Wolcen: Lords of Mayhem Passive Skills refers to Character Progression by investing Skill Points that unlock passive passive abilities in Wolcen: Lords of Mayhem.

Passive Skills are divided into three rings and 21 branches. You can Rotate each ring to create new paths according to your build, but if you have points assigned to a branch and the branch disconnects from the main line you will not gain the benefits until it re-connects.

All Passive Skills in Wolcen: Lords of Mayhem

 

 

See Builds for Wolcen Builds for all styles!

 

All Branches

 

First Ring

Scholar

Scholar Major Passive Skills

Purifier's Will
Attrition Strategist

Every hit is more likely to inflict an ailment on its target.
+60% Status Ailment Chance Score

Purifier's Will
Thirst for Knowledge

Health Globes now both heal your health and recharge your force shield.
25% Force Shield Recharge from Health Globes

Purifier's Will
Purifier's Will

When your Force Shield is full, your damage taken is reduced.
30% Damage Reduction when Force Shield is Full

 

 

Scholar Minor Passive Skills

 

Heightened Concentration (2)
Heightened Concentration (1)

+12% Spell Damage
+12% Ailment Damage

Heightened Concentration (2)
Heightened Concentration (2)

+12% Spell Damage
+12% Ailment Damage

Heightened Concentration (2)
Determined

+25 Wisdom

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Adept (1)

+12% Spell Casting Speed Score
+8% Damage

 

 

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Adept (2)

+12% Spell Casting Speed Score
+8% Damage

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Physician

+25% Elemental Status Ailment Chance Score

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Witchcraft Consultant

+25% Occult Status Ailment Chance Score

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Quick Draw

+10% Cooldown Reduction for all Skills

 

 

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Emotional Intelligence

+150 Willpower and Rage

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Increased Awareness

+15 Range for picking up Helath Globes

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Unwavering Dedication (1)

+10% Healing from Health Globes

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Unwavering Dedication (2)

+10% Healing from Health Globes

 

 

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Hardy (1)

+10% Force Shield
+5% Status Ailment Resistence Score

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Hardy (2)


+10% Force Shield
+5% Status Ailment Resistence Score

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Steadfast (1)

+5% Rage Cost Reduction
+5% Willpower Cost Reduction
+5% to All Resistances Score

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Chemically Empowered Brain

+25% Froces Shield Regeneration Rate

 

 

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Heroic Resolve

+17% Forces Shield Regeneration Rate, +10% Forces Shield Regeneration Delay Reduction

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Propaganda Fueled Zeal

+20% Force Shield Regeneration Delay reduction

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Steadfast (2)

+25 Toughness

 

 

Sentinel

Sentinel Major Passive Skills

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Backline Raider

+50% Attack Speed Score
+50% Spell Casting Speed Score

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Covert Operative

More likely to avoid talking damage after being hit.
+100% Dodge Chance Score after taking a hit.

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Pinch Runner

Gain additional stamina points to use dodge rolls at low health. This ability has a cool down
Gain +3 Stamina Point(s) when at 30% of Max Health or lower

 

 

Sentinel Minor Passive Skills

 

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Refined Technique (1)

+15% All Projectile Damage, +15% Melee Weapon Damage

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Refined Technique (2)

+15% All Projectile Damage, +15% Melee Weapon Damage

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Precise Strikes (1)

+8% Attack Damage, +9% Critical Hit Chance Score

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Precise Strikes (2)

+8% Attack Damage, +9% Critical Hit Chance Score

 

 

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Nimble

+25 Agility

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Celerity (Sentinel)

+6% Movespeed

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Quick-Minded

+18% Spell Casting Speed Score

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Blitz Fighting

+18% Arrack Speed Score

 

 

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Resilient (1)

+10% Max Health, +8% Force Shield

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Resilient (2)

+10% Max Health, +8% Force Shield

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Unyielding (Sentinel)

+10% Max Health, +8% Force Shield, +25 Toughness

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Chemically Empowered Metabolism (1)

+10% Max Health, +12% Health Regeneration

 

 

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Chemically Empowered Metabolism (2)

+10% Max Health, +12% Health Regeneration

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Enduring (Sentinel)

+12% Dodge Chance Score, +9% to All Resistance Score

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Evasive Manoeuvers

+12% Dodge Chance Score, +8% Force Shield

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Flexible

+12% Dodge Chance Score, +8% Max Health

 

 

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Quick Draw (Sentinel)

+10% Cooldown Reduction for all Skills

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Slippery

+1 Stamina Point

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Endurance Training

+15% Stamina Regeneration Rate Reduction

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High Adrenaline

+4% Damage per missing Stamina point

 

 

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Calculated Skirmish

+20% Damage when at full Stamina

 

 

Soldier

Soldier Major Passive Skills

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Second Wind

When under 30% of max Health, gain a burst of Health regeneration.

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The Heat of Battle

+25 Rage per hit taken.

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The Wild Card

Attacks and spells are more likely to be critical hits.
+60% Critial Hit Chance Score

 

 

Soldier Minor Passive Skills

 

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Heavy Blows (1)

+12% Melee Weapon Damage, +12% Critical Hit Damage

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Heavy Blows (2)

+12% Melee Weapon Damage, +12% Critical Hit Damage

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Dauntless

+25 Ferocity

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Zealous Might (1)

+8% Attack Damage, +6% Critical Hit Damage

 

 

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Zealous Might (2)

+8% Attack Damage, +6% Critical Hit Damage

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Stylish Execution

+12% Critical Hit Damage

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Deadly

+18% Attacks Critical Hit Chance Score

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Supernatural Insights

+18% Spells Critical Hit Chance Score

 

 

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Capable (1)

+10% Max Health, +4% Rage Cost Reduction, +4% Rage Cost Reduction

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Capable (2)

+10% Max Health, +4% Rage Cost Reduction, +4% Rage Cost Reduction

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Unyielding

+25 Toughness

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Pain Resistance Program (1)

+12% to All Resistance Score, +8% Max Health

 

 

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Pain Resistance Program (2)

+12% to All Resistance Score, +8% Max Health

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Stalwart

+12% to All Resistance Score, +12% Health Regeneration

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Enduring (Soldier)

+10% Max Health, +12% Health Regeneration

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Chemically Empowered Skin

+12% Status Ailment Resistance Score, +12% Health Regeneration

 

 

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Quick Draw (Soldier)

+10% Cooldown Reduction for all Skills

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Celerity (Soldier)

+6% Movespeed

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Tenacious

+3s Rage Conservation Time

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Disciplined (1)

+8% Rage Cost Reduction

 

 

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Disciplined (2)

+8% Rage Cost Reduction

 

 

Second Ring

Praetorian

Praetorian Major Passive Skills

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Kingless Aegis

Gain Block chance no matter what weapon is being used.
+6% Added Block Chance and allow any weapon to block

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Selfless Courage

Blooking a hit provides you and your allies increased defenses.
+25% All Resistances for you and your allies after blocking a hit

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Blessed Mana

Health globes will now offer increased resistances for a short time as well as heal you.
+40% All Resistances for you allies after picking up a health globe

 

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Sacred Oath

Blocking an enemy's attack applies Weakness, makes that enemy weaker and more vulnerable.
Apply 2 Weakness Stack upon Blocking an Attack to the Targets in 7m Radius

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Retaliator

Each point of physical resistance increases all forms of damage output at the cost of reduced chance to land critical hits.
+0.75% Damage per percent of Physical Resistance
-50% Critical Hit Chance

 

 

Praetorian Minor Passive Skills

 

Perseverance
Perseverance

+12% Health Regeneration
+10% Health Regeneration Rate

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Rightful Vengeance (1)

+0.25% Damage per percent of Physical Resistance

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Rightful Vengeance (2)

+0.25% Damage per percent of Physical Resistance

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Immortal Blood

+25% Health Regeneration

 

 

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Mighty

+12% Attack Damage

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None Shall Pass

+5% Block Chance

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Perfect Defense

+20% Bloock Efficiency

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Impervious Wall

+12% to All Resistances Score
+8% Maximum Health

 

 

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Iron Skin (1)

+18% to All Resistances Score

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Iron Skin (2)

+18% to All Resistances Score

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Iron Skin (3)

+18% to All Resistances Score

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Brutality (Praetorian)

+25 Ferocity

 

 

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Robust (1)

+15% Maximum Health

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Robust (2)

+15% Maximum Health

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Robust (3)

+15% Maximum Health

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Strike like Lightning (Praetorian)


+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score

 

 

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One Man Crusade

+12% Attack Damage
+12% Critical Hit Damage

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Regal Blessing

+20% Block Efficiency

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Unorthodox Technique

+3% Added Block Chance and allow any weapon to block

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Faith of the Kingless

1 Weakness Stack applied on Block

 

 

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Laibonite Discipline

+5% Block Chance

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Regenerative Body

+20% Health Regenerative Body

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Weak Spot Focus

+12% Critical Hit Damage

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Holy Gift

+4% Health Globe Generation

 

 

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Divine Alms

+10% Healing from Health Globes

 
 

 

 

 

Warmonger

Warmonger Major Passive Skills

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Blood Reaper

A percentage of Physical damage becomes Rend damage.
+30% Physical Damage converted into Rend Damage

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Feast for the Crows

Give all forms of damage life Leech. Life Leech heals you on the next tick of Health Regeneration.
+2% Global Lefe Leech

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Gods Amongst Men

Physical, poison and rend damage are increased. You cannot inflict other types of damage.
+50% Material Damage
Can only deal Material Damage

 

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Manic Slaughter

The more rage you have, the more damage you deal. This applies to all forms of damage.
+2% Damage per 100 unspent Rage points

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Bestial Frenzy

Increased damage for each enemy within melee range.
+4% Damage for each Nearby enemy within 4m range

 

Warmonger Minor Passive Skills

 

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Master of the Frontline

+8% Melee Weapon Damage
+6% Attack Damage

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Cruelty

15% Material Damage

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Primal Power

+30% Fire Damage convert into Physical Damage
+30% Frost Damage convert into Physical Damage
+30% Lightning Damage convert into Physical Damage

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Mystic Potential

+30% Aether Damage convert into Physical Damage
+30% Sacred Damage convert into Physical Damage
+30% Shadow Damage convert into Physical Damage

 

 

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Marked Flesh

+100 Maximum Health
+8% Maximum Health

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Battlefield Predator

+1% Damage for each Nearby enemy

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Blood Rush

+10% Maximum Health
+12% Health Regeneration

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Swiftness (Warmonger)

+15% Attack Speed Score

 

 

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Cannibalistic Savagery

+4% Life Leech on Bleeding Target

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Shredder

+15% Bleed Chance Score on Rend Damage

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Impervious

+5% to All Resistances Score
+12% to All Resistances Score

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Appetite for Bloodshed

+35 Rage Generation on Kill

 

 

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Unbridled Rage

+10% per hit taken

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Deadly Physicality

+10% Material Damage
+10% Attack Speed Score

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Whirlwind of Steel (1)

+10% Melee Weapon Damage

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Unleashed Power (1)

+10% Attack Damage

 

 

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Unleashed Power (2)

+16% Attack Damage

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Unleashed Power (3)

+10% Attack Damage

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Strike like Lightning (Warmonger)

+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score

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Brutality

+25 Ferocity

 

 

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Whirlwind of Steel (2)

+16 Melee Weapon Damage

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Whirlwind of Steel (3)

+10 Melee Weapon Damage

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Blood Offering

+2% Life Leech from Spell Damage

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Tearer of Flesh

+2% Life Leech from Attack Damage

 

 

Ranger

Ranger Major Passive Skills

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Archion's Teachings

Attacks and spells that launch projectiles now launch an additional projectiles. The damage of each projectiles is reduced.
+1% Projectile(s) to all Projectiles Skills (Attack and Spells)
-50% All Projectiles Damage

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Come What May

Projectiles that hit an enemy at close range pierce them and can deal damage to other enemies behind them.
All Projectiles pierce every target within a 6m radius

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Safe From Afar

The further away an enemy is, the more damage they take from projectiles up to a limit.
+175% All Projectiles Damage scaling with Distance at 15 m

 

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Persistence Hunting


Enemies who have impairment movement (slowed, in stasis, stunned or frozen) take increased damage.
+25% Damage to enemies with Impaired Movement

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Meditative Focus

Deal increased damage when far away from enemies.
+25% Damage when at least 6m away from all enemies.

 

 

Ranger Minor Passive Skills

 

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Deadly Aim (1)

+18% All Projectiles Critical Hit Chance Score

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Deadly Aim (2)

+18% All Projectiles Critical Hit Chance Score

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Swiftness (1 Ranger)

+15% Attack Speed Score

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Physical Conditioning

+100 Maximum Health
+8% Maximum Health

 

 

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Crippling Assault

+25% Stasis Chance Score on Aether Damage

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Overwhelming Barrage

+20% Stun Chance Score on Physical Damage
+20% Freeze Chance Score on Frost Damage

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Body and Mind

+10% Maximum Health
+8% Force Shield

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Unstoppable Flurry

+12% All Projectiles Damage
+10% Attack Speed Score

 

 

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Elusive (1)

+25% Dodge Chance Score

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Elusive (2)

+15% Dodge Chance Score

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Elusive (3)

+15% Dodge Chance Score

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Strike like Lightning (Ranger)

+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score

 

 

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Lithe

+25 Agility

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Shoot to Kill (1)

+10% All Projectiles Damage

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Shoot to Kill (2)

+16% All Projectiles Damage

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Shoot to Kill (3)

+10% All Projectiles Damage

 

 

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Bullseye

+25% All Projectiles Critical Damage

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Deadly Aim (3)

+18% All Projectiles Critical Hit Chance Score

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Swift Death (1)

+15% All Projectiles Speed

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Swift Death (2)

+15% All Projectiles Speed

 

 

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Puncturing Shot

+1 Pierce to All Projectiles

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Mental Fortitude

+100 Force Shield
+8% Force Shield

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Death from Afar

+10% Damage when far away from all enemies

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Personal Space

-2m Distance required to be far away from all enemies

 

 

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Swiftness (2 Ranger)

+20% Attack Speed Score

 
 
 

 

 

Assassin

Assassin Major Passive Skills

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Blessing of the Jade Legion

A percentage of Physical damage becomes Poison damage.
+50% Physical Damage converted into Toxic Damage

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Clandestine Execution

Deal more damage when only enemies is nearby.
+25% Damage when only one enemy is withim 7m range

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Merciless Lethality

Critical hits deal more damage, non-critical hits deal less damage.
+100% Critical Hit Damage
-30% Damage

 

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Phantom Strike

Dash attacks are now twice as literaly to be critical hits.
The Critical Hit Chance of the Dash Attacks is doubled

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Slipping Shadow

Dodge rolls can go through enemies.
Active dodge can go through enemies

 

 

Assassin Minor Passive Skills

 

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Concentrated Toxins

+15% Poison Ailment Damage

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Serpentine Affinity

+50% Poison Stack Duration

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Equipment Maintenance

+15% Material Damage

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Physical Conditioning

+100 Maximum Health
+8% Maximum Health

 

 

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Escape Artist

+1 Stamina Point

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Unstoppable Tracker

+15% Stamina Regeneration Rate Reduction

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Body and Mind (Assassin)

+10% Maximum Health
+8% Force Shield

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Elusive (1 Assassin)

+25% Dodge Chance Score

 

 

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Elusive (2 Assassin)

+15% Dodge Chance Score

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Elusive (3 Assassin)

+15% Dodge Chance Score

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Elaborate Flurry

+15% Attack Speed Score
+8% Force Shield

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Swiftness (1 Assassin)

 +15 Attack Speed Score

 

 

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Swiftness (2 Assassin)

 +15 Attack Speed Score

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Swiftness (3 Assassin)

 +15 Attack Speed Score

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Strike like Lightning (Assassin)

+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score

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Lithe (Assassin)

+25 Agility

 

 

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A Worthy Adversary

+5% Damage when only one enemy is considered Nearby

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Paranoia

-3m Range for Increased Damage to solo Nearby enemies

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Impeccable Aim

+10% Material Damage
+9% Critical Hit Chance Score

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Killing Lunge

+2m Dash attack Range

 

 

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Hunter's Vigor

+20% Dash Cooldown Reduction

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Mental Fortitude

+100 Force Shield
+8% Force Shield

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Weak Spot Focus

+18% Critical Hit Chance Score

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Killer Instinct (1)

+18% Critical Hit Chance Score

 

 

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Killer Instinct (2)

+18% Critical Hit Chance Score

 
 
 

 

Cabalist

Cabalist Major Passive Skills

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Grievous Afflictions

Hits can usaally only apply one ailment type. Now 2 different ailment can be applied whit the same hit.
Can now apply +1 Additional Ailment(s)

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Insidious Decay

When applying ailment, more stacks are applied to the enemy. Other froms of damage are less potent.
+2 Ailment Stack(s) Applied
-30% Damage that is not Damage Over Time

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Immortal Offering

Killing an enemy afflicted whit ailments gives you a temporary damage boost.
Killing an enemy grants +5% Damage for each Ailment Stack on that enemy (up to 5 stacks per damage type)

 

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Power of the First Men

When applying ailment, there is a chance to double the number of ailment stacks that are applied.
+50% Chance of multiply the number of Ailment Stacks applied by 2

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Primordial Insights

Ailment stacks applied with critical hits can deal critical damage.
Damage over time generated with a Critical Hit deals Critical Damage

 

 

Cabalist Minor Passive Skills

 

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Protective Aura

+12% Status Ailment Resistance Score
+9% to All Resistances Score

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Otherworldly Techniques

+18% Attacks Critical Hit Chance

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Ancient Knowledge

+18% Spells Critical Hit Chance Score

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Ancient Trinket

+18% Status Ailment Resistance Score

 

 

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Tormentor (1 Cabalist)

+18% Status Ailment Chance Score

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Master of Curses (1)

+5 Max Ailment Stack

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Master of Curses (2)

+5 Max Ailment Stack

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Clarity of Mind

+8% Spell Cost Reduction
+8% Speed Damage

 

 

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Sharp Insight (1 Cabalist)

+12 Force Shield

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Sharp Insight (2 Cabalist)

+20 Force Shield

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Sharp Insight (3 Cabalist)

+12 Force Shield

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Strike like Lightning (Cabalist)

+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score

 

 

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Focused (Cabalist)

+25 Wisdom

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Crippling Decrepitude

+50% Ailment Damage
-15% Damage that is not Damage Over Time

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Lethal Certainty

+12% Ailment Damage

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Incessant Infirmity

+30% Ailment Damage
-10 Damage that is not Damage Over Time

 

 

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Crippling Decrepitude

+50% Ailment Damage
-15% Damage that is not Damage Over Time

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Tormentor (2 Cabalist)

+18% Status Ailment Chance Score

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Enfeebling Energy

+12% Status Ailment Chance Score
+75% Ailment Stack Duration

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Enneract Expert

+25% Chance to multiply the number of Ailment Stacks applied by 0

 

 

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Artefact Analysis

+25% Chance to multiply the number of Ailment Stacks applied by 0

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Strong-Willed (Cabalist)

+18% to All Resistances Score

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Tenacious Afflictions

+50% Ailment Stack Duration

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Magical Mastery (1 Cabalist)

+12% Spell Damage

 

 

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Magical Mastery (2 Cabalist)

+12% Spell Damage

 
 
 

 

 

Warlock

Warlock Major Passive Skills

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Residual Energy

Casting an spell empowers your next attacks whit additional damage of the spell´s type for a short period of time.
Attack gain+30% damage from the last spell cast. The type of damage is the same as the last spell cast

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Reining in the Darkness

Spells ara more likely to deal critical damage when above a certain threshold of Willpower.
+100% Spell Critical Hit Chance Score while willpower is above 75%

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Faith Leech

Dealing damage will now allow you to recover Force Shield instead of Health with Life Leech.
Life Leech affects Force Shield instead of Health

 

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Duty to Exterminate

Increased maximum Range and Willpower, allowing you to cast more spells and attack skills.
+200 Max Willpower and Rage

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Resilience to Corruption

When you are afflicted with damage over time, ailment damage affects your Force Shield before you Health.
Damage Over Time is dealt to your Force Shield before your Health

 

Warlock Minor Passive Skills

 

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Self-Preservation Instinct

+17% Force Shield Regeneration Rate
+10% Force Shield Regeneration Delay Reduction

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Twisted Obligation (1)

+100 Max Willpower and Rage

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Twisted Obligation (2)

+100 Max Willpower and Rage

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Hyper Self-Awareness

+25% Force Shield Regeneration Rate

 

 

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Spellslinger

+18% Spell Casting Speed Score

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Elemental Manipulation

+15% Elemental Damage

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Witchcraft Adept

+15% Occult Damage

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Dominator (Warlock)

+20 Willpower on Hit

 

 

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Sharp Insight (1)

+12% Force Shield

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Sharp Insight (2)

+20% Force Shield

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Sharp Insight (3)

+12% Force Shield

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Magical Mastery (1)

+10% Spell Damage

 

 

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Magical Mastery (2)

+16% Spell Damage

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Magical Mastery (3)

+10% Spell Damage

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Focused (Warlock)

+25 Wisdom

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Self-Restraint (1)

+8% Spell Cost Reduction

 

 

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Self-Restraint (2)

+8% Spell Cost Reduction

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Dark Calling

+10% Willpower Regeneration

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Ravenous Magic (1)

+2% Life Leech from Spell Damage

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Ravenous Magic (2)

+2% Life Leech from Spell Damage

 

 

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Unholy Dominion

+12% Spell Casting Speed Score
+4% Spell Cost Reduction

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Strong-Willed

+18% to All Resistances Score

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Ancient Trinket

+18% Status Ailment Resistance Score

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Impatient

+20% Force Shield Regeneration Delay Reduction

 

 

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Strike like Lightning (Warlock)

+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score

 
 
 

 

 

Third Ring

Arms Maester

Arms Maester Major Passive Skills

 

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Pugilist's Momentum


Completing attacks with the same weapon 4 times within a short period grants you different bonuses depending on the weapon type.
One-handed and dual-wielded weapons always inflict critical hits on the 4th attack.
Two-handed axes, hammers, and swords always stun in an area of effect on the 4th attack.
Bows always fire projectiles in 360 degrees around you on the 4th attack.
Staffs always fire multiple projectiles on the 4th attack.
Provides alternative fourth Attack to each basic weapon Combo
Fourth Attack of a Bow weapon Attack Combo shoots multiple arrows in all directions
Fourth Attack of a Staff weapon Combo fires additional projectiles in Target's direction
Fourth Attack of a Two-Handed weapon Attack Combo Stuns all enemies hit.
Fourth Attack of a One-Handed weapon Attack Combo is a Critical Hit

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Virtuose Stance


You unlock the "Probing Weakness" and "Stalwart Resolve" Stances, each one giving you different bonuses. Using a dodge roll changes your Stance.
While in the "Probing Weakness" Stance, your all resistance score is reduced, but your default attacks have a chance to deal double damage, including on critical hits.
While in the "Stalwart Resolve" Stance, your attack and spellcasting speed is reduced, but your block chance is increased.
Gain access to two "Stances": "Probing Weakness" and "Stalwart Resolve". A "Stance" is changed when a Dodge Roll is used.
While "Probing Weakness" is active, you have a 10% Chance to double Attack Damage at the cost of 25% of your All Resistances 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

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Proud Reprisal


If you block an enemy's attack, you instantly deal a percentage of your weapon damage in a counter-attack.
100% of Weapon Damage dealt to Attacking Enemy when their Attack is Blocked

 

 

Arms Maester Minor Passive Skills

 

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Ingenious Stance

Increases Chance to double Attack Damage while "Probing Weakness" is active by 5%
Increases Block Chance while "Stalwart Resolve is active by 5%

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High Evasion

 +10% Block Chance

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Sundering Precision (1)

+12% Rend Damage

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Sundering Precision (2)

+12% Rend Damage

 

 

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Flurry Of Blows

+12% Damage with One-Handed Weapons

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Clever Thrust (1)

 +12% Damage with One-Handed Weapons

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Clever Thrust (2)

+12% Damage with One-Handed Weapons

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Induration (1)

+14% Block Efficiency
+8% Maximum Health

 

 

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Induration (2)

+14% Block Efficiency
+8% Maximum Health

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Cessation

Fourth Attack of each basic weapon Combo deals 50% additional Damage

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Percussive Rebound

+6% Added Block Chance and allow any weapon to block

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Omnipractice

+8% Attack Damage
+10% Damage with One-Handed Weapons
+10% Two Handed Weapon Damage

 

 

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Calculated Cleave (1)

 +12% Two Handed Weapon Damage

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Calculated Cleave (2)

+12% Two Handed Weapon Damage

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Mass Evasion

+10% Block Chance

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Rain of Hazards

+8% Two Handed Weapon Damage
+10% Critical Hit Damage

 

 

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Mathematical Counter

Damage dealt to Attacking Enemy when their Attack is Blocked is dealt as Rend Damage

 
 

 

 

Eos

Eos Major Passive Skills

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Dawn's Pious Striker


Enemies are killed instantly if hit while their Health is below a certain threshold. This only works on Underlings and Specialist enemies.
Dealing Sacred Damage instantly Kills Enemies below 15% of their Max Health (Underlings and Specialists only)

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Beacon For the Lost


When your Force Shield is above a certain percentage, your Sacred spell damage is increased.
When your Force Shield is under a certain percentage, your Sacred attack damage is increased.
This ability only works if your Force Shield is above 0.
25% Spell Damage when Force Shield is above 50% and 25% Attack Damage when Force Shield is below 50%

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Unflagging Prayer


When your Health is below 20% you make a Prayer, giving a buff to the All Resistances Score of your allies for a few seconds and reviving downed allies. This ability has a large cooldown.
All Nearby Allies are Resurrected when your Health drops below 30% of maximum
All Nearby Allies gain 30% boost to All Resistances Score when Allies are resurrected

 

 

Eos Minor Passive Skills

 

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Sudden Death

Dealing Sacred Damage now instantly Kills Champion Enemies below a percentage of their Health in addition to Underlings and Specialists

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Healing Hands

+10% Health gained from all sources

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Purge (1)

+15% Sacred Damage

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Final Sacrament

+8% Spell Damage
+10% Sacred Damage

 

 

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Holy Song

+15% Force Shield

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Healing Hands

+10% Health gained from all sources

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Lady's Hand (1)

+12% Attack Damage

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Lady's Hand (2)

+12% Attack Damage

 

 

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Armed Sermon

+10% Force Shield
+9% to AllResistances Score

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Hallowed Insight

+10% Increaseto Spell Damage when above Force Shield threshold and 10% increase to Attack Damage when below Force Shield threshold

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Touch Of Divinity

+9% to all Resistances Score

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Light For The Blind

+8% Attack Damage
+8% Spell Damage
+8% Force Shield

 

 

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Luminous Ritual (1)

12% Spell Damage

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Luminous Ritual (2)

12% Spell Damage

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Anointment

+8% Attack Damage
+10% Sacred Damage

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Instructed Cure

+10% Healing from Spells

 

 

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Purge (2)

+15% Sacred Damage

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Famed Return

+20% to All Resistances Score upon Ally resurrectio

 

 

 

 

Siege Breaker

Siege Breaker Major Passive Skills

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Salvatory Anchor

You will receive a bonus depending on which archetype your equipped Armor belongs to.
If you have Warrior Armor, you receive Health regeneration for each Health point on the armor.
If you have Tank Armor, its All Resistance bonus is doubled.
If you have Rogue Armor, you regenerate Health and Force Shield each time you complete a dodge. The amount that you regenerate is determined by the Health points given by the Armor.
If you have Mage Armor, you regenerate Force Shield based on the amount of Force Shield on the Armor.
Allows Bonuses to be applied depending on Chest-piece equipped 0.5 Health Regeneration for every Health point on equipped Warrior Chest-piece Gain All Resistance Score equal to All Resistance score on equipped Heavy Chest-piece You 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. 0.01 Force Shield Regeneration for every Force Shield point on equipped Mage Chest-piece

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Disallowing Vessel

While stationary you gain an "Inexorable" point every few seconds. Each point of "Inexorable" reduces your movement speed and increases your damage. Moving will cause an "Inexorable" point to be removed after a few seconds.
While stationary, gain 1 "Inexorable" Point every 1.5s, up to a maximum of 10 4-
-5% Movement Speed per "Inexorable" Point
+10% Movement Speed per "Inexorable" Point

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Belligerent Banner

Every few seconds you gain a "Fortress" point up to a maximum. Each "Fortress.' point increases your block chance. "Fortress" points are removed when a block is completed.
1 "Fortress" Point(s) gained every 1.5, up to a maximum of 10
+5% Block Chance per "Fortress" Point.

 

 

Siege Breaker Minor Passive Skills

 

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Elevated Gain

Allows Bonuses to be applied depending on Helmet equipped
0.5 Health Regeneration for every Health point on equipped
Warrior Helmet Gain All Resistance Score equal to 1 multiplied by the All Resistance score on equipped Heavy Helmet
You 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. 0.01 Force Shield Regeneration for every Force Shield point on equipped Mage Helmet

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Monolith

+15% Physical Damage

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Liberty Arisen (1)

+20% to All Resistances Score
-15% Dodge Chance Score

 

 

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Landslide (1)

+14% Critical Hit Damage
+8% Maximum Health

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Chromatic Idol

+25% Physical Damage
-10% Occult Damage

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Futile Endeavour (1)

+20% Block Efficiency

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Unsunken

+18 to All Resistances Score

 

 

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Inexorable Vitality

+20% to All Resistances Score
+8% Maximum Health

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Landslide (2)

+14% Critical Hit Damage
+8% Maximum Health

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Futile Endeavour (2)

+14% BLock Efficiency
-15% Dodge Chance Score

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Secure Parry

+10% Health Hegeneration per "Inexorable" Point
+20% All Resistances Score per "Inexorable" Point

 

 

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Liberty Arisen (2)

+20% to All Resistances Score
-15% Dodge Chance Score

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Brutal Imposition (1)

Damage is increased by +25 miltiplied by your equipped Shield's Block Chance

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Brutal Imposition (2)

Damage is increased by +25 miltiplied by your equipped Shield's Block Chance

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Bane of Tyranny

Damage is increased by +50 miltiplied by your equipped Shield's Block Chance

 

 

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Proud Helm

+2% Block Chance per "Fortress" Point.

 
 
 

 

 

 

Child of Fury

Child of Fury Major Passive Skills

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Furious Appetite

Your Willpower generated is transferred into Rage.
Your Willpower Regeneration is applied to Rage instead.
Passively generate Rage instead of Willpower

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Flurrying Flames

Each time you hit an enemy, you receive an "Unleashed Fury" point. Each "Unleashed Fury" point increases your attack speed, your life leech, and reduces your all resistance score.
Your Attacks generate "Unleashed Fury" Points up to a maximum of 50. Points reset after 3s out of combat
+3% Attack Speed per "Unleashed Fury" Point
+0.2% Life Leech per "Unleashed Fury" Point
-1% All Resistances Score per "Unleashed Fury" Point

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Blistering Embrace

When you hit an enemy that has a certain number of Burn stacks, your hits have a chance to consume the Burn stacks that you inflicted and deal increased damage per the number of stacks consumed.
When Hitting an Enemy with an Attack, 10% Chance to consume the Burn Stacks you inflicted when their Burn Stacks exceed 5, increasing Damage of the Hit by 10% per consumed stack

 

 

Child of Fury Minor Passive Skills

 

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Frenzied Blows

Skills have +100Rage Cost when Rage is over 750, but Skills cast at this increased Cost deal double damage

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Undying Flicker

+10% Block Chance while One-Handed Weapon equipped

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Wyrmbreath

+10% Fire Damage
+10% Rage per hit taken

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Indignation (1)

+15% Fire Damage

 

 

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Indignation (2)

+15% Fire Damage

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Shattering Strike

Enemies killed by an attack that consumed Burn Stacks transfers 5 Burn Stacks to Enemies Considered Nearby

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Fireproof (1)

+20% Status Ailment Resistance Score
-15% Dodge Chance Score

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Fireproof (2)

+20% Status Ailment Resistance Score
-15% Dodge Chance Score

 

 

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Phlogiston (1)

+10% Attack Speed Score

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Phlogiston (2)

+10% Attack Speed Score

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Nursing Grudges

+1% Attack Speed per "Unleashed Fury" Point
+0.1% Life Leech per "Unleashed Fury" Point

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Volcanic Crust

+10% Maximum Health
-10% Material Resistance Score

 

 

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Boiling Point

+10% Attack Speed Score
+8% Maximum Health

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Initial Spark (1)

+10% Physical Damage converted into Fire Damage

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Initial Spark (2)

+10% Physical Damage converted into Fire Damage

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Autarchic Mind

+10% Maximum Health
-10% Occult Resistance Score

 

 

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Conflagration

+10% Physical Damage converted into Fire Damage
+9% Status Ailment Chance Score

 
 
 

 

 

 

Exorcist

Exorcist Major Passive Skills

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Branded Burst

After a few seconds of not being hit, you gain a 'Tenet" point. When you are hit you ignore a percentage of the damage and lose a "Tenet" point. The amount of damage reduction is increased with each point you have.
You gain 1 "Tenet" Point every 2.5s up to a maximum of 5 'Tenet Points", and 1 "Tenet Point" is consumed whenever you are Hit.
+15% Damage Reduction per "Tenet" Point

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Academic Fieldwork

Every time you kill a Champion enemy, you gain 1 "Headhunter point up to a maximum. Each "Headhunter" point increases your Material damage for a few seconds. Your "Headhunter" points will be reset if you do not aquire a new point within a given timeframe.
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

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Blessed Silver

You have 5 "Annointed Ammunition" points that replenish every few seconds. "Annointed Ammunition" also replenishes when you dodge. For every "Annointed Ammunition" point you have, your projectile damage is increased. For every "Annointed Ammunition" point you have missing, your melee damage is increased.
You have 5 "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 Dodge Roll

 

 

Exorcist Minor Passive Skills

 

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Indifference

+5% Damage Reduction per "Tenet" Point

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The Weight And The Force (1)

+10% Material Resistance Score
+8% Maximum Health

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The Weight And The Force (2)

+10% Material Resistance Score
+8% Maximum Health

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Arcane Dissolution

+15% Material Damage
+9% Critical Hit Chance Score

 

 

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Earthly Ballast (1)

+15% Material Damage

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Earthly Ballast (2)

+15% Material Damage

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Profane Of Body (1)

+12% Dodge Chance Score
+5% Movespeed

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Profane Of Body (2)

+12% Dodge Chance Score
+5% Movespeed

 

 

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Caster's Woe (1)

+12% Melee Weapon Damage

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Caster's Woe (2)

+12% Melee Weapon Damage

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Perilous Load

Duration of "Headhunter" Points before resetting is increased to 50s

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Elusive Code

+10% Material Resistance Score

 

 

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Aloof Hunter

+8% Melee Weapon Damage
+8% All Projectiles Damage
+9% Dodge Chance Score

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Nullifying Point (1)

+12% All Projectiles Damage

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Nullifying Point (2)

+12% All Projectiles Damage

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Sin Eater

+8% Melee Weapon Damage
+8% All Projectiles Damage

 

 

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Eagerness

1 "Anointed Ammunition" Point(s) refilled whenever you deal a Critical Hit

 
 
 

 

 

 

White Arrow

White Arrow Major Passive Skills

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Hungry Stalactite

Damage is increased based on how much Pierce is remaining on a projectile after it has hit an enemy.
Enemies are dealt 30% Damage per the amount of Pierce remaining on a Projectile after it Hits an Enemy

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Acute Tracking

Every second that you are in combat you receive "Cold Blooded" points that increase your damage. If you are hit the "Cold Blooded" points are removed.
While in Combat, gain "Cold Blooded" Points every 2s, up to a maximum of 5
10% Damage per "Cold Blooded" Point

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Wintry Hail

When a projectile hits an enemy, it will bounce off them and hit another enemy, dealing bonus Frost damage. Projectiles will not bounce if they have Pierce remaining.
Regular Projectiles bounce up to 2 times to Nearby Enemies in 20m radius s-
+15% Frost Damage to regular Projectiles that have bounced.

 

 

White Arrow Minor Passive Skills

 

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Cruel Sting

Enemies are dealt 10% Damage per the amount of Pierce remaining on a Projectile after it Hits an Enemy

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Frostbite (1)

+15% Frost Damage

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Frostbite (2)

+15% Frost Damage

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Dream of Hearths

+10% Frost Damage
+9% Critical Hit Chance Score

 

 

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Hunter Hunted (1)

+10% Force Shield
+12% Force Shield regeneration Rate

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Hunter Hunted (2)

+10% Force Shield
+12% Force Shield regeneration Rate

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Ice Shall Wake (1)

+14% Critical Hit Damage

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Ice Shall Wake (2)

+14% Critical Hit Damage

 

 

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Call of the Wild (1)

+12% Dodge Chance Score
-5% Movespeed

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Call of the Wild (2)

+12% Dodge Chance Score
-5% Movespeed

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Implacable Tracker

+10% Frost Damage
+8% All Projectile Damage
+9% Dodge Chance Score

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Primeval Awareness

+15% Force Shield

 

 

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Studied Pursuer

Gain "Cold Blooded" Points every 1.5s

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Pelting Shards (1)

+10% All Projectiles Damage
-10% Attacks Speed Score

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Pelting Shards (2)

+10% All Projectiles Damage
-10% Attacks Speed Score

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Traversing Arrowhead

+10% All Projectiles Damage
+9% All Projectiles Critical Hit Chance Score

 

 

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Steadied Force

Projectiles bounce to Nearby Enemies an additional 1 time(s)

 
 
 

 

 

 

Duskglaive

Duskglaive Major Passive Skills

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Tethered Shade

Whenever you dodge, enemies in your path receive damage and a decoy is left at the starting position of the dodge.
Dodge Roll Damages Enemies and leaves a Decoy for is

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Waltzing Smoke

Whenever you dodge, you become invisible and your next attack deals increased Shadow damage.
Dodge Roll turns you Invisible for 5s. While Invisible, the damage of your next Skill activated is increased by 30%. Using a Skill breaks Invisibility. This has a cooldown of 5s.

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Life's First Movement

You have 5 "Lure of Darkness" points and 5 "Lure of Light" points. When using a spell you gain 1 "Lure of Darkness" point and lose 1 "Lure of Light" point. When using an attack you gain 1 "Lure of Light" point and lose 1 "Lure of Darkness" point. When both points are weighted 6/4, they are considered to be in Equilibrium. While in this state, you will receive the following bonuses:
A percentage of your attack damage bonus is added to your spell damage bonus.
A percentage of your spell damage bonus is added to your attack damage bonus.
You have 10 Points shared between "Lure of Light" and "Lure of Darkness" Points. Casting a Spell converts "Lure of Light" into "Lure of Darkness", and Attacking converts "Lure of Darkness" into "Lure of Light". When "Lure of Light" and "Lure of Darkness" Points have a weighting between 6/4, they are considered to be in Equilibrium. While "Lure of Light" and "Lure of Darkness" are in "Equilibrium", your Attacks benefit from 50% of Spell Damage bonuses and your Spells 50% of Attack Damage bonuses While "Lure of Light" and "Lure of Darkness" are not in "Equilibrium", your Attacks lose 20% of Spell Damage bonuses and your Spells 20% of Attack Damage bonuses

 

 

Duskglaive Minor Passive Skills

 

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Scabrous Balance

Decoy left by Dodge Roll explodes when it is destroyed, dealing Damage in a 2m radius

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Veiled Bound (1)

+15% Shadow Damage

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Veiled Bound (2)

+15% Shadow Damage

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Saturnalia

+10% Shadow Damage
+100 Max Willpower and Rage

 

 

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Bodies Made Fleeting (1)

+12% Dodge Chance Score
+5% Rage Cost Reduction
+5% Willpower Cost reduction

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Balanchine Endurance (1)

+1 Stamina Point

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Showstopper (1)

+8% Attack Damage
+8% Spell Damage

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Gleam On The Breeze

+15% Dodge Chance Score

 

 

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Blindfolded Leaps

+10% Attack Speed Score
+12% Spell Casting Speed Score
+9% Dodge Chance Score

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Protracted Effort

Duration of the Invisibility triggered by a Dodge Roll is increased by 5s

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Balanchine Endurance (2)

+1 Stamina Point

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Showstopper (2)

+8% Attack Damage
+8% Spell Damage

 

 

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Bodies Made Fleeting (2)

+12% Dodge Chance Score
+5% Rage Cost Reduction
+5% Willpower Cost reduction

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All The World's A Stage

+10% Attack Speed Score
+10% Spell Casting Speed Score
+10% Transfer Time reduction between Willpower and Rage

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Cutting Adagio (1)

+12% Attack Speed Score
+9% Spell Casting Speed Score

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Cutting Adagio (2)

+12% Attack Speed Score
+9% Spell Casting Speed Score

 

 

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Limited Breath

"Lure of Light: and "Lure of Darkness" Points are now considered to be in "Equilibrium" when they have a weighting between 7/3

 
 
 

 

 

 

Alastor

Alastor Major Passive Skills

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Static Transferral

Each time you attack, you receive an "Overload" point that increases your damage. When you use a skill, every "Overload" point is removed and the total damage bonus provided by your "Overload" points is doubled.
6% Damage per "Overload" Point. Basic Attacks generate 1 "Overload" Point up to a maximum of 6. Using a Skill consumes all "Overload" Points but doubles Damage of the Skill

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Sparking Dart

You have "Power Charge" points. This resource is now used to activate any Device or Lightning skills. The resource can have any value between -100 and 100. When Power Charge is a positive number, your damage will be increased, and when it is a negative number, your damage will be reduced.
Power Charge is regenerated over time, and by using your attacks.
Device and Lightning skills still use Willpower in addition to Power Charge.
Basic Attacks refill "Power Charge" Points by 4. 4 "Power Charge" Points are generated per second, capped between -100 and +100
+200% times the Damage inflicted by Device and Lightning Skills per 100 "Power Charge" Points

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Intravenous Neural Cord

Whenever you inflict a critical hit on an enemy, your attack speed is increased for a short duration.
+75% Attack Speed for 3.0s on Critical Hit

 

 

Alastor Minor Passive Skills

 

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Protracted Effort

"Overload" Points are halved instead of set to 0 when consumed.

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Dispassionate Detachment

+15% Attack Speed Score
+8% Damage

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Condensator (1)

+15% Attack Speed Score

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Condensator (2)

+15% Attack Speed Score

 

 

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Particle Fuelled Generator (1)

+12% Dodge Chance Score
+8% Stamina Regeneration Rate Reduction

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Particle Fuelled Generator (2)

+12% Dodge Chance Score
+8% Stamina Regeneration Rate Reduction

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Electric Power Redirection (1)

+15% Lightning Damage

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Electric Power Redirection (2)

+15% Lightning Damage

 

 

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Stunning Presence

30% reduction in "Power Charge" Points Cost for all Device Skills

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Integrated Immaterial Shields (1)

+10% Force Shield
+8% Maximum Health

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Integrated Immaterial Shields (2)

+10% Force Shield
+8% Maximum Health

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External Discharge

+10% Damage
+12% Critical Hit Chance Score
+8% Force Shield

 

 

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Pulse Control (1)

+18% Critical Hit Chance Score

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Pulse Control (2)

+18% Critical Hit Chance Score

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Shock Invasion

+12% Critical Hit Chance Score
+10% Critical Hit Damage

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Cautious Effort

+25% Attack Speed for 3.0s on Critical Hit

 

 

 

Oracle of the Trinity

Oracle of the Trinity Major Passive Skills

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Ancient Fervour

Using certain elemental skills grants you their corresponding "Accord". Each Accord has different effects depending on its base element.
"Beelmalik's Accord" increases your critical hit chance for a few seconds.
"Abanazaar's Accord" increases your damage for a few seconds.
"Etheliel's Accord" increases your chance to inflict ailments for a few seconds.
Spells that inflict fire, frost, or 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 when "Etheliel's Accord" is active.
"Beelmalik's Accord" is active for 5.0s unless it is triggered again. You have 50% Critical Chance when "Beelmalik's Accord" is active.

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Omnitempest

Using certain elemental skills has a chance to launch other spells.
Lightning skills can launch a Chain Lightning spell. Fire skills can launch a Meteor. Frost skills can launch a Frost Lance.
7% Chance to Cast a Meteor at cursor location when Fire Skill is Cast. Has a Cooldown of 2.0s
10% Chance to Cast a 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

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Elementary Destabilization

Whenever your Willpower is under a certain percentage, each time you use a skill there is a small chance that you will cause an explosion. You and enemies take a percentage of your maximum Health OR Force Shield (whichever is highest) as damage, and a percentage of your Willpower is regenerated.
The element of the damage dealt is selected randomly between Lightning, Fire, and Frost.
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 regenerates 20% of your Willpower, and has a cooldown of 5.0s.

 

 

Oracle of the Trinity Minor Passive Skills

 

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Dual Allegiance

1 "Accord(s)can be active concurrently

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Sparked Repulsion

+15% Lightning Damage

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Crystallization

+15% Frost Damage

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Immolation

15% Fire Damage

 

 

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Weathered Pavis (1)

+10% Elemental Resistance Score
-10% Maximum Health

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Weathered Pavis (2)

+10% Elemental Resistance Score
-10% Maximum Health

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Spiralling Field (1)

+17% Force Shield Regeneration Rate
+8% Force Shield

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Of Squalls And Fires

+10% Elemental Damage
+10% Elemental Resistance Score

 

 

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Tempestuous Shelter

+25% Force Shield Regeneration Rate

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Faith Diversion (1)

+18% Spell Casting Speed Score

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Faith Diversion (2)

+18% Spell Casting Speed Score

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Precarious Flesh

10% Chance to Cast a Meteor at cursor location when Fire Skill is Cast. Has a Cooldown of 2.0s
15% Chance to Cast a 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

 

 

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Audacity In Descent (1)

+8% Willpower Cost Redution

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Audacity In Descent (2)

+8% Willpower Cost Redution

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Matter In Dissolution

+5% Willpower Cost Redution
+10% Transfer Time Reduction between Willpower and Rage

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Spiralling Field (2)

+17% Force Shield Regeneration Rate
+8% Force Shield

 

 

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Unstable 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.

 
 
 

 

 

Time Weaver

Time Weaver Major Passive Skills

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Which Time Cannot Heal

When you damage an enemy that is afflicted with Stasis, they will take the damage again after a few seconds.
When you hit Enemies afflicted with Stasis, they take 100% of the Hit Damage again after a 1.5s delay

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Dire Juncture

A portion of the damage you receive is delayed, and this delayed damage does not interrupt Force Shield regeneration.
Your maximum Health and Force Shield is reduced.
You only take 40% Damage of an Enemy's attack when it Hits, the rest is inflicted is after the Hit
Your Health is set to 85% of maximum, and Force Shield to 85% of maximum

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Captured Velocity

If you apply Stasis to an enemy with an attack, you gain a "Supernatural Paradox" point. Each point of "Supernatural Paradox" increases your spell casting speed.
If you apply Stasis to an enemy with a spell, you gain an "Earthly Paradox" point. Each point of "Earthly Paradox" increases your attack speed.
You gain Supernatural Paradox Points when you Hit an enemy in Stasis 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 per Supernatural Paradox Point
+10% Attack Speed per Earthly Paradox Point

 

 

Time Weaver Minor Passive Skills

 

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Wither In Dreams (1)

+15% Aether Damage

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Wither In Dreams (2)

+15% Aether Damage

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Wither In Dreams (3)

+15% Aether Damage

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Deferential Wounds

Damage dealt after the delay is increased by 5%

 

 

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Youth In Future Tense (1)

+14% Force Shield Regeneration Delay Reduction
+8% Force Shield

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Youth In Future Tense (2)

+14% Force Shield Regeneration Delay Reduction
+8% Force Shield

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Temporal Shift (1)

+12% Dodge Chance Score
+8% Force Shield

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Temporal Shift (2)

+12% Dodge Chance Score
+8% Force Shield

 

 

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Impossible Soul (1)

+5 Max Ailment Stacks

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Impossible Soul (2)

+5 Max Ailment Stacks

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Practiced Stamina

Your Health is set to 5% of maximum, and Force Shield to 5% of maximum

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Slow In Slow Out

+20% Force Shield Regeneration Delay reduction

 

 

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Waning Before Waxing

+10% Aether Damage
+12% Status Ailment Chance Score
+9% Dodge Chance Score
+8% Force Shield

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Obsolescence (1)

+12% Status Ailment Chance Score

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Obsolescence (2)

+12% Status Ailment Chance Score

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Countdown

+12% Status Ailment Chance Score
+10% Attack Speed Score
+18% Spell Casting Speed Score

 

 

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Spared Stock

+5% Spell Casting Speed per Supernatural Paradox Point
+5% Attack Speed per Earthly Paradox Point

 
 
 

 

 

Abyssal Shaper

Abyssal Shaper Major Passive Skills

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Occult Affliction

The Occult damage that an enemy receives from your attacks is increased with each Cursed stack they are afflicted with.
Occult Damage increased by +5% for every Cursed Stack an Enemy has

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Masochistic Effigy

Maximum Force Shield is doubled.
Your Health cannot exceed 5% of your maximum Force Shield.
Doubles Max Force Shield. •
Health cannot exceed 5% of maximum Force Shield

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Fatal Pact

Every ailment that stacks which you inflict is also inflicted on you. Each time you reach 10 stacks of one ailment type, that ailment is removed completely, giving you and your allies a bonus for a short time depending on which ailment is removed.
If Stasis stacks were removed, movement speed is increased.
If Cursed stacks were removed, all resistances are increased.
If Weakness stacks were removed, damage is increased.
If any other stacks were removed, Health and Force Shield are regenerated.
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 buffs to yourself and nearby allies
+25% Movement Speed to yourself and allies in a 4.0m radius for 7.0s when Stasis Stacks are removed
+30% All Resistance Score to yourself and allies in a 4.0m radius for 7.0s when Cursed Stacks are removed
+30% Damage to yourself and allies in a 4.0m radius for 7.0s when Weakness Stacks are removed.
Removing Ailment stacks that deal Damage-Over-Time restores +30% of Max Health and +30% of Force Shield to yourself and allies in a m radius

 

 

Abyssal Shaper Minor Passive Skills

 

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Oath of Damnation

Occult Damage increased by +2% for every Cursed Stack an Enemy has

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Unholy Omen (1)

+15% Occult Damage

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Unholy Omen (2)

+15% Occult Damage

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Agonizing Ray

+15% Occult Damage

 

 

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Soothing Shade (1)

+14% Force Shield Regeneration Delay Reduction
+8% Force Shield

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Soothing Shade (2)

+14% Force Shield Regeneration Delay Reduction
+8% Force Shield

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Tranquil in Misery (1)

+10% Occult resistance Score
-17% Health Regeneration

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Tranquil in Misery (2)

+10% Occult resistance Score
-17% Health Regeneration

 

 

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Guttural Dowry

+12% Status Ailment Chance Score
+10% Occult Resistance Score
+12% Force Shield Regeneration Rate

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Insinuated Bond (1)

+12% Ailment Damage

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Insinuated Bond (2)

+12% Ailment Damage

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Soundproof Box

+14% Force Shield Regeneration Delay Reduction
+9% Status Ailment Chance Score

 

 

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Ailing Cry

Health cannot exceed 15% of maximum Force Shield

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His Whispered Lullabies (1)

+25% Occult Status Ailment Chance Score

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His Whispered Lullabies (2)

+25% Occult per Status Ailment Chance Score

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Pact Master's Song

+25% Occult Status Ailment Chance Score

 

 

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Wounded Shield

When inflicting an Ailment on yourself, +30% Chance to increase number of Ailment stacks inflicted by 1

 
 
 

 

 

 

Plaguebringer

Plaguebringer Major Passive Skills

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Undertaker

Enemies that die near you have a chance to drop a green globe. If picked up, the globe will increase your Poison damage for a short duration. This bonus stacks with each globe picked up.
Enemies that die in 20m radius around you have 10% chance to drop green globes. Picking up green globes grants you an additional 30% Damage as Poison Damage for 5s

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Sacrifice of Flesh

Your maximum Health and Force Shield is reduced, but your summons receive reduced damage. • You lose 20% of your Health and 20% of your Force Shield, but all Summons take 25% less Damage

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Toxic Emanations

Enemies receive a stack of Poison every few seconds when they are close to you.
Every 2s, Enemies in a 4m radius gain a Poison Stack

 

 

Plaguebringer Minor Passive Skills

 

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Horde's Vitality

Summons that die in a 20m radius around you have 10% chance to drop green globes.
Picking up green globes grants you an additional 30% Damage as Poison Damage for lOs

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Sloughing Skins Of Swarms (1)

+15% to Damage dealt by Summons

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Sloughing Skins Of Swarms (2)

+15% to Damage dealt by Summons

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Covenant Of Rot

+10% to Damage dealt by Summons+10% Maximum Health

 

 

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Heads Hang Low (1)

+10% to Summons Health

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Remedy For Hale Health (1)

+15% Toxic Damage

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Unquiet Soil (1)

+10% to Summons' Health Regeneration

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Bog Bodies

+10% Damage deal by Summons
+10% to Summons Health
+10% Toxic Damage

 

 

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Heads Hang Low (2)

+10% to Summons Health

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Endless Litany (1)

You lose an additional 5% of your Health and 15% of your Force Shield, but summons take 20% less Damage

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Endless Litany (2)

You lose an additional 5% of your Health and 15% of your Force Shield, but summons take 20% less Damage

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Unquiet Soil (2)

+10% to Summons' Health Regeneration

 

 

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Remedy For Hale Health (2)

+15% Toxic Damage

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Muscle Stripped Raw (1)

+10% to Summons' Attack and Spell Casting Speed

purple-passive-tier3-wolcen-wiki-guide
Muscle Stripped Raw (2)

+10% to Summons' Attack and Spell Casting Speed

purple-passive-tier3-wolcen-wiki-guide
Search For A Dead Sun

+10% to Summons' Attack and Spell Casting Speed
+8% Maximum Health

 

 

purple-passive-tier3-wolcen-wiki-guide
Essential Measure

Enemies are Slowed by 20% for 3s when are within the radius

 
 
 

 

 

 

 




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