Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

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All About *** GATE OF FATES *** + Update + HIT-TO-THE-POINT Analysis
By kemachart2
There are so many CHARACTER BUILD guides out there.

BUT this guide will provide you ALL BASIC & HELICOPTER VIEW of GATE OF FATES.

So you can build your own character EASILY & EFFECTIVELY.

Hope this help :)
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OUTLINE
1. Helicopter view of GATE OF FATES

*** HIT-TO-THE-POINT Analysis ***

2. SOLDIER ( Inner Ring / RED )

3. SENTINEL ( Inner Ring / GREEN )

4. SCHOLAR ( Inner Ring / PURPLE )

5. WARMONGER ( Middle Ring / RED )
6. PRAETORIAN ( Middle Ring / RED )

7. ASSASSIN ( Middle Ring / GREEN )
8. RANGER ( Middle Ring / GREEN )

9. WARLOCK ( Middle Ring / PURPLE )
10. CABALIST ( Middle Ring / PURPLE )

11. SIEGEBREAKER ( Outer Ring / RED ) + Picture about "INEXORABLE" Point
12. EOS ( Outer Ring / RED )
13. ARM MAESTER ( Outer Ring / RED )
14. CHILD OF FURY ( Outer Ring / RED )

15. DUSKGLAIVE ( Outer Ring / GREEN )
16. WHITE ARROW ( Outer Ring / GREEN )
17. EXORCIST ( Outer Ring / GREEN )
18. ALASTOR ( Outer Ring / GREEN )

19. PLAGUEBRINGER ( Outer Ring / PURPLE )
20. ABYSSAL SHAPER ( Outer Ring / PURPLE )
21. TIME WEAVER ( Outer Ring / PURPLE )
22. ORACLE OF THE TRINITY ( Outer Ring / PURPLE )
1. Helicopter view of GATE OF FATES



Old name in Early Access = PST (Passive Skill Tree)

3 rings (Inner / Middle / Outer)
3 colors (Red / Green / Purple)

Same COLOR = Same SHAPE (in each rings)
Except PLAGUEBRINGER in Outer ring

can RESET
>> in character sheet (press C) >> RESET passive
>> NOT FREE (use PRIMORDIAL AFFINITY )

Inner ring = 3 colors & 3 groups (of nodes)
1 group(class) = 3 subgroup (Left / Middle / Right)
1 subgroup = 8 nodes (1 BIG + 7 small)

1 group = 3 x 8 = 24 nodes
Inner ring = 3 x 24 = *** 72 nodes ***

Middle ring = 3 colors BUT 6 groups (of nodes)
1 group(class) = 3 subgroup (Left / Middle / Right)
1 subgroup = 9 (Left / Right) or 12 nodes (Middle)

(9 = 1 Big + 1 Middle + 7 small / 12 = 1 BIG + 11 small)
1 group = (9 x 2) + 12 = 30 nodes
Middle ring = 6 x 30 = *** 180 nodes ***

Outer ring = 3 colors BUT 12 groups (of nodes)
1 group(class) = 3 subgroup (Left / Middle / Right)
1 subgroup = 5 (Left / Right) or 10 nodes (Middle)
(5 = 1 BIG + 4 small / 10 = 1 BIG + 9 small)

Except Middle subgroup in PLAGUEBRINGER= 12 nodes
1 group = (5 x 2) + 10 = 20 nodes
Outer ring = (11 x 20) + 22 (PLAGUEBRINGER) = *** 242 nodes ***

GATE OF FATES
= 72 + 180 + 242
= *** 494 *** nodes
*** HIT-TO-THE-POINT Analysis ***
1. ALL RESISTANCE nodes

SOLDIER ( Inner Ring / RED ) M 3 R 4 R 5
SENTINEL ( Inner Ring / GREEN ) R 5
SCHOLAR( Inner Ring / PURPLE ) M 4 R4
WARMONGER ( Middle Ring / RED )  R 5
PRAETORIAN ( Middle Ring / RED ) L 1 M 1 M 2 M 3 M 4 R 1
WARLOCK ( Middle Ring / PURPLE ) R 7
CABALIST ( Middle Ring / PURPLE )  L 9 R 5
SIEGEBREAKER ( Outer Ring / RED ) L 1 L 2 L 3
EOS( Outer Ring / RED ) M 2 M 6 M 8 R 3
ARM MAESTER ( Outer Ring / RED ) L 2 M 7
CHILD OF FURY ( Outer Ring / RED ) M 7
PLAGUEBRINGER ( Outer Ring / PURPLE )  M 1 R 1 R 2
ABYSSAL SHAPER ( Outer Ring / PURPLE ) R 4

2. RAGE nodes

SOLDIER ( Inner Ring / RED ) M 5 M 6 M 7 M 8 R 1 R 2
SCHOLAR( Inner Ring / PURPLE ) M 3 M 4 R 4
WARMONGER ( Middle Ring / RED )  R 6 R 7 R 8
PRAETORIAN ( Middle Ring / RED ) L 1
RANGER ( Middle Ring / GREEN ) L 8
WARLOCK ( Middle Ring / PURPLE ) L 6 L 7 L 8
CHILD OF FURY ( Outer Ring / RED ) L 1 L 2 L 4
DUSKGLAIVE ( Outer Ring / GREEN ) L 2 L 3 R 2 R 3
ORACLE OF THE TRINITY ( Outer Ring / PURPLE ) R 2

3. CRITICAL DAMAGE nodes

SOLDIER ( Inner Ring / RED ) L 1 L 2 L 4 L 5
PRAETORIAN ( Middle Ring / RED ) R 4 R 9
RANGER ( Middle Ring / GREEN ) M 12
CABALIST ( Middle Ring / PURPLE )  L 6
SIEGEBREAKER ( Outer Ring / RED ) M 5 M 9
ARM MAESTER ( Outer Ring / RED ) R 5
WHITE ARROW ( Outer Ring / GREEN ) M 5 M 8
2. SOLDIER ( Inner Ring / RED )


L 1 <HEAVY BLOWS>+ 12% MELEE weapon damage / + 10% CRITICAL damage
L 2 <HEAVY BLOWS> + 12% MELEE weapon damage / + 10% CRITICAL damage
L 3 <DUNTLESS> +25 FEROCITY
L 4 <ZEALOUS MIGHT> + 8% ATTACK damage / + 5% CRITICAL damage

L 5 <STYLISH EXECUTION> + 10% CRITICAL damage
L 6 <DEADLY> + 18% ATTACK CRITICAL chance score
L 7 <SUPERNATURAL INSIGHT> + 18% SPELL critical chance score
L 8 <THE WILD CARD>
+ 60% CRITICAL chance score ( ATTACK & SPELL )

M 1 <QUICK DRAW> + 10% COOLDOWN decrease for all skills
M 2 <ZEALOUS MIGHT> + 8% ATTACK damage / + 5% CRITICAL hit damage
M 3 <PAIN RESISTANCE PROGRAM> + 12% to ALL RESISTANCE score / + 8% maximum HEALTH
M 4 <CELERITY> + 6% MOVEMENT speed

M 5 <TENACIOUS> + 3s RAGE conservation time
M 6 <DISCIPLINED> + 8% RAGE cost decrease
M 7 <THE HEAT OF BATTLE>
+ 25 RAGE PER HIT taken

M 8 <DISCIPLINED> + 8% RAGE cost decrease

R 1 <CAPABLE>
+ 10% maximum HEALTH / + 4% RAGE cost decrease / + 4% WILLPOWER cost decrease
R 2 <CAPABLE>
+ 10% maximum HEALTH / + 4% RAGE cost decrease / + 4% WILLPOWER cost decrease
R 3 <UNYIELDING> + 25 TOUGHNESS

R 4 <PAIN RESISTANCE PROGRAM>
+ 12% to ALL RESISTANCE score / + 8% maximum HEALTH
R 5 <STALWART> + 12% to ALL RESISTANCE score / + 12% HEALTH regeneration
R 6 <ENDURING> + 10% maximum HEALTH / + 12% HEALTH regeneration

R 7 <CHEMICALLY EMPOWERED SKIN>
+ 12% AILMENT RESISTANCE score / + 12% HEALTH regeneration
R 8 <SECOND WIND>
when UNDER 30% of max HEALTH,
>> triggered a BURST of HEALTH regeneration

3. SENTINEL ( Inner Ring / GREEN )


L 1 <REFINED TECHNIQUE> + 15% all PROJECTILES damage / + 15% MELEE weapon damage
L 2 <REFINED TECHNIQUE> + 15% all PROJECTILES damage / + 15% MELEE weapon damage
L 3 <NIMBLE> + 25 AGILITY
L 4 <PRECISE STRIKES> + 8% ATTACK damage / + 9% CRITICAL chance score

L 5 <CELERITY> + 6% MOVEMENT speed
L 6 <QUICK-MINDED> + 18% SPELL casting speed score
L 7 <BLITZ FIGHTING> + 18% ATTACK speed score
L 8 <BACKLINE RAIDER>
+ 50% ATTACK speed score / + 50% SPELL Casting speed score

M 1 <QUICK DRAW> + 10% COOLDOWN decrease for all skills
M 2 <PRECISE STRIKES> + 8% ATTACK damage / + 9% CRITICAL chance score
M 3 <SLIPPERY> + 1 STAMINA point
M 4 <CHEMICALLY EMPOWERED METABOLISM>
+ 10% maximum HEALTH / + 12% HEALTH regeneration

M 5 <ENDURANCE TRAINING> + 15% STAMINA regeneration rate decrease
M 6 <CALCULATED SKIRMISH> + 20% DAMAGE when at FULL STAMINA
M 7 <PINCH RUNNER>
gain +3 STAMINA point(s) when at 30% of max HEALTH or lower

M 8 <HIGH ADRENALINE> + 4% damage per missing STAMINA point

R 1 <RESILIENT> + 10% maximum HEALTH / + 8% FORCE shield
R 2 <RESILIENT> + 10% maximum HEALTH / + 8% FORCE shield
R 3 <UNYIELDING> + 25 TOUGHNESS
R 4 <CHEMICALLY EMPOWERED METABOLISM>
+ 10% maximum HEALTH / + 12% HEALTH regeneration

R 5 <ENDURING> + 12% PASSIVE DODGE chance score / + 9% to ALL RESISTANCE score
R 6 <EVASIVE MANOEUVERS> + 12% PASSIVE DODGE chance score / + 8% FORCE shield
R 7 <FLEXIBLE> + 12% PASSIVE DODGE chance score / + 8% maximum HEALTH
R 8 <COVERT OPERATIVE>
+ 100% PASSIVE DODGE chance score after being HIT
4. SCHOLAR ( Inner Ring / PURPLE )


L 1 <HEIGHTENED CONCENTRATION> + 12% SPELL damage / + 12% AILMENT damage
L 2 <HEIGHTENED CONCENTRATION> + 12% SPELL damage / + 12% AILMENT damage
L 3 <DETERMINED> + 25 WISDOM
L 4 <ADEPT> + 12% SPELL casting speed score / + 8% damage

L 5 <ANATOMICAL EXPERT> + 25% MATERIAL AILMENT CHANCE score
L 6 <PHYSICIAN> + 25% ELEMENTAL AILMENT CHANCE score
L 7 <WITCHCRAFT CONSULTANT> + 25% OCCULT AILMENT CHANCE score
L 8 <ATTRITION STRATEGIST>
+ 60% AILMENT CHANCE score

M 1 <QUICK DRAW> + 10% COOLDOWN decrease for all skills
M 2 <ADEPT> + 12% SPELL casting speed score / + 8% damage
M 3 <EMOTIONAL INTELLIGENCE> + 150 max WILLPOWER & RAGE
M 4 <STEADFAST>
+ 5% RAGE cost decrease / + 5% WILLPOWER cost decrease
+ 9% to ALL RESISTANCE score


M 5 <INCREASED AWARENESS> + 15 RADIUS for picking up HEALTH GLOBES
M 6 <UNWAVERING DEDICATION> + 10% HEALING received from HEALTH GLOBES
M 7 <THIRST FOR KNOWLEDGE>
+ 25% FORCE shield recharge from HEALTH GLOBES

M 8 <UNWAVERING DEDICATION> + 10% HEALING received from HEALTH GLOBES

R 1 <HARDY> + 10% FORCE shield / + 12% AILMENT RESISTANCE score
R 2 <HARDY> + 10% FORCE shield / + 5% AILMENT RESISTANCE score
R 3 <UNYIELDING> + 25 TOUGHNESS
R 4 <STEADFAST >
+ 5% RAGE cost decrease / + 5% WILLPOWER cost decrease
+ 9% to ALL RESISTANCE score


R 5 <PURIFIER'S WILL >
+ 30% decrease to DAMAGE received when FORCE shield is FULL

R 6 <PROPAGANDA FUELED ZEAL + 20% FORCE shield regeneration DELAY decrease
R 7 <HEROIC RESOLVE>
+ 17% FORCE shield regeneration rate / + 10% FORCE shield regeneration DELAY decrease
R 8 <CHEMICALLY EMPOWERED BRAIN> + 25% FORCE shield regeneration rate
5. WARMONGER ( Middle Ring / RED )


L 1 <GOD AMONGST MEN>
+ 50% MATERIAL damage / can ONLY deal MATERIAL damage

L 2 <MYSTIC POTENTIAL>
+ 30% AETHER damage converted into PHYSICAL damage
+ 30% SACRED damage converted into PHYSICAL damage
+ 30% SHADOW damage converted into PHYSICAL damage


L 3 <PRIMAL POWER>
+ 30% FIRE damage converted into PHYSICAL damage
+ 30% FROST damage converted into PHYSICAL damage
+ 30% LIGHTNING damage converted into PHYSICAL damage

L 4 <CRUELTY> + 15% MATERIAL damage
L 5 <MARKED FLESH> + 100 maximum HEALTH / + 8% maximum HEALTH

L 6 <BATTLEFIELD PREDATOR> + 1% DAMAGE for each nearby ENEMY
L 7 <BESTIAL FRENZY> + 4% DAMAGE for each nearby ENEMY within 4 m RADIUS
L 8 <TAKE ALL CHALLENGER> 2 m RADIUS for enemies to be considered nearby
L 9 <BLOOD RUSH> + 10% maximum HEALTH + 12% HEALTH regeneration

M 1 <MASTER OF THE FRONTLINE>
+ 8% MELEE weapon damage + 6% ATTACK damage
M 2 <UNLEASH POWER> + 10% ATTACK damage
M 3 <UNLEASH POWER> + 16% ATTACK damage
M 4 <UNLEASH POWER> + 10% ATTACK damage

M 5 <BRUTALITY> + 25 FEROCITY
M 6 <WHIRLWIND OF STEEL> + 10% MELEE weapon damage
M 7 <WHIRLWIND OF STEEL> + 16% MELEE weapon damage
M 8 <WHIRLWIND OF STEEL> + 10% MELEE weapon damage

M 9 <STRIKE LIKE LIGHTNING>
+ 5% MOVEMENT speed / + 5% ATTACK speed score
+ 9% SPELL casting speed score
(Update)
M 10 <TEARER OF FLESH> + 2% LIFE LEECH from WEAPON damage (Update)
M 11 <FEAST FOR THE CROWS>
+ 2% global LIFE LEECH

M 12 <BLOOD OFFERING> + 2% LIFE LEECH from SPELL damage

R 1 <BLOOD REAPER>
+ 50% PHYSICAL damage converted into REND damage

R 2 <SHREDDER> + 15% BLEED chance score when dealing REND damage (Update)
R 3 <CANNIBALISTIC SAVAGERY> + 4% LIFE LEECH on BLEEDING target
R 4 <SWIFTNESS > + 15% ATTACK speed score

R 5 <IMPERVIOUS> + 5 to ALL RESISTANCE score / + 12% to ALL RESISTANCE score (Update)
R 6 <APPETITE FOR BLOODSHRED> + 35 RAGE generation on kill
R 7 <MANIC SLAUGHTER> + 2% DAMAGE per 100 unconsumed RAGE points (Update)
R 8 <UNBRIDLED RAGE> + 10% RAGE per hit taken
R 9 <DEADLY PHYSICALITY> + 10% MATERIAL damage / + 10% ATTACK speed score
6. PRAETORIAN ( Middle Ring / RED )


L 1 <SELFLESS COURAGE>
+ 25% ALL RESISTANCE score for YOU & your ALLIES after a HIT is blocked

L 2 <PERFECT DEFENSE> + 20% BLOCK efficiency
L 3 <NONE SHALL PASS> + 5% BLOCK chance

L 4 <MIGHTY> + 12% ATTACK damage
L 5 <IMMORTAL BLOOD> + 25% HEALTH regeneration
L 6 <RIGHTFUL VENGEANCE>
+ 0.25% DAMAGE per percent of PHYSICAL resistance

L 7 <RETALIATOR>
+ 0.75% DAMAGE per percent of PHYSICAL RESISTANCE / - 50% CRITICAL hit chance
L 8 <RIGHTFUL VENGEANCE> + 0.25% DAMAGE per percent of PHYSICAL RESISTANCE
L 9 <PERSEVERANCE> + 12% HEALTH regeneration / + 10% HEALTH regeneration rate

M 1 <IMPERVIOUS WALL> + 12% to ALL RESISTANCE score / + 8% maximum HEALTH
M 2 <IRON SKIN> + 18% to ALL RESISTANCE score
M 3 <IRON SKIN> + 18% to ALL RESISTANCE score
M 4 <IRON SKIN> + 18% to ALL RESISTANCE score
M 5 <BRUTALITY> + 25 FEROCITY

M 6 <ROBUST> + 15% maximum HEALTH
M 7 <ROBUST> + 15% maximum HEALTH
M 8 <ROBUST> + 15% maximum HEALTH
M 9 <STRIKE LIKE LIGHTNING>
+ 5% MOVEMENT speed / + 5% ATTACK speed score
+ 9% SPELL Casting speed score


M 10 <REGAL BLESSING> + 20% BLOCK efficiency
M 11 <KINGLESS AEGIS>
+ 6% added BLOCK chance and allow any weapon to block

M 12 <UNORTHODOX TECHNIQUE>
+ 3% added BLOCK chance and allow any weapon to block

R 1 <BLESSED MANNA>
+ 40% ALL RESISTANCE score for YOU & your ALLIES
after a HEALTH GLOBE is picked up


R 2 <DIVINE ALMS> + 10% HEALING received from HEALTH GLOBE

R 3 <HOLY GIFT> + 4% HEALTH GLOBE generation
R 4 <WEAK SPOT FOCUS> + 10% CRITICAL damage
R 5 <REGENERATIVE BODY> + 20% HEALTH regeneration rate
R 6 <FAITH OF THE KINGLESS> + 1 WEAKNESS stack inflicted on block

R 7 <SACRED OATH>
apply 2 WEAKNESS stacks upon blocking an ATTACK
to the target in 7 m RADIUS

R 8 <LAIBONITE DISCIPLINE> + 5% BLOCK chance
R 9 <ONE MAN CRUSADE> + 12% ATTACK damage / + 10% CRITICAL damage

7. ASSASSIN ( Middle Ring / GREEN )


L 1 <BLESSING OF THE JADE LEGION>
+ 50% PHYSICAL damage converted into TOXIC damage

L 2 <CONCENTRATED TOXIN> + 15% POISON AILMENT damage
L 3 <SERPENTINE AFFINITY> + 50% POISON stack duration
L 4 <EQUIPMENT MAINTENANCE> + 15% MATERIAL damage

L 5 <PHYSICAL CONDITIONING> + 100 maximum HEALTH / + 8% maximum HEALTH
L 6 <SLIPPING SHADOW> ACTIVE DODGE can GO THROUGH ENEMIES
L 7 <ESCAPE ARTIST> + 1 STAMINA point
L 8 <UNSTOPPABLE TRACKER> + 15% STAMINA regeneration rate decrease
L 9 <BODY AND MIND> + 10% maximum HEALTH / + 8% FORCE shield

M 1 <ELABORATE FLURRY> + 15% ATTACK speed score / 8% FORCE shield
M 2 <ELUSIVE> + 15% PASSIVE DODGE chance score
M 3 <ELUSIVE> + 25% PASSIVE DODGE chance score
M 4 <STRIKE LIKE LIGHTNING>
+ 5% MOVEMENT speed / + 5% ATTACK speed score
+ 9% SPELL casting speed score


M 5 <SWIFTNESS> + 15% ATTACK speed score
M 6 <SWIFTNESS> + 15% ATTACK speed score
M 7 <SWIFTNESS> + 15% ATTACK speed score
M 8 <ELUSIVE> + 15% PASSIVE DODGE chance score
M 9 <LITHE> + 25 AGILITY

M 10 <PARANOIA> - 3 m RADIUS to increase DAMAGE to solo nearby ENEMY
M 11 <CLANDESTINE EXECUTION>
+ 25% DAMAGE when only one enemy is within 7 m RADIUS

M 12 <A WORTHY ADVERSARY>
+ 5% DAMAGE when only one enemy is considered nearby

R 1 <MERCILESS LETHALITY>
+ 60% CRITICAL hit damage / - 30% damage

R 2 <KILLER INSTINCT> + 18% CRITICAL chance score
R 3 <KILLER INSTINCT> + 18% CRITICAL chance score
R 4 <WEAK SPOT FOCUS> + 18% CRITICAL chance score

R 5 <MENTAL FORTITUDE> + 100 FORCE shield / + 8% FORCE shield
R 6 <PHANTOM STRIKE> the CRITICAL chance of a DASH ATTACK is doubled
R 7 <HUNTER'S VIGOR> + 20% DASH ATTACK cooldown decrease
R 8 <KILLING LUNGE> + 2 m DASH ATTACK RANGE
R 9 <IMPECCABLE AIM> + 10% MATERIAL damage / + 9% CRITICAL chance score

8. RANGER ( Middle Ring / GREEN )


L 1 <COME WHAT MAY>
all PROJECTILES pierce every target within a 6 m RADIUS

L 2 <DEADLY AIM> + 18% all PROJECTILES CRITICAL chance score
L 3 <DEADLY AIM> + 18% all PROJECTILES CRITICAL chance score
L 4 <SWIFTNESS> + 15% ATTACK speed score
L 5 <PHYSICAL CONDITIONING> + 100 maximum HEALTH / + 8% maximum HEALTH
L 6 <PERSISTENCE HUNTING> + 25% DAMAGE to enemies with impaired MOVEMENT

L 7 <CRIPPLING ASSAULT> + 25% STASIS chance score on AETHER damage
L 8 <OVERWHELMING BARRAGE>
+ 20% STUN chance score on PHYSICAL damage
+ 20% FREEZE chance score on FROST damage

L 9 <BODY AND MIND> + 10% maximum HEALTH / + 8% FORCE shield

M 1 <UNSTOPPABLE FLURRY>
+ 12% all PROJECTILES damage / + 10% ATTACK speed score
M 2 <ELUSIVE> + 15% PASSIVE DODGE chance score
M 3 <ELUSIVE> + 25% PASSIVE DODGE chance score

M 4 <STRIKE LIKE LIGHTNING>
+ 5% MOVEMENT speed / + 5% ATTACK speed score
+ 9% SPELL casting speed score

M 5 <SHOOT TO KILL> + 16% all PROJECTILES damage
M 6 <SHOOT TO KILL> + 10% all PROJECTILES damage

M 7 <SHOOT TO KILL> + 10% all PROJECTILES damage
M 8 <ELUSIVE> + 15% PASSIVE DODGE chance score
M 9 <LITHE> + 25 AGILITY
M 10 <DEADLY AIM> + 18% all PROJECTILES CRITICAL chance score

M 11 <ARCHION'S TEACHING>
+ 1 PROJECTILE(S) to all projectiles SKILLS ( ATTACKS and SPELLS)
- 50% all PROJECTILES damage


M 12 <BULLSEYE> + 25% all PROJECTILES CRITICAL damage

R 1 <SAFE FROM AFAR>
+ 175% all PROJECTILES damage scaling with DISTANCE at 15 m

R 2 <SWIFT DEATH> + 15% all PROJECTILES speed
R 3 <SWIFT DEATH> + 15% all PROJECTILES speed
R 4 <PUNCTURING SHOT> + 1 PIERCE to all projectiles

R 5 <MENTAL FORTITUDE> + 100 FORCE shield / + 8% FORCE shield
R 6 <MEDITATIVE FOCUS> + 25% DAMAGE when ENEMIES are not within a 6 m RADIUS
R 7 <DEAD FROM AFAR> + 10% DAMAGE when ENEMIES are considered FAR-AWAY
R 8 <PERSONAL SPACE> - 2 m RADIUS for ENEMIES to be considered FAR-AWAY
R 9 <SWIFTNESS> + 20% ATTACK speed score
9. WARLOCK ( Middle Ring / PURPLE )


L 1 <RESIDUAL ENERGY>
ATTACK gain 30% damage from the last SPELL cast
>> the DAMAGE TYPE is the same as the last SPELL cast


L 2 <WITCHCRAFT ADEPT> + 15% OCCULT damage
L 3 <ELEMENTAL MANIPULATION> + 15% ELEMENTAL damage

L 4 <SPELLSLINGER> + 18% SPELL casting speed score
L 5 <HYPER SELF-AWARENESS> + 25% FORCE shield regeneration rate
L 6 <DUTY OF EXTERMINATE> + 200 max WILLPOWER & RAGE
L 7 <TWISTED OBLIGATION> + 100 max WILLPOWER & RAGE

L 8 <TWISTED OBLIGATION> + 100 max WILLPOWER & RAGE
L 9 <SELF-PRESERVATION INSTINCT>
+ 17% FORCE shield regeneration rate
+ 10% FORCE shield regeneration DELAY decrease


M 1 <DOMINATOR> + 20 WILLPOWER on hit
M 2 <SHARP INSIGHT> + 12% FORCE shield
M 3 <SHARP INSIGHT> + 20% FORCE shield
M 4 <SHARP INSIGHT> + 12% FORCE shield
M 5 <FOCUSED> + 25 WISDOM

M 6 <MAGICAL MASTERY> + 10% SPELL damage
M 7 <MAGICAL MASTERY> + 16% SPELL damage
M 8 <MAGICAL MASTERY> + 10% SPELL damage
M 9 <STRIKE LIKE LIGHTNING>
+ 5% MOVEMENT speed / + 5% ATTACK speed score
+ 9% SPELL casting speed score


M 10 <SELF-RESTRAINT> + 8% SPELL cost reduction
M 11 <REINING IN THE DARKNESS>
+ 100% SPELL CRITICAL chance score
>> while WILLPOWER is above 75%


M 12 <DARK CALLING> + 10% WILLPOWER regeneration

R 1 <FAITH LEECH>
LIFE LEECH affects FORCE shield instead of HEALTH

R 2 <RAVENOUS MAGIC> + 2% LIFE LEECH from SPELL damage
R 3 <RAVENOUS MAGIC> + 2% LIFE LEECH from SPELL damage
R 4 <SELF-RESTRAINT> + 8% SPELL cost decrease
R 5 <IMPATIENT> + 20% FORCE shield regeneration DELAY decrease

R 6 <RESILIENCE TO CORRUPTION>
DAMAGE-OVER-TIME is dealt to your FORCE shield before your HEALTH
R 7 <STRONG-WILLED> + 18% to ALL RESISTANCE score
R 8 <ANCIENT TRINKET> + 18% AILMENT RESISTANCE score
R 9 <UNHOLY DOMINION>
+ 12% SPELL casting speed score / + 4% SPELL cost decrease

10. CABALIST ( Middle Ring / PURPLE )


L 1 <INSIDIOUS DECAY>
+ 2 AILMENT stack(s) inflicted
- 30% decrease to DAMAGE that does not deal DAMAGE-OVER-TIME


L 2 <MASTER OF CURSES> + 5 maximum AILMENT stacks
L 3 <MASTER OF CURSES> + 5 maximum AILMENT stacks

L 4 <TORMENTOR> + 18% AILMENT chance score
L 5 <ANCIENT TRINKET> + 18% AILMENT RESISTANCE score
L 6 <PRIMORDIAL INSIGHT>
DAMAGE-OVER-TIME triggered with a CRITICAL hit deals critical damage

L 7 <OTHERWORLDLY TECHNIQUE> + 18% ATTACK CRITICAL chance score
L 8 <ANCIENT KNOWLEDGE> + 18% SPELL CRITICAL chance score
L 9 <PROTECTIVE AURA>
+ 12% AILMENT RESISTANCE score / + 9% to ALL RESISTANCE score

M 1 <CLARITY OF MIND> + 8% SPELL cost decrease / + 8% SPELL damage
M 2 <SHARP INSIGHT> + 12% FORCE shield
M 3 <SHARP INSIGHT> + 20% FORCE shield
M 4 <SHARP INSIGHT> + 12% FORCE shield

M 5 <FOCUSED> + 25 WISDOM
M 6 <INCESSANT INFIRMITY>
+ 30% AILMENT damage / - 10% decrease to DAMAGE that does not deal DAMAGE-OVER-TIME
M 7 <LETHAL CERTAINTY> + 12% AILMENT damage

M 8 <CRIPPLING DECREPITUDE>
+ 50% AILMENT damage / - 15% decrease to DAMAGE that does not deal DAMAGE-OVER-TIME
M 9 <STRIKE LIKE LIGHTNING>
+ 5% MOVEMENT speed / + 9% ATTACK speed score
+ 9% SPELL Casting speed score

M 10 <TORMENTOR> + 18% AILMENT chance score

M 11 <GRIEVOUS AFFLICTIONS>
can now apply +1 additional AILMENT(S)

M 12 <CRIPPLING DECREPITUDE>
+ 50% AILMENT damage / - 15% decrease to DAMAGE that does not deal DAMAGE-OVER-TIME

R 1 <IMMORTAL OFFERING>
killing an ENEMY grant

+ 5% DAMAGE

>> as corresponding DAMAGE TYPE
for each AILMENT stack on that ENEMY

>> (up to 5 stacks per damage type)


R 2 <MAGICAL MASTERY> + 12% SPELL damage
R 3 <MAGICAL MASTERY> + 12% SPELL damage
R 4 <TENACIOUS AFFLICTIONS> + 50% AILMENT stack duration
R 5 <STRONG-WILLED> + 18% to ALL RESISTANCE score
R 6 <POWER OF THE FIRST MEN>
+ 50% chance to multiply the number of AILMENT stack inflicted by 2

R 7 <ENNERACT EXPERT>
+ 25% chance to multiply the number of AILMENT stack inflicted
R 8 <ARTEFACT ANALYSIS>
+ 25% chance to multiply the number of AILMENT stack inflicted
R 9 <ENFLEEBING ENERGY>
+ 12% AILMENT chance score / + 75% AILMENT stack duration
11. SIEGEBREAKER ( Outer Ring / RED ) + Picture about "INEXORABLE" Point


L 1 <ELEVATED GAIN>
BONUS depend on TYPE of HELMET equipped

BRUISER :
0.5 HEALTH generation for every health point on equipped bruiser helmet

HEAVY :
gain ALL RESISTANCE score
equal to 1 multiplied by ALL RESISTANCE score on equipped heavy helmet


ROGUE :
regenerate HEALTH and FORCE shield
equivalent to 2 times the HEALTH given by your equipped rogue helmet
each time you complete a successful PASSIVE DODGE


SORCERER :
0.01 FORCE shield regeneration
for every force shield point on equipped sorcerer helmet


L 2 <SALVATORY ANCHOR>
BONUS depend on TYPE of CHEST-piece equipped

BRUISER :
0.5 HEALTH regeneration for every health points on equipped bruiser chest-piece

HEAVY :
gain ALL RESISTANCE equal to ALL RESISTANCE on equipped heavy chest-piece

ROGUE :
regenerate HEALTH and FORCE shield
equivalent to 2 times the health given by your equipped rogue chest-piece
each time you complete a successful PASSIVE DODGE


SORCERER :
0.01 FORCE shield regeneration
for every force shield point on equipped sorcerer chest-piece


L 3 <LIBERTY ARISEN> + 20% ALL RESISTANCE score / - 15% PASSIVE DODGE chance score
L 4 <MONOLITH> + 15% PHYSICAL damage
L 5 <OBSIDIAN IDOL> + 25% PHYSICAL damage / - 10% OCCULT damage

M 1 <BRUTAL IMPOSITION>
DAMAGE is increased by
+ 0.5 multiplied by your equipped SHILED'S BLOCK chance

M 2 <INEXORABLE VITALITY>
+ 12% to ALL RESISTANCE score / + 8% maximum HEALTH

M 3 <CHROMATIC IDOL> + 25% PHYSICAL damage / - 10% ELEMENTAL damage
M 4 <FUTILE ENDEAVOUR> + 15% BLOCK efficiency (Update)
M 5 <LANDSLIDE> + 10% CRITICAL damage / + 8% maximum HEALTH
M 6 <UNSUNKEN> + 18% to ALL RESISTANCE score

M 7 <DISALLOWING VESSEL>
while STATIONARY,
gain 1 INEXORABLE point every 1s,
up to maximum of 10
- 5% MOVEMENT speed per INEXORABLE point
+ 6% DAMAGE per INEXORABLE point


M 8 <SECURE PARRY>
+0.1% HEALTH regeneration per INEXORABLE point
+10% ALL RESISTANCE score per INEXORABLE point

M 9 <LANDSLIDE> + 10% CRITICAL damage / + 8% maximum HEALTH
M 10 <FUTILE ENDEAVOUR> + 20% BLOCK efficiency / - 15% PASSIVE DODGE chance score




R 1 <PROUD HELM> + 1% BLOCK chance per "FORTRESS" point

R 2 <BELLIGERENT BANNER>
1 per "FORTRESS" point gained every 1.5s,
up to a maximum of 10
+ 4% BLOCK chance per "FORTRESS" point


R 3 <LIBERTY ARISEN>
+ 20% to ALL RESISTANCE score / - 15% PASSIVE DODGE chance score

R 4 <BANE OF TYRANNY>
DAMAGE is increased by
+ 0.5 multiplied by your equipped SHILED'S BLOCK chance

R 5 <BRUTAL IMPOSITION>
DAMAGE is increased by
+ 0.5 multiplied by your equipped SHILED'S BLOCK chance


12. EOS ( Outer Ring / RED )


L 1 <SUDDEN DEATH>
dealing SACRED damage now instantly kills CHAMPION enemies
below a percantage of their HEALTH
in addition to UNDERLYINGS and SPECIALISTS


L 2 <DAWN'S PIOUS STRIKER>
dealing SACRED damage now instantly kills ENEMIES
>> below 15% of their max HEALTH
(UNDERLYINGS and SPECIALISTS ONLY)


L 3 <HEALING HANDS> + 10% HEALING received from ALL sources
L 4 <PURGE> + 15% SACRED damage
L 5 <LADY'S HAND> + 12% ATTACK damage

M 1 <LUMINOUS RITUAL> + 12% SPELL damage
M 2 <LIGHT FOR THE BLIND>
+ 8% ATTACK damage / + 8% SPELL damage / +8% FORCE shield
M 3 <LADY'S HAND> + 12% ATTACK damage
M 4 <FINAL SACRAMENT> + 8% SPELL damage / + 10% SACRED damage

M 5 <HOLY SONG> + 15% FORCE shield
M 6 <ARMED SERMON> + 10% FORCE shield / + 9% to ALL RESISTANCE score
M 7 <BEACON FOR THE LOST>
+ 25% SPELL damage when FORCE shield is above 50 %
and
+ 25% ATTACK damage when FORCE shield is below 50 %


M 8 <HALLOWED INSIGHT>
10% increase to SPELL damage when above FORCE shield threshold
and
10% increase to ATTACK damage when below FORCE shield threshold

M 9 <TOUCH OF DIVINITY> + 9% to ALL RESISTANCE score
M 10 <ANOINTMENT> + 8% ATTACK damage / + 10% SACRED damage

R 1 <FAMED RETURN> + 20% to ALL RESISTANCE score upon ALLY RESURRECTION
R 2 <UNFLAGGING PRAYER>
all nearby ALLIES are RESURRECTED
when your HEALTH drops below 30% of maximum
and
all nearby ALLIES gain 30% boost to ALL RESISTANCE score
when ALLIES are resurrected


R 3 <INSTRUCTED CURE> + 10% HEALING received from SPELLS
R 4 <PURGE> + 15% SACRED damage
R 5 <LUMINOUS RITUAL> + 12% SPELL damage
13. ARM MAESTER ( Outer Ring / RED )


L 1 <INGENIOUS STANCE>
INCREASE chance to double ATTACK damage
>> while PROBING WEAKNESS is active by 5%
and
INCREASE BLOCK chance
>> while STALWART RESOLVE is active by 5%


L 2 <VIRTUOSE STANCE>
gain access to 2 STANCES :
PROBING WEAKNESS & STALWART RESOLVE
>>A STANCE is CHANGED when an ACTIVE DODGE is used

while PROBING WEAKNESS is active,
>> you have a 10% chance to double BASIC ATTACK damage
at the cost of 25 % of your ALL RESISTANCE score

while STALWART RESOLVE is active,
>> you have 10% BLOCK chance and 25% BLOCK efficiency
at the cost of 25 % of your ATTACK and SPELL damage


L 3 <HIGH EVASION> + 10% BLOCK chance
L 4 <SUNDERING PRECISION> + 12% REND damage
L 5 <FLURRY OF BLOWS>
+ 8% DAMAGE with ONE-handed weapons / + 10% ATTACK speed score

M 1 <CALCULATED CLEAVE> + 12% DAMAGE with TWO-handed weapons
M 2 <OMNIPRACTICE>
+ 8% ATTACK damage
+ 10% DAMAGE with ONE-handed weapons
+ 10% DAMAGE with TWO-handed weapons


M 3 <CLEVER THRUST> + 12% DAMAGE with ONE-handed weapons
M 4 <INDURATION> + 14% BLOCK efficiency / + 8% maximum HEALTH
M 5 <CLEVER THRUST> + 12% DAMAGE with ONE-handed weapons
M 6 <PERCUSSIVE REBOUND> + 6% added BLOCK chance and allow any weapon to block

M 7 <PUGILIST'S MOMENTUM>
provide ALTERNATIVE 4th attack to each BASIC ATTACK combo

>> 4th attack of a BOW basic attack combo
shoots multiple PROJECTILES in ALL DIRECTION

>> 4th attack of a STAFF basic attack combo
fires additional PROJECTILE in TARGET'S direction

>> 4th attack of a TWO-handed basic attack combo
STUN all enemies that are HIT

>> 4th attack of a ONE-handed basic attack combo
is a CRITICAL hit
(Update)

M 8 <CESSATION> 4th attack of each BASIC ATTACK combo
deals 50% additional DAMAGE

M 9 <CALCULATED CLEAVE> + 12% TWO-handed weapon DAMAGE
M 10 <INDURATION> + 14% BLOCK efficiency / + 8% maximum HEALTH

R 1 <MATHEMATICAL COUNTER>
DAMAGE dealt to attacking enemy when their attack is BLOCKED i
s dealt as REND damage

R 2 <PROUD REPRISAL>
100% of WEAPON damage dealt to attacking enemy
when their attack is BLOCKED


R 3 <MASS EVASION> + 10% BLOCK chance
R 4 <SUNDERING PRECISION> + 12% REND damage
R 5 <RAIN OF HAZARDS>
+ 8% TWO-handed weapon DAMAGE / + 5% CRITICAL damage
14. CHILD OF FURY ( Outer Ring / RED )


L 1 <FRENZIED BLOWS>
SKILLS have +100% RAGE cost when rage is over 750,
but skills cast at this increased cost deal DOUBLE damage

L 2 <FURIOUS APPETITE>
passively generate RAGE instead willpower

L 3 <UNDYING FLICKER>
+ 10% BLOCK chance while ONE-handed weapons equipped
L 4 <WYRMBREATH> + 10% FIRE damage / + 10 RAGE per hit taken
L 5 <INDIGNATION> + 15% FIRE damage

M 1 <INITIAL SPARK> + 10% PHYSICAL damage converted into FIRE damage
M 2 <BOILING POINT> + 10% ATTACK speed score / + 8% maximum HEALTH
M 3 <INDIGNATION> + 15% FIRE damage
M 4 <FIREPROOF>
+ 20% AILMENT RESISTANCE score / - 15% PASSIVE DODGE chance score

M 5 <PHLOGISTON> + 10% ATTACK speed score
M 6 <VOLCANIC CRUST>
+ 10% maximum HEALTH / - 10% MATERIAL RESISTANCE score

M 7 <FLURRYING FLAMES>
your ATTACK generate UNLEASHED FURY points
up to maximum of 50.
Point RESET after 3s out of combat

+ 3% ATTACK speed score per unleashed fury point
+ 0.2% LIFE LEECH per unleashed fury point
- 1% ALL RESISTANCE score per unleashed fury point


M 8 <NURSING GRUDGES>
+ 1% ATTACK speed score per UNLEASHED FURY point
+ 0.1% LIFE LEECH per UNLEASHED FURY point


M 9 <PHLOGISTON> + 10% ATTACK speed score
M 10 <FIREPROOF>
+ 20% AILMENT RESISTANCE score / - 15% PASSIVE DODGE chance score

R 1 <SHATTERING STRIKE>
Enemies killed by and ATTACK that consumed BURN stacks
transfer 5 burn stacks to enemies considered NEARBY


R 2 <BLISTERING EMBRACE>
when hitting an enemy with an ATTACK,
>> 10% chance to consume the BURN stacks you inflicted

when their burn stack exceed 5,
>> increasing DAMAGE of hit by 10% per consumed stack


R 3 <AUTARCHIC MIND>
+ 10% maximum HEALTH / + 10% OCCULT RESISTANCE score
R 4 <CONFLAGRATION>
+ 10% PHYSICAL damage converted into FIRE damage
+ 9% AILMENT chance score

R 5 <INITIAL SPARK>
+ 10% PHYSICAL damage converted into FIRE damage

15. DUSKGLAIVE ( Outer Ring / GREEN )


L 1 <VEILED BOUND> + 15% SHADOW damage
L 2 <SATURNALIA> + 10% SHADOW damage / + 100 MAX WILLPOWER & RAGE
L 3 <BODIES MADE FLEETING>
+ 12% PASSIVE DODGE chance score / + 5% RAGE cost decrease
+ 5% WILLPOWER cost decrease


L 4 <TETHERED SHADE>
ACTIVE DODGE damages enemies and leave a DECOY for 1s

L 5 <SCABROUS BALANCE>
DECOY left by an ACTIVE DODGE explodes when it is destroyed,
dealing DAMAGE in a 2 m radius


M 1 <CUTTING ADAGIO>
+ 12% ATTACK speed score / + 9% SPELL casting speed score
M 2 <BLINDFOLDED LEAPS>
+ 10% ATTACK speed score / + 12% SPELL casting speed score
+ 9% PASSIVE DODGE chance score


M 3 <VEILED BOUND> + 15% SHADOW damage
M 4 <BALANCHINE ENDURANCE> + 1 STAMINA point
M 5 <SHOWSTOPPER> + 8% ATTACK damage / + 8% SPELL damage

M 6 <WALTZING SMOKE>
COMPLETING an ACTIVE DODGE turns you INVISIBLE for 5s

While invisible,
the DAMAGE of your next SKILL cast
>> is increased by 30%

using a skill BREAKS invisibility
>> this has a COOLDOWN of 12s


M 7 <PROTRACTED EFFORT>
DURATION of the INVISIBILITY triggered by a DODGE roll
is increased by 5s

M 8 <SHOWSTOPPER> + 8% ATTACK damage / + 8% SPELL damage
M 9 <BALANCHINE ENDURANCE> + 1 STAMINA point
M 10 <GLEAM ON THE BREEZE> + 15% PASSIVE DODGE chance score

R 1 <CUTTING ADAGIO>
+ 9% ATTACK speed score / + 12% SPELL casting speed score
R 2 <ALL THE WORLD'S A STAGE>
+ 10% ATTACK speed score
+ 10% SPELL casting speed score
+ 10% TRANSFER time reduction between WILLPOWER & RAGE


R 3 <BODIES MADE FLEETING>
+ 12% PASSIVE DODGE chance score / + 5% RAGE cost decrease
+ 5% WILLPOWER cost decrease


R 4 <LIFE'S FIRST MOVEMENT>
you have 10 points shared between LURE OF LIGHT & LURE OF DARKNESS points

>> CASTING a SPELL converts LURE OF LIGHT into LURE OF DARKNESS

>> ATTACKING converts LURE OF DARKNESS into LURE OF LIGHT

WHEN LURE OF LIGHT & LURE OF DARKNESS points have a weighting between 6 / 4,
>> they are considered to be in EQUILIBRIUM

WHILE LURE OF LIGHT & LURE OF DARKNESS are in EQUILIBRIUM

>> your ATTACKS benefit from 50% of SPELL damage bonuses
& your SPELL 50% of ATTACK damage bonuses

WHILE LURE OF LIGHT & LURE OF DARKNESS are NOT in EQUILIBRIUM

>> your ATTACKS loses 20% of SPELL damage bonuses
& your SPELL 20% of ATTACK damage bonuses


R 5 <LIMITED BREATH>
LURE OF LIGHT & LURE OF DARKNESS points
are now considered to be in EQUILIBRIUM
>> when they have a weighting between 7 / 3

16. WHITE ARROW ( Outer Ring / GREEN )


L 1 <FROSTBITE> + 15% FROST damage
L 2 <DREAM OF HEARTHS> + 10% FROST damage / + 9% CRITICAL chance score
L 3 <HUNTER HUNTED> + 10% FORCE shield / + 12% FORCE shield regeneration rate

L 4 <HUNGRY STALACTITE>
ENEMIES are dealt 30% damage
per the amount of PIERCE remaining on a PROJECTILE
after it hits an enemy


L 5 <CRUEL STING>
ENEMIES are dealt 10% damage
per the amount of PIERCE remaining on a PROJECTILE
after it hits an enemy


M 1 <PELTING SHARDS>
+ 10% all PROJECTILES damage / - 10% ATTACK speed score
M 2 <IMPLACABLE TRACKER>
+ 10% FROST damage / + 8% all PROJECTILES damage
+ 9% PASSIVE DODGE chance score / + 8% FORCE shield


M 3 <FROSTBITE> + 15% FROST damage
M 4 <CALL OF THE WILD>
+ 12% PASSIVE DODGE chance score / - 5% MOVEMENT speed
M 5 <ICE SHALL WAKE> + 10% CRITICAL damage

M 6 <ACUTE TRACKING>
while in combat, gain COLD BLOODED points every 2s
up to maximum of 10
>> 6% DAMAGE per cold blooded point


M 7 <STUDIED PURSUER> gain COLD BLOODED points - 0.5s
M 8 <ICE SHALL WAKE> + 10% CRITICAL damage
M 9 <CALL OF THE WILD>
+ 12% PASSIVE DODGE chance score / - 5% MOVEMENT speed
M 10 <PRIMEVAL AWARENESS> + 15% FORCE shield

R 1 <PELTING SHARDS>
+ 10% all PROJECTILES damage / - 10% ATTACK speed score
R 2 <TRAVERSING ARROWHEAD>
+ 10% all PROJECTILES damage
+ 9% all PROJECTILES CRITICAL chance score


R 3 <HUNTER HUNTED>
+ 10% FORCE shield / + 12% FORCE shield regeneration rate

R 4 <WINTRY HAIL>
BASIC ATTACK PROJECTILES bounce up to 2 times
to nearby enemies in 10 m RADIUS
and
- 15% FROST damage to projectiles that have bounced


R 5 <STEADIED FORCE>
PROJECTILES bounce to nearby enemies an additional 1 time(s)

17. EXORCIST ( Outer Ring / GREEN )


L 1 <EARTHLY BALLAST> + 15% MATERIAL damage
L 2 <ARCANE DISSOLUTION>
+ 15% MATERIAL damage / + 9% CRITICAL chance score
L 3 <THE WEIGHT AND THE FORCE>
+ 10% MATERIAL RESISTANCE score / + 8% maximum HEALTH

L 4 <BRANDED BURST>
you gain 1 TENET point every 2.5s,
up to a maximum of 5 tenet points

& 1 tenet point is consumed whenever you are hit
+ 15% DAMAGE decrease per 1 tenet point


L 5 <INDIFFERENCE> + 5% DAMAGE decrease per 1 TENET point

M 1 <NULLIFYING POINT> + 12% all PROJECTILES damage
M 2 <ALOOF HUNTER>
+ 8% MELEE damage / + 8% all PROJECTILES damage
+ 9% PASSIVE DODGE chance score


M 3 <EARTHLY BALLAST> + 15% MATERIAL damage
M 4 <PROFANE OF BODY>
+ 12% PASSIVE DODGE chance score / + 5% MOVEMENT speed

M 5 <CASTER'S WOE> + 12% MELEE weapon damage

M 6 <ACADEMIC FIELDWORK>
gain 1 HEADHUNTER points (max 5)
every time an enemy that is CHAMPION or above is killed,
with points resetting after 30s

HEADHUNTER points grant + 15% MATERIAL damage


M 7 <PERILOUS LOAD>
DURATION of HEADHUNTER point before resetting is increased to 50s
M 8 <CASTER'S WOE> + 12% MELEE weapon damage
M 9 <PROFANE OF BODY>
+ 12% PASSIVE DODGE chance score / + 5% MOVEMENT speed
(Update)
M 10 <ELUSIVE CODE> + 15% MATERIAL RESISTANCE score

R 1 <NULLIFYING POINT> + 12% all PROJECTILES damage
R 2 <SIN EATER>
+ 8% all PROJECTILES damage / + 8% MELEE weapon damage
R 3 <THE WEIGHT AND THE FORCE>
+ 10% MATERIAL RESISTANCE score / + 8% maximum HEALTH

R 4 <BLESSED SILVER>
you have an ANNOINTED AMMUNITION point(s)

>> that are used each time a PROJECTILE skill is used
a point of annointed ammunition is refilled every 2s

+ 10% PROJECTILE damage for each point of annointed ammunition you have

+ 10% MELEE damage for each EMPTY annointed ammunition point

1 annointed ammunition point(s) refilled
>> whenever you complete an ACTIVE DODGE


R 5 <EAGERNESS>
1 ANNOINTED AMMUNITION point(s) refilled whenever you deal a CRITICAL hit
18. ALASTOR ( Outer Ring / GREEN )


L 1 <CONDENSATOR> + 15% ATTACK speed score
L 2 <DISPASSIONATE DETACHMENT> + 15% ATTACK speed score / 8% DAMAGE
L 3 <INTEGRATED IMMATERIAL SHIELD> + 10% FORCE shield / + 8% maximum HEALTH

L 4 <STATIC TRANSFERRAL>
6% damage per OVERLOAD point

BASIC ATTACKS generate 1 overload point up to maximum of 6

using a SKILL consumes all overload points
>> BUT DOUBLE damage of the skill


L 5 <PROTRACTED EFFORT>
OVERLOAD points are halved INSTEAD OF set to 0 when consumed

M 1 <PULSE CONTROL> + 18% CRITICAL chance score
M 2 <EXTERNAL DISCHARGE>
+ 10% damage / + 12% CRITICAL CHANCE score
+ 8% FORCE shield


M 3 <CONDENSATOR> + 15% ATTACK speed score
M 4 <PARTICLE FUELLED GENERATOR>
+ 12% PASSIVE DODGE chance score / + 8% STAMINA regeneration rate decrease (Update)
M 5 <ELECTRIC POWER REDIRECTION> + 15% LIGHTNING damage

M 6 <SPARKING DART>
basic ATTACK refill POWER CHARGE points by 4
4 power charge points are generated per second
>> capped between -100 to +100

DEVICE and SKILLS with base lightning damage
>> have their damage increased by +200%
multiplied by your current of power charge points


M 7 <STUNNING PRESENCE>
30% decrease in POWER CHARGE point cost for all DEVICE SKILLS

M 8 <ELECTRIC POWER REDIRECTION> + 15% LIGHTNING damage
M 9 <PARTICLE FUELLED GENERATOR>
+ 12% PASSIVE DODGE chance score / + 8% STAMINA regeneration rate decrease
M 10 <INTEGRATED IMMATERIAL SHIELD>
+ 10% FORCE shield / + 8% maximum HEALTH

R 1 <PULSE CONTROL> + 18% CRITICAL chance score
R 2 <SHOCK INVASION>
+ 12% CRITICAL chance score / + 5% CRITICAL hit damage
R 3 <INTEGRATED IMMATERIAL SHIELD>
+ 10% FORCE shield / + 8% maximum HEALTH

R 4 <INTRAVENOUS NEURAL CORD>
+ 75% ATTACK speed score for 3.0s on CRITICAL hit
R 5 <CAUTIOUS EFFORT>
+ 25% ATTACK speed score for 3.0s on CRITICAL hit

19. PLAGUEBRINGER ( Outer Ring / PURPLE )


L 1 <SLOUGHING SKINS OF SWARMS> + 15% to DAMAGE dealt by SUMMONS
L 2 <COVENANT OF ROT>
+ 10% to DAMAGE dealt by SUMMONS / +10% maximum HEALTH
L 3 <HEADS HANG LOW> +10% to SUMMONS HEALTH

L 4 <UNDERTAKER>
ENEMIES that die in 20 m RADIUS around you
have 10% chance to drop GREEN GLOBE

>> picking up green globe
grants you an additional 30% damage as POISON damage for 5s


L 5 <HORDE'S VITALITY>
SUMMONS that die in 20 m RADIUS around you
have 10% chance to drop GREEN globe

>> picking up green globe
grants you an additional 30% damage as POISON damage for 10s


M 1 <MUSCLE STRIPPED RAW>
Each time you hit an enemy >> you receive an UNLEASHED FURY point

Each unleashed fury point INCREASE
>> your ATTACK speed
>> your LIFE LEECH

and REDUCE
>> your ALL RESISTANCE score


M 2 <BOG BODIES>
+ 10% to DAMAGE dealt by SUMMONS
+10% to SUMMONS HEALTH / + 10% TOXIC damage


M 3 <SLOUGHING SKINS OF SWARMS>
+ 15% to DAMAGE dealt by SUMMONS
M 4 <REMEDY FOR HALE HEALTH> + 15% TOXIC damage
M 5 <UNQUIET SOIL> +10% to SUMMONS HEALTH regeneration

M 6 <SACRIFICE OF FLESH>
you lose 20% of your HEALTH
and 20% of your FORCE shield
BUT
ALL SUMMONS take 25% LESS damage


M 7 <UNQUIET SOIL> +10% to SUMMONS HEALTH regeneration
M 8 <REMEDY FOR HALE HEALTH> + 15% TOXIC damage
M 9 <HEADS HANG LOW> +10% to SUMMONS HEALTH

M 10 <ENDLESS LITANY>
you lose an additional 10% of your HEALTH
and 10% of your FORCE shield
BUT
ALL SUMMONS take 20% LESS damage


M 11 <ENDLESS LITANY>
you lose additional 15% of your HEALTH
and 5% of your FORCE shield
BUT
ALL SUMMONS take 20% LESS damage


M 12 <ENDLESS LITANY>
you lose additional 5% of your HEALTH
and 15% of your FORCE shield
BUT
ALL SUMMONS take 20% LESS damage


R 1 <MUSCLE STRIPPED RAW>
Each time you hit an enemy >> you receive an UNLEASHED FURY point

Each unleashed fury point INCREASE
>> your ATTACK speed
>> your LIFE LEECH

and REDUCE
>> your ALL RESISTANCE score


R 2 <SEARCH FOR A DEAD SUN>
Each time you hit an enemy >> you receive an UNLEASHED FURY point

Each unleashed fury point INCREASE
>> your ATTACK speed
>> your LIFE LEECH

and REDUCE
>> your ALL RESISTANCE score

and + 8% maximum HEALTH


R 3 <HEADS HANG LOW> +10% to SUMMONS HEALTH
R 4 <TOXIC EMANATIONS>
EVERY 2s, enemies in 7 m RADIUS gain a POISON stack
R 5 <ESSENTIAL MEASURE>
ENEMIES are slowed by 20% for 2s when they are within the RADIUS
20. ABYSSAL SHAPER ( Outer Ring / PURPLE )


L 1 <UNHOLY OMEN> + 15% OCCULT damage
L 2 <AGONIZING RAY> + 15% OCCULT damage
L 3 <SOOTHING SHADE>
+ 14% FORCE shield regeneration DELAY decrease / + 8% FORCE shield

L 4 <OCCULT AFFLICTION>
OCCULT damage increased by +5% for every CURSED stack an enemy has
L 5 <OATH OF DAMNATION>
OCCULT damage increased by +2% for every CURSED stack an enemy has

M 1 <HIS WHISPERED LULLABIES> + 25% OCCULT STATUS AILMENT chance score
M 2 <GUTTURAL DOWRY>
+ 12% AILMENT chance score
+ 10% OCCULT RESISTANCE score
+ 12% FORCE shield regeneration rate


M 3 <UNHOLY OMEN> + 15% OCCULT damage
M 4 <TRANQUIL IN MISERY>
+ 10% OCCULT RESISTANCE score / - 17% HEALTH regeneration
M 5 <INSINUATED BOND> + 12% AILMENT damage

M 6 <MASOCHISTIC EFFIGY>
DOUBLE max FORCE shield
>> HEALTH cannot exceed 5% of maximum FORCE shield

M 7 <INSINUATED BOND> + 12% AILMENT damage
M 8 <TRANQUIL IN MISERY>
+ 10% OCCULT RESISTANCE score / - 17% HEALTH regeneration

M 9 <SOUNDPROOF BOX>
+ 14% FORCE shield regeneration DELAY decrease
+ 9% STATUS AILMENT chance score

M 10 <AILING CRY>
HEALTH cannot exceed 15% of maximum FORCE shield

R 1 <HIS WHISPERED LULLABIES>
+ 25% OCCULT STATUS AILMENT chance score
R 2 <PACT'S MASTER SONG> + 25% OCCULT STATUS AILMENT chance score
R 3 <SOOTHING SHADE>
+ 14% FORCE shield regeneration DELAY decrease / + 8% FORCE shield

R 4 <FATAL PACT>
you receive 1 AILMENT STACK when inflicting an ailment on an ENEMY

when you have over 10% of the same ailment stack,
>> you cleanse them,
granting BUFF to YOURSELF & nearby ALLIES
within a GIVEN RADIUS

+ 25% MOVEMENT speed to yourself & allies
in a 4.0 m RADIUS for 7.0s
when STASIS stacks are removed

+ 30% ALL RESISTANCE score to yourself & allies
in a 4.0 m RADIUS for 7.0s
when CURSED stacks are removed

+ 30% DAMAGE increases for yourself & allies
in a 4.0 m RADIUS for 7.0s
when WEAKNESS stacks are removed

removing AILMENT stacks
that deal DAMAGE-OVER-TIME

>> restore 30% of max HEALTH & 30% of max FORCE shield
to yourself & allies in a m RADIUS


R 5 <WOUNDED SHIELD>
when inflicting an AILMENT on YOURSELF
>> 30% chance to increase
number of ailment stacks inflicted by 1

21. TIME WEAVER ( Outer Ring / PURPLE )


L 1 <WITHER IN DREAMS> + 15% AETHER damage
L 2 <WITHER IN DREAMS> + 15% AETHER damage
L 3 <YOUTH IN FUTURE TENSE>
+ 14% FORCE shield regeneration DELAY decrease
+ 8% FORCE shield


L 4 <WHICH TIME CANNOT HEAL>
when you hit enemies afflicted with STASIS
>> they take 100% of the hit DAMAGE again
after a 1.5s DELAY


L 5 <DEFERENTIAL WOUND>
DAMAGE dealt after the DELAY is increased by 20%

M 1 <OBSOLESCENCE> + 12% AILMENT chance score
M 2 <WANING BEFORE WAXING>
+ 10% AETHER damage
+ 12% AILMENT chance score
+ 9% PASSIVE DODGE chance score / + 8% FORCE shield

M 3 <WITHER IN DREAMS> + 15% AETHER damage
M 4 <TEMPORAL SHIFT>
+ 12% PASSIVE DODGE chance score / + 8% FORCE shield
M 5 <IMPOSSIBLE SOUL> + 5 maximum AILMENT stacks

M 6 <DIRE JUNCTURE>
you only take 40% DAMAGE
from an ENEMY's ATTACK when they HIT you

>> the REST is dealt 1s AFTER the hit

your HEALTH is set to 85% of maximum
and
FORCE shield is set to 85% of maximum


M 7 <IMPOSSIBLE SOUL> + 5 maximum AILMENT stacks
M 8 <TEMPORAL SHIFT>
+ 12% PASSIVE DODGE chance score / + 8% FORCE shield
M 9 <SLOW IN SLOW OUT>
+ 20% FORCE shield regeneration DELAY decrease

M 10 <PRACTICED STAMINA>

your maximum HEALTH & FORCE shield
>> are increased by 5% & 5% respectively
from the maximum set in DIRE JUNCTURE


R 1 <OBSOLESCENCE> + 12% AILMENT chance score
R 2 <COUNTDOWN>
+ 12% AILMENT chance score
+ 10% ATTACK speed score
+ 18% SPELL casting speed score


R 3 <YOUTH IN FUTURE TENSE>
+ 14% FORCE shield regeneration DELAY decrease
+ 8% FORCE shield


R 4 <CAPTURED VELOCITY>
you gain

SUPERNATURAL PARADOX points
when you hit an ENEMY in STATIS with an ATTACK

and

EARTHLY PARADOX points
when you hit them with a SPELL
points RESET after 5s, maximum of 5 point(s)

+ 10% SPELL casting speed score
per SUPERNATURAL PARADOX points

+ 10% ATTACK speed score
per EARTHLY PARADOX points


R 5 <SPARED STOCK>
+ 5% SPELL casting speed score per SUPERNATURAL PARADOX points
+ 5% ATTACK speed score per EARTHLY PARADOX points


22. ORACLE OF THE TRINITY ( Outer Ring / PURPLE )


L 1 <SPARKED REPULSION> + 15% LIGHTNING damage
L 2 <CRYSTALLIZATION> + 15% FROST damage
L 3 <IMMOLATION> + 15% FIRE damage

L 4 <ANCIENT FERVOUR>
SPELL that inflict fire, frost, lightning ailments
>> grant passive bonuses called ACCORDS

up to 1 accord(s) can be ACTIVE concurrently
>> TRIGGERED accords remain locked for 1s

ABANAZAAR'S ACCORD is active for 5.0s
>> unless it is triggered again
>> you have 20% DAMAGE
when Abanazaar's accord is ACTIVE

ETHELIEL'S ACCORD is active for 5.0s
>> unless it is triggered again
>> you have 50% AILMENT CHANCE score
when Etheliel's accord is ACTIVE

BEELMALIK'S ACCORD is active for 5.0s
>> unless it is triggered again
>> you have 50% CRITICAL chance score
when Beelmalik's accord is ACTIVE


L 5 <DUAL ALLEGIANCE> 1 ACCORDS can be active CONCURRENTLY

M 1 <AUDACITY IN DESCENT> + 8% WILLPOWER cost decrease
M 2 <OF SQUALLS AND FIRES>
+ 10% ELEMENTAL damage / + 10% ELEMENTAL RESISTANCE score
M 3 <SPIRALLING FIELD>
+ 17% FORCE shield regeneration rate / + 8% FORCE shield

M 4 <WEATHERED PAVIS>
+ 10% ELEMENTAL RESISTANCE score / - 10% maximum HEALTH
M 5 <FAITH DIVERSION> + 18% SPELL casting speed score

M 6 <OMNITEMPEST>
7% chance to cast METEOR at CURSOR location
>> when FIRE skill is cast. Has a COOLDOWN of 2.0s

10% chance to cast FROST LANCE at CURSOR location
>> when FROST skill is cast. Has a COOLDOWN of 2.0s

10% chance to cast CHAIN LIGHTNING at CURSOR location
>> when LIGHTNING skill is cast. Has a COOLDOWN of 2.0s


M 7 <FAITH DIVERSION> + 18% SPELL casting speed score
M 8 <WEATHERED PAVIS>
+ 10% ELEMENTAL RESISTANCE score / - 10% maximum HEALTH
M 9 <TEMPESTUOUS SHELTER>
+ 25% FORCE shield regeneration rate

M 10 <PRECARIOUS FLESH>

10% chance to cast METEOR at CURSOR location
>> when FIRE skill is cast. Has a COOLDOWN of 2.0s

15% chance to cast FROST LANCE at CURSOR location
>> when FROST skill is cast. Has a COOLDOWN of 2.0s

15% chance to cast CHAIN LIGHTNING at CURSOR location
>> when LIGHTNING skill is cast. Has a COOLDOWN of 2.0s


R 1 <AUDACITY IN DESCENT> + 8% WILLPOWER cost decrease
R 2 <MATTER IN DISSOLUTION>
+ 5% WILLPOWER cost decrease
+ 10% TRANSFER time reduction between WILLPOWER & RAGE

R 3 <SPIRALLING FIELD>
+ 17% FORCE shield regeneration rate / + 8% FORCE shield

R 4 <ELEMENTARY DESTABILIZATION>
when WILLPOWER is below 30% of its maximum
>> you have a chance to cause an EXPLOSION dealing DAMAGE
\based on your maximum FORCE shield or HEALTH

>> this explosion REGENERATE 20% of your WILLPOWER
and
has a COOLDOWN of 5.0s


R 5 <UNTABLE CLIMATE>

EXPLOSION caused by WILLPOWER
being below the PERCENTAGE of its maximum
(stated in ELEMENTARY DESTABILIZATION)

>> deals increased DAMAGE
based on your maximum HEALTH or FORCE shield

12 Comments
TemplarIRL 24 Dec, 2020 @ 12:44pm 
Yeah, thanks for this - and as another posted - if a middle/outer ring is no longer connected via prior ring's dots, they get shut-off.
moredust 17 Dec, 2020 @ 11:27pm 
god bless good people。楼主一生平安。
KDS Software 21 Jun, 2020 @ 12:34pm 
Is there something like a website that we get save builds ? Like the skills, passives and items?
Esoteric 14 Jun, 2020 @ 9:32am 
looks at path of exile, logs in path of exile.
Cythal 13 May, 2020 @ 6:26am 
Just saw this guide. Please if you ever update this again, please add the version of the game in the overview. Some nodes were updated in the latest patch.
kemachart2  [author] 23 Feb, 2020 @ 3:48am 
@Spider Thank you for your comment :)
Spider 23 Feb, 2020 @ 3:35am 
You know this will be unaccurate day by day once they start with actual balance of the game
Gladiuz Maximuz 20 Feb, 2020 @ 12:27am 
Well Done thank you
kemachart2  [author] 19 Feb, 2020 @ 9:00pm 
@Nowiser Thank you for answer :)
Nowiser 19 Feb, 2020 @ 10:56am 
@JackER Yes. If you shift the rings and they become disconnect then they will be shut off.