka
Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4576 Magic Damage over 20 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
42
The Imperfect Ring IV
3510 Magicka
Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4631 Magic Damage over 20 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
42
Rune of Displacement I
3510 Magicka
Summon a discharging rune under an enemy. After 2 seconds the rune pulses, pulling in foes between 2 to 10 meters and etching them with scrawled glyphs that deal 4630 Magic Damage over 18 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Places a rune under the target that deals damage and pulls nearby enemies after a delay.
42
Rune of Displacement II
3510 Magicka
Summon a discharging rune under an enemy. After 2 seconds the rune pulses, pulling in foes between 2 to 10 meters and etching them with scrawled glyphs that deal 4680 Magic Damage over 18 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Places a rune under the target that deals damage and pulls nearby enemies after a delay.
42
Rune of Displacement III
3510 Magicka
Summon a discharging rune under an enemy. After 2 seconds the rune pulses, pulling in foes between 2 to 10 meters and etching them with scrawled glyphs that deal 4730 Magic Damage over 18 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Places a rune under the target that deals damage and pulls nearby enemies after a delay.
42
Rune of Displacement IV
3510 Magicka
Summon a discharging rune under an enemy. After 2 seconds the rune pulses, pulling in foes between 2 to 10 meters and etching them with scrawled glyphs that deal 4780 Magic Damage over 18 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Places a rune under the target that deals damage and pulls nearby enemies after a delay.
42
Fulminating Rune I
3510 Magicka
Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4642 Magic Damage over 20 seconds. The rune lingers on the initial target for 6 seconds before detonating, dealing 1393 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 6 seconds. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
42
Fulminating Rune II
3510 Magicka
Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4642 Magic Damage over 20 seconds. The rune lingers on the initial target for 6 seconds before detonating, dealing 1408 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 6 seconds. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
42
Fulminating Rune III
3510 Magicka
Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4642 Magic Damage over 20 seconds. The rune lingers on the initial target for 6 seconds before detonating, dealing 1423 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 6 seconds. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
42
Fulminating Rune IV
3510 Magicka
Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4642 Magic Damage over 20 seconds. The rune lingers on the initial target for 6 seconds before detonating, dealing 1438 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 6 seconds. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
PASSIVES
18
Fated Fortune II
Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
8
Fated Fortune I
Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 6% for 7 seconds.
18
Fated Fortune II
Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
27
Harnessed Quintessence II
You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.
14
Harnessed Quintessence I
You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 2% for 10 seconds.
27
Harnessed Quintessence II
You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.
36
Psychic Lesion II
Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 55%.
22
Psychic Lesion I
Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 7% and Status Effect Chance by 27%.
36
Psychic Lesion II
Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 55%.
50
Splintered Secrets II
What they don't know can kill them. Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted. Current bonus: 0.
39
Splintered Secrets I
What they don't know can kill them. Increase your Physical and Spell Penetration by 495 per Herald of the Tome ability slotted. Current bonus: 0.
50
Splintered Secrets II
What they don't know can kill them. Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted. Current bonus: 0.
Soldier of Apocrypha
ULTIMATES
12
Gibbering Shield IV
200 Ultimate
Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31732 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
12
Gibbering Shield I
200 Ultimate
Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 30719 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
12
Gibbering Shield II
200 Ultimate
Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31056 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
12
Gibbering Shield III
200 Ultimate
Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31394 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
12
Gibbering Shield IV
200 Ultimate
Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31732 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
12
Sanctum of the Abyssal Sea I
200 Ultimate
Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 36493 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
Damage shield gains an increase in strength.
12
Sanctum of the Abyssal Sea II
200 Ultimate
Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 36894 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
Damage shield gains an increase in strength.
12
Sanctum of the Abyssal Sea III
200 Ultimate
Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 37295 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
Damage shield gains an increase in strength.
12
Sanctum of the Abyssal Sea IV
200 Ultimate
Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 37697 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
Damage shield gains an increase in strength.
12
Gibbering Shelter I
200 Ultimate
Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31733 damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 4 seconds that absorbs up to 5288 damage. These shields can be applied once every 4 seconds. Both shields scale off your Max Health.
No longer deals damage to enemies and grants allies a damage shield when you are hit.
12
Gibbering Shelter II
200 Ultimate
Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31733 damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 4 seconds that absorbs up to 5346 damage. These shields can be applied once every 4 seconds. Both shields scale off your Max Health.
No longer deals damage to enemies and grants allies a damage shield when you are hit.
12
Gibbering Shelter III
200 Ultimate
Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31733 damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 4 seconds that absorbs up to 5404 damage. These shields can be applied once every 4 seconds. Both shields scale off your Max Health.
No longer deals damage to enemies and grants allies a damage shield when you are hit.
12
Gibbering Shelter IV
200 Ultimate
Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31733 damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 4 seconds that absorbs up to 5462 damage. These shields can be applied once every 4 seconds. Both shields scale off your Max Health.
No longer deals damage to enemies and grants allies a damage shield when you are hit.
SKILLS
1
Runic Jolt IV
1620 Magicka
Craft a defensive Apocryphal rune that deals 1161 Magic Damage and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
1
Runic Jolt I
1620 Magicka
Craft a defensive Apocryphal rune that deals 1124 Magic Damage and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
1
Runic Jolt II
1620 Magicka
Craft a defensive Apocryphal rune that deals 1136 Magic Damage and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
1
Runic Jolt III
1620 Magicka
Craft a defensive Apocryphal rune that deals 1148 Magic Damage and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
1
Runic Jolt IV
1620 Magicka
Craft a defensive Apocryphal rune that deals 1161 Magic Damage and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
1
Runic Sunder I
1377 Stamina
Craft a defensive Apocryphal rune that deals 1161 Physical Damage. The rune steals 1900 Armor and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.
1
Runic Sunder II
1377 Stamina
Craft a defensive Apocryphal rune that deals 1161 Physical Damage. The rune steals 2000 Armor and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.
1
Runic Sunder III
1377 Stamina
Craft a defensive Apocryphal rune that deals 1161 Physical Damage. The rune steals 2100 Armor and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.
1
Runic Sunder IV
1377 Stamina
Craft a defensive Apocryphal rune that deals 1161 Physical Damage. The rune steals 2200 Armor and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.
1
Runic Embrace I
1620 Magicka
Craft a rune that deals 1161 Magic Damage and heals you for 1652 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 15 seconds, reducing enemy damage done by 5%, and healing you and your allies for 600 Health every 1 second when damaging them. The rune taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Heal yourself and apply Minor Lifesteal.
1
Runic Embrace II
1620 Magicka
Craft a rune that deals 1161 Magic Damage and heals you for 1670 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 15 seconds, reducing enemy damage done by 5%, and healing you and your allies for 600 Health every 1 second when damaging them. The rune taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Heal yourself and apply Minor Lifesteal.
1
Runic Embrace III
1620 Magicka
Craft a rune that deals 1161 Magic Damage and heals you for 1688 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 15 seconds, reducing enemy damage done by 5%, and healing you and your allies for 600 Health every 1 second when damaging them. The rune taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Heal yourself and apply Minor Lifesteal.
1
Runic Embrace IV
1620 Magicka
Craft a rune that deals 1161 Magic Damage and heals you for 1706 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 15 seconds, reducing enemy damage done by 5%, and healing you and your allies for 600 Health every 1 second when damaging them. The rune taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Heal yourself and apply Minor Lifesteal.
4
Runespite Ward IV
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
4
Runespite Ward I
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
4
Runespite Ward II
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
4
Runespite Ward III
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
4
Runespite Ward IV
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
4
Spiteward of the Lucid Mind I
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself 1600 Health, scaling off your Max Health, and refund 21% of Spiteward of the Lucid Mind cost per Crux spent.
Consume Crux to refund cost.
4
Spiteward of the Lucid Mind II
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself 1600 Health, scaling off your Max Health, and refund 24% of Spiteward of the Lucid Mind cost per Crux spent.
Consume Crux to refund cost.
4
Spiteward of the Lucid Mind III
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself 1600 Health, scaling off your Max Health, and refund 27% of Spiteward of the Lucid Mind cost per Crux spent.
Consume Crux to refund cost.
4
Spiteward of the Lucid Mind IV
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself 1600 Health, scaling off your Max Health, and refund 30% of Spiteward of the Lucid Mind cost per Crux spent.
Consume Crux to refund cost.
4
Impervious Runeward I
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 9600 damage for 1 second, and then 4800 damage for 5 seconds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
Drastically increases the size of the damage shield for the first second.
4
Impervious Runeward II
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 9705 damage for 1 second, and then 4852 damage for 5 seconds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
Drastically increases the size of the damage shield for the first second.
4
Impervious Runeward III
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 9811 damage for 1 second, and then 4905 damage for 5 seconds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
Drastically increases the size of the damage shield for the first second.
4
Impervious Runeward IV
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 9916 damage for 1 second, and then 4958 damage for 5 seconds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
Drastically increases the size of the damage shield for the first second.
20
Fatewoven Armor IV
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 20 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
20
Fatewoven Armor I
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 17 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
20
Fatewoven Armor II
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 18 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
20
Fatewoven Armor III
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 19 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
20
Fatewoven Armor IV
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 20 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
20
Cruxweaver Armor I
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 27 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds. Blows against your armor also generate Crux, up to once every 5 seconds.
Increases the duration and when damaged, creates a Crux.
20
Cruxweaver Armor II
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 28 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds. Blows against your armor also generate Crux, up to once every 5 seconds.
Increases the duration and when damaged, creates a Crux.
20
Cruxweaver Armor III
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 29 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds. Blows against your armor also generate Crux, up to once every 5 seconds.
Increases the duration and when damaged, creates a Crux.
20
Cruxweaver Armor IV
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 30 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds. Blows against your armor also generate Crux, up to once every 5 seconds.
Increases the duration and when damaged, creates a Crux.
20
Unbreakable Fate I
2700 Magicka
Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 20 seconds, increasing your Armor by 5948 for 20 seconds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
Gain bonus Block Mitigation and consume Crux to increase the bonus.
20
Unbreakable Fate II
2610 Magicka
Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 20 seconds, increasing your Armor by 5948 for 20 seconds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
Gain bonus Block Mitigation and consume Crux to increase the bonus.
20
Unbreakable Fate III
2520 Magicka
Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 20 seconds, increasing your Armor by 5948 for 20 seconds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
Gain bonus Block Mitigation and consume Crux to increase the bonus.
20
Unbreakable Fate IV
2430 Magicka
Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 20 seconds, increasing your Armor by 5948 for 20 seconds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
Gain bonus Block Mitigation and consume Crux to increase the bonus.
30
Runic Defense IV
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
30
Runic Defense I
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 17 seconds, increasing your Armor by 2974. You gain Minor Protection for 17 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
30
Runic Defense II
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 18 seconds, increasing your Armor by 2974. You gain Minor Protection for 18 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
30
Runic Defense III
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 19 seconds, increasing your Armor by 2974. You gain Minor Protection for 19 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
30
Runic Defense IV
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
30
Runeguard of Still Waters I
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. After 1 second, the spellweave immobilizes enemies within 7 meters for 2 seconds. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
Immobilizes nearby enemies.
30
Runeguard of Still Waters II
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. After 1 second, the spellweave immobilizes enemies within 7 meters for 2.3 seconds. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
Immobilizes nearby enemies.
30
Runeguard of Still Waters III
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. After 1 second, the spellweave immobilizes enemies within 7 meters for 2.7 seconds. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
Immobilizes nearby enemies.
30
Runeguard of Still Waters IV
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. After 1 second, the spellweave immobilizes enemies within 7 meters for 3 seconds. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
Immobilizes nearby enemies.
30
Runeguard of Freedom I
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health, and gain 2700 Armor and Crowd Control Immunity for 6 seconds. This immunity can occur once every 30 seconds.
Also grants Armor and Crowd Control Immunity when the heal occurs.
30
Runeguard of Freedom II
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health, and gain 2800 Armor and Crowd Control Immunity for 6 seconds. This immunity can occur once every 30 seconds.
Also grants Armor and Crowd Control Immunity when the heal occurs.
30
Runeguard of Freedom III
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health, and gain 2900 Armor and Crowd Control Immunity for 6 seconds. This immunity can occur once every 30 seconds.
Also grants Armor and Crowd Control Immunity when the heal occurs.
30
Runeguard of Freedom IV
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health, and gain 3000 Armor and Crowd Control Immunity for 6 seconds. This immunity can occur once every 30 seconds.
Also grants Armor and Crowd Control Immunity when the heal occurs.
42
Rune of Eldritch Horror IV
3780 Magicka
Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This terror applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
42
Rune of Eldritch Horror I
3780 Magicka
Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This terror applies Minor Vulnerability for 7 seconds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
42
Rune of Eldritch Horror II
3780 Magicka
Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This terror applies Minor Vulnerability for 8 seconds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
42
Rune of Eldritch Horror III
3780 Magicka
Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This terror applies Minor Vulnerability for 9 seconds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
42
Rune of Eldritch Horror IV
3780 Magicka
Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This terror applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
42
Rune of Uncanny Adoration I
3780 Magicka
Etch a blasphemous rune on your enemy's mind, charming them after a 1 second delay for 4 seconds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 8 seconds. This ability cannot be dodged.
Charms the target and causes them to move towards you.
42
Rune of Uncanny Adoration II
3690 Magicka
Etch a blasphemous rune on your enemy's mind, charming them after a 1 second delay for 4 seconds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 8 seconds. This ability cannot be dodged.
Charms the target and causes them to move towards you.
42
Rune of Uncanny Adoration III
3600 Magicka
Etch a blasphemous rune on your enemy's mind, charming them after a 1 second delay for 4 seconds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 8 seconds. This ability cannot be dodged.
Charms the target and causes them to move towards you.
42
Rune of Uncanny Adoration IV
3510 Magicka
Etch a blasphemous rune on your enemy's mind, charming them after a 1 second delay for 4 seconds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 8 seconds. This ability cannot be dodged.
Charms the target and causes them to move towards you.
42
Rune of the Colorless Pool I
3780 Magicka
Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 14 seconds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
Applies Minor Brittle to the target.
42
Rune of the Colorless Pool II
3780 Magicka
Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 16 seconds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
Applies Minor Brittle to the target.
42
Rune of the Colorless Pool III
3780 Magicka
Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 18 seconds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
Applies Minor Brittle to the target.
42
Rune of the Colorless Pool IV
3780 Magicka
Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 20 seconds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
Applies Minor Brittle to the target.
PASSIVES
18
Aegis of the Unseen II
Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 1980.
8
Aegis of the Unseen I
Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 990.
18
Aegis of the Unseen II
Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 1980.
27
Wellspring of the Abyss II
Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 129 for each Soldier of Apocrypha ability slotted. Current bonus: 0.
14
Wellspring of the Abyss I
Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 64 for each Soldier of Apocrypha ability slotted. Current bonus: 0.
27
Wellspring of the Abyss II
Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 129 for each Soldier of Apocrypha ability slotted. Current bonus: 0.
36
Circumvented Fate II
Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 20 seconds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
22
Circumvented Fate I
Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 10 seconds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
36
Circumvented Fate II
Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 20 seconds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
50
Implacable Outcome II
The will of an Arcanist is absolute. When you consume Crux, gain 4 Ultimate. This effect can occur once every 8 seconds.
39
Implacable Outcome I
The will of an Arcanist is absolute. When you consume Crux, gain 2 Ultimate. This effect can occur once every 8 seconds.
50
Implacable Outcome II
The will of an Arcanist is absolute. When you consume Crux, gain 4 Ultimate. This effect can occur once every 8 seconds.
Argonian Skills
PASSIVES
1
Amphibian
Increases your experience gain with the Restoration Staff skill line by 15%. Increases your swimming speed by 50%.
30
Life Mender III
Increases your healing done by 6%.
5
Life Mender I
Increases your healing done by 1%.
15
Life Mender II
Increases your healing done by 3%.
30
Life Mender III
Increases your healing done by 6%.
40
Argonian Resistance III
Increases your Max Health by 1000 and your Disease and Poison Resistance by 2310.
10
Argonian Resistance I
Increases your Max Health by 333 and your Disease and Poison Resistance by 660.
20
Argonian Resistance II
Increases your Max Health by 666 and your Disease and Poison Resistance by 1320.
40
Argonian Resistance III
Increases your Max Health by 1000 and your Disease and Poison Resistance by 2310.
50
Resourceful III
Increases your Max Magicka and Max Stamina by 1000. When you drink a potion, you restore 3125 Health, Magicka, and Stamina.
25
Resourceful I
Increases your Max Magicka and Max Stamina by 333. When you drink a potion, you restore 1000 Health, Magicka, and Stamina.
35
Resourceful II
Increases your Max Magicka and Max Stamina by 666 When you drink a potion, you restore 2000 Health, Magicka, and Stamina
50
Resourceful III
Increases your Max Magicka and Max Stamina by 1000. When you drink a potion, you restore 3125 Health, Magicka, and Stamina.
Breton Skills
PASSIVES
1
Opportunist
Increases your experience gain with the Light Armor skill line by 15%. Increases your Alliance Points gained by 1%.
30
Gift of Magnus III
Increases your Max Magicka by 2000.
5
Gift of Magnus I
Increases your Max Magicka by 600.
15
Gift of Magnus II
Increases your Max Magicka by 1200.
30
Gift of Magnus III
Increases your Max Magicka by 2000.
40
Spell Attunement III
Increases your Spell Resistance by 2310. This effect is doubled if you are afflicted with Burning, Chilled, or Concussed. Increases your Magicka Recovery by 130.
10
Spell Attunement I
Increases your Spell Resistance by 660. This effect is doubled if you are afflicted with Burning, Chilled, or Concussed. Increases your Magicka Recovery by 40.
20
Spell Attunement II
Increases your Spell Resistance by 1320. This effect is doubled if you are afflicted with Burning, Chilled, or Concussed. Increases your Magicka Recovery by 80.
40
Spell Attunement III
Increases your Spell Resistance by 2310. This effect is doubled if you are afflicted with Burning, Chilled, or Concussed. Increases your Magicka Recovery by 130.
50
Magicka Mastery III
Reduces the Magicka cost of your abilities by 7%.
25
Magicka Mastery I
Reduces the Magicka cost of your abilities by 2%.
35
Magicka Mastery II
Reduces the Magicka cost of your abilities by 4%.
50
Magicka Mastery III
Reduces the Magicka cost of your abilities by 7%.
Dark Elf Skills
PASSIVES
1
Ashlander
Increases your experience gain with the Dual Wield skill line by 15%. Reduces your damage taken from environmental lava by 50%.
30
Dynamic III
Increases your Max Magicka and Max Stamina by 1910.
5
Dynamic I
Increases your Max Magicka and Max Stamina by 600.
15
Dynamic II
Increases your Max Magicka and Max Stamina by 1200.
30
Dynamic III
Increases your Max Magicka and Max Stamina by 1910.
40
Resist Flame III
Increases your Flame Resistance by 4620.
10
Resist Flame I
Increases your Flame Resistance by 1540.
20
Resist Flame II
Increases your Flame Resistance by 3080.
40
Resist Flame III
Increases your Flame Resistance by 4620.
50
Ruination III
Increases your Weapon and Spell Damage by 258.
25
Ruination I
Increases your Weapon and Spell Damage by 86.
35
Ruination II
Increases your Weapon and Spell Damage by 127.
50
Ruination III
Increases your Weapon and Spell Damage by 258.
High Elf Skills
PASSIVES
1
Highborn
Increases your experience gain with the Destruction Staff skill line by 15%. Increases your experience gained by 1%.
30
Spell Recharge III
When you activate an ability, you restore 625 Magicka or Stamina, based on whichever is lowest. This effect can occur once every 6 seconds. When you are using an ability with a channel or cast time, you take 5% less damage.
5
Spell Recharge I
When you activate an ability, you restore 200 Magicka or Stamina, based on whichever is lowest. This effect can occur once every 6 seconds. When you are using an ability with a channel or cast time, you take 1% less damage.
15
Spell Recharge II
When you activate an ability, you restore 400 Magicka or Stamina, based on whichever is lowest. This effect can occur once every 6 seconds. When you are using an ability with a channel or cast time, you take 2% less damage.
30
Spell Recharge III
When you activate an ability, you restore 625 Magicka or Stamina, based on whichever is lowest. This effect can occur once every 6 seconds. When you are using an ability with a channel or cast time, you take 5% less damage.
40
Syrabane's Boon III
Increases your Max Magicka by 2000.
10
Syrabane's Boon I
Increases your Max Magicka by 600.
20
Syrabane's Boon II
Increases your Max Magicka by 1200.
40
Syrabane's Boon III
Increases your Max Magicka by 2000.
50
Elemental Talent III
Increases your Weapon and Spell Damage by 258.
25
Elemental Talent I
Increases your Weapon and Spell Damage by 86.
35
Elemental Talent II
Increases your Weapon and Spell Damage by 172.
50
Elemental Talent III
Increases your Weapon and Spell Damage by 258.
Imperial Skills
PASSIVES
1
Diplomat
Increases your experience gain with the One Hand and Shield skill line by 15%. Increases your gold gained by 1%.
30
Tough III
Increases your Max Health by 2000.
5
Tough I
Increases your Max Health by 600.
15
Tough II
Increases your Max Health by 1200.
30
Tough III
Increases your Max Health by 2000.
40
Imperial Mettle III
Increases your Max Stamina by 2000.
10
Imperial Mettle I
Increases your Max Stamina by 600.
20
Imperial Mettle II
Increases your Max Stamina by 1200.
40
Imperial Mettle III
Increases your Max Stamina by 2000.
50
Red Diamond III
Reduces the cost of all your abilities by 6%.
25
Red Diamond I
Reduces the cost of all your abilities by 2%.
35
Red Diamond II
Reduces the cost of all your abilities by 4%.
50
Red Diamond III
Reduces the cost of all your abilities by 6%.
Khajiit Skills
PASSIVES
1
Cutpurse
Increases your experience gain with the Medium Armor skill line by 15%. Increases your chance to successfully pickpocket by 5%.
30
Robustness III
Increases your Health, Magicka, and Stamina Recovery by 90.
5
Robustness I
Increases your Health, Magicka, and Stamina Recovery by 30.
15
Robustness II
Increases your Health, Magicka, and Stamina Recovery by 60.
30
Robustness III
Increases your Health, Magicka, and Stamina Recovery by 90.
40
Lunar Blessings III
Increase your Maximum Health, Magicka, and Stamina by 915.
10
Lunar Blessings I
Increase your Maximum Health, Magicka, and Stamina by 305.
20
Lunar Blessings II
Increase your Maximum Health, Magicka, and Stamina by 610.
40
Lunar Blessings III
Increase your Maximum Health, Magicka, and Stamina by 915.
50
Feline Ambush III
Increases your Critical Damage and Critical Healing by 12%. Decreases your detection radius in Stealth by 3 meters.
25
Feline Ambush I
Increases your Critical Damage and Critical Healing by 4%. Decreases your detection radius in Stealth by 1 meter.
35
Feline Ambush II
Increases your Critical Damage and Critical Healing by 8%. Decreases your detection radius in Stealth by 2 meters.
50
Feline Ambush III
Increases your Critical Damage and Critical Healing by 12%. Decreases your detection radius in Stealth by 3 meters.
Nord Skills
PASSIVES
1
Reveler
Increases your experience gain with the Two Handed skill line by 15%. Increases the duration of any consumed drink by 15 minutes.
30
Resist Frost III
Increases your Max Health by 1000 and Frost Resistance by 4620.
5
Resist Frost I
Increases your Max Health by 333 and Frost Resistance by 1540.
15
Resist Frost II
Increases your Max Health by 666 and Frost Resistance by 3080.
30
Resist Frost III
Increases your Max Health by 1000 and Frost Resistance by 4620.
40
Stalwart III
Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
10
Stalwart I
Increases your Max Stamina by 500. When you take damage, you gain 1 Ultimate. This effect can occur once every 10 seconds.
20
Stalwart II
Increases your Max Stamina by 1000. When you take damage, you gain 2 Ultimate. This effect can occur once every 10 seconds.
40
Stalwart III
Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
50
Rugged III
Increases your Physical and Spell Resistance by 2600.
25
Rugged I
Increases your Physical and Spell Resistance by 866.
35
Rugged II
Increases your Physical and Spell Resistance by 1732.
50
Rugged III
Increases your Physical and Spell Resistance by 2600.
Orc Skills
PASSIVES
1
Craftsman
Increases your experience gain with the Heavy Armor skill line by 15%. Increases your crafting inspiration gained by 10%.
30
Brawny III
Increases your Max Stamina by 1000.
5
Brawny I
Increases your Max Stamina by 333.
15
Brawny II
Increases your Max Stamina by 666.
30
Brawny III
Increases your Max Stamina by 1000.
40
Unflinching Rage III
Increases your Max Health by 1000. When you deal damage, you heal for 2125 Health. This can occur once every 4 seconds.
10
Unflinching Rage I
Increases your Max Health by 300. When you deal damage, you heal for 700 Health. This can occur once every 4 seconds.
20
Unflinching Rage II
Increases your Max Health by 600. When you deal damage, you heal for 1400 Health. This can occur once every 4 seconds.
40
Unflinching Rage III
Increases your Max Health by 1000. When you deal damage, you heal for 2125 Health. This can occur once every 4 seconds.
50
Swift Warrior III
Increases your Weapon and Spell Damage by 258. Reduces the cost of Sprint by 12% and increases the Movement Speed bonus of Sprint by 10%.
25
Swift Warrior I
Increases your Weapon and Spell Damage by 86. Reduces the cost of Sprint by 4% and increases the Movement Speed bonus of Sprint by 3%.
35
Swift Warrior II
Increases your Weapon and Spell Damage by 127. Reduces the cost of Sprint by 8% and increases the Movement Speed bonus of Sprint by 6%.
50
Swift Warrior III
Increases your Weapon and Spell Damage by 258. Reduces the cost of Sprint by 12% and increases the Movement Speed bonus of Sprint by 10%.
Redguard Skills
PASSIVES
1
Wayfarer
Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
30
Martial Training III
Reduces the cost of your weapon abilities by 8%. Reduces the effectiveness of snares applied to you by 15%.
5
Martial Training I
Reduces the cost of your weapon abilities by 2%. Reduces the effectiveness of snares applied to you by 5%.
15
Martial Training II
Reduces the cost of your weapon abilities by 4%. Reduces the effectiveness of snares applied to you by 10%.
30
Martial Training III
Reduces the cost of your weapon abilities by 8%. Reduces the effectiveness of snares applied to you by 15%.
40
Conditioning III
Increases your Max Stamina by 2000.
10
Conditioning I
Increases your Max Stamina by 600.
20
Conditioning II
Increases your Max Stamina by 1200.
40
Conditioning III
Increases your Max Stamina by 2000.
50
Adrenaline Rush III
When you deal damage, you restore 1005 Stamina. This effect can occur once every 5 seconds.
25
Adrenaline Rush I
When you deal damage, you restore 333 Stamina. This effect can occur once every 5 seconds.
35
Adrenaline Rush II
When you deal damage, you restore 666 Stamina. This effect can occur once every 5 seconds.
50
Adrenaline Rush III
When you deal damage, you restore 1005 Stamina. This effect can occur once every 5 seconds.
Wood Elf Skills
PASSIVES
1
Acrobat
Increases your experience gain with the Bow skill line by 15%. Decreases your fall damage taken by 10%.
30
Hunter's Eye III
Increases your Stealth Detection radius by 3 meters. Increases your Movement Speed by 5% and your Physical and Spell Penetration by 950.
5
Hunter's Eye I
Increases your Stealth Detection radius by 1 meter. Increases your Movement Speed by 1% and your Physical and Spell Penetration by 300.
15
Hunter's Eye II
Increases your Stealth Detection radius by 2 meters. Increases your Movement Speed by 3% and your Physical and Spell Penetration by 600.
30
Hunter's Eye III
Increases your Stealth Detection radius by 3 meters. Increases your Movement Speed by 5% and your Physical and Spell Penetration by 950.
40
Y'ffre's Endurance III
Increases your Stamina Recovery by 258.
10
Y'ffre's Endurance I
Increases your Stamina Recovery by 86.
20
Y'ffre's Endurance II
Increases your Stamina Recovery by 127.
40
Y'ffre's Endurance III
Increases your Stamina Recovery by 258.
50
Resist Affliction III
Increases your Max Stamina by 2000 and your Disease and Poison Resistance by 2310.
25
Resist Affliction I
Increases your Max Stamina by 600 and your Disease and Poison Resistance by 660.
35
Resist Affliction II
Increases your Max Stamina by 1200 and your Disease and Poison Resistance by 1320.
50
Resist Affliction III
Increases your Max Stamina by 2000 and your Disease and Poison Resistance by 2310.
Alchemy
PASSIVES
50
Solvent Proficiency VIII
Allows the Alchemist to use Lorkhan's Tears and Alkahest to make Champion 150 potions and poisons.
1
Solvent Proficiency I
Allows the Alchemist to use Natural Water and Grease to make Level 3 potions and poisons and Clear Water and Ichor to make Level 10 potions and poisons.
10
Solvent Proficiency II
Allows the Alchemist to use Pristine Water and Slime to make Level 20 potions and poisons.
20
Solvent Proficiency III
Allows the Alchemist to use Cleansed Water and Gall to make Level 30 potions and poisons.
30
Solvent Proficiency IV
Allows the Alchemist to use Filtered Water and Terebinthine to make Level 40 potions and poisons.
40
Solvent Proficiency V
Allows the Alchemist to use Purified Water and Pitch-Bile to make Champion 10 potions and poisons.
48
Solvent Proficiency VI
Allows the Alchemist to use Cloud Mist and Tarblack to make Champion 50 potions and poisons.
49
Solvent Proficiency VII
Allows the Alchemist to use Star Dew and Night-Oil to make Champion 100 potions and poisons.
50
Solvent Proficiency VIII
Allows the Alchemist to use Lorkhan's Tears and Alkahest to make Champion 150 potions and poisons.
17
Keen Eye: Reagents III
Herbs and fungi in the world will be easier to see when you are 40 meters or closer.
2
Keen Eye: Reagents I
Herbs and fungi in the world will be easier to see when you are 20 meters or closer.
6
Keen Eye: Reagents II
Herbs and fungi in the world will be easier to see when you are 30 meters or closer.
17
Keen Eye: Reagents III
Herbs and fungi in the world will be easier to see when you are 40 meters or closer.
50
Medicinal Use III
When using potions, resulting effects last 30% longer.
8
Medicinal Use I
When using potions, resulting effects last 10% longer.
35
Medicinal Use II
When using potions, resulting effects last 20% longer.
50
Medicinal Use III
When using potions, resulting effects last 30% longer.
47
Chemistry III
Produces 3 extra potions or 12 extra poisons per crafting attempt.
12
Chemistry I
Produces 1 extra potion or 4 extra poisons per crafting attempt.
25
Chemistry II
Produces 2 extra potions or 8 extra poisons per crafting attempt.
47
Chemistry III
Produces 3 extra potions or 12 extra poisons per crafting attempt.
15
Laboratory Use
Allows the use of up to 3 reagents while mixing Potions or Poisons.
43
Snakeblood III
Reduces duration of negative effects in potions by 100% when consumed.
23
Snakeblood I
Reduces duration of negative effects in potions by 50% when consumed.
33
Snakeblood II
Reduces duration of negative effects in potions by 80% when consumed.
43
Snakeblood III
Reduces duration of negative effects in potions by 100% when consumed.
Blacksmithing
PASSIVES
50
Metalworking X
Allows the use of Rubedite Ingots.
1
Metalworking I
Allows the use of Iron Ingots.
5
Metalworking II
Allows the use of Steel Ingots.
10
Metalworking III
Allow the use of Orichalcum Ingots.
15
Metalworking IV
Allows the use of Dwarven Ingots.
20
Metalworking V
Allows the use of Ebony Ingots.
25
Metalworking VI
Allows the use of Calcinium Ingots.
30
Metalworking VII
Allows the use of Galatite Ingots.
35
Metalworking VIII
Allows the use of Quicksilver Ingots.
40
Metalworking IX
Allows the use of Voidstone Ingots.
50
Metalworking X
Allows the use of Rubedite Ingots.
30
Keen Eye: Ore III
Ore in the world will be easier to see when you are 40 meters or closer.
2
Keen Eye: Ore I
Ore in the world will be easier to see when you are 20 meters or closer.
9
Keen Eye: Ore II
Ore in the world will be easier to see when you are 30 meters or closer.
30
Keen Eye: Ore III
Ore in the world will be easier to see when you are 40 meters or closer.
32
Miner Hireling III
A hireling will send you even more blacksmithing materials and possibly other items every day. You have a greater chance at better quality materials.
3
Miner Hireling I
A hireling will send you some blacksmithing materials and possibly other items every day.
12
Miner Hireling II
A hireling will send you more blacksmithing materials and possibly other items every day. You have a chance at better quality materials.
32
Miner Hireling III
A hireling will send you even more blacksmithing materials and possibly other items every day. You have a greater chance at better quality materials.
32
Metal Extraction III
Maximizes the chances of extracting Blacksmithing ingredients and allows the refining of the most powerful tempers from raw materials.
4
Metal Extraction I
Improves the chances of extracting Blacksmithing ingredients and allows the refining of more powerful tempers from raw materials.
22
Metal Extraction II
Greatly improves the chances of extracting Blacksmithing ingredients and allows the refining of more powerful tempers from raw materials.
32
Metal Extraction III
Maximizes the chances of extracting Blacksmithing ingredients and allows the refining of the most powerful tempers from raw materials.
45
Metallurgy IV
Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once.
8
Metallurgy I
Reduces research times by 5% and allows the research of two items at once.
18
Metallurgy II
Reduces research times by 10% and allows the research of two items at once.
28
Metallurgy III
Reduces research times by 20% and allows the research of three items at once.
45
Metallurgy IV
Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once.
40
Temper Expertise III
More than doubles the chances to improve items with tempers.
10
Temper Expertise I
Increases the chances of improving items with tempers.
25
Temper Expertise II
Greatly increases the chances of improving items with tempers.
40
Temper Expertise III
More than doubles the chances to improve items with tempers.
Clothing
PASSIVES
50
Tailoring X
Allows the use of Ancestor Silk and Rubedo Leather.
1
Tailoring I
Allows the use of Jute and Rawhide.
5
Tailoring II
Allows the use of Flax and Hide.
10
Tailoring III
Allows the use of Cotton and Leather.
15
Tailoring IV
Allows the use of Spidersilk and Thick Leather.
20
Tailoring V
Allows the use of Ebonthread and Fell Hide.
25
Tailoring VI
Allows the use of Kresh Fiber and Topgrain Hide.
30
Tailoring VII
Allows the use of Ironthread and Iron Hide.
35
Tailoring VIII
Allows the use of Silverweave and Superb Hide.
40
Tailoring IX
Allows the use of Void Cloth and Shadowhide.
50
Tailoring X
Allows the use of Ancestor Silk and Rubedo Leather.
30
Keen Eye: Cloth III
Fibrous plants in the world will be easier to see when you are 40 meters or closer.
2
Keen Eye: Cloth I
Fibrous plants in the world will be easier to see when you are 20 meters or closer.
9
Keen Eye: Cloth II
Fibrous plants in the world will be easier to see when you are 30 meters or closer.
30
Keen Eye: Cloth III
Fibrous plants in the world will be easier to see when you are 40 meters or closer.
32
Outfitter Hireling III
A hireling will send you even more clothing materials and possibly other items every day. You have a greater chance at better quality materials.
3
Outfitter Hireling I
A hireling will send you some clothing materials and possibly other items every day.
12
Outfitter Hireling II
A hireling will send you more clothing materials and possibly other items every day. You have a chance at better quality materials.
32
Outfitter Hireling III
A hireling will send you even more clothing materials and possibly other items every day. You have a greater chance at better quality materials.
32
Unraveling III
Maximizes the chances of extracting Clothing ingredients and allows the refining of the most powerful tannins from raw materials.
4
Unraveling I
Improves the chances of extracting Clothing ingredients and allows the refining of more powerful tannins from raw materials.
22
Unraveling II
Greatly improves the chances of extracting Clothing ingredients and allows the refining of more powerful tannins from raw materials.
32
Unraveling III
Maximizes the chances of extracting Clothing ingredients and allows the refining of the most powerful tannins from raw materials.
45
Stitching IV
Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once.
8
Stitching I
Reduces research times by 5% and allows the research of two items at once.
18
Stitching II
Reduces research times by 10% and allows the research of two items at once.
28
Stitching III
Reduces research times by 20% and allows the research of three items at once.
45
Stitching IV
Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once.
40
Tannin Expertise III
More than doubles the chances to improve items with tannins.
10
Tannin Expertise I
Increases the chances of improving items with tannins.
25
Tannin Expertise II
Greatly increases the chances of improving items with tannins.
40
Tannin Expertise III
More than doubles the chances to improve items with tannins.
Enchanting
PASSIVES
50
Potency Improvement X
Allows the use of Rejera, Repora, Jehade, and Itade Potency Runestones to make Glyphs of Champion 150 and 160.
1
Potency Improvement I
Allows the use of Jora, Porade, Jode and Notade Potency Runestones to make Glyphs of levels 1-15.
5
Potency Improvement II
Allows the use of Jera, Jejora, Ode and Tade Potency Runestones to make Glyphs of levels 10-25.
10
Potency Improvement III
Allows the use of Odra, Pojora, Jayde and Edode Potency Runestones to make Glyphs of levels 20-35.
15
Potency Improvement IV
Allows the use of Edora, Jaera, Pojode, and Rekude Potency Runestones to make Glyphs of levels 30-45.
20
Potency Improvement V
Allows the use of Pora, Denara, Hade and Idode Potency Runestones to make Glyphs from level 40 to Champion 30.
25
Potency Improvement VI
Allows the use of Rera and Pode Potency Runestones to make Glyphs of Champion 30-50.
30
Potency Improvement VII
Allows the use of Derado and Kedeko Potency Runestones to make Glyphs of Champion 50-70.
35
Potency Improvement VIII
Allows the use of Rekura and Rede Potency Runestones to make Glyphs of Champion 70-90.
40
Potency Improvement IX
Allows the use of Kura and Kude Potency Runestones to make Glyphs of Champion 100-140.
50
Potency Improvement X
Allows the use of Rejera, Repora, Jehade, and Itade Potency Runestones to make Glyphs of Champion 150 and 160.
31
Aspect Improvement IV
Allows the use of Legendary (gold) Aspect Runestones.
1
Aspect Improvement I
Allows the use of Common (white) and Standard (green) Aspect Runestones.
6
Aspect Improvement II
Allows the use of Superior (blue) Aspect Runestones.
16
Aspect Improvement III
Allows the use of Artifact (purple) Aspect Runestones.
31
Aspect Improvement IV
Allows the use of Legendary (gold) Aspect Runestones.
14
Keen Eye: Rune Stones III
Runes in the world will be easier to see when you are 40 meters or closer.
2
Keen Eye: Rune Stones I
Runes in the world will be easier to see when you are 20 meters or closer.
7
Keen Eye: Rune Stones II
Runes in the world will be easier to see when you are 30 meters or closer.
14
Keen Eye: Rune Stones III
Runes in the world will be easier to see when you are 40 meters or closer.
32
Enchanter Hireling III
A hireling will send you runestones every day. You have a greater chance at Essence and better Aspect runestones.
3
Enchanter Hireling I
A hireling will send you some runestones every day.
12
Enchanter Hireling II
A hireling will send you runestones every day. You have a chance at Essence and better Aspect runestones.
32
Enchanter Hireling III
A hireling will send you runestones every day. You have a greater chance at Essence and better Aspect runestones.
29
Runestone Extraction III
Increases the chance of extracting each type of Runestone by 10%.
4
Runestone Extraction I
Increases the chance of extracting each type of Runestone by 3%.
19
Runestone Extraction II
Increases the chance of extracting each type of Runestone by 6%.
29
Runestone Extraction III
Increases the chance of extracting each type of Runestone by 10%.
Jewelry Crafting
PASSIVES
50
Engraver V
Allows the use of Platinum Ounces.
1
Engraver I
Allows the use of Pewter Ounces.
14
Engraver II
Allows the use of Copper Ounces.
27
Engraver III
Allows the use of Silver Ounces.
40
Engraver IV
Allows the use of Electrum Ounces.
50
Engraver V
Allows the use of Platinum Ounces.
30
Keen Eye: Jewelry III
Jewelry Seams in the world will be easier to see when you are 40 meters or closer.
2
Keen Eye: Jewelry I
Jewelry Seams in the world will be easier to see when you are 20 meters or closer.
9
Keen Eye: Jewelry II
Jewelry Seams in the world will be easier to see when you are 30 meters or closer.
30
Keen Eye: Jewelry III
Jewelry Seams in the world will be easier to see when you are 40 meters or closer.
32
Jewelry Extraction III
Maximizes the chances of extracting Jewelry Crafting ingredients and allows the refining of more powerful Platings from raw materials.
4
Jewelry Extraction I
Improves the chances of extracting Jewelry Crafting ingredients and allows the refining of more powerful Platings from raw materials.
22
Jewelry Extraction II
Greatly improves the chances of extracting Jewelry Crafting ingredients and allows the refining of more powerful Platings from raw materials.
32
Jewelry Extraction III
Maximizes the chances of extracting Jewelry Crafting ingredients and allows the refining of more powerful Platings from raw materials.
45
Lapidary Research IV
Reduces research times by 25%, and limits research time to 30 days.
8
Lapidary Research I
Reduces research times by 5%.
18
Lapidary Research II
Reduces research times by 10%.
28
Lapidary Research III
Reduces research times by 20%.
45
Lapidary Research IV
Reduces research times by 25%, and limits research time to 30 days.
40
Platings Expertise III
More than doubles the chances of improving items with platings.
10
Platings Expertise I
Increases the chances of improving items with platings.
25
Platings Expertise II
Increases the chances of improving items with platings.
40
Platings Expertise III
More than doubles the chances of improving items with platings.
Provisioning
PASSIVES
50
Recipe Improvement VI
Allows the making of up to Champion 150 Recipes.
1
Recipe Improvement I
Allows the making of up to level 19 Recipes.
20
Recipe Improvement II
Allows the making of up to level 29 Recipes.
30
Recipe Improvement III
Allows the making of up to level 39 Recipes.
40
Recipe Improvement IV
Allows the making of up to level 49 Recipes.
50
Recipe Improvement V
Allows the making of up to Champion 50 Recipes.
50
Recipe Improvement VI
Allows the making of up to Champion 150 Recipes.
50
Recipe Quality IV
Allows the use of Legendary (gold) Recipes.
1
Recipe Quality I
Allows the use of Standard (green) Recipes.
10
Recipe Quality II
Allows the use of Difficult (blue) Recipes.
35
Recipe Quality III
Allows the use of Complex (purple) Recipes.
50
Recipe Quality IV
Allows the use of Legendary (gold) Recipes.
43
Gourmand III
Adds 20 minutes to the duration of any eaten food.
3
Gourmand I
Adds 5 minutes to the duration of any eaten food.
14
Gourmand II
Adds 10 minutes to the duration of any eaten food.
43
Gourmand III
Adds 20 minutes to the duration of any eaten food.
47
Connoisseur III
Adds 20 minutes to the duration of any consumed drink.
5
Connoisseur I
Adds 5 minutes to the duration of any consumed drink.
18
Connoisseur II
Adds 10 minutes to the duration of any consumed drink.
47
Connoisseur III
Adds 20 minutes to the duration of any consumed drink.
33
Chef III
Creates 3 extra servings for each food recipe made.
7
Chef I
Creates 1 extra serving for each food recipe made.
23
Chef II
Creates 2 extra servings for each food recipe made.
33
Chef III
Creates 3 extra servings for each food recipe made.
36
Brewer III
Creates 3 extra servings for each drink recipe made.
9
Brewer I
Creates 1 extra serving for each drink recipe made.
25
Brewer II
Creates 2 extra servings for each drink recipe made.
36
Brewer III
Creates 3 extra servings for each drink recipe made.
48
Forager Hireling III
A hireling will send you even more provisioning ingredients every day. You have a greater chance at better quality ingredients.
28
Forager Hireling I
A hireling will send you some provisioning ingredients every day.
38
Forager Hireling II
A hireling will send you more provisioning ingredients every day. You have a chance at better quality ingredients.
48
Forager Hireling III
A hireling will send you even more provisioning ingredients every day. You have a greater chance at better quality ingredients.
Woodworking
PASSIVES
50
Woodworking X
Allows the use of Sanded Ruby Ash.
1
Woodworking I
Allows the use of Sanded Maple wood.
5
Woodworking II
Allows the use of Sanded Oak wood.
10
Woodworking III
Allows the use of Sanded Beech wood.
15
Woodworking IV
Allows the use of Sanded Hickory wood.
20
Woodworking V
Allows the use of Sanded Yew wood.
25
Woodworking VI
Allows the use of Sanded Birch wood.
30
Woodworking VII
Allows the use of Sanded Ash wood.
35
Woodworking VIII
Allows the use of Sanded Mahogany wood.
40
Woodworking IX
Allows the use of Sanded Nightwood.
50
Woodworking X
Allows the use of Sanded Ruby Ash.
30
Keen Eye: Wood III
Wood in the world will be easier to see when you are 40 meters or closer.
2
Keen Eye: Wood I
Wood in the world will be easier to see when you are 20 meters or closer.
9
Keen Eye: Wood II
Wood in the world will be easier to see when you are 30 meters or closer.
30
Keen Eye: Wood III
Wood in the world will be easier to see when you are 40 meters or closer.
32
Lumberjack Hireling III
A hireling will send you even more woodworking materials and possibly other items every day. You have a greater chance at better quality materials.
3
Lumberjack Hireling I
A hireling will send you some woodworking materials and possibly other items every day.
12
Lumberjack Hireling II
A hireling will send you more woodworking materials and possibly other items every day. You have a chance at better quality materials.
32
Lumberjack Hireling III
A hireling will send you even more woodworking materials and possibly other items every day. You have a greater chance at better quality materials.
32
Wood Extraction III
Maximizes the chances of extracting Woodworking ingredients and allows the refining of the most powerful resins from raw materials.
4
Wood Extraction I
Improves the chances of extracting Woodworking ingredients and allows the refining of more powerful resins from raw materials.
22
Wood Extraction II
Greatly improves the chances of extracting Woodworking ingredients and allows the refining of more powerful resins from raw materials.
32
Wood Extraction III
Maximizes the chances of extracting Woodworking ingredients and allows the refining of the most powerful resins from raw materials.
45
Carpentry IV
Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once.
8
Carpentry I
Reduces research times by 5% and allows the research of two items at once.
18
Carpentry II
Reduces research times by 10% and allows the research of two items at once.
28
Carpentry III
Reduces research times by 20% and allows the research of three items at once.
45
Carpentry IV
Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once.
40
Resin Expertise III
More than doubles the chances to improve items with resins.
10
Resin Expertise I
Increases the chances of improving items with resins.
25
Resin Expertise II
Greatly increases the chances of improving items with resins.
40
Resin Expertise III
More than doubles the chances to improve items with resins.
Bone Tyrant
ULTIMATES
12
Bone Goliath Transformation IV
250 Ultimate
Become a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health.
12
Bone Goliath Transformation I
250 Ultimate
Become a horrific Bone Goliath, increasing your Max Health by 30000 for 17 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health.
12
Bone Goliath Transformation II
250 Ultimate
Become a horrific Bone Goliath, increasing your Max Health by 30000 for 18 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health.
12
Bone Goliath Transformation III
250 Ultimate
Become a horrific Bone Goliath, increasing your Max Health by 30000 for 19 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health.
12
Bone Goliath Transformation IV
250 Ultimate
Become a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health.
12
Pummeling Goliath I
250 Ultimate
Become a destructive Pummeling Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 1742 Physical Damage.
While transformed your Bash attack now scales off your offensive stats and deals damage in a cone in front of you.
12
Pummeling Goliath II
250 Ultimate
Become a destructive Pummeling Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 1761 Physical Damage.
While transformed your Bash attack now scales off your offensive stats and deals damage in a cone in front of you.
12
Pummeling Goliath III
250 Ultimate
Become a destructive Pummeling Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 1780 Physical Damage.
While transformed your Bash attack now scales off your offensive stats and deals damage in a cone in front of you.
12
Pummeling Goliath IV
250 Ultimate
Become a destructive Pummeling Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 1799 Physical Damage.
While transformed your Bash attack now scales off your offensive stats and deals damage in a cone in front of you.
12
Ravenous Goliath I
250 Ultimate
Become a horrific Ravenous Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. You deal 800 Magic Damage to nearby enemies every second and heal for that amount. These abilities scale off your Max Health.
Adds damage in an area around you that damages enemies and heals you while transformed.
12
Ravenous Goliath II
250 Ultimate
Become a horrific Ravenous Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. You deal 808 Magic Damage to nearby enemies every second and heal for that amount. These abilities scale off your Max Health.
Adds damage in an area around you that damages enemies and heals you while transformed.
12
Ravenous Goliath III
250 Ultimate
Become a horrific Ravenous Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. You deal 817 Magic Damage to nearby enemies every second and heal for that amount. These abilities scale off your Max Health.
Adds damage in an area around you that damages enemies and heals you while transformed.
12
Ravenous Goliath IV
250 Ultimate
Become a horrific Ravenous Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. You deal 826 Magic Damage to nearby enemies every second and heal for that amount. These abilities scale off your Max Health.
Adds damage in an area around you that damages enemies and heals you while transformed.
SKILLS
1
Death Scythe IV
3240 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
1
Death Scythe I
3240 Magicka
Slice into your enemy's life force, dealing 1687 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
1
Death Scythe II
3240 Magicka
Slice into your enemy's life force, dealing 1705 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
1
Death Scythe III
3240 Magicka
Slice into your enemy's life force, dealing 1724 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
1
Death Scythe IV
3240 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
1
Ruinous Scythe I
2754 Stamina
Slice into your enemy's life force, dealing 1742 Bleed Damage, applying the Hemorrhaging status effect, and setting them Off Balance for 7 seconds. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. The healing of this ability scales off your Max Health.
Converts to a Stamina ability and deals Bleed Damage, applying the Hemorrhaging status effect. Enemies hit are set Off Balance.
1
Ruinous Scythe II
2754 Stamina
Slice into your enemy's life force, dealing 1761 Bleed Damage, applying the Hemorrhaging status effect, and setting them Off Balance for 7 seconds. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. The healing of this ability scales off your Max Health.
Converts to a Stamina ability and deals Bleed Damage, applying the Hemorrhaging status effect. Enemies hit are set Off Balance.
1
Ruinous Scythe III
2754 Stamina
Slice into your enemy's life force, dealing 1780 Bleed Damage, applying the Hemorrhaging status effect, and setting them Off Balance for 7 seconds. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. The healing of this ability scales off your Max Health.
Converts to a Stamina ability and deals Bleed Damage, applying the Hemorrhaging status effect. Enemies hit are set Off Balance.
1
Ruinous Scythe IV
2754 Stamina
Slice into your enemy's life force, dealing 1799 Bleed Damage, applying the Hemorrhaging status effect, and setting them Off Balance for 7 seconds. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. The healing of this ability scales off your Max Health.
Converts to a Stamina ability and deals Bleed Damage, applying the Hemorrhaging status effect. Enemies hit are set Off Balance.
1
Hungry Scythe I
3240 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. After dealing damage, you heal for 991 Health every 2 seconds over 10 seconds. The healing of this ability scales off your Max Health.
Gain a heal over time and reduces the cost as the ability ranks up.
1
Hungry Scythe II
3150 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. After dealing damage, you heal for 991 Health every 2 seconds over 10 seconds. The healing of this ability scales off your Max Health.
Gain a heal over time and reduces the cost as the ability ranks up.
1
Hungry Scythe III
3060 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. After dealing damage, you heal for 991 Health every 2 seconds over 10 seconds. The healing of this ability scales off your Max Health.
Gain a heal over time and reduces the cost as the ability ranks up.
1
Hungry Scythe IV
2970 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. After dealing damage, you heal for 991 Health every 2 seconds over 10 seconds. The healing of this ability scales off your Max Health.
Gain a heal over time and reduces the cost as the ability ranks up.
4
Bone Armor IV
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. Creates a corpse when the effect completes.
4
Bone Armor I
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 17 seconds. Creates a corpse when the effect completes.
4
Bone Armor II
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 18 seconds. Creates a corpse when the effect completes.
4
Bone Armor III
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 19 seconds. Creates a corpse when the effect completes.
4
Bone Armor IV
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. Creates a corpse when the effect completes.
4
Beckoning Armor I
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 seconds and become taunted for 15 seconds if they are not already taunted. Creates a corpse when the effect completes.
Pulls in ranged enemies and attempts to taunt them. Reduces the cost as the ability ranks up.
4
Beckoning Armor II
2610 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 seconds and become taunted for 15 seconds if they are not already taunted. Creates a corpse when the effect completes.
Pulls in ranged enemies and attempts to taunt them. Reduces the cost as the ability ranks up.
4
Beckoning Armor III
2520 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 seconds and become taunted for 15 seconds if they are not already taunted. Creates a corpse when the effect completes.
Pulls in ranged enemies and attempts to taunt them. Reduces the cost as the ability ranks up.
4
Beckoning Armor IV
2430 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 seconds and become taunted for 15 seconds if they are not already taunted. Creates a corpse when the effect completes.
Pulls in ranged enemies and attempts to taunt them. Reduces the cost as the ability ranks up.
4
Summoner's Armor I
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 12%. Creates a corpse when the effect completes.
Reduces the cost of your Necromancer summon abilities.
4
Summoner's Armor II
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 13%. Creates a corpse when the effect completes.
Reduces the cost of your Necromancer summon abilities.
4
Summoner's Armor III
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 14%. Creates a corpse when the effect completes.
Reduces the cost of your Necromancer summon abilities.
4
Summoner's Armor IV
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes.
Reduces the cost of your Necromancer summon abilities.
20
Bitter Harvest IV
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 660 Health every 1 second for 2 seconds per corpse consumed. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
20
Bitter Harvest I
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 639 Health every 1 second for 2 seconds per corpse consumed. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
20
Bitter Harvest II
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 646 Health every 1 second for 2 seconds per corpse consumed. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
20
Bitter Harvest III
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 653 Health every 1 second for 2 seconds per corpse consumed. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
20
Bitter Harvest IV
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 660 Health every 1 second for 2 seconds per corpse consumed. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
20
Deaden Pain I
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 661 Health every 1 second for 4 seconds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Doubles the duration and grants Major Protection while active.
20
Deaden Pain II
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 668 Health every 1 second for 4 seconds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Doubles the duration and grants Major Protection while active.
20
Deaden Pain III
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 675 Health every 1 second for 4 seconds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Doubles the duration and grants Major Protection while active.
20
Deaden Pain IV
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 682 Health every 1 second for 4 seconds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Doubles the duration and grants Major Protection while active.
20
Necrotic Potency I
0 Magicka
Sap the lingering life from fresh corpses, granting you 6 Ultimate and healing 661 Health every 1 second for 2 seconds per additional corpse. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Gain more Ultimate per corpse.
20
Necrotic Potency II
0 Magicka
Sap the lingering life from fresh corpses, granting you 6 Ultimate and healing 668 Health every 1 second for 2 seconds per additional corpse. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Gain more Ultimate per corpse.
20
Necrotic Potency III
0 Magicka
Sap the lingering life from fresh corpses, granting you 6 Ultimate and healing 675 Health every 1 second for 2 seconds per additional corpse. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Gain more Ultimate per corpse.
20
Necrotic Potency IV
0 Magicka
Sap the lingering life from fresh corpses, granting you 6 Ultimate and healing 682 Health every 1 second for 2 seconds per additional corpse. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Gain more Ultimate per corpse.
30
Bone Totem IV
4050 Magicka
Summon an effigy of bone at your feet for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
30
Bone Totem I
4320 Magicka
Summon an effigy of bone at your feet for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
30
Bone Totem II
4230 Magicka
Summon an effigy of bone at your feet for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
30
Bone Totem III
4140 Magicka
Summon an effigy of bone at your feet for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
30
Bone Totem IV
4050 Magicka
Summon an effigy of bone at your feet for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
30
Remote Totem I
3510 Magicka
Summon an effigy of bone for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
The totem can be summoned up to 28 meters away, and costs less.
30
Remote Totem II
3420 Magicka
Summon an effigy of bone for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
The totem can be summoned up to 28 meters away, and costs less.
30
Remote Totem III
3330 Magicka
Summon an effigy of bone for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
The totem can be summoned up to 28 meters away, and costs less.
30
Remote Totem IV
3240 Magicka
Summon an effigy of bone for 11 seconds that grants Minor Protection to you and your allies, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
The totem can be summoned up to 28 meters away, and costs less.
30
Agony Totem I
4050 Magicka
Summon an effigy of bone at your feet for 11 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Allies can activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%.
Allies can activate a synergy to damage and apply Minor Vulnerability to enemies. Increases the duration of the totem as the ability ranks up.
30
Agony Totem II
4050 Magicka
Summon an effigy of bone at your feet for 11.7 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Allies can activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%.
Allies can activate a synergy to damage and apply Minor Vulnerability to enemies. Increases the duration of the totem as the ability ranks up.
30
Agony Totem III
4050 Magicka
Summon an effigy of bone at your feet for 12.3 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Allies can activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%.
Allies can activate a synergy to damage and apply Minor Vulnerability to enemies. Increases the duration of the totem as the ability ranks up.
30
Agony Totem IV
4050 Magicka
Summon an effigy of bone at your feet for 13 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Allies can activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%.
Allies can activate a synergy to damage and apply Minor Vulnerability to enemies. Increases the duration of the totem as the ability ranks up.
42
Grave Grasp IV
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%.
42
Grave Grasp I
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 3.5 seconds, immobilized in the second area for 3 seconds, and stunned in the final area for 2 seconds. Each patch applies Minor Maim to enemies hit for 7 seconds, reducing their damage done by 5%.
42
Grave Grasp II
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 4 seconds, immobilized in the second area for 3.3 seconds, and stunned in the final area for 2.3 seconds. Each patch applies Minor Maim to enemies hit for 8 seconds, reducing their damage done by 5%.
42
Grave Grasp III
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 4.5 seconds, immobilized in the second area for 3.7 seconds, and stunned in the final area for 2.7 seconds. Each patch applies Minor Maim to enemies hit for 9 seconds, reducing their damage done by 5%.
42
Grave Grasp IV
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%.
42
Ghostly Embrace I
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 6 seconds, immobilized in the second area for 5 seconds, and stunned in the final area for 4 seconds. Each patch applies Minor Maim to enemies hit for 12 seconds, reducing their damage done by 5%.
Increases the duration of all negative effects applied.
42
Ghostly Embrace II
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 6.3 seconds, immobilized in the second area for 5.3 seconds, and stunned in the final area for 4.3 seconds. Each patch applies Minor Maim to enemies hit for 13 seconds, reducing their damage done by 5%.
Increases the duration of all negative effects applied.
42
Ghostly Embrace III
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 6.7 seconds, immobilized in the second area for 5.7 seconds, and stunned in the final area for 4.7 seconds. Each patch applies Minor Maim to enemies hit for 14 seconds, reducing their damage done by 5%.
Increases the duration of all negative effects applied.
42
Ghostly Embrace IV
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 7 seconds, immobilized in the second area for 6 seconds, and stunned in the final area for 5 seconds. Each patch applies Minor Maim to enemies hit for 15 seconds, reducing their damage done by 5%.
Increases the duration of all negative effects applied.
42
Empowering Grasp I
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing. Reduces cost as the ability ranks up.
42
Empowering Grasp II
3690 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing. Reduces cost as the ability ranks up.
42
Empowering Grasp III
3600 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing. Reduces cost as the ability ranks up.
42
Empowering Grasp IV
3510 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing. Reduces cost as the ability ranks up.
PASSIVES
18
Death Gleaning II
Whenever an enemy you are in combat with dies within 28 meters of you, restore 666 Magicka and Stamina.
8
Death Gleaning I
Whenever an enemy you are in combat with dies within 28 meters of you, restore 333 Magicka and Stamina.
18
Death Gleaning II
Whenever an enemy you are in combat with dies within 28 meters of you, restore 666 Magicka and Stamina.
27
Disdain Harm II
Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
14
Disdain Harm I
Reduce the damage you take from damage over time abilities by 7% while you have a Bone Tyrant ability active.
27
Disdain Harm II
Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
36
Health Avarice II
Increase your Healing Received by 2% for each Bone Tyrant ability slotted. Current bonus: 0%.
22
Health Avarice I
Increase your Healing Received by 1% for each Bone Tyrant ability slotted. Current bonus: 0%.
36
Health Avarice II
Increase your Healing Received by 2% for each Bone Tyrant ability slotted. Current bonus: 0%.
50
Last Gasp II
Increase your Max Health by 1250.
39
Last Gasp I
Increases your Max Health by 625.
50
Last Gasp II
Increase your Max Health by 1250.
Grave Lord
ULTIMATES
12
Frozen Colossus IV
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3096 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
12
Frozen Colossus I
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 2998 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
12
Frozen Colossus II
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3030 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
12
Frozen Colossus III
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3063 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
12
Frozen Colossus IV
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3096 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
12
Pestilent Colossus I
175 Ultimate
Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3098, 3253, and 3416 Disease Damage with the first, second, and third smash. Dealing damage applies the Diseased status effect and Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
Deals Disease Damage. The Colossus deals more damage with each smash and always applies the Diseased status effect.
12
Pestilent Colossus II
175 Ultimate
Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3132, 3288, and 3453 Disease Damage with the first, second, and third smash. Dealing damage applies the Diseased status effect and Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
Deals Disease Damage. The Colossus deals more damage with each smash and always applies the Diseased status effect.
12
Pestilent Colossus III
175 Ultimate
Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3166, 3324, and 3491 Disease Damage with the first, second, and third smash. Dealing damage applies the Diseased status effect and Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
Deals Disease Damage. The Colossus deals more damage with each smash and always applies the Diseased status effect.
12
Pestilent Colossus IV
175 Ultimate
Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3200, 3360, and 3528 Disease Damage with the first, second, and third smash. Dealing damage applies the Diseased status effect and Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
Deals Disease Damage. The Colossus deals more damage with each smash and always applies the Diseased status effect.
12
Glacial Colossus I
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3098 Frost Damage with each smash. The final smash stuns all enemies hit for 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 17 seconds, increasing their damage taken by 10%.
Increases the duration of Major Vulnerability and the final smash stuns all enemies hit.
12
Glacial Colossus II
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3098 Frost Damage with each smash. The final smash stuns all enemies hit for 3.3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 17 seconds, increasing their damage taken by 10%.
Increases the duration of Major Vulnerability and the final smash stuns all enemies hit.
12
Glacial Colossus III
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3098 Frost Damage with each smash. The final smash stuns all enemies hit for 3.7 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 17 seconds, increasing their damage taken by 10%.
Increases the duration of Major Vulnerability and the final smash stuns all enemies hit.
12
Glacial Colossus IV
175 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3098 Frost Damage with each smash. The final smash stuns all enemies hit for 4 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 17 seconds, increasing their damage taken by 10%.
Increases the duration of Major Vulnerability and the final smash stuns all enemies hit.
SKILLS
1
Flame Skull IV
2700 Magicka
Lob an explosive skull at an enemy, dealing 2090 Flame Damage. Every third cast of this ability deals 50% increased damage.
1
Flame Skull I
2700 Magicka
Lob an explosive skull at an enemy, dealing 2024 Flame Damage. Every third cast of this ability deals 50% increased damage.
1
Flame Skull II
2700 Magicka
Lob an explosive skull at an enemy, dealing 2046 Flame Damage. Every third cast of this ability deals 50% increased damage.
1
Flame Skull III
2700 Magicka
Lob an explosive skull at an enemy, dealing 2068 Flame Damage. Every third cast of this ability deals 50% increased damage.
1
Flame Skull IV
2700 Magicka
Lob an explosive skull at an enemy, dealing 2090 Flame Damage. Every third cast of this ability deals 50% increased damage.
1
Venom Skull I
2295 Stamina
Lob an explosive skull at an enemy, dealing 2091 Poison Damage. Every third cast of this ability deals 50% increased damage. While slotted, casting any Necromancer ability while you are in combat will count towards the third cast.
Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.
1
Venom Skull II
2295 Stamina
Lob an explosive skull at an enemy, dealing 2114 Poison Damage. Every third cast of this ability deals 50% increased damage. While slotted, casting any Necromancer ability while you are in combat will count towards the third cast.
Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.
1
Venom Skull III
2295 Stamina
Lob an explosive skull at an enemy, dealing 2137 Poison Damage. Every third cast of this ability deals 50% increased damage. While slotted, casting any Necromancer ability while you are in combat will count towards the third cast.
Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.
1
Venom Skull IV
2295 Stamina
Lob an explosive skull at an enemy, dealing 2160 Poison Damage. Every third cast of this ability deals 50% increased damage. While slotted, casting any Necromancer ability while you are in combat will count towards the third cast.
Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.
1
Ricochet Skull I
2700 Magicka
Lob an explosive skull at an enemy, dealing 2091 Flame Damage. Every third cast of this ability deals 50% increased damage and will bounce up to 2 times to other nearby enemies.
The third cast of the skull will bounce to other nearby enemies.
1
Ricochet Skull II
2700 Magicka
Lob an explosive skull at an enemy, dealing 2114 Flame Damage. Every third cast of this ability deals 50% increased damage and will bounce up to 2 times to other nearby enemies.
The third cast of the skull will bounce to other nearby enemies.
1
Ricochet Skull III
2700 Magicka
Lob an explosive skull at an enemy, dealing 2137 Flame Damage. Every third cast of this ability deals 50% increased damage and will bounce up to 2 times to other nearby enemies.
The third cast of the skull will bounce to other nearby enemies.
1
Ricochet Skull IV
2700 Magicka
Lob an explosive skull at an enemy, dealing 2160 Flame Damage. Every third cast of this ability deals 50% increased damage and will bounce up to 2 times to other nearby enemies.
The third cast of the skull will bounce to other nearby enemies.
4
Sacrificial Bones IV
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 10 seconds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death.
4
Sacrificial Bones I
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 7 seconds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death.
4
Sacrificial Bones II
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 8 seconds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death.
4
Sacrificial Bones III
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 9 seconds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death.
4
Sacrificial Bones IV
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 10 seconds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death.
4
Blighted Blastbones I
1836 Stamina
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3485 Disease Damage to all enemies nearby and applying the Diseased status effect and Major Defile to them for 4 seconds, reducing their healing received and damage shield strength by 12%. Creates a corpse on death.
Converts into a Stamina ability that deals Disease Damage to enemies instead of empowering you. Applies Major Defile and the Diseased status effect to enemies hit.
4
Blighted Blastbones II
1836 Stamina
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3523 Disease Damage to all enemies nearby and applying the Diseased status effect and Major Defile to them for 4 seconds, reducing their healing received and damage shield strength by 12%. Creates a corpse on death.
Converts into a Stamina ability that deals Disease Damage to enemies instead of empowering you. Applies Major Defile and the Diseased status effect to enemies hit.
4
Blighted Blastbones III
1836 Stamina
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3561 Disease Damage to all enemies nearby and applying the Diseased status effect and Major Defile to them for 4 seconds, reducing their healing received and damage shield strength by 12%. Creates a corpse on death.
Converts into a Stamina ability that deals Disease Damage to enemies instead of empowering you. Applies Major Defile and the Diseased status effect to enemies hit.
4
Blighted Blastbones IV
1836 Stamina
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Disease Damage to all enemies nearby and applying the Diseased status effect and Major Defile to them for 4 seconds, reducing their healing received and damage shield strength by 12%. Creates a corpse on death.
Converts into a Stamina ability that deals Disease Damage to enemies instead of empowering you. Applies Major Defile and the Diseased status effect to enemies hit.
4
Grave Lord's Sacrifice I
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 17 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
Increases the duration. While active, your third Flame Skull deals damage in an area and creates a corpse.
4
Grave Lord's Sacrifice II
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 18 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
Increases the duration. While active, your third Flame Skull deals damage in an area and creates a corpse.
4
Grave Lord's Sacrifice III
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 19 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
Increases the duration. While active, your third Flame Skull deals damage in an area and creates a corpse.
4
Grave Lord's Sacrifice IV
2700 Magicka
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 20 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
Increases the duration. While active, your third Flame Skull deals damage in an area and creates a corpse.
20
Boneyard IV
2970 Magicka
Desecrate the ground at the target location, dealing 3080 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
20
Boneyard I
2970 Magicka
Desecrate the ground at the target location, dealing 2992 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
20
Boneyard II
2970 Magicka
Desecrate the ground at the target location, dealing 3014 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
20
Boneyard III
2970 Magicka
Desecrate the ground at the target location, dealing 3047 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
20
Boneyard IV
2970 Magicka
Desecrate the ground at the target location, dealing 3080 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
20
Unnerving Boneyard I
2970 Magicka
Desecrate the ground at the target location, dealing 3091 Frost Damage over 10 seconds and applying Major Breach to enemies within, reducing their Physical and Spell Resistance by 5948. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
Applies Major Breach to enemies in the area, reducing their Physical and Spell Resistance.
20
Unnerving Boneyard II
2970 Magicka
Desecrate the ground at the target location, dealing 3124 Frost Damage over 10 seconds and applying Major Breach to enemies within, reducing their Physical and Spell Resistance by 5948. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
Applies Major Breach to enemies in the area, reducing their Physical and Spell Resistance.
20
Unnerving Boneyard III
2970 Magicka
Desecrate the ground at the target location, dealing 3157 Frost Damage over 10 seconds and applying Major Breach to enemies within, reducing their Physical and Spell Resistance by 5948. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
Applies Major Breach to enemies in the area, reducing their Physical and Spell Resistance.
20
Unnerving Boneyard IV
2970 Magicka
Desecrate the ground at the target location, dealing 3190 Frost Damage over 10 seconds and applying Major Breach to enemies within, reducing their Physical and Spell Resistance by 5948. Consumes a corpse on cast to deal 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
Applies Major Breach to enemies in the area, reducing their Physical and Spell Resistance.
20
Avid Boneyard I
2970 Magicka
Desecrate the ground at the target location, dealing 3091 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. You or an ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
You can use your own synergy.
20
Avid Boneyard II
2970 Magicka
Desecrate the ground at the target location, dealing 3124 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. You or an ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
You can use your own synergy.
20
Avid Boneyard III
2970 Magicka
Desecrate the ground at the target location, dealing 3157 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. You or an ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
You can use your own synergy.
20
Avid Boneyard IV
2970 Magicka
Desecrate the ground at the target location, dealing 3190 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 30% more damage. You or an ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
You can use your own synergy.
30
Skeletal Mage IV
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 462 Shock Damage. Creates a corpse on death.
30
Skeletal Mage I
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 448 Shock Damage. Creates a corpse on death.
30
Skeletal Mage II
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 452 Shock Damage. Creates a corpse on death.
30
Skeletal Mage III
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 457 Shock Damage. Creates a corpse on death.
30
Skeletal Mage IV
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 462 Shock Damage. Creates a corpse on death.
30
Skeletal Archer I
2525 Stamina
Unearth a skeletal archer from the dirt to fight by your side for 20 seconds. The archer attacks the closest enemy every 2 seconds, dealing 463 Physical Damage. Each time the archer deals damage, its next attack will do 12% more damage than the previous attack. Creates a corpse on death.
Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.
30
Skeletal Archer II
2525 Stamina
Unearth a skeletal archer from the dirt to fight by your side for 20 seconds. The archer attacks the closest enemy every 2 seconds, dealing 463 Physical Damage. Each time the archer deals damage, its next attack will do 13% more damage than the previous attack. Creates a corpse on death.
Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.
30
Skeletal Archer III
2525 Stamina
Unearth a skeletal archer from the dirt to fight by your side for 20 seconds. The archer attacks the closest enemy every 2 seconds, dealing 463 Physical Damage. Each time the archer deals damage, its next attack will do 14% more damage than the previous attack. Creates a corpse on death.
Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.
30
Skeletal Archer IV
2525 Stamina
Unearth a skeletal archer from the dirt to fight by your side for 20 seconds. The archer attacks the closest enemy every 2 seconds, dealing 463 Physical Damage. Each time the archer deals damage, its next attack will do 15% more damage than the previous attack. Creates a corpse on death.
Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.
30
Skeletal Arcanist I
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 463 Shock Damage to them and all other enemies nearby. Creates a corpse on death.
The mage deals damage to all enemies around the initial target.
30
Skeletal Arcanist II
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 468 Shock Damage to them and all other enemies nearby. Creates a corpse on death.
The mage deals damage to all enemies around the initial target.
30
Skeletal Arcanist III
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 473 Shock Damage to them and all other enemies nearby. Creates a corpse on death.
The mage deals damage to all enemies around the initial target.
30
Skeletal Arcanist IV
2970 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds. The mage attacks the closest enemy every 2 seconds, dealing 478 Shock Damage to them and all other enemies nearby. Creates a corpse on death.
The mage deals damage to all enemies around the initial target.
42
Shocking Siphon IV
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4590 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. While slotted, your damage done is increased by 3%.
42
Shocking Siphon I
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4470 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. While slotted, your damage done is increased by 3%.
42
Shocking Siphon II
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4500 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. While slotted, your damage done is increased by 3%.
42
Shocking Siphon III
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4560 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. While slotted, your damage done is increased by 3%.
42
Shocking Siphon IV
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4590 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. While slotted, your damage done is increased by 3%.
42
Detonating Siphon I
0 Stamina
Violently drain the last spark of life from a corpse, dealing 4620 Disease Damage over 20 seconds to all enemies around the corpse and between you and the corpse. When the siphon ends it causes the corpse to explode, dealing an additional 1742 Disease Damage to all enemies around the corpse. While slotted, your damage done is increased by 3%.
Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.
42
Detonating Siphon II
0 Stamina
Violently drain the last spark of life from a corpse, dealing 4620 Disease Damage over 20 seconds to all enemies around the corpse and between you and the corpse. When the siphon ends it causes the corpse to explode, dealing an additional 1761 Disease Damage to all enemies around the corpse. While slotted, your damage done is increased by 3%.
Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.
42
Detonating Siphon III
0 Stamina
Violently drain the last spark of life from a corpse, dealing 4620 Disease Damage over 20 seconds to all enemies around the corpse and between you and the corpse. When the siphon ends it causes the corpse to explode, dealing an additional 1780 Disease Damage to all enemies around the corpse. While slotted, your damage done is increased by 3%.
Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.
42
Detonating Siphon IV
0 Stamina
Violently drain the last spark of life from a corpse, dealing 4620 Disease Damage over 20 seconds to all enemies around the corpse and between you and the corpse. When the siphon ends it causes the corpse to explode, dealing an additional 1799 Disease Damage to all enemies around the corpse. While slotted, your damage done is increased by 3%.
Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.
42
Mystic Siphon I
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4620 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. You also gain 120 Health, Magicka, and Stamina Recovery while siphoning the corpse. While slotted, your damage done is increased by 3%.
Your Health, Magicka, and Stamina Recovery increases while siphoning the corpse.
42
Mystic Siphon II
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4620 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. You also gain 130 Health, Magicka, and Stamina Recovery while siphoning the corpse. While slotted, your damage done is increased by 3%.
Your Health, Magicka, and Stamina Recovery increases while siphoning the corpse.
42
Mystic Siphon III
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4620 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. You also gain 140 Health, Magicka, and Stamina Recovery while siphoning the corpse. While slotted, your damage done is increased by 3%.
Your Health, Magicka, and Stamina Recovery increases while siphoning the corpse.
42
Mystic Siphon IV
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4620 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse. You also gain 150 Health, Magicka, and Stamina Recovery while siphoning the corpse. While slotted, your damage done is increased by 3%.
Your Health, Magicka, and Stamina Recovery increases while siphoning the corpse.
PASSIVES
18
Reusable Parts II
When your Sacrificial Bones, Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 50%.
8
Reusable Parts I
When your Sacrificial Bones, Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 25%.
18
Reusable Parts II
When your Sacrificial Bones, Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 50%.
27
Death Knell II
Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability slotted. Current bonus: 0%.
14
Death Knell I
Increases your Critical Strike Chance against enemies under 25% Health by 5% for each Grave Lord ability slotted. Current bonus: 0%.
27
Death Knell II
Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability slotted. Current bonus: 0%.
36
Dismember II
While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 1500.
22
Dismember I
While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 750.
36
Dismember II
While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 1500.
50
Rapid Rot II
Increases your damage done with damage over time effects by 10%.
39
Rapid Rot I
Increases your damage done with damage over time effects by 5%.
50
Rapid Rot II
Increases your damage done with damage over time effects by 10%.
Living Death
ULTIMATES
12
Reanimate IV
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
12
Reanimate I
350 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
12
Reanimate II
345 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
12
Reanimate III
340 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
12
Reanimate IV
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
12
Renewing Animation I
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5000 Magicka and Stamina for each ally you attempt to resurrect.
You restore Magicka and Stamina for each ally you attempt to resurrect.
12
Renewing Animation II
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5100 Magicka and Stamina for each ally you attempt to resurrect.
You restore Magicka and Stamina for each ally you attempt to resurrect.
12
Renewing Animation III
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5200 Magicka and Stamina for each ally you attempt to resurrect.
You restore Magicka and Stamina for each ally you attempt to resurrect.
12
Renewing Animation IV
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.
You restore Magicka and Stamina for each ally you attempt to resurrect.
12
Animate Blastbones I
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blighted Blastbones for each corpse consumed.
You consume other corpses in the area and summon Blastbones.
12
Animate Blastbones II
330 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blighted Blastbones for each corpse consumed.
You consume other corpses in the area and summon Blastbones.
12
Animate Blastbones III
325 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blighted Blastbones for each corpse consumed.
You consume other corpses in the area and summon Blastbones.
12
Animate Blastbones IV
320 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blighted Blastbones for each corpse consumed.
You consume other corpses in the area and summon Blastbones.
SKILLS
1
Render Flesh IV
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3486 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%.
1
Render Flesh I
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3375 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%.
1
Render Flesh II
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3412 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%.
1
Render Flesh III
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3449 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%.
1
Render Flesh IV
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3486 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%.
1
Resistant Flesh I
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3485 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
Grant resistances to the target equal to half the amount healed.
1
Resistant Flesh II
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3523 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
Grant resistances to the target equal to half the amount healed.
1
Resistant Flesh III
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3561 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
Grant resistances to the target equal to half the amount healed.
1
Resistant Flesh IV
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
Grant resistances to the target equal to half the amount healed.
1
Blood Sacrifice I
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3485 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. Consumes a corpse near you when cast to heal a second target.
Consumes a corpse to heal a second target.
1
Blood Sacrifice II
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3523 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. Consumes a corpse near you when cast to heal a second target.
Consumes a corpse to heal a second target.
1
Blood Sacrifice III
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3561 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. Consumes a corpse near you when cast to heal a second target.
Consumes a corpse to heal a second target.
1
Blood Sacrifice IV
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. Consumes a corpse near you when cast to heal a second target.
Consumes a corpse to heal a second target.
4
Expunge IV
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
4
Expunge I
2000 Health
Embrace the power of death, removing up to 2 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
4
Expunge II
1980 Health
Embrace the power of death, removing up to 2 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
4
Expunge III
1960 Health
Embrace the power of death, removing up to 2 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
4
Expunge IV
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
4
Expunge and Modify I
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself and restoring 500 Magicka and Stamina for each negative effect removed. While slotted, the cost of all your abilities are reduced by 3%.
You restore Magicka and Stamina for each negative effect removed.
4
Expunge and Modify II
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself and restoring 505 Magicka and Stamina for each negative effect removed. While slotted, the cost of all your abilities are reduced by 3%.
You restore Magicka and Stamina for each negative effect removed.
4
Expunge and Modify III
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself and restoring 510 Magicka and Stamina for each negative effect removed. While slotted, the cost of all your abilities are reduced by 3%.
You restore Magicka and Stamina for each negative effect removed.
4
Expunge and Modify IV
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself and restoring 515 Magicka and Stamina for each negative effect removed. While slotted, the cost of all your abilities are reduced by 3%.
You restore Magicka and Stamina for each negative effect removed.
4
Hexproof I
1940 Health
Embrace the power of death, removing up to 4 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
Reduces cost as the ability ranks up and Increases the amount of negative effects removed.
4
Hexproof II
1850 Health
Embrace the power of death, removing up to 4 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
Reduces cost as the ability ranks up and Increases the amount of negative effects removed.
4
Hexproof III
1760 Health
Embrace the power of death, removing up to 4 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
Reduces cost as the ability ranks up and Increases the amount of negative effects removed.
4
Hexproof IV
1670 Health
Embrace the power of death, removing up to 4 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
Reduces cost as the ability ranks up and Increases the amount of negative effects removed.
20
Life amid Death IV
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2323 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2310 Health over 5 seconds.
20
Life amid Death I
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2249 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2240 Health over 5 seconds.
20
Life amid Death II
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2273 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2260 Health over 5 seconds.
20
Life amid Death III
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2298 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2285 Health over 5 seconds.
20
Life amid Death IV
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2323 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2310 Health over 5 seconds.
20
Renewing Undeath I
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2323 Health. Consumes a corpse on cast to immediately remove up to 3 negative effects and continue to heal you and your allies in the area for 2315 Health over 5 seconds.
Consuming a corpse also removes negative effects.
20
Renewing Undeath II
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2348 Health. Consumes a corpse on cast to immediately remove up to 3 negative effects and continue to heal you and your allies in the area for 2340 Health over 5 seconds.
Consuming a corpse also removes negative effects.
20
Renewing Undeath III
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2374 Health. Consumes a corpse on cast to immediately remove up to 3 negative effects and continue to heal you and your allies in the area for 2365 Health over 5 seconds.
Consuming a corpse also removes negative effects.
20
Renewing Undeath IV
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2399 Health. Consumes a corpse on cast to immediately remove up to 3 negative effects and continue to heal you and your allies in the area for 2390 Health over 5 seconds.
Consuming a corpse also removes negative effects.
20
Enduring Undeath I
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2323 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2315 Health over 5 seconds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 5 seconds.
Can consume multiple corpses to increase the duration of the heal over time.
20
Enduring Undeath II
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2348 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2340 Health over 5 seconds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 5 seconds.
Can consume multiple corpses to increase the duration of the heal over time.
20
Enduring Undeath III
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2374 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2365 Health over 5 seconds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 5 seconds.
Can consume multiple corpses to increase the duration of the heal over time.
20
Enduring Undeath IV
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2399 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2390 Health over 5 seconds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 5 seconds.
Can consume multiple corpses to increase the duration of the heal over time.
30
Spirit Mender IV
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 695 Health. Creates a corpse on death.
30
Spirit Mender I
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 673 Health. Creates a corpse on death.
30
Spirit Mender II
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 680 Health. Creates a corpse on death.
30
Spirit Mender III
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 687 Health. Creates a corpse on death.
30
Spirit Mender IV
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 695 Health. Creates a corpse on death.
30
Spirit Guardian I
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 696 Health. While active, 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death.
Some of the damage you take is transferred to the spirit instead.
30
Spirit Guardian II
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 703 Health. While active, 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death.
Some of the damage you take is transferred to the spirit instead.
30
Spirit Guardian III
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 711 Health. While active, 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death.
Some of the damage you take is transferred to the spirit instead.
30
Spirit Guardian IV
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 718 Health. While active, 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death.
Some of the damage you take is transferred to the spirit instead.
30
Intensive Mender I
2160 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 8 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 1393 Health. Creates a corpse on death.
The spirit heals for twice the amount, lasts half as long, and costs half as much.
30
Intensive Mender II
2160 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 8 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 1408 Health. Creates a corpse on death.
The spirit heals for twice the amount, lasts half as long, and costs half as much.
30
Intensive Mender III
2160 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 8 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 1423 Health. Creates a corpse on death.
The spirit heals for twice the amount, lasts half as long, and costs half as much.
30
Intensive Mender IV
2160 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 8 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 1438 Health. Creates a corpse on death.
The spirit heals for twice the amount, lasts half as long, and costs half as much.
42
Restoring Tether IV
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4842 Health over 12 seconds to yourself and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
42
Restoring Tether I
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4698 Health over 12 seconds to yourself and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
42
Restoring Tether II
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4734 Health over 12 seconds to yourself and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
42
Restoring Tether III
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4788 Health over 12 seconds to yourself and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
42
Restoring Tether IV
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4842 Health over 12 seconds to yourself and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
42
Braided Tether I
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4860 Health over 12 seconds to yourself, all allies around you, and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
Also heals allies in a radius around you.
42
Braided Tether II
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4896 Health over 12 seconds to yourself, all allies around you, and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
Also heals allies in a radius around you.
42
Braided Tether III
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4950 Health over 12 seconds to yourself, all allies around you, and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
Also heals allies in a radius around you.
42
Braided Tether IV
0 Magicka
Siphon the last remnants of life from a corpse, healing for 5004 Health over 12 seconds to yourself, all allies around you, and all allies between you and the corpse. While slotted, your healing done is increased by 3%.
Also heals allies in a radius around you.
42
Mortal Coil I
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4860 Health over 12 seconds to yourself and all allies between you and the corpse. You also restore 140 Magicka and Stamina every 2 seconds while siphoning the corpse. While slotted, your healing done is increased by 3%.
Restores Magicka and Stamina while siphoning the corpse.
42
Mortal Coil II
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4860 Health over 12 seconds to yourself and all allies between you and the corpse. You also restore 150 Magicka and Stamina every 2 seconds while siphoning the corpse. While slotted, your healing done is increased by 3%.
Restores Magicka and Stamina while siphoning the corpse.
42
Mortal Coil III
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4860 Health over 12 seconds to yourself and all allies between you and the corpse. You also restore 160 Magicka and Stamina every 2 seconds while siphoning the corpse. While slotted, your healing done is increased by 3%.
Restores Magicka and Stamina while siphoning the corpse.
42
Mortal Coil IV
0 Magicka
Siphon the last remnants of life from a corpse, healing for 4860 Health over 12 seconds to yourself and all allies between you and the corpse. You also restore 170 Magicka and Stamina every 2 seconds while siphoning the corpse. While slotted, your healing done is increased by 3%.
Restores Magicka and Stamina while siphoning the corpse.
PASSIVES
18
Curative Curse II
While you have a negative effect on you, your healing done is increased by 8%.
8
Curative Curse I
While you have a negative effect on you, your healing done is increased by 4%.
18
Curative Curse II
While you have a negative effect on you, your healing done is increased by 8%.
27
Near-Death Experience II
While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.
14
Near-Death Experience I
While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 10% in proportion to the severity of the target's wounds.
27
Near-Death Experience II
While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.
36
Corpse Consumption II
When you use an ability on a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds.
22
Corpse Consumption I
When you use an ability on a corpse, you generate 5 Ultimate. This effect can occur once every 16 seconds.
36
Corpse Consumption II
When you use an ability on a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds.
50
Undead Confederate II
While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200.
39
Undead Confederate I
While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 100.
50
Undead Confederate II
While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200.
Animal Companions
ULTIMATES
12
Feral Guardian IV
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 580 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2323 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3253 Magic Damage. Deals 100% more damage to enemies below 25% Health.
12
Feral Guardian I
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 562 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2249 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3150 Magic Damage. Deals 100% more damage to enemies below 25% Health.
12
Feral Guardian II
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 568 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2273 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3184 Magic Damage. Deals 100% more damage to enemies below 25% Health.
12
Feral Guardian III
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 574 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2298 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3219 Magic Damage. Deals 100% more damage to enemies below 25% Health.
12
Feral Guardian IV
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 580 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2323 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3253 Magic Damage. Deals 100% more damage to enemies below 25% Health.
12
Eternal Guardian I
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 580 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2323 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3253 Magic Damage. Deals 150% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute.
The grizzly instantly respawns when it dies. Increases the amount of bonus damage dealt to low Health targets.
12
Eternal Guardian II
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 586 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2348 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3288 Magic Damage. Deals 150% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute.
The grizzly instantly respawns when it dies. Increases the amount of bonus damage dealt to low Health targets.
12
Eternal Guardian III
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 592 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2374 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3324 Magic Damage. Deals 150% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute.
The grizzly instantly respawns when it dies. Increases the amount of bonus damage dealt to low Health targets.
12
Eternal Guardian IV
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 599 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2399 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3360 Magic Damage. Deals 150% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute.
The grizzly instantly respawns when it dies. Increases the amount of bonus damage dealt to low Health targets.
12
Wild Guardian I
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 638 Bleed Damage, and sometimes swipes all enemies in front of it, dealing 2556 Bleed Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Savagery for 75 Ultimate, to maul an enemy for 3579 Bleed Damage. Deals 100% more damage to enemies below 25% Health. The damage has a higher chance to apply the Hemorrhaging status effect.
The bear now deals Bleed Damage, and has a quintuple chance of applying the Hemorrhaging status effect.
12
Wild Guardian II
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 645 Bleed Damage, and sometimes swipes all enemies in front of it, dealing 2584 Bleed Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Savagery for 75 Ultimate, to maul an enemy for 3618 Bleed Damage. Deals 100% more damage to enemies below 25% Health. The damage has a higher chance to apply the Hemorrhaging status effect.
The bear now deals Bleed Damage, and has a quintuple chance of applying the Hemorrhaging status effect.
12
Wild Guardian III
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 652 Bleed Damage, and sometimes swipes all enemies in front of it, dealing 2612 Bleed Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Savagery for 75 Ultimate, to maul an enemy for 3657 Bleed Damage. Deals 100% more damage to enemies below 25% Health. The damage has a higher chance to apply the Hemorrhaging status effect.
The bear now deals Bleed Damage, and has a quintuple chance of applying the Hemorrhaging status effect.
12
Wild Guardian IV
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 659 Bleed Damage, and sometimes swipes all enemies in front of it, dealing 2640 Bleed Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Savagery for 75 Ultimate, to maul an enemy for 3697 Bleed Damage. Deals 100% more damage to enemies below 25% Health. The damage has a higher chance to apply the Hemorrhaging status effect.
The bear now deals Bleed Damage, and has a quintuple chance of applying the Hemorrhaging status effect.
SKILLS
1
Dive IV
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2090 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
1
Dive I
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2024 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
1
Dive II
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2046 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
1
Dive III
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2068 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
1
Dive IV
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2090 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
1
Cutting Dive I
2295 Stamina
Command a cliff racer to dive bomb an enemy, dealing 2091 Bleed Damage immediately and then causing them to bleed for 2080 Bleed Damage over 10 seconds. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
Converts into a Stamina ability and deals Bleed Damage, and applies a damage over time to enemies hit.
1
Cutting Dive II
2295 Stamina
Command a cliff racer to dive bomb an enemy, dealing 2091 Bleed Damage immediately and then causing them to bleed for 2100 Bleed Damage over 10 seconds. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
Converts into a Stamina ability and deals Bleed Damage, and applies a damage over time to enemies hit.
1
Cutting Dive III
2295 Stamina
Command a cliff racer to dive bomb an enemy, dealing 2091 Bleed Damage immediately and then causing them to bleed for 2120 Bleed Damage over 10 seconds. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
Converts into a Stamina ability and deals Bleed Damage, and applies a damage over time to enemies hit.
1
Cutting Dive IV
2295 Stamina
Command a cliff racer to dive bomb an enemy, dealing 2091 Bleed Damage immediately and then causing them to bleed for 2140 Bleed Damage over 10 seconds. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.
Converts into a Stamina ability and deals Bleed Damage, and applies a damage over time to enemies hit.
1
Screaming Cliff Racer I
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2091 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. After dealing damage you increase your Weapon and Spell Damage by 100 for 10 seconds, which quadruples after damaging Off Balance enemies.
Increases your Weapon and Spell Damage after dealing damage, which increases when hitting Off Balance targets.
1
Screaming Cliff Racer II
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2114 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. After dealing damage you increase your Weapon and Spell Damage by 100 for 10 seconds, which quadruples after damaging Off Balance enemies.
Increases your Weapon and Spell Damage after dealing damage, which increases when hitting Off Balance targets.
1
Screaming Cliff Racer III
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2137 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. After dealing damage you increase your Weapon and Spell Damage by 100 for 10 seconds, which quadruples after damaging Off Balance enemies.
Increases your Weapon and Spell Damage after dealing damage, which increases when hitting Off Balance targets.
1
Screaming Cliff Racer IV
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2160 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. After dealing damage you increase your Weapon and Spell Damage by 100 for 10 seconds, which quadruples after damaging Off Balance enemies.
Increases your Weapon and Spell Damage after dealing damage, which increases when hitting Off Balance targets.
4
Scorch IV
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2509 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3486 Magic Damage to enemies in front of you.
4
Scorch I
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2429 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3375 Magic Damage to enemies in front of you.
4
Scorch II
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2455 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3412 Magic Damage to enemies in front of you.
4
Scorch III
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2482 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3449 Magic Damage to enemies in front of you.
4
Scorch IV
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2509 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3486 Magic Damage to enemies in front of you.
4
Subterranean Assault I
2066 Stamina
Stir a group of shalk that attack after 3 seconds, dealing 2509 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 3 seconds and then resurface again, dealing 2509 Poison Damage to enemies in front of you.
Converts to a Stamina ability and deals Poison Damage. Reduces the cost and time it takes for the ability to deal damage, but the second hit no longer deals increased damage.
4
Subterranean Assault II
2066 Stamina
Stir a group of shalk that attack after 3 seconds, dealing 2536 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 3 seconds and then resurface again, dealing 2536 Poison Damage to enemies in front of you.
Converts to a Stamina ability and deals Poison Damage. Reduces the cost and time it takes for the ability to deal damage, but the second hit no longer deals increased damage.
4
Subterranean Assault III
2066 Stamina
Stir a group of shalk that attack after 3 seconds, dealing 2564 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 3 seconds and then resurface again, dealing 2564 Poison Damage to enemies in front of you.
Converts to a Stamina ability and deals Poison Damage. Reduces the cost and time it takes for the ability to deal damage, but the second hit no longer deals increased damage.
4
Subterranean Assault IV
2066 Stamina
Stir a group of shalk that attack after 3 seconds, dealing 2591 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 3 seconds and then resurface again, dealing 2591 Poison Damage to enemies in front of you.
Converts to a Stamina ability and deals Poison Damage. Reduces the cost and time it takes for the ability to deal damage, but the second hit no longer deals increased damage.
4
Deep Fissure I
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2509 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3485 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major and Minor Breach, reducing their Physical and Spell Resistance by 5948 and 2974 for 10 seconds.
Applies Major and Minor Breach to enemies hit, reducing their Physical and Spell Resistance.
4
Deep Fissure II
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2536 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3523 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major and Minor Breach, reducing their Physical and Spell Resistance by 5948 and 2974 for 10 seconds.
Applies Major and Minor Breach to enemies hit, reducing their Physical and Spell Resistance.
4
Deep Fissure III
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2564 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3561 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major and Minor Breach, reducing their Physical and Spell Resistance by 5948 and 2974 for 10 seconds.
Applies Major and Minor Breach to enemies hit, reducing their Physical and Spell Resistance.
4
Deep Fissure IV
2700 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 2591 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 seconds and then resurface again, dealing 3600 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major and Minor Breach, reducing their Physical and Spell Resistance by 5948 and 2974 for 10 seconds.
Applies Major and Minor Breach to enemies hit, reducing their Physical and Spell Resistance.
20
Swarm IV
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4631 Magic Damage over 20 seconds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
20
Swarm I
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4488 Magic Damage over 20 seconds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
20
Swarm II
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4532 Magic Damage over 20 seconds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
20
Swarm III
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4576 Magic Damage over 20 seconds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
20
Swarm IV
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4631 Magic Damage over 20 seconds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
20
Fetcher Infection I
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4642 Magic Damage over 20 seconds. Every second cast of this ability deals 60% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
Every second cast deals increased damage.
20
Fetcher Infection II
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4686 Magic Damage over 20 seconds. Every second cast of this ability deals 60% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
Every second cast deals increased damage.
20
Fetcher Infection III
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4741 Magic Damage over 20 seconds. Every second cast of this ability deals 60% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
Every second cast deals increased damage.
20
Fetcher Infection IV
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 4785 Magic Damage over 20 seconds. Every second cast of this ability deals 60% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
Every second cast deals increased damage.
20
Growing Swarm I
2525 Stamina
Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for 4642 Bleed Damage over 20 seconds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take 422 Bleed Damage every 2 seconds for the duration. You can only have one Growing Swarm active at a time.
Converts into a Stamina ability and deals Bleed Damage. Deals additional damage to nearby enemies of the affected target, but limits the cast to one at a time.
20
Growing Swarm II
2525 Stamina
Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for 4686 Bleed Damage over 20 seconds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take 426 Bleed Damage every 2 seconds for the duration. You can only have one Growing Swarm active at a time.
Converts into a Stamina ability and deals Bleed Damage. Deals additional damage to nearby enemies of the affected target, but limits the cast to one at a time.
20
Growing Swarm III
2525 Stamina
Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for 4741 Bleed Damage over 20 seconds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take 431 Bleed Damage every 2 seconds for the duration. You can only have one Growing Swarm active at a time.
Converts into a Stamina ability and deals Bleed Damage. Deals additional damage to nearby enemies of the affected target, but limits the cast to one at a time.
20
Growing Swarm IV
2525 Stamina
Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for 4785 Bleed Damage over 20 seconds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take 435 Bleed Damage every 2 seconds for the duration. You can only have one Growing Swarm active at a time.
Converts into a Stamina ability and deals Bleed Damage. Deals additional damage to nearby enemies of the affected target, but limits the cast to one at a time.
30
Betty Netch IV
0 Magicka
Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 22 seconds. Every 5 seconds, the netch removes 1 negative effect from you.
30
Betty Netch I
0 Magicka
Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 19 seconds. Every 5 seconds, the netch removes 1 negative effect from you.
30
Betty Netch II
0 Magicka
Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds. Every 5 seconds, the netch removes 1 negative effect from you.
30
Betty Netch III
0 Magicka
Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 21 seconds. Every 5 seconds, the netch removes 1 negative effect from you.
30
Betty Netch IV
0 Magicka
Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 22 seconds. Every 5 seconds, the netch removes 1 negative effect from you.
30
Blue Betty I
0 Magicka
Call a betty netch to your side, which restores 4416 Magicka to you over 22 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Magicka every second while active.
30
Blue Betty II
0 Magicka
Call a betty netch to your side, which restores 4416 Magicka to you over 23 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Magicka every second while active.
30
Blue Betty III
0 Magicka
Call a betty netch to your side, which restores 4416 Magicka to you over 24 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Magicka every second while active.
30
Blue Betty IV
0 Magicka
Call a betty netch to your side, which restores 4416 Magicka to you over 25 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Magicka every second while active.
30
Bull Netch I
0 Stamina
Call a bull netch to your side, which restores 4416 Stamina to you over 22 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Stamina every second while active.
30
Bull Netch II
0 Stamina
Call a bull netch to your side, which restores 4416 Stamina to you over 23 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Stamina every second while active.
30
Bull Netch III
0 Stamina
Call a bull netch to your side, which restores 4416 Stamina to you over 24 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Stamina every second while active.
30
Bull Netch IV
0 Stamina
Call a bull netch to your side, which restores 4416 Stamina to you over 25 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Stamina every second while active.
42
Falcon's Swiftness IV
3240 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds.
42
Falcon's Swiftness I
3510 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds.
42
Falcon's Swiftness II
3420 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds.
42
Falcon's Swiftness III
3330 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds.
42
Falcon's Swiftness IV
3240 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds.
42
Deceptive Predator I
2970 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Evasion, reducing damage from area attacks by 10%.
Passively grants Minor Evasion while slotted.
42
Deceptive Predator II
2880 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Evasion, reducing damage from area attacks by 10%.
Passively grants Minor Evasion while slotted.
42
Deceptive Predator III
2790 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Evasion, reducing damage from area attacks by 10%.
Passively grants Minor Evasion while slotted.
42
Deceptive Predator IV
2700 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Evasion, reducing damage from area attacks by 10%.
Passively grants Minor Evasion while slotted.
42
Bird of Prey I
2970 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Berserk, increasing your damage done by 5%.
Passively grants Minor Berserk while slotted.
42
Bird of Prey II
2880 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Berserk, increasing your damage done by 5%.
Passively grants Minor Berserk while slotted.
42
Bird of Prey III
2790 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Berserk, increasing your damage done by 5%.
Passively grants Minor Berserk while slotted.
42
Bird of Prey IV
2700 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. Gain immunity to snares and immobilizations for 4 seconds. While slotted you gain Minor Berserk, increasing your damage done by 5%.
Passively grants Minor Berserk while slotted.
PASSIVES
18
Bond With Nature II
Anytime one of your Animal Companion skills end, you are healed for 1260 Health.
8
Bond With Nature I
Anytime one of your Animal Companion skills end, you are healed for 630 Health.
18
Bond With Nature II
Anytime one of your Animal Companion skills end, you are healed for 1260 Health.
27
Savage Beast II
When you cast an Animal Companions ability while you are in combat, you generate 4 Ultimate. This effect can occur once every 8 seconds.
14
Savage Beast I
When you cast an Animal Companions ability while you are in combat, you generate 2 Ultimate. This effect can occur once every 8 seconds.
27
Savage Beast II
When you cast an Animal Companions ability while you are in combat, you generate 4 Ultimate. This effect can occur once every 8 seconds.
36
Flourish II
Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.
22
Flourish I
Increases your Magicka and Stamina recovery by 6% if an Animal Companion ability is slotted.
36
Flourish II
Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.
50
Advanced Species II
Increases your Critical Damage by 4% for each Animal Companion ability slotted. Current Bonus: 0%.
39
Advanced Species I
Increases your Critical Damage by 2% for each Animal Companion ability slotted. Current Bonus: 0%.
50
Advanced Species II
Increases your Critical Damage by 4% for each Animal Companion ability slotted. Current Bonus: 0%.
Green Balance
ULTIMATES
12
Secluded Grove IV
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2787 Health. The forest continues to heal you and your allies in the area for 927 Health every 1 second for 6 seconds.
12
Secluded Grove I
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2698 Health. The forest continues to heal you and your allies in the area for 898 Health every 1 second for 6 seconds.
12
Secluded Grove II
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2727 Health. The forest continues to heal you and your allies in the area for 907 Health every 1 second for 6 seconds.
12
Secluded Grove III
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2757 Health. The forest continues to heal you and your allies in the area for 917 Health every 1 second for 6 seconds.
12
Secluded Grove IV
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2787 Health. The forest continues to heal you and your allies in the area for 927 Health every 1 second for 6 seconds.
12
Enchanted Forest I
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2788 Health. The forest continues to heal you and your allies in the area for 928 Health every 1 second for 6 seconds. You generate 20 Ultimate if the initial heal is used on a friendly target under 50% Health.
Generate Ultimate if the initial heal is used on a low health target.
12
Enchanted Forest II
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2818 Health. The forest continues to heal you and your allies in the area for 938 Health every 1 second for 6 seconds. You generate 20 Ultimate if the initial heal is used on a friendly target under 50% Health.
Generate Ultimate if the initial heal is used on a low health target.
12
Enchanted Forest III
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2849 Health. The forest continues to heal you and your allies in the area for 948 Health every 1 second for 6 seconds. You generate 20 Ultimate if the initial heal is used on a friendly target under 50% Health.
Generate Ultimate if the initial heal is used on a low health target.
12
Enchanted Forest IV
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2880 Health. The forest continues to heal you and your allies in the area for 958 Health every 1 second for 6 seconds. You generate 20 Ultimate if the initial heal is used on a friendly target under 50% Health.
Generate Ultimate if the initial heal is used on a low health target.
12
Healing Thicket I
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2788 Health. The forest continues to heal you and your allies in the area for 928 every 1 second for 6 seconds. The healing over time will continue to heal you or your allies for 4 seconds after leaving the forest.
The healing over time will continue to heal you and your allies after leaving the area.
12
Healing Thicket II
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2818 Health. The forest continues to heal you and your allies in the area for 938 every 1 second for 6 seconds. The healing over time will continue to heal you or your allies for 4 seconds after leaving the forest.
The healing over time will continue to heal you and your allies after leaving the area.
12
Healing Thicket III
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2849 Health. The forest continues to heal you and your allies in the area for 948 every 1 second for 6 seconds. The healing over time will continue to heal you or your allies for 4 seconds after leaving the forest.
The healing over time will continue to heal you and your allies after leaving the area.
12
Healing Thicket IV
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2880 Health. The forest continues to heal you and your allies in the area for 958 every 1 second for 6 seconds. The healing over time will continue to heal you or your allies for 4 seconds after leaving the forest.
The healing over time will continue to heal you and your allies after leaving the area.
SKILLS
1
Fungal Growth IV
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2613 Health.
1
Fungal Growth I
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2530 Health.
1
Fungal Growth II
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2557 Health.
1
Fungal Growth III
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2585 Health.
1
Fungal Growth IV
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2613 Health.
1
Enchanted Growth I
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2614 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Magicka and Stamina Recovery by 15% for 20 seconds.
Affected targets have increased Magicka and Stamina Recovery.
1
Enchanted Growth II
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2642 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Magicka and Stamina Recovery by 15% for 20 seconds.
Affected targets have increased Magicka and Stamina Recovery.
1
Enchanted Growth III
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2671 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Magicka and Stamina Recovery by 15% for 20 seconds.
Affected targets have increased Magicka and Stamina Recovery.
1
Enchanted Growth IV
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2700 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Magicka and Stamina Recovery by 15% for 20 seconds.
Affected targets have increased Magicka and Stamina Recovery.
1
Soothing Spores I
3902 Stamina
Seed a large area of mushrooms in front of you, healing you and your allies for 2614 Health. Heals for 15% more on allies that are within 8 meters of you.
Converts into a Stamina ability. Allies near you are healed for more.
1
Soothing Spores II
3902 Stamina
Seed a large area of mushrooms in front of you, healing you and your allies for 2642 Health. Heals for 15% more on allies that are within 8 meters of you.
Converts into a Stamina ability. Allies near you are healed for more.
1
Soothing Spores III
3902 Stamina
Seed a large area of mushrooms in front of you, healing you and your allies for 2671 Health. Heals for 15% more on allies that are within 8 meters of you.
Converts into a Stamina ability. Allies near you are healed for more.
1
Soothing Spores IV
3902 Stamina
Seed a large area of mushrooms in front of you, healing you and your allies for 2700 Health. Heals for 15% more on allies that are within 8 meters of you.
Converts into a Stamina ability. Allies near you are healed for more.
4
Healing Seed IV
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3486 Health. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
4
Healing Seed I
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3375 Health. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
4
Healing Seed II
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3412 Health. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
4
Healing Seed III
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3449 Health. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
4
Healing Seed IV
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3486 Health. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
4
Budding Seeds I
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3485 Health. While the field grows, you and allies are healed for 397 Health every 1 second. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.
4
Budding Seeds II
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3485 Health. While the field grows, you and allies are healed for 401 Health every 1 second. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.
4
Budding Seeds III
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3485 Health. While the field grows, you and allies are healed for 405 Health every 1 second. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.
4
Budding Seeds IV
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3485 Health. While the field grows, you and allies are healed for 410 Health every 1 second. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.
4
Corrupting Pollen I
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3485 Health. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and damage shield strength by 12% and their Weapon and Spell Damage by 215. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
Enemies in the field receive less healing and have reduced Weapon and Spell Damage.
4
Corrupting Pollen II
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3523 Health. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and damage shield strength by 12% and their Weapon and Spell Damage by 215. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
Enemies in the field receive less healing and have reduced Weapon and Spell Damage.
4
Corrupting Pollen III
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3561 Health. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and damage shield strength by 12% and their Weapon and Spell Damage by 215. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
Enemies in the field receive less healing and have reduced Weapon and Spell Damage.
4
Corrupting Pollen IV
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3600 Health. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and damage shield strength by 12% and their Weapon and Spell Damage by 215. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
Enemies in the field receive less healing and have reduced Weapon and Spell Damage.
20
Living Vines IV
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 695 Health each time they take damage. This effect can occur once every 1 second.
20
Living Vines I
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 673 Health each time they take damage. This effect can occur once every 1 second.
20
Living Vines II
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 680 Health each time they take damage. This effect can occur once every 1 second.
20
Living Vines III
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 687 Health each time they take damage. This effect can occur once every 1 second.
20
Living Vines IV
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 695 Health each time they take damage. This effect can occur once every 1 second.
20
Leeching Vines I
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 696 Health each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging that enemy.
Minor Lifesteal is applied to attackers.
20
Leeching Vines II
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 703 Health each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging that enemy.
Minor Lifesteal is applied to attackers.
20
Leeching Vines III
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 711 Health each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging that enemy.
Minor Lifesteal is applied to attackers.
20
Leeching Vines IV
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 718 Health each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging that enemy.
Minor Lifesteal is applied to attackers.
20
Living Trellis I
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 696 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 1687 Health.
Heals when effect ends.
20
Living Trellis II
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 703 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 1705 Health.
Heals when effect ends.
20
Living Trellis III
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 711 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 1724 Health.
Heals when effect ends.
20
Living Trellis IV
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 718 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 1742 Health.
Heals when effect ends.
30
Lotus Flower IV
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 20 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
30
Lotus Flower I
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 17 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
30
Lotus Flower II
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 18 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
30
Lotus Flower III
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 19 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
30
Lotus Flower IV
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 20 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
30
Green Lotus I
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1401 Health and your fully-charged Heavy Attacks to restore 4401 Health to you or 2 nearby allies for 20 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Heals two additional targets and increases the healing caused.
30
Green Lotus II
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1434 Health and your fully-charged Heavy Attacks to restore 4434 Health to you or 2 nearby allies for 20 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Heals two additional targets and increases the healing caused.
30
Green Lotus III
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1467 Health and your fully-charged Heavy Attacks to restore 4467 Health to you or 2 nearby allies for 20 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Heals two additional targets and increases the healing caused.
30
Green Lotus IV
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1500 Health and your fully-charged Heavy Attacks to restore 4500 Health to you or 2 nearby allies for 20 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Heals two additional targets and increases the healing caused.
30
Lotus Blossom I
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 57 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Significantly increases the duration.
30
Lotus Blossom II
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 58 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Significantly increases the duration.
30
Lotus Blossom III
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 59 seconds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Significantly increases the duration.
30
Lotus Blossom IV
1350 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 1 minute. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Significantly increases the duration.
42
Nature's Grasp IV
4050 Magicka
Launch a vine to swing yourself to an ally, healing them for 3480 Health over 10 seconds. You gain 3 Ultimate when this effect completes if you are in combat.
42
Nature's Grasp I
4050 Magicka
Launch a vine to swing yourself to an ally, healing them for 3372 Health over 10 seconds. You gain 3 Ultimate when this effect completes if you are in combat.
42
Nature's Grasp II
4050 Magicka
Launch a vine to swing yourself to an ally, healing them for 3408 Health over 10 seconds. You gain 3 Ultimate when this effect completes if you are in combat.
42
Nature's Grasp III
4050 Magicka
Launch a vine to swing yourself to an ally, healing them for 3444 Health over 10 seconds. You gain 3 Ultimate when this effect completes if you are in combat.
42
Nature's Grasp IV
4050 Magicka
Launch a vine to swing yourself to an ally, healing them for 3480 Health over 10 seconds. You gain 3 Ultimate when this effect completes if you are in combat.
42
Bursting Vines I
4050 Magicka
Launch a vine to swing yourself to an ally, instantly healing them for 2614 Health. Gain 10 Ultimate when healing an ally under 60% Health while you are in combat. This effect can occur every 4 seconds.
Travels faster, heals instantly, and restores more Ultimate.
42
Bursting Vines II
4050 Magicka
Launch a vine to swing yourself to an ally, instantly healing them for 2642 Health. Gain 10 Ultimate when healing an ally under 60% Health while you are in combat. This effect can occur every 4 seconds.
Travels faster, heals instantly, and restores more Ultimate.
42
Bursting Vines III
4050 Magicka
Launch a vine to swing yourself to an ally, instantly healing them for 2671 Health. Gain 10 Ultimate when healing an ally under 60% Health while you are in combat. This effect can occur every 4 seconds.
Travels faster, heals instantly, and restores more Ultimate.
42
Bursting Vines IV
4050 Magicka
Launch a vine to swing yourself to an ally, instantly healing them for 2700 Health. Gain 10 Ultimate when healing an ally under 60% Health while you are in combat. This effect can occur every 4 seconds.
Travels faster, heals instantly, and restores more Ultimate.
42
Nature's Embrace I
4050 Magicka
Launch a vine to swing yourself to an ally, healing you and them for 3480 Health over 10 seconds. Gain 3 Ultimate when either of these effects complete while you are in combat.
Heals both you and the ally.
42
Nature's Embrace II
4050 Magicka
Launch a vine to swing yourself to an ally, healing you and them for 3516 Health over 10 seconds. Gain 3 Ultimate when either of these effects complete while you are in combat.
Heals both you and the ally.
42
Nature's Embrace III
4050 Magicka
Launch a vine to swing yourself to an ally, healing you and them for 3552 Health over 10 seconds. Gain 3 Ultimate when either of these effects complete while you are in combat.
Heals both you and the ally.
42
Nature's Embrace IV
4050 Magicka
Launch a vine to swing yourself to an ally, healing you and them for 3594 Health over 10 seconds. Gain 3 Ultimate when either of these effects complete while you are in combat.
Heals both you and the ally.
PASSIVES
18
Accelerated Growth II
When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 seconds.
8
Accelerated Growth I
When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 2 seconds.
18
Accelerated Growth II
When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 seconds.
27
Nature's Gift II
When you heal an ally with a Green Balance ability, you gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.
14
Nature's Gift I
When you heal an ally with a Green Balance ability, you gain 125 Magicka or 125 Stamina, whichever resource pool is lower. Each effect can occur once every 1 second.
27
Nature's Gift II
When you heal an ally with a Green Balance ability, you gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.
36
Emerald Moss II
Increases your healing done with Green Balance abilities by 2% for each Green Balance ability slotted. Current Bonus: 0%.
22
Emerald Moss I
Increase your healing done with Green Balance abilities by 1% for each Green Balance ability slotted. Current Bonus: 0%.
36
Emerald Moss II
Increases your healing done with Green Balance abilities by 2% for each Green Balance ability slotted. Current Bonus: 0%.
50
Maturation II
When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.
39
Maturation I
When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 10 seconds.
50
Maturation II
When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.
Winter's Embrace
ULTIMATES
12
Sleet Storm IV
200 Ultimate
Twist a violent storm around you, dealing 1161 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
12
Sleet Storm I
200 Ultimate
Twist a violent storm around you, dealing 1124 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
12
Sleet Storm II
200 Ultimate
Twist a violent storm around you, dealing 1136 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
12
Sleet Storm III
200 Ultimate
Twist a violent storm around you, dealing 1148 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
12
Sleet Storm IV
200 Ultimate
Twist a violent storm around you, dealing 1161 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
12
Northern Storm I
200 Ultimate
Twist a violent storm around you, dealing 1742 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. As the storm holds, your Weapon and Spell Damage increases by 50 every 1 second for 5 seconds, up to 9 stacks max. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Vastly increases damage done, and grants you ramping Weapon and Spell Damage for a brief time after activation.
12
Northern Storm II
200 Ultimate
Twist a violent storm around you, dealing 1761 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. As the storm holds, your Weapon and Spell Damage increases by 50 every 1 second for 5 seconds, up to 9 stacks max. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Vastly increases damage done, and grants you ramping Weapon and Spell Damage for a brief time after activation.
12
Northern Storm III
200 Ultimate
Twist a violent storm around you, dealing 1780 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. As the storm holds, your Weapon and Spell Damage increases by 50 every 1 second for 5 seconds, up to 9 stacks max. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Vastly increases damage done, and grants you ramping Weapon and Spell Damage for a brief time after activation.
12
Northern Storm IV
200 Ultimate
Twist a violent storm around you, dealing 1799 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. As the storm holds, your Weapon and Spell Damage increases by 50 every 1 second for 5 seconds, up to 9 stacks max. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Vastly increases damage done, and grants you ramping Weapon and Spell Damage for a brief time after activation.
12
Permafrost I
200 Ultimate
Twist a violent storm around you, dealing 158 Frost Damage every 1 second for 10 seconds to enemies around you and reducing their Movement Speed by 70% and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.
12
Permafrost II
200 Ultimate
Twist a violent storm around you, dealing 158 Frost Damage every 1 second for 11 seconds to enemies around you and reducing their Movement Speed by 70% and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.
12
Permafrost III
200 Ultimate
Twist a violent storm around you, dealing 158 Frost Damage every 1 second for 12 seconds to enemies around you and reducing their Movement Speed by 70% and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.
12
Permafrost IV
200 Ultimate
Twist a violent storm around you, dealing 158 Frost Damage every 1 second for 13 seconds to enemies around you and reducing their Movement Speed by 70% and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.
SKILLS
1
Frost Cloak IV
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.
1
Frost Cloak I
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 17 seconds.
1
Frost Cloak II
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 18 seconds.
1
Frost Cloak III
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 19 seconds.
1
Frost Cloak IV
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.
1
Expansive Frost Cloak I
2700 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.
Increases the radius and reduces the cost.
1
Expansive Frost Cloak II
2610 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.
Increases the radius and reduces the cost.
1
Expansive Frost Cloak III
2520 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.
Increases the radius and reduces the cost.
1
Expansive Frost Cloak IV
2430 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.
Increases the radius and reduces the cost.
1
Ice Fortress I
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 27 seconds. You gain Minor Protection, reducing your damage taken by 5% for 27 seconds.
Grants Minor Protection to you. Increases the duration as the ability ranks up.
1
Ice Fortress II
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 28 seconds. You gain Minor Protection, reducing your damage taken by 5% for 28 seconds.
Grants Minor Protection to you. Increases the duration as the ability ranks up.
1
Ice Fortress III
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 29 seconds. You gain Minor Protection, reducing your damage taken by 5% for 29 seconds.
Grants Minor Protection to you. Increases the duration as the ability ranks up.
1
Ice Fortress IV
4050 Magicka
Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 30 seconds. You gain Minor Protection, reducing your damage taken by 5% for 30 seconds.
Grants Minor Protection to you. Increases the duration as the ability ranks up.
4
Impaling Shards IV
3240 Magicka
Conjure icy shards around you to skewer enemies in the area, dealing 405 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
4
Impaling Shards I
3240 Magicka
Conjure icy shards around you to skewer enemies in the area, dealing 393 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
4
Impaling Shards II
3240 Magicka
Conjure icy shards around you to skewer enemies in the area, dealing 397 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
4
Impaling Shards III
3240 Magicka
Conjure icy shards around you to skewer enemies in the area, dealing 401 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
4
Impaling Shards IV
3240 Magicka
Conjure icy shards around you to skewer enemies in the area, dealing 405 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
4
Gripping Shards I
2970 Magicka
Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 seconds and dealing 406 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect.
Immobilizes enemies around you when cast and reduces the cost.
4
Gripping Shards II
2970 Magicka
Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 seconds and dealing 410 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect.
Immobilizes enemies around you when cast and reduces the cost.
4
Gripping Shards III
2970 Magicka
Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 seconds and dealing 414 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect.
Immobilizes enemies around you when cast and reduces the cost.
4
Gripping Shards IV
2970 Magicka
Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 seconds and dealing 419 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect.
Immobilizes enemies around you when cast and reduces the cost.
4
Winter's Revenge I
3240 Magicka
Conjure icy shards at the target location to skewer enemies in the area, dealing 285 Frost Damage every 1 second for 12 seconds. This damage increases by 30% if cast with a Destruction Staff equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
Summons at targeted location instead of around you. Deals damage based on your offensive stats rather than Max Health.
4
Winter's Revenge II
3240 Magicka
Conjure icy shards at the target location to skewer enemies in the area, dealing 288 Frost Damage every 1 second for 12 seconds. This damage increases by 30% if cast with a Destruction Staff equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
Summons at targeted location instead of around you. Deals damage based on your offensive stats rather than Max Health.
4
Winter's Revenge III
3240 Magicka
Conjure icy shards at the target location to skewer enemies in the area, dealing 291 Frost Damage every 1 second for 12 seconds. This damage increases by 30% if cast with a Destruction Staff equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
Summons at targeted location instead of around you. Deals damage based on your offensive stats rather than Max Health.
4
Winter's Revenge IV
3240 Magicka
Conjure icy shards at the target location to skewer enemies in the area, dealing 294 Frost Damage every 1 second for 12 seconds. This damage increases by 30% if cast with a Destruction Staff equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
Summons at targeted location instead of around you. Deals damage based on your offensive stats rather than Max Health.
20
Arctic Wind IV
4320 Magicka
Envelop yourself in winter winds, instantly healing for 4958 Health and an additional 990 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
20
Arctic Wind I
4320 Magicka
Envelop yourself in winter winds, instantly healing for 4800 Health and an additional 959 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
20
Arctic Wind II
4320 Magicka
Envelop yourself in winter winds, instantly healing for 4852 Health and an additional 969 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
20
Arctic Wind III
4320 Magicka
Envelop yourself in winter winds, instantly healing for 4905 Health and an additional 980 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
20
Arctic Wind IV
4320 Magicka
Envelop yourself in winter winds, instantly healing for 4958 Health and an additional 990 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
20
Polar Wind I
4320 Magicka
Envelop yourself and an ally in winter winds, instantly healing for 4958 Health and healing for an additional 1190 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
Increases the healing over time, and causes the healing to also target a nearby ally.
20
Polar Wind II
4320 Magicka
Envelop yourself and an ally in winter winds, instantly healing for 4958 Health and healing for an additional 1203 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
Increases the healing over time, and causes the healing to also target a nearby ally.
20
Polar Wind III
4320 Magicka
Envelop yourself and an ally in winter winds, instantly healing for 4958 Health and healing for an additional 1216 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
Increases the healing over time, and causes the healing to also target a nearby ally.
20
Polar Wind IV
4320 Magicka
Envelop yourself and an ally in winter winds, instantly healing for 4958 Health and healing for an additional 1229 Health every 2 seconds over 10 seconds. This ability scales off your Max Health.
Increases the healing over time, and causes the healing to also target a nearby ally.
20
Arctic Blast I
4320 Magicka
Envelop yourself in winter winds, instantly healing for 2904 Health. The winds persist for 20 seconds and chill your foes to the bone, dealing 422 Frost Damage every 2 seconds and stunning them after 2 seconds for 3 seconds after activating. The damage has a higher chance to apply the Chilled status effect.
The initial heal is based on your offensive stats rather than Health. Converts the heal over time into damage over time that stuns enemies.
20
Arctic Blast II
4320 Magicka
Envelop yourself in winter winds, instantly healing for 2904 Health. The winds persist for 20 seconds and chill your foes to the bone, dealing 426 Frost Damage every 2 seconds and stunning them after 2 seconds for 3 seconds after activating. The damage has a higher chance to apply the Chilled status effect.
The initial heal is based on your offensive stats rather than Health. Converts the heal over time into damage over time that stuns enemies.
20
Arctic Blast III
4320 Magicka
Envelop yourself in winter winds, instantly healing for 2904 Health. The winds persist for 20 seconds and chill your foes to the bone, dealing 431 Frost Damage every 2 seconds and stunning them after 2 seconds for 3 seconds after activating. The damage has a higher chance to apply the Chilled status effect.
The initial heal is based on your offensive stats rather than Health. Converts the heal over time into damage over time that stuns enemies.
20
Arctic Blast IV
4320 Magicka
Envelop yourself in winter winds, instantly healing for 2904 Health. The winds persist for 20 seconds and chill your foes to the bone, dealing 435 Frost Damage every 2 seconds and stunning them after 2 seconds for 3 seconds after activating. The damage has a higher chance to apply the Chilled status effect.
The initial heal is based on your offensive stats rather than Health. Converts the heal over time into damage over time that stuns enemies.
30
Crystallized Shield IV
4320 Magicka
Spin a shield of ice around you, absorbing up to 16528 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate.
30
Crystallized Shield I
4320 Magicka
Spin a shield of ice around you, absorbing up to 16000 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate.
30
Crystallized Shield II
4320 Magicka
Spin a shield of ice around you, absorbing up to 16176 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate.
30
Crystallized Shield III
4320 Magicka
Spin a shield of ice around you, absorbing up to 16351 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate.
30
Crystallized Shield IV
4320 Magicka
Spin a shield of ice around you, absorbing up to 16528 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate.
30
Crystallized Slab I
4320 Magicka
Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you launch an icy bolt back at the enemy, dealing 1161 Frost Damage and stunning them for 3 seconds.
Greatly increases the shield strength. Absorbing projectiles launches an icy bolt back at the enemy, damaging and stunning them, but no longer restores Ultimate.
30
Crystallized Slab II
4320 Magicka
Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you launch an icy bolt back at the enemy, dealing 1173 Frost Damage and stunning them for 3 seconds.
Greatly increases the shield strength. Absorbing projectiles launches an icy bolt back at the enemy, damaging and stunning them, but no longer restores Ultimate.
30
Crystallized Slab III
4320 Magicka
Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you launch an icy bolt back at the enemy, dealing 1186 Frost Damage and stunning them for 3 seconds.
Greatly increases the shield strength. Absorbing projectiles launches an icy bolt back at the enemy, damaging and stunning them, but no longer restores Ultimate.
30
Crystallized Slab IV
4320 Magicka
Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you launch an icy bolt back at the enemy, dealing 1199 Frost Damage and stunning them for 3 seconds.
Greatly increases the shield strength. Absorbing projectiles launches an icy bolt back at the enemy, damaging and stunning them, but no longer restores Ultimate.
30
Shimmering Shield I
4320 Magicka
Spin a shield of ice around you, absorbing up to 16527 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate and gain Major Heroism for 6 seconds, granting you 3 Ultimate every 1.5 seconds.
Absorbing projectiles grants you Major Heroism and reduces the cost as the ability ranks up.
30
Shimmering Shield II
4230 Magicka
Spin a shield of ice around you, absorbing up to 16527 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate and gain Major Heroism for 6 seconds, granting you 3 Ultimate every 1.5 seconds.
Absorbing projectiles grants you Major Heroism and reduces the cost as the ability ranks up.
30
Shimmering Shield III
4140 Magicka
Spin a shield of ice around you, absorbing up to 16527 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate and gain Major Heroism for 6 seconds, granting you 3 Ultimate every 1.5 seconds.
Absorbing projectiles grants you Major Heroism and reduces the cost as the ability ranks up.
30
Shimmering Shield IV
4050 Magicka
Spin a shield of ice around you, absorbing up to 16527 damage from 3 projectiles. Each time you absorb a projectile you gain 2 Ultimate and gain Major Heroism for 6 seconds, granting you 3 Ultimate every 1.5 seconds.
Absorbing projectiles grants you Major Heroism and reduces the cost as the ability ranks up.
42
Frozen Gate IV
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds and lasts for 15 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1742 Frost Damage. You can have up to 3 Frozen Gates active at a time.
42
Frozen Gate I
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds and lasts for 15 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1687 Frost Damage. You can have up to 3 Frozen Gates active at a time.
42
Frozen Gate II
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds and lasts for 15 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1705 Frost Damage. You can have up to 3 Frozen Gates active at a time.
42
Frozen Gate III
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds and lasts for 15 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1724 Frost Damage. You can have up to 3 Frozen Gates active at a time.
42
Frozen Gate IV
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds and lasts for 15 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1742 Frost Damage. You can have up to 3 Frozen Gates active at a time.
42
Frozen Device I
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, dealt 1742 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 4 seconds. You can have up to 3 Frozen Devices active at a time.
Teleported enemies have their damage done reduced.
42
Frozen Device II
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, dealt 1761 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 4 seconds. You can have up to 3 Frozen Devices active at a time.
Teleported enemies have their damage done reduced.
42
Frozen Device III
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, dealt 1780 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 4 seconds. You can have up to 3 Frozen Devices active at a time.
Teleported enemies have their damage done reduced.
42
Frozen Device IV
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, dealt 1799 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 4 seconds. You can have up to 3 Frozen Devices active at a time.
Teleported enemies have their damage done reduced.
42
Frozen Retreat I
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1742 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30% for 8 seconds. You can have up to 3 Frozen Retreats active at a time.
Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.
42
Frozen Retreat II
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1761 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30% for 8 seconds. You can have up to 3 Frozen Retreats active at a time.
Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.
42
Frozen Retreat III
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1780 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30% for 8 seconds. You can have up to 3 Frozen Retreats active at a time.
Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.
42
Frozen Retreat IV
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1799 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30% for 8 seconds. You can have up to 3 Frozen Retreats active at a time.
Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.
PASSIVES
18
Glacial Presence II
Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increases the damage of your Chilled status effect by 223. This effect scales off your highest offensive stats.
8
Glacial Presence I
Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 100%. Increases the damage of your Chilled status effect by 111. This effect scales off your highest offensive stats.
18
Glacial Presence II
Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increases the damage of your Chilled status effect by 223. This effect scales off your highest offensive stats.
27
Frozen Armor II
Increases your Physical and Spell Resistance by 990 for each Winter's Embrace ability slotted. Current Bonus: 0.
14
Frozen Armor I
Increases your Physical and Spell Resistance by 495 for each Winter's Embrace ability slotted. Current Bonus: 0.
27
Frozen Armor II
Increases your Physical and Spell Resistance by 990 for each Winter's Embrace ability slotted. Current Bonus: 0.
36
Icy Aura II
Reduce the effectiveness of snares applied to you by 15%.
22
Icy Aura I
Reduce the effectiveness of snares applied to you by 7%.
36
Icy Aura II
Reduce the effectiveness of snares applied to you by 15%.
50
Piercing Cold II
Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff.
39
Piercing Cold I
Increases your damage done by 1%, which increases to 6% when wielding an Ice Staff.
50
Piercing Cold II
Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff.