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
Attrition Strategist
Every hit is more likely to inflict an ailment on its target.
+60% Status Ailment Chance Score
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
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 (1)
+12% Spell Damage
+12% Ailment Damage
+12% Spell Damage
+12% Ailment Damage
+25 Wisdom
Adept (1)
+12% Spell Casting Speed Score
+8% Damage
Adept (2)
+12% Spell Casting Speed Score
+8% Damage
+25% Elemental Status Ailment Chance Score
+25% Occult Status Ailment Chance Score
+10% Cooldown Reduction for all Skills
+150 Willpower and Rage
+15 Range for picking up Helath Globes
+10% Healing from Health Globes
+10% Healing from Health Globes
Hardy (1)
+10% Force Shield
+5% Status Ailment Resistence Score
Hardy (2)
+10% Force Shield
+5% Status Ailment Resistence Score
+5% Rage Cost Reduction
+5% Willpower Cost Reduction
+5% to All Resistances Score
+25% Froces Shield Regeneration Rate
+17% Forces Shield Regeneration Rate, +10% Forces Shield Regeneration Delay Reduction
+20% Force Shield Regeneration Delay reduction
+25 Toughness
Sentinel
Sentinel Major Passive Skills

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

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

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
+15% All Projectile Damage, +15% Melee Weapon Damage
+15% All Projectile Damage, +15% Melee Weapon Damage
+8% Attack Damage, +9% Critical Hit Chance Score
+8% Attack Damage, +9% Critical Hit Chance Score
+25 Agility
+6% Movespeed
+18% Spell Casting Speed Score
+18% Arrack Speed Score
+10% Max Health, +8% Force Shield
+10% Max Health, +8% Force Shield
+10% Max Health, +8% Force Shield, +25 Toughness
Chemically Empowered Metabolism (1)
+10% Max Health, +12% Health Regeneration
Chemically Empowered Metabolism (2)
+10% Max Health, +12% Health Regeneration
+12% Dodge Chance Score, +9% to All Resistance Score
+12% Dodge Chance Score, +8% Force Shield
+12% Dodge Chance Score, +8% Max Health
+10% Cooldown Reduction for all Skills
+1 Stamina Point
+15% Stamina Regeneration Rate Reduction
+4% Damage per missing Stamina point
+20% Damage when at full Stamina
Soldier
Soldier Major Passive Skills

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

The Heat of Battle
+25 Rage per hit taken.

The Wild Card
Attacks and spells are more likely to be critical hits.
+60% Critial Hit Chance Score
Soldier Minor Passive Skills
+12% Melee Weapon Damage, +12% Critical Hit Damage
+12% Melee Weapon Damage, +12% Critical Hit Damage
+25 Ferocity
+8% Attack Damage, +6% Critical Hit Damage
+8% Attack Damage, +6% Critical Hit Damage
+18% Attacks Critical Hit Chance Score
+18% Spells Critical Hit Chance Score
+10% Max Health, +4% Rage Cost Reduction, +4% Rage Cost Reduction
+25 Toughness
+12% to All Resistance Score, +8% Max Health
+12% to All Resistance Score, +8% Max Health
+12% to All Resistance Score, +12% Health Regeneration
+10% Max Health, +12% Health Regeneration
+12% Status Ailment Resistance Score, +12% Health Regeneration
+10% Cooldown Reduction for all Skills
+6% Movespeed
+3s Rage Conservation Time
+8% Rage Cost Reduction
+8% Rage Cost Reduction
Second Ring
Praetorian
Praetorian Major Passive Skills
Kingless Aegis
Gain Block chance no matter what weapon is being used.
+6% Added Block Chance and allow any weapon to block
Selfless Courage
Blooking a hit provides you and your allies increased defenses.
+25% All Resistances for you and your allies after blocking a hit
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
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
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
+12% Health Regeneration
+10% Health Regeneration Rate
+0.25% Damage per percent of Physical Resistance
+0.25% Damage per percent of Physical Resistance
+25% Health Regeneration
+12% Attack Damage
+5% Block Chance
Perfect Defense
+20% Bloock Efficiency
Impervious Wall
+12% to All Resistances Score
+8% Maximum Health
+18% to All Resistances Score
+18% to All Resistances Score
+18% to All Resistances Score
+25 Ferocity
+15% Maximum Health
+15% Maximum Health
Robust (3)
+15% Maximum Health
Strike like Lightning (Praetorian)
+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score
One Man Crusade
+12% Attack Damage
+12% Critical Hit Damage
+20% Block Efficiency
+3% Added Block Chance and allow any weapon to block
1 Weakness Stack applied on Block
+5% Block Chance
+20% Health Regenerative Body
+12% Critical Hit Damage
+4% Health Globe Generation
Warmonger
Warmonger Major Passive Skills
Blood Reaper
A percentage of Physical damage becomes Rend damage.
+30% Physical Damage converted into Rend Damage
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
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
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
Bestial Frenzy
Increased damage for each enemy within melee range.
+4% Damage for each Nearby enemy within 4m range
Warmonger Minor Passive Skills
Master of the Frontline
+8% Melee Weapon Damage
+6% Attack Damage
15% Material Damage
Primal Power
+30% Fire Damage convert into Physical Damage
+30% Frost Damage convert into Physical Damage
+30% Lightning Damage convert into Physical Damage
Mystic Potential
+30% Aether Damage convert into Physical Damage
+30% Sacred Damage convert into Physical Damage
+30% Shadow Damage convert into Physical Damage
Marked Flesh
+100 Maximum Health
+8% Maximum Health
+1% Damage for each Nearby enemy
Blood Rush
+10% Maximum Health
+12% Health Regeneration
+15% Attack Speed Score
+4% Life Leech on Bleeding Target
+15% Bleed Chance Score on Rend Damage
Impervious
+5% to All Resistances Score
+12% to All Resistances Score
+35 Rage Generation on Kill
+10% per hit taken
Deadly Physicality
+10% Material Damage
+10% Attack Speed Score
+10% Melee Weapon Damage
+10% Attack Damage
+16% Attack Damage
+10% Attack Damage
Strike like Lightning (Warmonger)
+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score
+25 Ferocity
+16 Melee Weapon Damage
+10 Melee Weapon Damage
+2% Life Leech from Spell Damage
+2% Life Leech from Attack Damage
Ranger
Ranger Major Passive Skills
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
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
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
Enemies who have impairment movement (slowed, in stasis, stunned or frozen) take increased damage.
+25% Damage to enemies with Impaired Movement
Meditative Focus
Deal increased damage when far away from enemies.
+25% Damage when at least 6m away from all enemies.
Ranger Minor Passive Skills
+18% All Projectiles Critical Hit Chance Score
+18% All Projectiles Critical Hit Chance Score
+15% Attack Speed Score
Physical Conditioning
+100 Maximum Health
+8% Maximum Health
+25% Stasis Chance Score on Aether Damage
Overwhelming Barrage
+20% Stun Chance Score on Physical Damage
+20% Freeze Chance Score on Frost Damage
Body and Mind
+10% Maximum Health
+8% Force Shield
Unstoppable Flurry
+12% All Projectiles Damage
+10% Attack Speed Score
+25% Dodge Chance Score
+15% Dodge Chance Score
+15% Dodge Chance Score
Strike like Lightning (Ranger)
+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score
+25 Agility
+10% All Projectiles Damage
+16% All Projectiles Damage
+10% All Projectiles Damage
+25% All Projectiles Critical Damage
+18% All Projectiles Critical Hit Chance Score
+15% All Projectiles Speed
+15% All Projectiles Speed
+1 Pierce to All Projectiles
Mental Fortitude
+100 Force Shield
+8% Force Shield
+10% Damage when far away from all enemies
-2m Distance required to be far away from all enemies
Assassin
Assassin Major Passive Skills
Blessing of the Jade Legion
A percentage of Physical damage becomes Poison damage.
+50% Physical Damage converted into Toxic Damage
Clandestine Execution
Deal more damage when only enemies is nearby.
+25% Damage when only one enemy is withim 7m range
Merciless Lethality
Critical hits deal more damage, non-critical hits deal less damage.
+100% Critical Hit Damage
-30% Damage
Phantom Strike
Dash attacks are now twice as literaly to be critical hits.
The Critical Hit Chance of the Dash Attacks is doubled
Slipping Shadow
Dodge rolls can go through enemies.
Active dodge can go through enemies
Assassin Minor Passive Skills
+15% Poison Ailment Damage
+50% Poison Stack Duration
+15% Material Damage
Physical Conditioning
+100 Maximum Health
+8% Maximum Health
+1 Stamina Point
+15% Stamina Regeneration Rate Reduction
Body and Mind (Assassin)
+10% Maximum Health
+8% Force Shield
+25% Dodge Chance Score
+15% Dodge Chance Score
+15% Dodge Chance Score
Elaborate Flurry
+15% Attack Speed Score
+8% Force Shield
+15 Attack Speed Score
+15 Attack Speed Score
+15 Attack Speed Score
Strike like Lightning (Assassin)
+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score
+25 Agility
+5% Damage when only one enemy is considered Nearby
-3m Range for Increased Damage to solo Nearby enemies
Impeccable Aim
+10% Material Damage
+9% Critical Hit Chance Score
+2m Dash attack Range
+20% Dash Cooldown Reduction
Mental Fortitude
+100 Force Shield
+8% Force Shield
+18% Critical Hit Chance Score
+18% Critical Hit Chance Score
Cabalist
Cabalist Major Passive Skills
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)
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
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)
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
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
Protective Aura
+12% Status Ailment Resistance Score
+9% to All Resistances Score
+18% Attacks Critical Hit Chance
+18% Spells Critical Hit Chance Score
+18% Status Ailment Resistance Score
+18% Status Ailment Chance Score
+5 Max Ailment Stack
+5 Max Ailment Stack
Clarity of Mind
+8% Spell Cost Reduction
+8% Speed Damage
+12 Force Shield
+20 Force Shield
Sharp Insight (3 Cabalist)
+12 Force Shield
Strike like Lightning (Cabalist)
+5% Movespeed
+5% Attack Speed Score
+9% Spell Casting Speed Score
Focused (Cabalist)
+25 Wisdom
+50% Ailment Damage
-15% Damage that is not Damage Over Time
+12% Ailment Damage
Incessant Infirmity
+30% Ailment Damage
-10 Damage that is not Damage Over Time
Crippling Decrepitude
+50% Ailment Damage
-15% Damage that is not Damage Over Time
+18% Status Ailment Chance Score
Enfeebling Energy
+12% Status Ailment Chance Score
+75% Ailment Stack Duration
+25% Chance to multiply the number of Ailment Stacks applied by 0
+25% Chance to multiply the number of Ailment Stacks applied by 0
+18% to All Resistances Score
+50% Ailment Stack Duration
+12% Spell Damage
Warlock
Warlock Major Passive Skills
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
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%
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
Duty to Exterminate
Increased maximum Range and Willpower, allowing you to cast more spells and attack skills.
+200 Max Willpower and Rage
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
Self-Preservation Instinct
+17% Force Shield Regeneration Rate
+10% Force Shield Regeneration Delay Reduction
+100 Max Willpower and Rage
+100 Max Willpower and Rage
+25% Force Shield Regeneration Rate
+18% Spell Casting Speed Score
+15% Elemental Damage
+15% Occult Damage
+20 Willpower on Hit
+12% Force Shield
+20% Force Shield
+12% Force Shield
+10% Spell Damage
+8% Spell Cost Reduction
+10% Willpower Regeneration
+2% Life Leech from Spell Damage
+2% Life Leech from Spell Damage
Unholy Dominion
+12% Spell Casting Speed Score
+4% Spell Cost Reduction
+18% to All Resistances Score
+18% Status Ailment Resistance Score
+20% Force Shield Regeneration Delay Reduction
Third Ring
Arms Maester
Arms Maester Major Passive Skills
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
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
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
Increases Chance to double Attack Damage while "Probing Weakness" is active by 5%
Increases Block Chance while "Stalwart Resolve is active by 5%
+10% Block Chance
+12% Rend Damage
+12% Rend Damage
+12% Damage with One-Handed Weapons
+12% Damage with One-Handed Weapons
+12% Damage with One-Handed Weapons
+14% Block Efficiency
+8% Maximum Health
+14% Block Efficiency
+8% Maximum Health
Fourth Attack of each basic weapon Combo deals 50% additional Damage
+6% Added Block Chance and allow any weapon to block
+8% Attack Damage
+10% Damage with One-Handed Weapons
+10% Two Handed Weapon Damage
+12% Two Handed Weapon Damage
+12% Two Handed Weapon Damage
+10% Block Chance
+8% Two Handed Weapon Damage
+10% Critical Hit Damage
Damage dealt to Attacking Enemy when their Attack is Blocked is dealt as Rend Damage
Eos
Eos Major Passive Skills
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)
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%
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
Dealing Sacred Damage now instantly Kills Champion Enemies below a percentage of their Health in addition to Underlings and Specialists
+10% Health gained from all sources
+15% Sacred Damage
+8% Spell Damage
+10% Sacred Damage
+15% Force Shield
+10% Health gained from all sources
+12% Attack Damage
+12% Attack Damage
+10% Force Shield
+9% to AllResistances Score
+10% Increaseto Spell Damage when above Force Shield threshold and 10% increase to Attack Damage when below Force Shield threshold
+9% to all Resistances Score
+8% Attack Damage
+8% Spell Damage
+8% Force Shield
12% Spell Damage
12% Spell Damage
+8% Attack Damage
+10% Sacred Damage
+10% Healing from Spells
Siege Breaker
Siege Breaker Major Passive Skills
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
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
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
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
+15% Physical Damage
+20% to All Resistances Score
-15% Dodge Chance Score
+14% Critical Hit Damage
+8% Maximum Health
+25% Physical Damage
-10% Occult Damage
+20% Block Efficiency
+18 to All Resistances Score
+20% to All Resistances Score
+8% Maximum Health
+14% Critical Hit Damage
+8% Maximum Health
+14% BLock Efficiency
-15% Dodge Chance Score
+10% Health Hegeneration per "Inexorable" Point
+20% All Resistances Score per "Inexorable" Point
+20% to All Resistances Score
-15% Dodge Chance Score
Damage is increased by +25 miltiplied by your equipped Shield's Block Chance
Damage is increased by +25 miltiplied by your equipped Shield's Block Chance
Damage is increased by +50 miltiplied by your equipped Shield's Block Chance
Child of Fury
Child of Fury Major Passive Skills
Your Willpower generated is transferred into Rage.
Your Willpower Regeneration is applied to Rage instead.
Passively generate Rage instead of Willpower
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
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
Skills have +100Rage Cost when Rage is over 750, but Skills cast at this increased Cost deal double damage
+10% Block Chance while One-Handed Weapon equipped
+10% Fire Damage
+10% Rage per hit taken
+15% Fire Damage
+15% Fire Damage
Enemies killed by an attack that consumed Burn Stacks transfers 5 Burn Stacks to Enemies Considered Nearby
+20% Status Ailment Resistance Score
-15% Dodge Chance Score
+20% Status Ailment Resistance Score
-15% Dodge Chance Score
+10% Attack Speed Score
+10% Attack Speed Score
+1% Attack Speed per "Unleashed Fury" Point
+0.1% Life Leech per "Unleashed Fury" Point
+10% Maximum Health
-10% Material Resistance Score
+10% Attack Speed Score
+8% Maximum Health
+10% Physical Damage converted into Fire Damage
+10% Physical Damage converted into Fire Damage
+10% Maximum Health
-10% Occult Resistance Score
Exorcist
Exorcist Major Passive Skills
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
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
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
+5% Damage Reduction per "Tenet" Point
+10% Material Resistance Score
+8% Maximum Health
+10% Material Resistance Score
+8% Maximum Health
+15% Material Damage
+9% Critical Hit Chance Score
+15% Material Damage
+15% Material Damage
+12% Dodge Chance Score
+5% Movespeed
+12% Dodge Chance Score
+5% Movespeed
+12% Melee Weapon Damage
+12% Melee Weapon Damage
Duration of "Headhunter" Points before resetting is increased to 50s
+10% Material Resistance Score
+8% Melee Weapon Damage
+8% All Projectiles Damage
+9% Dodge Chance Score
+12% All Projectiles Damage
+12% All Projectiles Damage
+8% Melee Weapon Damage
+8% All Projectiles Damage
White Arrow
White Arrow Major Passive Skills
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
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
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
Enemies are dealt 10% Damage per the amount of Pierce remaining on a Projectile after it Hits an Enemy
+15% Frost Damage
+15% Frost Damage
+10% Frost Damage
+9% Critical Hit Chance Score
+10% Force Shield
+12% Force Shield regeneration Rate
+10% Force Shield
+12% Force Shield regeneration Rate
+14% Critical Hit Damage
+14% Critical Hit Damage
+12% Dodge Chance Score
-5% Movespeed
+12% Dodge Chance Score
-5% Movespeed
+10% Frost Damage
+8% All Projectile Damage
+9% Dodge Chance Score
+15% Force Shield
Gain "Cold Blooded" Points every 1.5s
+10% All Projectiles Damage
-10% Attacks Speed Score
+10% All Projectiles Damage
-10% Attacks Speed Score
+10% All Projectiles Damage
+9% All Projectiles Critical Hit Chance Score
Duskglaive
Duskglaive Major Passive Skills
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
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.
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
Decoy left by Dodge Roll explodes when it is destroyed, dealing Damage in a 2m radius
+15% Shadow Damage
+15% Shadow Damage
+10% Shadow Damage
+100 Max Willpower and Rage
+12% Dodge Chance Score
+5% Rage Cost Reduction
+5% Willpower Cost reduction
+1 Stamina Point
+8% Attack Damage
+8% Spell Damage
+15% Dodge Chance Score
+10% Attack Speed Score
+12% Spell Casting Speed Score
+9% Dodge Chance Score
Duration of the Invisibility triggered by a Dodge Roll is increased by 5s
+1 Stamina Point
+8% Attack Damage
+8% Spell Damage
+12% Dodge Chance Score
+5% Rage Cost Reduction
+5% Willpower Cost reduction
+10% Attack Speed Score
+10% Spell Casting Speed Score
+10% Transfer Time reduction between Willpower and Rage
+12% Attack Speed Score
+9% Spell Casting Speed Score
+12% Attack Speed Score
+9% Spell Casting Speed Score
"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
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
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
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
"Overload" Points are halved instead of set to 0 when consumed.
+15% Attack Speed Score
+8% Damage
+15% Attack Speed Score
+15% Attack Speed Score
Particle Fuelled Generator (1)
+12% Dodge Chance Score
+8% Stamina Regeneration Rate Reduction
Particle Fuelled Generator (2)
+12% Dodge Chance Score
+8% Stamina Regeneration Rate Reduction
Electric Power Redirection (1)
+15% Lightning Damage
Electric Power Redirection (2)
+15% Lightning Damage
30% reduction in "Power Charge" Points Cost for all Device Skills
Integrated Immaterial Shields (1)
+10% Force Shield
+8% Maximum Health
Integrated Immaterial Shields (2)
+10% Force Shield
+8% Maximum Health
+10% Damage
+12% Critical Hit Chance Score
+8% Force Shield
+18% Critical Hit Chance Score
+18% Critical Hit Chance Score
+12% Critical Hit Chance Score
+10% Critical Hit Damage
+25% Attack Speed for 3.0s on Critical Hit
Oracle of the Trinity
Oracle of the Trinity Major Passive Skills
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.
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
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
1 "Accord(s)can be active concurrently
+15% Lightning Damage
+15% Frost Damage
15% Fire Damage
+10% Elemental Resistance Score
-10% Maximum Health
+10% Elemental Resistance Score
-10% Maximum Health
+17% Force Shield Regeneration Rate
+8% Force Shield
+10% Elemental Damage
+10% Elemental Resistance Score
+25% Force Shield Regeneration Rate
+18% Spell Casting Speed Score
+18% Spell Casting Speed Score
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
+8% Willpower Cost Redution
+8% Willpower Cost Redution
+5% Willpower Cost Redution
+10% Transfer Time Reduction between Willpower and Rage
+17% Force Shield Regeneration Rate
+8% Force Shield
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
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
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
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
+15% Aether Damage
+15% Aether Damage
Wither In Dreams (3)
+15% Aether Damage
Damage dealt after the delay is increased by 5%
+14% Force Shield Regeneration Delay Reduction
+8% Force Shield
+14% Force Shield Regeneration Delay Reduction
+8% Force Shield
+12% Dodge Chance Score
+8% Force Shield
+12% Dodge Chance Score
+8% Force Shield
+5 Max Ailment Stacks
+5 Max Ailment Stacks
Your Health is set to 5% of maximum, and Force Shield to 5% of maximum
+20% Force Shield Regeneration Delay reduction
+10% Aether Damage
+12% Status Ailment Chance Score
+9% Dodge Chance Score
+8% Force Shield
+12% Status Ailment Chance Score
+12% Status Ailment Chance Score
+12% Status Ailment Chance Score
+10% Attack Speed Score
+18% Spell Casting Speed Score
+5% Spell Casting Speed per Supernatural Paradox Point
+5% Attack Speed per Earthly Paradox Point
Abyssal Shaper
Abyssal Shaper Major Passive Skills
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
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
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
Occult Damage increased by +2% for every Cursed Stack an Enemy has
+15% Occult Damage
+15% Occult Damage
+15% Occult Damage
+14% Force Shield Regeneration Delay Reduction
+8% Force Shield
+14% Force Shield Regeneration Delay Reduction
+8% Force Shield
+10% Occult resistance Score
-17% Health Regeneration
+10% Occult resistance Score
-17% Health Regeneration
+12% Status Ailment Chance Score
+10% Occult Resistance Score
+12% Force Shield Regeneration Rate
+12% Ailment Damage
+12% Ailment Damage
+14% Force Shield Regeneration Delay Reduction
+9% Status Ailment Chance Score
Health cannot exceed 15% of maximum Force Shield
+25% Occult Status Ailment Chance Score
+25% Occult per Status Ailment Chance Score
+25% Occult Status Ailment Chance Score
When inflicting an Ailment on yourself, +30% Chance to increase number of Ailment stacks inflicted by 1
Plaguebringer
Plaguebringer Major Passive Skills
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
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
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
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
+15% to Damage dealt by Summons
+15% to Damage dealt by Summons
+10% to Damage dealt by Summons+10% Maximum Health
+10% to Summons Health
+15% Toxic Damage
+10% to Summons' Health Regeneration
+10% Damage deal by Summons
+10% to Summons Health
+10% Toxic Damage
+10% to Summons Health
You lose an additional 5% of your Health and 15% of your Force Shield, but summons take 20% less Damage
You lose an additional 5% of your Health and 15% of your Force Shield, but summons take 20% less Damage
+10% to Summons' Health Regeneration
+15% Toxic Damage
+10% to Summons' Attack and Spell Casting Speed
+10% to Summons' Attack and Spell Casting Speed
+10% to Summons' Attack and Spell Casting Speed
+8% Maximum Health