Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

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All About *** GATE OF FATES *** + Update + HIT-TO-THE-POINT Analysis
Door 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 opmerkingen
TemplarIRL 24 dec 2020 om 12:44 
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 om 23:27 
god bless good people。楼主一生平安。
KDS Software 21 jun 2020 om 12:34 
Is there something like a website that we get save builds ? Like the skills, passives and items?
Esoteric 14 jun 2020 om 9:32 
looks at path of exile, logs in path of exile.
Cythal 13 mei 2020 om 6:26 
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  [auteur] 23 feb 2020 om 3:48 
@Spider Thank you for your comment :)
Spider 23 feb 2020 om 3:35 
You know this will be unaccurate day by day once they start with actual balance of the game
Gladiuz Maximuz 20 feb 2020 om 0:27 
Well Done thank you
kemachart2  [auteur] 19 feb 2020 om 21:00 
@Nowiser Thank you for answer :)
Nowiser 19 feb 2020 om 10:56 
@JackER Yes. If you shift the rings and they become disconnect then they will be shut off.