Titan Quest Mastery Skills FAQ Version 0.40 Copyright 2006 Written by Albendiz Version 0.40, 7/20/2006 - First version of this FAQ, contains complete information on Defense, Earth, and Hunting Masteries. Other masteries coming soon! Version 0.60, 8/01/2006 – Second version of this FAQ, adding complete skill information for Nature and Rogue Mastery. Also added some additional Earth mastery info based on reader submissions (see section VIII) Version 0.80, 8/22/2006 - Third version of this FAQ, fixing some formatting issues and adding complete skill information on Spirit Mastery. ******************************************************************************** Table of Contents You can search for any given section by opening the “Find” feature of your browser and searching for the Roman numeral listed on this Table of Contents. So to jump directly to Rogue Mastery Skill Descriptions, do a search for the character string “Ve”. I highly recommend using the “Match Case” or “Matching Caps” feature on your browser; otherwise it will not work as well. I..........Introduction II.........Legal Notice III........Mastery Skill Bonuses IIIa....Defense Mastery IIIb....Earth Mastery IIIc....Hunting Mastery IIId....Nature Mastery IIIe....Rogue Mastery IIIf....Spirit Mastery IIIg....Storm Mastery IIIh....Warfare Mastery IV.........Skill Tree Info V..........Skill Descriptions Va......Defense Mastery Vb......Earth Mastery Vc......Hunting Mastery Vd......Nature Mastery Ve......Rogue Mastery Vf......Spirit Mastery Vg......Storm Mastery (coming soon) Vh......Warfare Mastery (coming soon) VI.........Frequently Asked Questions VII........Contact Information VIII.......Thanks ******************************************************************************** I. Introduction I don't like trying to plan out my RPG characters without knowing the nuts and bolts of things, so I thought I'd begin compiling the various stats on the different Masteries in Titan Quest. I hope you find it useful! I also dislike wordy FAQs, so let me zip it and we shall move on. ******************************************************************************** II. Legal Mumbo Jumbo The vast majority of the information on this FAQ has been taken directly off my PC monitor as I have played Titan Quest (although I did use a trainer to allow me slightly faster access to that information!). Needless to say, the numbers and data I pulled off the screen are not really mine to copyright, feel free to use it however you wish. However, I put some time and effort into formatting everything and collecting the data, so please don't be a tool and "copy/paste" things directly out of this FAQ into some document of your own (unless of course it is for personal use, or if you get my permission first). I am only giving GameFAQs.com and IGN.com the permission to post this as of this time. If you would like to post this on your site just send me an email at the address in section VII and we'll talk. As always, all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 'Nuff jibber-jabber, on with the FAQ! ******************************************************************************** III. Mastery Skill Bonuses Below is a list of the maximum attribute bonuses available by attribute/mastery, followed by a detailed breakdown of the attribute bonuses per mastery (separate sections for each mastery). The lists below indicate the maximum gain for each attribute (i.e. mastery skill level maxed at 32). Strength: 1. Warfare (+64) 2. Hunting (+56) 2. Rogue (+56) 3. Defense (+48) Dexterity: 1. Hunting (+80) 2. Rogue (+75) 3. Defense (+64) 3. Warfare (+64) 4. Nature (+48) 4. Spirit (+48) 5. Storm (+32) Intelligence: 1. Spirit (+96) 1. Storm (+96) 2. Earth (+90) 3. Nature (+80) Health: 1. Defense (+1120) 2. Warfare (+896) 3. Hunting (+784) 3. Rogue (+784) 4. Nature (+672) 4. Storm (+672) 5. Spirit (+560) 5. Earth (+560) Energy: 1. Nature (+320) 1. Storm (+320) 2. Spirit (+160) 2. Earth (+160) Based on the amount of stat bonuses gained per skill point spent, I devised a quick and dirty algorithm to rank each mastery based on the overall amount of stat improvement per stat point. For Strength, Dexterity, and Intelligence, I just used the straight per level gain to rank each mastery, and for Health and Energy, I used the per level gain divided by 10 to rank those attributes, i.e. Warfare mastery scores a 2 for Strength, a 2 for Dexterity, and a 2.8 for Health for a total score of 6.80. For masteries that do not gain full benefit of their per level increase (Earth for Intelligence and Rogue for Dexterity) I deducted one tenth of a point to reflect that loss. Overall Attribute Ranking: 1. Storm (7.10 attribute gain score) 1. Nature (7.10 attribute gain score) 2. Defense (7.00 attribute gain score) 3. Warfare (6.80 attribute gain score) 4. Spirit (6.75 attribute gain score) 5. Hunting (6.65 attribute gain score) 6. Rogue (6.55 attribute gain score) 7. Earth (5.15 attribute gain score) As you can see, most of the masteries are very closely matched in terms of attribute growth (the difference between Storm/Nature and Rogue is just over half a point) with the exception of Earth mastery, which really got the shaft (nearly two points below the Storm/Nature score). ******************************************************************************** IIIa. Defense Mastery Skill Bonuses Skill level 1: +1 Strength +2 Dexterity +35 Health Each additional point in Defense Mastery Skill will provide these bonuses: +1.5 Strength (Rounded Down) +2 Dexterity +35 Health At skill level 32 (the maximum for any mastery), your total bonuses will be: +48 Strength +64 Dexterity +1120 Health Defense Mastery confers by far the largest Health bonus of all the masteries, the third highest Dexterity bonus (behind Rogue and Hunting, and tied with Warfare), and the fourth highest Strength bonus (below Warfare, Rogue, and Hunting) ******************************************************************************** IIIb. Earth Mastery Skill Bonuses Skill level 1: +3 Intelligence +18 Health +5 Energy Each additional point in Defense Mastery Skill will provide these bonuses: +3 Intelligence +17.5 Health (Rounded Down) +5 Energy At skill level 32 (the maximum for any mastery), your total bonuses will be: +90 Intelligence +560 Health +160 Energy For some reason, no Intelligence bonus is granted at skill level 31 or 32, for those of you who have done the math and realize that it should be +96 Intelligence at skill level 32. Earth Mastery confers the second biggest boost to Intelligence of the various masteries (second after Storm and Spirit), and provides the lowest Health and Energy boosts of all the casting masteries (ties for lowest Health and Energy boost with Spirit Mastery). For some reason, Earth is the only casting mastery that does not also get a bonus to Dexterity. Not sure why Earth got the shaft in the stats department, but in relation to the other masteries, Earth is really quite stat-poor. ******************************************************************************** IIIc. Hunting Mastery Skill Bonuses Skill level 1: +2 Strength +2 Dexterity +24 Health Each additional point in Hunting Mastery Skill will provide these bonuses: +1.7 Strength (Rounded Down) +2.5 Dexterity (Rounded Down) +24.5 Health (Rounded Down) At skill level 32 (the maximum for any mastery), your total bonuses will be: +56 Strength +80 Dexterity +784 Health Hunting Mastery provides the second biggest Strength boost of all the masteries (tied for second with Rogue, just below Warfare, and just above Defense). It also provides the biggest Dexterity boost of all the masteries and the third biggest Health boost of all the masteries (below Defense and Warfare, and tied for third with Rogue). ******************************************************************************** IIId. Nature Mastery Skill Bonuses Skill level 1: +2 Intelligence +1 Dexterity +21 Health +10 Energy Each additional point in Nature Mastery Skill will provide these bonuses: +2.5 Intelligence (Rounded Down) +1.5 Dexterity (Rounded Down) +21 Health +10 Energy At skill level 32 (the maximum for any mastery), your total bonuses will be: +80 Intelligence +48 Dexterity +672 Health +320 Energy Nature Mastery provides the lowest intelligence bonus of all the casting Masteries, but compensates by having a slightly higher Dexterity bonus. It also ties Storm Mastery for the highest Health and Energy Bonus of the various caster classes. ******************************************************************************** IIIe. Rogue Mastery Skill Bonuses Skill level 1: +2 Strength +2 Dexterity +24 Health Each additional point in Rogue Mastery Skill will provide these bonuses: +1.7 Strength (Rounded Down) +2.5 Dexterity (Rounded Down) +24.5 Health (Rounded Down) At skill level 32 (the maximum for any mastery), your total bonuses will be: +56 Strength +75 Dexterity +784 Health Rogue Mastery is nearly identical to Hunting Mastery, with the odd exception that at skill levels 31 and 32, no Dexterity bonus is awarded at all (thus the slightly lower Dexterity bonus). ******************************************************************************** IIIf. Spirit Mastery Skill Bonuses Skill level 1: +3 Intelligence +1 Dexterity +18 Health +5 Energy Each additional point in Spirit Mastery Skill will provide these bonuses: +3 Intelligence +1.5 Dexterity (Rounded Down) +17.5 Health (Rounded Down) +5 Energy At skill level 32 (the maximum for any mastery), your total bonuses will be: +96 Intelligence +48 Dexterity +560 Health +160 Energy Spirit Mastery boasts the highest Intelligence bonus possible of the masteries (tied for first with Storm Mastery), as well as a high Dexterity bonus (for a caster class). It loses ground in the Health and Energy department, with the absolute lowest health gain of any Mastery (besides Earth, with which it is tied), and the lowest Energy Bonus of any casting Mastery (again, with the exception of Earth, with which it is tied). ******************************************************************************** IIIg. Storm Mastery Skill Bonuses Skill level 1: +3 Intelligence +1 Dexterity +21 Health +10 Energy Each additional point in Storm Mastery Skill will provide these bonuses: +3 Intelligence +1 Dexterity +21 Health +10 Energy At skill level 32 (the maximum for any mastery), your total bonuses will be: +96 Intelligence +32 Dexterity +672 Health +320 Energy Storm Mastery scores high in nearly every category, with the highest Intelligence (tied with Spirit and Earth) and Energy (tied with Nature) boosts, the highest Health boost (tied with Nature) of the casting masteries, and a minor Dexterity boost (the lowest of all the masteries that provide a bonus to that stat). ******************************************************************************** IIIh. Warfare Mastery Skill Bonuses Skill level 1: +2 Strength +2 Dexterity +28 Health Each additional point in Warfare Mastery Skill will provide these bonuses: +2 Strength +2 Dexterity +28 Health At skill level 32 (the maximum for any mastery), your total bonuses will be: +64 Strength +64 Dexterity +896 Health Warfare Mastery grants the absolute highest bonus to Strength of any mastery, as well as the second highest Dexterity bonus of all the masteries (behind Hunting and Rogue, and tied with Defense). It also provides the second highest Health bonus, behind Defense. ******************************************************************************** IV. Skill Tree Info Skills shown in your skill tree in a circle icon are generally passive skills (or enhancements to other skills). Skills shown in a square icon are skills that must be activated (usually requiring Energy to activate). When skills are linked together in the skill tree, the higher-tier skills will modify the base skill of that particular skill chain, increasing the potency and/or effectiveness of that base skill. Note that these “modifying” skills will generally add their effects to the base skill’s effects, not supplant them. Some skills will have various acronyms following the skill name, below is a key to those acronyms. P – Passive skill, works automatically. G – Group effect, extends to nearby allies. WP – Weapon Pool, these special attacks have a chance to be used when attacking with a melee weapon. PA – Primary Attack, use as your primary attack (can also be assigned to the right mouse button, or bound to the 0-9 keys). ER – Energy Reserve, using this skill toggles the skill on or off. When active, a portion of your maximum energy is “reserved”, essentially lowering your maximum energy by a certain amount so long as the skill is active. ******************************************************************************** Va. Defense Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Defense Mastery Skill) Concussive Blow (6 ranks) WP Adds a chance for attacks to stun enemies and increases the duration of stun attacks when wielding a club type weapon. Rank 1: +15% Stun Damage 5% Chance of 1.0 Second Stun Rank 2: +20% Stun Damage 5% Chance of 1.5 Second Stun Rank 3: +25% Stun Damage 5% Chance of 2.0 Second Stun Rank 4: +30% Stun Damage 5% Chance of 2.5 Second Stun Rank 5: +35% Stun Damage 5% Chance of 3.0 Second Stun Rank 6: +40% Stun Damage 5% Chance of 3.5 Second Stun Skill Analysis: Overall not that great, as it limits you to using blunt weapons, and the chance to proc is not very high at all. (Note that blunt weapons tend to be rather slow, making the proc even less worthwhile). That being said, the +x% to Stun Damage might very well have its uses when combined with other skills that add the stun effect to your weapons (although again, only blunt weapons!) Battle Awareness (10 ranks) G, ER Enter a state of heightened awareness that allows you and your nearby allies to perceive and respond to attacks more effectively. Modified by Focus (T3) and Iron Will (T5) All Ranks: +75 Energy Reserved Rank 1: 5.0 Meter Radius +10 Defensive Ability 3 Armor Rank 2: 6.0 Meter Radius +16 Defensive Ability 4 Armor Rank 3: 7.0 Meter Radius +22 Defensive Ability 5 Armor Rank 4: 8.0 Meter Radius +28 Defensive Ability 6 Armor Rank 5: 9.0 Meter Radius +36 Defensive Ability 7 Armor Rank 6: 10.0 Meter Radius +42 Defensive Ability 8 Armor Rank 7: 11.0 Meter Radius +46 Defensive Ability 9 Armor Rank 8: 12.0 Meter Radius +52 Defensive Ability 10 Armor Rank 9: 13.0 Meter Radius +56 Defensive Ability 11 Armor Rank 10: 14.0 Meter Radius +64 Defensive Ability 12 Armor Skill Analysis: If you find yourself not using energy a lot, you should probably consider having this skill activated all the time. Defensive Ability basically reduces the number of critical hits against you, so it can be useful in certain situations. The armor increase is negligible, but improvements from the Focus and Iron Will skills make this skill marginally more useful later on with bonuses to your shield blocking ability and to resistances against various status effects. Batter (12 ranks) PA A shield attack that hits for increased damage and slows enemy’s attacks for a duration. Modified by Rend Armor (T4) Rank 1: 12 Energy Cost 3 Damage +5% Damage 18% Slower Attack for 8 Seconds Rank 2: 13 Energy Cost 5 Damage +6% Damage 20% Slower Attack for 8 Seconds Rank 3: 15 Energy Cost 7 Damage +7% Damage 23% Slower Attack for 8 Seconds Rank 4: 16 Energy Cost 9 Damage +8% Damage 25% Slower Attack for 8 Seconds Rank 5: 16 Energy Cost 12 Damage +8% Damage 30% Slower Attack for 8 Seconds Rank 6: 17 Energy Cost 14 Damage +9% Damage 33% Slower Attack for 8 Seconds Rank 7: 18 Energy Cost 16 Damage +9% Damage 35% Slower Attack for 8 Seconds Rank 8: 20 Energy Cost 18 Damage +10% Damage 38% Slower Attack for 8 Seconds Rank 9: 21 Energy Cost 20 Damage +10% Damage 40% Slower Attack for 8 Seconds Rank 10: 21 Energy Cost 23 Damage +11% Damage 45% Slower Attack for 8 Seconds Rank 11: 22 Energy Cost 26 Damage +11% Damage 48% Slower Attack for 8 Seconds Rank 12: 23 Energy Cost 29 Damage +12% Damage 50% Slower Attack for 8 Seconds Skill Analysis: Until you start finding some truly powerful shields, you’re not likely to do much damage with this skill, but the real beauty of this skill is reducing the enemy’s attack speed by up to 50%. If you find something is hitting you hard and fast, pop him with a Batter and watch the number of hits against you go down by half! Armor Handling (6 ranks) P Understanding how to properly adjust and move in armor allows you to wear heavier armor and shields than an untrained warrior of equivalent strength could manage. Rank 1: -8% Strength Requirement for Armor -8% Strength Requirement for Shields +6% Armor Absorption Rank 2: -10% Strength Requirement for Armor -10% Strength Requirement for Shields +8% Armor Absorption Rank 3: -13% Strength Requirement for Armor -13% Strength Requirement for Shields +10% Armor Absorption Rank 4: -15% Strength Requirement for Armor -15% Strength Requirement for Shields +12% Armor Absorption Rank 5: -17% Strength Requirement for Armor -17% Strength Requirement for Shields +14% Armor Absorption Rank 6: -20% Strength Requirement for Armor -20% Strength Requirement for Shields +16% Armor Absorption Skill Analysis: The strength requirement on most armor and shields will probably not ever really be so high as to warrant skill point investment into this skill solely for that reason. However, the accompanying Armor Absorption increase is very, very useful against melee or archer mobs. Tier 2 Skills (Requires 4 points in Defense Mastery Skill) Adrenaline Rush (10 ranks) P Each enemy hit has a chance of triggering an adrenaline rush that boosts life regeneration. Modified by Resilience (T3) and Defensive Reaction (T5) All Ranks: 5% Chance of Activating 12 Second Duration Rank 1: +6 Health Regeneration per Second Rank 2: +8 Health Regeneration per Second Rank 3: +10 Health Regeneration per Second Rank 4: +12 Health Regeneration per Second Rank 5: +15 Health Regeneration per Second Rank 6: +17 Health Regeneration per Second Rank 7: +19 Health Regeneration per Second Rank 8: +21 Health Regeneration per Second Rank 9: +22 Health Regeneration per Second Rank 10: +25 Health Regeneration per Second Skill Analysis: At its highest level, this skill basically amounts to a 5% chance of receiving a free 300 hp heal every time you get hit. This works wonders when faced with mobs of critters using fast, weak attacks. Against strong, slow attackers, this skill is less effective. With all this being said, however, the Defensive Reaction skill is pretty powerful, and you can only get it by first investing in this skill. In fact, if you are short on skill points, you may find it more useful to invest 1 point in this skill and then max out Defensive Reaction when it becomes available. Rally (12 ranks) G, PA The resolute call of your horn can turn the tide of battle, inspiring all in its range to fight with renewed vitality. Modified by Inspiration (T4) and Defiance (T6) All Ranks: 10 Second Duration 10.0 Meter Radius +150% Health Regeneration Rank 1: 51 Energy Cost +255 Health Restored 5 Armor Rank 2: 53 Energy Cost +300 Health Restored 9 Armor Rank 3: 56 Energy Cost +345 Health Restored 10 Armor Rank 4: 58 Energy Cost +390 Health Restored 12 Armor Rank 5: 59 Energy Cost +435 Health Restored 15 Armor Rank 6: 62 Energy Cost +480 Health Restored 18 Armor Rank 7: 64 Energy Cost +525 Health Restored 20 Armor Rank 8: 67 Energy Cost +570 Health Restored 23 Armor Rank 9: 69 Energy Cost +615 Health Restored 26 Armor Rank 10: 70 Energy Cost +660 Health Restored 29 Armor Rank 11: 73 Energy Cost +705 Health Restored 34 Armor Rank 12: 75 Energy Cost +750 Health Restored 40 Armor Skill Analysis: An absolutely astounding skill (especially once it is enhanced with Inspiration and Defiance), this skill will quickly pull your fat out of the fire when you find yourself overwhelmed. Boasting a very efficient heal, a decent armor bonus, and a hefty health regeneration bonus, this skill can very quickly turn the tide of battle. Quick Recovery (8 ranks) PA A strong shield arm allows you to block multiple attackers with amazing speed when necessary, but it can only be kept up for a short time. All Ranks: 50 Energy Cost +5% Armor Absorption Rank 1: 18 Second Duration -32% Shield Recovery Time +10% Shield Block Rank 2: 20 Second Duration -42% Shield Recovery Time +12% Shield Block Rank 3: 22 Second Duration -50% Shield Recovery Time +14% Shield Block Rank 4: 25 Second Duration -58% Shield Recovery Time +16% Shield Block Rank 5: 27 Second Duration -64% Shield Recovery Time +18% Shield Block Rank 6: 29 Second Duration -70% Shield Recovery Time +20% Shield Block Rank 7: 31 Second Duration -75% Shield Recovery Time +22% Shield Block Rank 8: 34 Second Duration -80% Shield Recovery Time +24% Shield Block Skill Analysis: Usually your shield becomes less effective when you are mobbed by multiple enemies, but this skill allows you to wade into large groups of enemies while still retaining nearly full use of your shield’s blocking capability. The energy cost remains static, so there’s really no reason not to max out this skill. Shield Smash (6 ranks) WP A shield fighting technique that inflicts damage with both the weapon and the shield. All Ranks: +30% Damage Rank 1: 6% Chance to be Used Rank 2: 8% Chance to be Used Rank 3: 10% Chance to be Used Rank 4: 12% Chance to be Used Rank 5: 14% Chance to be Used Rank 6: 16% Chance to be Used Skill Analysis: As with Batter, the amount of damage you generate with this skill is highly dependant on how strong your shield is, but it is essentially the Defense Mastery version of Dual Wield, enabling you to occasionally generate additional damage with your off hand. If you’re going to be using a shield often, this skill is pretty useful. Tier 3 Skills (Requires 10 points in Defense Mastery Skill) Resilience (6 ranks) P Increases how often an Adrenaline Rush can be triggered. Modifies Adrenaline Rush (T2) Rank 1: -30% Recharge Rank 2: -38% Recharge Rank 3: -46% Recharge Rank 4: -52% Recharge Rank 5: -58% Recharge Rank 6: -64% Recharge Skill Analysis: If you really like Adrenaline Rush, you should invest in this skill, as it makes it proc a little bit more often, but overall, you can probably do without it. I would increase Defensive Reaction before investing points into this skill, and even then, I would probably just invest a single point, as it requires only 1 point to cut the skill timer by one third, yet it requires 5 additional points to reduce it by another third. Focus (6 ranks) G, ER Focus allows you and your allies to react quickly to enemy attacks, increasing the chance of a successful shield block. Modifies Battle Awareness (T1) All Ranks: +15 Energy Reserved Rank 1: +5% Shield Block Rank 2: +8% Shield Block Rank 3: +10% Shield Block Rank 4: +12% Shield Block Rank 5: +15% Shield Block Rank 6: +18% Shield Block Skill Analysis: This skill makes Battle Awareness infinitely better, as Shield Block will usually completely negate incoming damage, which is better than the miniscule armor bonus and defensive ability bonus you get with Battle Awareness. If you’re using a shield all the time, you may want to invest 1 point into Battle Awareness and max out Focus to get the best results for the cheapest price. Shield Charge (12 ranks) PA A running attack that slams into the enemy with your shield causing bonus damage and stunning them. Modified by Disruption (T5) All Ranks: 1 Second of Stun +300% Movement Rank 1: 30 Energy Cost 1-28 Damage Rank 2: 33 Energy Cost 3-34 Damage Rank 3: 36 Energy Cost 5-40 Damage Rank 4: 39 Energy Cost 8-47 Damage Rank 5: 42 Energy Cost 13-56 Damage Rank 6: 45 Energy Cost 15-62 Damage Rank 7: 48 Energy Cost 17-68 Damage Rank 8: 51 Energy Cost 19-74 Damage Rank 9: 54 Energy Cost 22-81 Damage Rank 10: 57 Energy Cost 27-90 Damage Rank 11: 60 Energy Cost 29-96 Damage Rank 12: 63 Energy Cost 31-102 Damage Skill Analysis: This skill causes damage that is independent of your shield’s base damage, so it’s just as good using a rinky-dink buckler as it is using the strongest shield in the game. A great tactic to use when confronted by a line of warriors in front of you, with a healer behind them keeping them in the fight, is to charge the healer using this skill (doing decent damage and stunning them for a moment) and then finishing off the healer before the warriors have a chance to get back into melee range. Disruption makes this an even greater anti-caster attack. Tier 4 Skills (Requires 16 points in Defense Mastery Skill) Inspiration (6 ranks) G, PA Gradually restores lost energy to allies allowing them to continue the fight. Modifies Rally (T2) All Ranks: +10% Total Speed Rank 1: 1 Second Duration +2.8 Energy Regeneration per Second Rank 2: 3 Second Duration +3.6 Energy Regeneration per Second Rank 3: 5 Second Duration +4.4 Energy Regeneration per Second Rank 4: 6 Second Duration +5.2 Energy Regeneration per Second Rank 5: 8 Second Duration +6.0 Energy Regeneration per Second Rank 6: 10 Second Duration +6.8 Energy Regeneration per Second Skill Analysis: The energy regeneration is fairly negligible (6.8 energy/second for 10 seconds = 68 energy. Not horribly useful...) but the bonus to speed can be quite handy. Rend Armor (8 ranks) PA Increases the effectiveness of Batter causing it to hit three targets with enough force to dent their armor. Modifies Batter (T1) All Ranks: +15 Energy Cost 3 Target Maximum Rank 1: 90 Degree Arc of Attack 5 Reduced Armor for 5 Seconds Rank 2: 95 Degree Arc of Attack 10 Reduced Armor for 5 Seconds Rank 3: 100 Degree Arc of Attack 16 Reduced Armor for 5 Seconds Rank 4: 105 Degree Arc of Attack 22 Reduced Armor for 5 Seconds Rank 5: 110 Degree Arc of Attack 28 Reduced Armor for 5 Seconds Rank 6: 115 Degree Arc of Attack 34 Reduced Armor for 5 Seconds Rank 7: 120 Degree Arc of Attack 40 Reduced Armor for 5 Seconds Rank 8: 125 Degree Arc of Attack 46 Reduced Armor for 5 Seconds Skill Analysis: The armor reduction is not really all that great, but this skill does allow you to apply Batter’s attack speed reduction to as many as 3 enemies with a single blow. Notice that a single point in this skill gets you the “3 Target Maximum” effect... Disable (6 ranks) P A fighting technique that utilizes the shield to crush foes and throw them off-balance. All Ranks: +15% Damage 50% Slower Attack for 5 Seconds Rank 1: 6% Chance to be Used Rank 2: 8% Chance to be Used Rank 3: 10% Chance to be Used Rank 4: 12% Chance to be Used Rank 5: 14% Chance to be Used Rank 6: 16% Chance to be Used Skill Analysis: For all intents and purposes, this skill allows you to throw off the near equivalent of a full-rank Batter attack for no energy cost whatsoever. If you use a shield a lot, you should definitely invest in this skill. Tier 5 Skills (Requires 24 points in Defense Mastery Skill) Defensive Reaction (8 ranks) P Increases damage and attack speed during an Adrenaline Rush. Modifies Adrenaline Rush (T2) Rank 1: +15% Damage +4% Total Speed Rank 2: +19% Damage +6% Total Speed Rank 3: +23% Damage +8% Total Speed Rank 4: +29% Damage +10% Total Speed Rank 5: +33% Damage +14% Total Speed Rank 6: +37% Damage +16% Total Speed Rank 7: +43% Damage +18% Total Speed Rank 8: +50% Damage +20% Total Speed Skill Analysis: Finally, an aspect of the Adrenaline Rush tree that is actually worthwhile! My suggestion would be to invest a single point in Adrenaline Rush, a single point in Resilience, and max out Defensive Reaction for a hefty passive skill that only takes 10 skill points to acquire. Iron Will (6 ranks) G, ER Grants allies the resolve to hold out against great adversity. Modifies Battle Awareness (T1) All Ranks: +10 Energy Reserved Rank 1: 30% Stun Resistance 30% Reduced Entrapment Duration 30% Reduced Freeze Duration 30% Skill Disruption Protection Rank 2: 40% Stun Resistance 40% Reduced Entrapment Duration 40% Reduced Freeze Duration 40% Skill Disruption Protection Rank 3: 50% Stun Resistance 50% Reduced Entrapment Duration 50% Reduced Freeze Duration 50% Skill Disruption Protection Rank 4: 60% Stun Resistance 60% Reduced Entrapment Duration 60% Reduced Freeze Duration 60% Skill Disruption Protection Rank 5: 70% Stun Resistance 70% Reduced Entrapment Duration 70% Reduced Freeze Duration 70% Skill Disruption Protection Rank 6: 80% Stun Resistance 80% Reduced Entrapment Duration 80% Reduced Freeze Duration 80% Skill Disruption Protection Skill Analysis: This is one of the best skills for avoiding those annoying status conditions like stun and skill disruption. A definite must if you find yourself getting frustrated by all those stun-happy mobs out there. Disruption (6 ranks) PA Increases the shock effect of Shield Charge, startling adjacent enemies and disrupting skill use for a time. Modifies Shield Charge (T3) All Ranks: 360 Degree Arc of Attack Rank 1: +12 Energy Cost 2 Target Maximum 1.5 Seconds of Skill Disruption Rank 2: +14 Energy Cost 2 Target Maximum 2.0 Seconds of Skill Disruption Rank 3: +16 Energy Cost 3 Target Maximum 2.5 Seconds of Skill Disruption Rank 4: +18 Energy Cost 3 Target Maximum 3.0 Seconds of Skill Disruption Rank 5: +20 Energy Cost 3 Target Maximum 3.5 Seconds of Skill Disruption Rank 6: +22 Energy Cost 4 Target Maximum 4.0 Seconds of Skill Disruption Skill Analysis: If you charge an enemy who is located in the center of a group of mobs, this skill really shines. Especially helpful when you’ve got two casters or healers sitting right next to each other behind a line of melee types. 4 enemies stunned for 1 second followed by 4 seconds of no skill use makes for a very effective attack. Tier 6 Skills (Requires 32 points in Defense Mastery Skill) Defiance (12 ranks) G, PA A percentage of all damage inflicted by enemies will be revisited back upon them for a short duration after using Rally. Modifies Rally (T2) Rank 1: +8 Energy Cost 10% Elemental Resistance 5% Damage Reflected Rank 2: +10 Energy Cost 14% Elemental Resistance 10% Damage Reflected Rank 3: +12 Energy Cost 17% Elemental Resistance 15% Damage Reflected Rank 4: +14 Energy Cost 21% Elemental Resistance 20% Damage Reflected Rank 5: +16 Energy Cost 24% Elemental Resistance 25% Damage Reflected Rank 6: +18 Energy Cost 28% Elemental Resistance 30% Damage Reflected Rank 7: +20 Energy Cost 31% Elemental Resistance 35% Damage Reflected Rank 8: +22 Energy Cost 35% Elemental Resistance 40% Damage Reflected Rank 9: +24 Energy Cost 38% Elemental Resistance 45% Damage Reflected Rank 10: +26 Energy Cost 42% Elemental Resistance 50% Damage Reflected Rank 11: +28 Energy Cost 45% Elemental Resistance 55% Damage Reflected Rank 12: +30 Energy Cost 50% Elemental Resistance 60% Damage Reflected Skill Analysis: This skill makes an already great skill excellent. 50% elemental resistance is pretty huge, and the fact that it affects your entire group, AND it reflects damage back to the enemy makes this skill very powerful indeed, especially in multiplayer. Colossus Form (8 ranks) PA Assume the form of a towering Colossus and lay waste to your enemies. All Ranks: 10 Active Energy Cost per Second 24 Second Duration +50% Damage -15% Total Speed Rank 1: 30% Damage Absorption +30% Strength +30% Health Rank 2: 32% Damage Absorption +32% Strength +32% Health Rank 3: 35% Damage Absorption +35% Strength +35% Health Rank 4: 37% Damage Absorption +37% Strength +37% Health Rank 5: 40% Damage Absorption +40% Strength +40% Health Rank 6: 43% Damage Absorption +43% Strength +43% Health Rank 7: 46% Damage Absorption +46% Strength +46% Health Rank 8: 50% Damage Absorption +50% Strength +50% Health Skill Analysis: Besides the fun factor of turning into a big honkin’ Greek warrior, this skill is tremendously powerful. At the cost of 240 energy and some speed, you increase damage, damage absorption, strength, and health by as much as 50%. If your passive skills manage to kick in while in Colossus form, you can really start to pour on the grief unto your enemies. (For most Defensive builds, you are probably looking at a Strength boost of 100-200 points, and a health boost of at least 800 (although likely a LOT more than that...) Pulverize (6 ranks) WP A fighting technique that utilizes the shield to slam into enemies, knocking them senseless. All Ranks: 120 Degree Arc of Attack 3 Target Maximum 50 Reduced Offensive Ability for 3 Seconds 3 Seconds of Skill Disruption Rank 1: 6% Chance to be Used +10% Damage Rank 2: 8% Chance to be Used +12% Damage Rank 3: 10% Chance to be Used +15% Damage Rank 4: 12% Chance to be Used +18% Damage Rank 5: 14% Chance to be Used +21% Damage Rank 6: 16% Chance to be Used +25% Damage Skill Analysis: While this skill is dependent on the strength of your shield to produce damage, its other non-damage benefits are quite useful regardless of how good (or bad) your shield is. A free 16% chance to disrupt skills and reduce Offensive Ability on up to 3 targets is quite useful. ******************************************************************************** Vb. Earth Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Earth Mastery Skill) Earth Enchantment (12 ranks) ER, G Imbues your weapon and the weapons of nearby allies with the power of rock and flame. Modified by Brimstone (T2) and Stone Skin (T4) All Ranks: 1 Active Energy Cost per Second 6.0 Meter Radius +75 Energy Reserved 5-8 Burn Damage Over 1-3 Seconds Rank 1: +12% Fire Damage Rank 2: +20% Fire Damage Rank 3: +28% Fire Damage Rank 4: +36% Fire Damage Rank 5: +44% Fire Damage Rank 6: +52% Fire Damage Rank 7: +60% Fire Damage Rank 8: +68% Fire Damage Rank 9: +76% Fire Damage Rank 10: +84% Fire Damage Rank 11: +92% Fire Damage Rank 12: +100% Fire Damage Skill Analysis: Earth Enchantment is one of the stronger Energy Reserve enhancement skills in the game. While it does affect other group members, you must stay within 6 meters in order for them to gain the benefits of the effect. I believe the bonus to fire damage only applies to fire damage modifiers that affect your weapon (not fire spells that are cast directly by the player). The active energy cost is not very high, especially for casters or caster hybrids who will usually have a high level of energy regeneration to counteract that cost. If you invest in this skill, make sure to enhance it further with Brimstone at least (Stone Skin is not as important, in my opinion). This skill provides the highest benefits to fire-damage based staves, especially those socketed with the Ra relic. (Thanks to Lord Foul for the tip!) I’m not positive that this skill affects the Summoned Core Dweller that Earth masters get later, but I can’t imagine that it does, as I don’t believe they use weapons. Reader input: Lord Foul writes: “I haven't really watched how much it improves my Dweller's damage but so long as I remain in range, it does indeed provide its bonus to him. I've actually developed a trick of recalling him so that I can keep both him and my Lich within range, since it affects both their basic attacks (but not the field of fire nor the death wave or elemental bolt, that I know of). It does, however, affect ranged staff (and presumably bow) and pets' basic attack damage though. Could be huge coupled with a large crew of pets; it's big enough just with the 3 (CD, Lich and 30-second Spirit summon)” Flame Surge (12 ranks) PA Three jets of flame erupt from the caster’s hands incinerating anything in close range. Modified by Barrage (T3) and Flame Arch (T5) All Ranks: 3 Projectiles Rank 1: 37 Energy Cost 8-15 Fire Damage Rank 2: 40 Energy Cost 11-18 Fire Damage Rank 3: 43 Energy Cost 13-22 Fire Damage Rank 4: 47 Energy Cost 17-27 Fire Damage Rank 5: 51 Energy Cost 20-31 Fire Damage Rank 6: 54 Energy Cost 23-34 Fire Damage Rank 7: 57 Energy Cost 25-38 Fire Damage Rank 8: 61 Energy Cost 29-43 Fire Damage Rank 9: 65 Energy Cost 32-47 Fire Damage Rank 10: 68 Energy Cost 35-50 Fire Damage Rank 11: 71 Energy Cost 38-54 Fire Damage Rank 12: 75 Energy Cost 43-59 Fire Damage Skill Analysis: Flame Surge is fairly limited on its own, especially for characters who are more melee or hybrid classes. For a caster or caster hybrid, along with investment in both Barrage and Flame Arch, this skill can be pretty devastating. Note that with all three skills maxed, casting this skill once will cost just over 100 energy, but can be spammed for massive amounts of damage in a short period of time. Tier 2 Skills (Requires 4 points in Earth Mastery Skill) Brimstone (8 ranks) ER, G Boosts the physical damage of attacks and provides a chance of causing critical fire damage while under the effects of Earth Enchantment. Modifies Earth Enchantment (T1) Rank 1: 1-3 Damage 15% Chance of 25 Burn Damage Over 3 Seconds Rank 2: 2-4 Damage 15% Chance of 29 Burn Damage Over 3 Seconds Rank 3: 3-5 Damage 15% Chance of 34 Burn Damage Over 3 Seconds Rank 4: 5-7 Damage 15% Chance of 39 Burn Damage Over 3 Seconds Rank 5: 6-8 Damage 15% Chance of 43 Burn Damage Over 3 Seconds Rank 6: 7-9 Damage 15% Chance of 48 Burn Damage Over 3 Seconds Rank 7: 8-11 Damage 15% Chance of 52 Burn Damage Over 3 Seconds Rank 8: 10-12 Damage 15% Chance of 58 Burn Damage Over 3 Seconds Skill Analysis: Brimstone is highly recommended if you are going for a melee/earth mastery build. Note that the physical damage increase is per attack, so it definitely benefits faster weapons much more than slower weapons. A Warfare/Earth combo dual-wielding two fast swords while under the effects of this enhancement would see a rather large increase in DPS. Heat Shield (12 ranks) PA Casts a protective heat shield on the target that absorbs damage caused by fire. All Ranks: Protects Against: Fire 15% Damage Resistance Rank 1: 112 Damage Absorption 45 Energy Cost Rank 2: 124 Damage Absorption 47 Energy Cost Rank 3: 136 Damage Absorption 49 Energy Cost Rank 4: 148 Damage Absorption 52 Energy Cost Rank 5: 160 Damage Absorption 54 Energy Cost Rank 6: 172 Damage Absorption 56 Energy Cost Rank 7: 184 Damage Absorption 59 Energy Cost Rank 8: 196 Damage Absorption 61 Energy Cost Rank 9: 208 Damage Absorption 63 Energy Cost Rank 10: 220 Damage Absorption 66 Energy Cost Rank 11: 232 Damage Absorption 68 Energy Cost Rank 12: 245 Damage Absorption 70 Energy Cost Skill Analysis: This skill is incredibly situational, as it only works against fire damage, and by the time you get to areas where this skill would see more use, 245 damage absorption isn’t going to help very much. I would much rather take fire resistance over flat damage absorption. Ring of Flame (8 ranks) PA Temporarily encircles you in a searing ring of flames that will burn nearby enemies. Modified by Soften Metal (T4) Rank 1: 1 Active Energy Cost per Second 1.5 Meter Radius 3-5 Fire Damage Rank 2: 1 Active Energy Cost per Second 1.8 Meter Radius 6-8 Fire Damage Rank 3: 1 Active Energy Cost per Second 2.0 Meter Radius 8-11 Fire Damage Rank 4: 2 Active Energy Cost per Second 2.2 Meter Radius 10-13 Fire Damage Rank 5: 2 Active Energy Cost per Second 2.4 Meter Radius 13-16 Fire Damage Rank 6: 2 Active Energy Cost per Second 2.6 Meter Radius 16-20 Fire Damage Rank 7: 2 Active Energy Cost per Second 2.7 Meter Radius 19-23 Fire Damage Rank 8: 2 Active Energy Cost per Second 2.8 Meter Radius 23-27 Fire Damage Skill Analysis: Even at the highest rank, you still have to be quite close to your enemies for this to work. If you’re a melee hybrid, this is pretty much free damage (even more effective if you’re getting mobbed), but if you’re a caster, make sure you have some kind of summoned pet or melee buddy who can keep them off you long enough for this skill to do some damage. Volcanic Orb (12 ranks) PA Lobs a burning orb of fiery brimstone that explodes when it hits the ground inflicting fire and physical damage to enemies in a small radius. Modified by Conflagration (T4) and Fragmentation (T5) All Ranks: 2.5 Meter Radius Rank 1: 64 Energy Cost 18 Damage 25-54 Fire Damage Rank 2: 68 Energy Cost 21 Damage 31-60 Fire Damage Rank 3: 72 Energy Cost 25 Damage 37-68 Fire Damage Rank 4: 76 Energy Cost 28 Damage 43-74 Fire Damage Rank 5: 80 Energy Cost 31 Damage 49-80 Fire Damage Rank 6: 84 Energy Cost 35 Damage 55-88 Fire Damage Rank 7: 88 Energy Cost 38 Damage 61-94 Fire Damage Rank 8: 92 Energy Cost 41 Damage 67-100 Fire Damage Rank 9: 96 Energy Cost 45 Damage 73-108 Fire Damage Rank 10: 100 Energy Cost 48 Damage 79-114 Fire Damage Rank 11: 104 Energy Cost 51 Damage 85-120 Fire Damage Rank 12: 108 Energy Cost 55 Damage 91-128 Fire Damage Skill Analysis: In many ways, this skill is superior to Flame Surge. Despite the high energy cost, it is much more efficient (higher damage to energy ratio), affects a much larger area, and a good chunk of the damage is physical, so it has its uses even against fire-resistant mobs. The main drawback is that really only full casters (and some caster hybrids) will have the energy reserves to make use of this spell more than a handful of times in a row. The only thing it lacks is Flame Surge’s ability to be spammed, but you should never really need to rely on spell-spamming in order to survive. If you invest in this skill, investing in Fragmentation is a must, as it adds stun, physical and fire damage, and additional area of effect. Conflagration is decent, but not as essential to the enhancement of this skill. Tier 3 Skills (Requires 10 points in Earth Mastery Skill) Stone Form (12 ranks) PA An impervious layer of rock envelops you for a short duration boosting regeneration but prohibiting movement. Modified by Molten Rock (T5) All Ranks: 100% Damage Absorption 6 Second Duration Rank 1: 64 Energy Cost +24 Health Regeneration per Second Rank 2: 68 Energy Cost +28 Health Regeneration per Second Rank 3: 72 Energy Cost +32 Health Regeneration per Second Rank 4: 76 Energy Cost +36 Health Regeneration per Second Rank 5: 80 Energy Cost +40 Health Regeneration per Second Rank 6: 84 Energy Cost +44 Health Regeneration per Second Rank 7: 88 Energy Cost +47 Health Regeneration per Second Rank 8: 92 Energy Cost +52 Health Regeneration per Second Rank 9: 96 Energy Cost +55 Health Regeneration per Second Rank 10: 100 Energy Cost +58 Health Regeneration per Second Rank 11: 104 Energy Cost +61 Health Regeneration per Second Rank 12: 108 Energy Cost +66 Health Regeneration per Second Skill Analysis: An excellent “panic button” skill, you essentially get 6 seconds of complete invulnerability, at the end of which you have also been healed a decent amount (nearly 400 hp at max rank). In dire situations, it can give you some breathing room and time to plan out your escape or attack strategy, depending on your condition (although, really, the pause button can do pretty much the same thing!). It can also be used if you accidentally draw a mob’s attention away from your pet/melee companion, in some cases letting them beat on the mob while the mob is trying in vain to beat you to a pulp. Reader input: Lord Fang writes: “This is useful as a "savemyass" button, but more so if used tactically. Here's how I use it: No pets? Impatient for recharge? Low on power and want to take out a large group economically? Do it the Fangthane way. Aggro as many little melee opponents as you can - if you get some archers/casters, lob an Orb or two at them while circling. When they're toast or almost done, target yourself with an Eruption and hit the stone form button. Your melee opponents will stand at ground zero, taking massive punishment from the Eruption while you remain invulnerable.” Summon Core Dweller (15 ranks) PA Draws forth a powerful elemental guardian from the Earth’s fiery depths. Modified by Inner Fire (T4), Wildfire (T5) and Metamorphosis (T6) Rank 1: 651 Core Dweller Health 131 Core Dweller Energy 12-21 Damage 250 Energy Cost Rank 2: 714 Core Dweller Health 143 Core Dweller Energy 14-25 Damage 258 Energy Cost Rank 3: 781 Core Dweller Health 154 Core Dweller Energy 17-29 Damage 266 Energy Cost Rank 4: 843 Core Dweller Health 166 Core Dweller Energy 20-34 Damage 274 Energy Cost Rank 5: 910 Core Dweller Health 177 Core Dweller Energy 22-38 Damage 282 Energy Cost Rank 6: 972 Core Dweller Health 189 Core Dweller Energy 25-42 Damage 290 Energy Cost Rank 7: 1039 Core Dweller Health 200 Core Dweller Energy 27-47 Damage 298 Energy Cost Rank 8: 1101 Core Dweller Health 212 Core Dweller Energy 30-51 Damage 306 Energy Cost Rank 9: 1168 Core Dweller Health 223 Core Dweller Energy 33-56 Damage 314 Energy Cost Rank 10: 1230 Core Dweller Health 235 Core Dweller Energy 35-59 Damage 322 Energy Cost Rank 11: 1297 Core Dweller Health 246 Core Dweller Energy 38-64 Damage 330 Energy Cost Rank 12: 1359 Core Dweller Health 258 Core Dweller Energy 40-69 Damage 338 Energy Cost Rank 13: 1426 Core Dweller Health 269 Core Dweller Energy 43-74 Damage 346 Energy Cost Rank 14: 1488 Core Dweller Health 281 Core Dweller Energy 46-79 Damage 354 Energy Cost Rank 15: 1555 Core Dweller Health 292 Core Dweller Energy 48-84 Damage 362 Energy Cost Skill Analysis: The biggest potential skill point investment in this mastery, the Core Dweller is a pretty effective bodyguard for the pure caster types, although it works equally well for melee-centric characters. Investment in the three subskills of the Core Dweller tree will make the Core Dweller incredibly strong. I would highly recommend Inner Fire and Metamorphosis, with Wildfire being just a tad less useful. Note that these stats apply only to Normal mode, these will be substantially different in Epic and Legendary. Barrage (8 ranks) PA Reduces the recharge time and energy cost of Flame Surge allowing it to be cast more frequently and efficiently. Modifies Flame Surge (T1) Rank 1: 45% Chance to Pass Through Enemies 14 Burn Damage Over 3 Seconds -30% Recharge Rank 2: 50% Chance to Pass Through Enemies 20 Burn Damage Over 3 Seconds -40% Recharge Rank 3: 55% Chance to Pass Through Enemies 27 Burn Damage Over 3 Seconds -50% Recharge Rank 4: 60% Chance to Pass Through Enemies 34 Burn Damage Over 3 Seconds -60% Recharge Rank 5: 65% Chance to Pass Through Enemies 41 Burn Damage Over 3 Seconds -70% Recharge Rank 6: 70% Chance to Pass Through Enemies 49 Burn Damage Over 3 Seconds -80% Recharge Rank 7: 75% Chance to Pass Through Enemies 57 Burn Damage Over 3 Seconds -90% Recharge Rank 8: 80% Chance to Pass Through Enemies 66 Burn Damage Over 3 Seconds -100% Recharge Skill Analysis: This skill is really a must-have if you are going to invest in Flame Surge at all. In fact, you could make yourself a very cheap and efficient spammable fire attack for clearing out weaker mobs by investing 1 point into Flame Surge, and then maxing out Barrage, as Barrage does not add to the energy cost of the base skill. Really though, the Flame Surge line is just not as impressive or useful as the Volcanic Orb line (especially on fire-resistant mobs). Tier 4 Skills (Requires 16 points in Earth Mastery Skill) Stone Skin (6 ranks) ER, G Tempers armor, increasing protection and fire resistance while under the effects of Earth Enchantment. Modifies Earth Enchantment (T1) Rank 1: 2 Armor 3% Fire Resistance Rank 2: 4 Armor 6% Fire Resistance Rank 3: 6 Armor 8% Fire Resistance Rank 4: 8 Armor 10% Fire Resistance Rank 5: 10 Armor 13% Fire Resistance Rank 6: 12 Armor 15% Fire Resistance Skill Analysis: Not that great of an enhancement to the Earth Enchantment skill, but if you’ve got spare skill points, the Fire resistance can be useful against various fire-breathing mobs. All told though, 6 skill points for 12 armor and 15% fire resistance is nothing to get excited about, as you can easily make that up with equipment, relics, etc. Inner Fire (8 ranks) P Increases the Core Dweller’s speed and gives it retaliation damage. Modifies Summon Core Dweller (T3) Rank 1: 3 Fire Damage +15% Dexterity +24% Health Regeneration +5% Total Speed Rank 2: 5 Fire Damage +20% Dexterity
+32% Health Regeneration +6% Total Speed Rank 3: 7 Fire Damage +25% Dexterity +40% Health Regeneration +8% Total Speed Rank 4: 9 Fire Damage +30% Dexterity +48% Health Regeneration +9% Total Speed Rank 5: 11 Fire Damage +35% Dexterity +56% Health Regeneration +12% Total Speed Rank 6: 13 Fire Damage +40% Dexterity +64% Health Regeneration +14% Total Speed Rank 7: 15 Fire Damage +45% Dexterity +72% Health Regeneration +15% Total Speed Rank 8: 18 Fire Damage +50% Dexterity +80% Health Regeneration +17% Total Speed Skill Analysis: An excellent all-around enhancement skill, this increases the power and durability of the Core Dweller. If you’re investing in the Summon Core Dweller line, you should definitely max this skill out as well. Soften Metal (8 ranks) PA Intense heat from the Ring of Flame softens the metal of enemy armor and weapons decreasing their effectiveness. Modifies Ring of Flame (T2) All Ranks: 1 Active Energy Cost per Second Rank 1: 3 Damage 3 Reduced Physical Damage for 3 Seconds 18 Reduced Armor for 3 Seconds Rank 2: 6 Damage 5 Reduced Physical Damage for 3 Seconds 24 Reduced Armor for 3 Seconds Rank 3: 8 Damage 6 Reduced Physical Damage for 3 Seconds 30 Reduced Armor for 3 Seconds Rank 4: 10 Damage 8 Reduced Physical Damage for 3 Seconds 38 Reduced Armor for 3 Seconds Rank 5: 13 Damage 9 Reduced Physical Damage for 3 Seconds 44 Reduced Armor for 3 Seconds Rank 6: 16 Damage 11 Reduced Physical Damage for 3 Seconds 50 Reduced Armor for 3 Seconds Rank 7: 19 Damage 12 Reduced Physical Damage for 3 Seconds 58 Reduced Armor for 3 Seconds Rank 8: 23 Damage 15 Reduced Physical Damage for 3 Seconds 65 Reduced Armor for 3 Seconds Skill Analysis: Again, much like Ring of Flame, this skill seems to be more useful to a melee class who would spend the majority of their time within the range required to have this skill be effective. The fact that Soften Metal reduces Physical Damage and reduces enemy armor (both of which would benefit melee fighters more than a caster) seems to suggest that this skill be left off the list of “must haves” for casters, but I’m sure it would be a viable skill for a front-line fighter. Conflagration (8 ranks) PA Increases the explosion radius of Volcanic Orb and causes enemies hit by it to catch fire and suffer burn damage. Modifies Volcanic Orb (T2) All Ranks: +3.0 Meter Radius Rank 1: +6 Energy Cost 11 Burn Damage Over 3 Seconds Rank 2: +8 Energy Cost 16 Burn Damage Over 3 Seconds Rank 3: +10 Energy Cost 21 Burn Damage Over 3 Seconds Rank 4: +12 Energy Cost 27 Burn Damage Over 3 Seconds Rank 5: +14 Energy Cost 32 Burn Damage Over 3 Seconds Rank 6: +16 Energy Cost 37 Burn Damage Over 3 Seconds Rank 7: +18 Energy Cost 42 Burn Damage Over 3 Seconds Rank 8: +20 Energy Cost 48 Burn Damage Over 3 Seconds Skill Analysis: The increase in area of effect is very nice, but the additional Damage over Time Burn effect is practically negligible. I would recommend adding a single point to this skill to get the additional area of effect. Tier 5 Skills (Requires 24 points in Earth Mastery Skill) Molten Rock (8 ranks) PA Adds retaliation fire damage to Stone Form. Modifies Stone Form (T3) All Ranks: 2 Second Duration Rank 1: 16 Energy Cost 6 Fire Retaliation Rank 2: 18 Energy Cost 7 Fire Retaliation Rank 3: 20 Energy Cost 9 Fire Retaliation Rank 4: 22 Energy Cost 10 Fire Retaliation Rank 5: 24 Energy Cost 11 Fire Retaliation Rank 6: 26 Energy Cost 13 Fire Retaliation Rank 7: 28 Energy Cost 14 Fire Retaliation Rank 8: 30 Energy Cost 15 Fire Retaliation Wildfire (12 ranks) PA Allows the Core Dweller to ignite an area of ground causing severe burn damage to enemies within. Modifies Summon Core Dweller (T3) All Ranks: 5 Second Duration 4.0 Meter Radius Rank 1: 49 Energy Cost 16-25 Fire Damage Rank 2: 50 Energy Cost 20-30 Fire Damage Rank 3: 50 Energy Cost 24-35 Fire Damage Rank 4: 51 Energy Cost 29-41 Fire Damage Rank 5: 52 Energy Cost 33-46 Fire Damage Rank 6: 53 Energy Cost 37-51 Fire Damage Rank 7: 54 Energy Cost 41-56 Fire Damage Rank 8: 54 Energy Cost 46-62 Fire Damage Rank 9: 55 Energy Cost 50-67 Fire Damage Rank 10: 56 Energy Cost 55-73 Fire Damage Rank 11: 57 Energy Cost 59-78 Fire Damage Rank 12: 58 Energy Cost 65-85 Fire Damage Skill Analysis: The Core Dweller does have an energy pool, and this skill is really the only thing it might ever use it for, so to really unlock the Core Dweller’s full potential, you may want to invest points into this. That being said, you may just want to skip this altogether and bump up the Volcanic Orb tree so you can have a bit more control over the area of effect damage! Flame Arch (12 ranks) PA Increases the damage and number of flame jets created by Flame Surge. Modifies Flame Surge (T1) Rank 1: +10 Energy Cost +1 Projectile +4% Fire Damage Rank 2: +11 Energy Cost +1 Projectile +8% Fire Damage Rank 3: +12 Energy Cost +1 Projectile +12% Fire Damage Rank 4: +14 Energy Cost +1 Projectile +16% Fire Damage Rank 5: +20 Energy Cost +2 Projectile +20% Fire Damage Rank 6: +21 Energy Cost +2 Projectile +24% Fire Damage Rank 7: +23 Energy Cost +2 Projectile +29% Fire Damage Rank 8: +24 Energy Cost +2 Projectile +33% Fire Damage Rank 9: +30 Energy Cost +3 Projectile +38% Fire Damage Rank 10: +32 Energy Cost +3 Projectile +42% Fire Damage Rank 11: +33 Energy Cost +3 Projectile +48% Fire Damage Rank 12: +34 Energy Cost +3 Projectile +55% Fire Damage Skill Analysis: If you are going to be investing in Flame Surge as a primary attack skill, you should definitely invest in this skill to enhance it to its full effect. Note that while the +55% Fire Damage increase is fairly significant, the +3 projectile is basically doubling your firepower on top of the damage bonus. This will truly make your DPS soar, but remember that Fire damage tends to become less and less effective on higher difficulty levels, thus making Volcanic Orb with its dual-element (physical/fire) damage a bit more desirable. Fragmentation (12 ranks) PA Causes the Volcanic Orb to violently explode on impact sending out fragments of rock that inflict physical damage to enemies in their path. Modifies Volcanic Orb (T2) All Ranks: +3.0 Meter Radius 1.5 Seconds of Stun Rank 1: +10 Energy Cost 3-5 Fragments 35 Physical Damage 12 Fire Damage Rank 2: +11 Energy Cost 4-6 Fragments 43 Physical Damage 16 Fire Damage Rank 3: +13 Energy Cost 4-7 Fragments 51 Physical Damage 20 Fire Damage Rank 4: +15 Energy Cost 4-7 Fragments 60 Physical Damage 25 Fire Damage Rank 5: +16 Energy Cost 5-8 Fragments 68 Physical Damage 29 Fire Damage Rank 6: +17 Energy Cost 5-9 Fragments 76 Physical Damage 33 Fire Damage Rank 7: +19 Energy Cost 5-9 Fragments 84 Physical Damage 37 Fire Damage Rank 8: +20 Energy Cost 6-10 Fragments 95 Physical Damage 42 Fire Damage Rank 9: +22 Energy Cost 6-11 Fragments 101 Physical Damage 46 Fire Damage Rank 10: +23 Energy Cost 6-11 Fragments 109 Physical Damage 50 Fire Damage Rank 11: +25 Energy Cost 7-12 Fragments 117 Physical Damage 54 Fire Damage Rank 12: +26 Energy Cost 7-13 Fragments 126 Physical Damage 59 Fire Damage Skill Analysis: This skill is absolutely sick. A fully maxed out Volcanic Orb tree will cause colossal amounts of damage over a huge area with 2 different types of damage (physical and fire). Anything that survives the initial hit will more than likely be hit by one or more fragments, causing even more damage, plus stunning them and setting them on fire (assuming they’re still alive!). If you’re looking to skimp on skill points for this skill line, take points out of Conflagration before taking anything out of Fragmentation. Tier 6 Skills (Requires 32 points in Earth Mastery Skill) Volatility (12 ranks) P Enhanced by the volatile energy of the Earth, your fire attacks have a chance of inflicting greatly increased damage. Rank 1: 33% Chance of +75% Fire Damage Rank 2: 33% Chance of +83% Fire Damage Rank 3: 33% Chance of +92% Fire Damage Rank 4: 33% Chance of +104% Fire Damage Rank 5: 33% Chance of +112% Fire Damage Rank 6: 33% Chance of +120% Fire Damage Rank 7: 33% Chance of +129% Fire Damage Rank 8: 33% Chance of +141% Fire Damage Rank 9: 33% Chance of +149% Fire Damage Rank 10: 33% Chance of +157% Fire Damage Rank 11: 33% Chance of +166% Fire Damage Rank 12: 33% Chance of +178% Fire Damage Skill Analysis: Anyone who gets this far into the Earth Mastery skill tree should invest at least one point into this skill. A one-third chance to increase your fire damage by nearly double at max rank is pretty sick. I’m not sure if this skill affects the fire damage imparted by the Earth Enchantment skill tree, but I suspect that it does. Metamorphosis (8 ranks) P Under tremendous heat and pressure, the composition of the Core Dweller hardens making it more resistant to damage. Modifies Summon Core Dweller (T3) All Ranks: +33% Armor Absorption Rank 1: +10% Health +10% Armor Protection +4% Elemental Resistance Rank 2: +15% Health +15% Armor Protection +6% Elemental Resistance Rank 3: +20% Health +20% Armor Protection +8% Elemental Resistance Rank 4: +25% Health +25% Armor Protection +10% Elemental Resistance Rank 5: +30% Health +30% Armor Protection +12% Elemental Resistance Rank 6: +35% Health +35% Armor Protection +14% Elemental Resistance Rank 7: +40% Health +40% Armor Protection +16% Elemental Resistance Rank 8: +45% Health +40% Armor Protection +18% Elemental Resistance Skill Analysis: The main benefit of this skill is that it makes your Core Dweller much more durable, which obviously increases the Energy efficiency of the base Summon skill, leaving you with more Energy in the long run to casting direct damage spells. This won’t make your Core Dweller do more damage, but it will allow him to function much better in a tank capacity, leaving you free to deal damage from the rear. Eruption (12 ranks) PA Volcanic fissures form in the ground, emitting deadly geysers of molten flame and fiery chunks of brimstone. All Ranks: 6 Second Duration 3.0 Meter Radius Rank 1: 95 Energy Cost 2-3 Fragments 31 Physical Damage 28-33 Fire Damage Rank 2: 98 Energy Cost 3-4 Fragments 38 Physical Damage 35-41 Fire Damage Rank 3: 100 Energy Cost 3-4 Fragments 44 Physical Damage 41-48 Fire Damage Rank 4: 103 Energy Cost 3-4 Fragments 49 Physical Damage 46-54 Fire Damage Rank 5: 105 Energy Cost 3-4 Fragments 56 Physical Damage 53-62 Fire Damage Rank 6: 108 Energy Cost 4-5 Fragments 62 Physical Damage 59-69 Fire Damage Rank 7: 110 Energy Cost 4-5 Fragments 67 Physical Damage 64-75 Fire Damage Rank 8: 113 Energy Cost 4-5 Fragments 74 Physical Damage 71-83 Fire Damage Rank 9: 115 Energy Cost 4-5 Fragments 80 Physical Damage 77-90 Fire Damage Rank 10: 118 Energy Cost 5-6 Fragments 85 Physical Damage 82-96 Fire Damage Rank 11: 120 Energy Cost 5-6 Fragments 92 Physical Damage 89-104 Fire Damage Rank 12: 123 Energy Cost 5-6 Fragments 98 Physical Damage 95-112 Fire Damage Skill Analysis: I find this skill to be a bit underwhelming. At best it is an underpowered version of Volcanic Orb, albeit one that takes quite a bit less skill point investment to max out. I’d say this would be most useful to Earth masters who have concentrated more on Flame Surge/Summon Core Dweller, but would still like an area of effect spell that causes physical as well as fire damage without having to invest too many skill points. Otherwise, I’d probably skip this skill in favor of maxing out Volcanic Orb. Reader input: Lord Fang writes: “This is what I think you missed about Eruption, since it fires off as many as 30-36 fragments in its 6-second lifetime. [Max rank] Volcanic Orb - 156 energy, 55 + 91-128 (109.5)damage +48 burn +7-13 (10) fragments dealing 126/59 each. Averaging the damage, we get 55+1260=1315 physical damage and 109.5+590=700 fire damage (heck with half a point) for a total of 2015 points of damage, 1/3 of it fire (though I don't know whether this fire damage is affected by +% items and skills) - unweighted energy efficiency is therefore 2015/156= 12.92 points of damage per point of energy spent. [Max rank] Eruption - 123 energy, 30-36(33) fragments dealing 98 + 95-112(103.5) each 33*(98+103.5)=6650 damage, just over half of it fire-based. For this spell though, the unweighted damage efficiency - which due to its higher fire content can only improve or remain the same - is 6650/123=54.1 points damage per point of energy.” ******************************************************************************** Vc. Hunting Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Hunting Mastery Skill) Ensnare (6 ranks) PA Casts a weighted net around the feet of an enemy holding them in place but not preventing them from attacking if you are within their range. Modified by Barbed Netting (T3) All Ranks: -33% Defensive Ability Rank 1: 15 Energy Cost 3 Second Duration 15 Piercing Damage Rank 2: 17 Energy Cost 4 Second Duration 19 Piercing Damage Rank 3: 19 Energy Cost 5 Second Duration 23 Piercing Damage Rank 4: 20 Energy Cost 6 Second Duration 27 Piercing Damage Rank 5: 22 Energy Cost 7 Second Duration 31 Piercing Damage Rank 6: 24 Energy Cost 8 Second Duration 35 Piercing Damage Skill Analysis: Hunting tends to be a much more tactical mastery than others; this skill set is not necessarily designed to generate huge amounts of damage, but follows a more “divide and conquer” line of reasoning. Ensnare is a perfect example of this: the damage from this skill is laughable, but the less immediately obvious element of “-33% Defensive Ability” really shines. Defensive Ability reduces the chances of getting hit critically with melee or ranged weapons, and cutting an enemy’s “critical resist” rate by a third is very useful even to classes who would have to go in hand to hand with an enemy to kill it anyway. Ensnare can be used to separate melee mobs from their caster support long enough to take the more dangerous casters out, but it can also be used as a quick debuff for more melee-centric characters before engaging an enemy. Take Down (12 ranks) PA A brutal thrust from your spear delivers devastating piercing damage to nemies and diminishes a portion of your enemy’s total life. Modified by Eviscerate (T3) All Ranks: +300% Movement Rank 1: 30 Energy Cost 25 Piercing Damage 8% Reduction to Enemy’s Health Rank 2: 32 Energy Cost 31 Piercing Damage 12% Reduction to Enemy’s Health Rank 3: 34 Energy Cost 38 Piercing Damage 15% Reduction to Enemy’s Health Rank 4: 36 Energy Cost 47 Piercing Damage 18% Reduction to Enemy’s Health Rank 5: 38 Energy Cost 52 Piercing Damage 21% Reduction to Enemy’s Health Rank 6: 40 Energy Cost 57 Piercing Damage 24% Reduction to Enemy’s Health Rank 7: 42 Energy Cost 61 Piercing Damage 26% Reduction to Enemy’s Health Rank 8: 44 Energy Cost 68 Piercing Damage 28% Reduction to Enemy’s Health Rank 9: 46 Energy Cost 72 Piercing Damage 30% Reduction to Enemy’s Health Rank 10: 48 Energy Cost 77 Piercing Damage 32% Reduction to Enemy’s Health Rank 11: 50 Energy Cost 81 Piercing Damage 34% Reduction to Enemy’s Health Rank 12: 52 Energy Cost 88 Piercing Damage 36% Reduction to Enemy’s Health Skill Analysis: A very powerful spear attack (since it works on a percentage, rather than a flat damage, basis), this one is very worth investing in if you are going for a more melee-oriented Hunter. The piercing damage is not too shabby, but the main benefit is the extra large chunk that gets taken out of an enemy’s health when this connects. Wood Lore (6 ranks) P Central to survival in the wilderness is the ability to hunt with bow and spear. Great familiarity with these weapons allows you to wield them with exceptional speed and precision. Rank 1: +10% Defensive Ability +5% Attack Speed Rank 2: +14% Defensive Ability +8% Attack Speed Rank 3: +18% Defensive Ability +12% Attack Speed Rank 4: +24% Defensive Ability +15% Attack Speed Rank 5: +28% Defensive Ability +18% Attack Speed Rank 6: +32% Defensive Ability +21% Attack Speed Skill Analysis: Unless you are not going to be using spears or bows at all (are you sure you want to be learning Hunting Mastery?) you should absolutely plan on picking this one up ASAP. Tier 2 Skills (Requires 4 points in Hunting Mastery Skill) Marksmanship (12 ranks) PA Marksmanship skill allows you to create and fire arrows that fly faster and increase pierce damage. Modified by Puncture Shot Arrows (T4) and Scatter Shot Arrows (T6) All Ranks: 3 Energy Cost Rank 1: 5 Piercing Damage +30% Increase in Projectile Speed Rank 2: 7 Piercing Damage +40% Increase in Projectile Speed Rank 3: 9 Piercing Damage +50% Increase in Projectile Speed Rank 4: 12 Piercing Damage +60% Increase in Projectile Speed Rank 5: 14 Piercing Damage +70% Increase in Projectile Speed Rank 6: 16 Piercing Damage +80% Increase in Projectile Speed Rank 7: 18 Piercing Damage +90% Increase in Projectile Speed Rank 8: 21 Piercing Damage +100% Increase in Projectile Speed Rank 9: 23 Piercing Damage +110% Increase in Projectile Speed Rank 10: 25 Piercing Damage +120% Increase in Projectile Speed Rank 11: 27 Piercing Damage +130% Increase in Projectile Speed Rank 12: 31 Piercing Damage +140% Increase in Projectile Speed Skill Analysis: While a decent skill in and of itself, this base skill is much more useful when its enhancement skills have been unlocked and leveled up. Still, the extra damage and arrow speed make this a mainstay in the archer’s arsenal. Art of the Hunt (10 ranks) ER, G Hunting experience gives you the edge when facing familiar quarry such as Animals and Beastmen. Modified by Find Cover (T4) and Trail Blazing (T5) All Ranks: 15.0 Meter Radius +75 Energy Reserved Rank 1: +12% Piercing Damage +3 Damage to Animals/Beastmen Rank 2: +18% Piercing Damage +5 Damage to Animals/Beastmen Rank 3: +23% Piercing Damage +8 Damage to Animals/Beastmen Rank 4: +30% Piercing Damage +10 Damage to Animals/Beastmen Rank 5: +34% Piercing Damage +12 Damage to Animals/Beastmen Rank 6: +40% Piercing Damage +15 Damage to Animals/Beastmen Rank 7: +45% Piercing Damage +17 Damage to Animals/Beastmen Rank 8: +52% Piercing Damage +19 Damage to Animals/Beastmen Rank 9: +56% Piercing Damage +22 Damage to Animals/Beastmen Rank 10: +62% Piercing Damage +25 Damage to Animals/Beastmen Skill Analysis: The Hunting mastery’s “aura” skill, this increases your base pierce damage (as well as pierce damage from other skills) and provides a minor bonus to both Animals and Beastmen (both very common enemies in Titan Quest). When combined with Find Cover and Trail Blazing, this becomes a very effective skill for nearly any Hunter or Hunter hybrid out there. Herbal Remedy (6 ranks) PA Living off the land, you learn to identify and utilize medicinal plants to create healing salves. When applied it will fortify against poison and healing is accelerated for a duration. Rank 1: 35 Energy Cost 180 Second Duration +3.0 Health Regeneration per Second 30% Poison Resistance Rank 2: 40 Energy Cost 240 Second Duration +3.6 Health Regeneration per Second 38% Poison Resistance Rank 3: 45 Energy Cost 300 Second Duration +4.2 Health Regeneration per Second 46% Poison Resistance Rank 4: 50 Energy Cost 360 Second Duration +4.8 Health Regeneration per Second 54% Poison Resistance Rank 5: 55 Energy Cost 420 Second Duration +5.4 Health Regeneration per Second 66% Poison Resistance Rank 6: 60 Energy Cost 480 Second Duration +6.0 Health Regeneration per Second 72% Poison Resistance Skill Analysis: This is a very powerful health over time skill, especially considering that at maximum rank, this skill will stay in effect for 8 minutes! By the time those 8 minutes are up, you will have been healed for just shy of 3000 health. This skill obviously works better when recovering from big battles or when fighting groups of smaller enemies that don’t do lots of damage per hit. Against bigger mobs, the health regeneration is not likely to keep you up and running for too long. If you don’t have access to another form of healing skill from another mastery, you should definitely pick this one up. Tier 3 Skills (Requires 10 points in Hunting Mastery Skill) Barbed Netting (8 ranks) PA Barbed hooks on the hunter’s Ensnare net tear into enemies as they struggle causing them to bleed. Modifies Ensnare (T1) Rank 1: 45 Bleeding Damage Over 3 Seconds Rank 2: 57 Bleeding Damage Over 3 Seconds Rank 3: 72 Bleeding Damage Over 3 Seconds Rank 4: 84 Bleeding Damage Over 3 Seconds Rank 5: 96 Bleeding Damage Over 3 Seconds Rank 6: 111 Bleeding Damage Over 3 Seconds Rank 7: 123 Bleeding Damage Over 3 Seconds Rank 8: 135 Bleeding Damage Over 3 Seconds Skill Analysis: If you are already using Ensnare as a root-type skill (i.e. keeping enemies away from you while you attack from a distance) then this skill is just gravy damage on top of the snare effect. If you are more melee-centric and using ensnare more for its debuff properties, then you should probably just skip this skill. If you’re not using Ensnare at all, then you will obviously not use this skill either. Call of the Hunt (8 ranks) PA, G Those who answer the call of the hunt will fight with increase speed and cunning. Modified by Exploit Weakness (T5) All Ranks: 15.0 Meter Radius +33% Damage to Animals/Beastmen Rank 1: 45 Energy Cost 28 Second Duration 18 Bleeding Damage Over 3 Seconds +15% Attack Speed Rank 2: 47 Energy Cost 31 Second Duration 22 Bleeding Damage Over 3 Seconds +17% Attack Speed Rank 3: 49 Energy Cost 33 Second Duration 26 Bleeding Damage Over 3 Seconds +19% Attack Speed Rank 4: 51 Energy Cost 36 Second Duration 30 Bleeding Damage Over 3 Seconds +22% Attack Speed Rank 5: 53 Energy Cost 42 Second Duration 34 Bleeding Damage Over 3 Seconds +24% Attack Speed Rank 6: 55 Energy Cost 44 Second Duration 38 Bleeding Damage Over 3 Seconds +26% Attack Speed Rank 7: 57 Energy Cost 47 Second Duration 41 Bleeding Damage Over 3 Seconds +28% Attack Speed Rank 8: 59 Energy Cost 50 Second Duration 46 Bleeding Damage Over 3 Seconds +31% Attack Speed Skill Analysis: Call of the Hunt is an excellent buff for most Hunting mastery builds, mainly for the attack speed bonus, although the bonus damage to Beastmen and Animals is very nice as well. I believe this bonus stacks with the Art of the Hunt bonus damage as well. The bleeding damage is nothing to get excited about. Eviscerate (10 ranks) PA Targeting vital weak points on your enemy causes sustained damage from bleeding. Modifies Take Down (T1) All Ranks: +5 Energy Cost Rank 1: 33 Bleeding Damage Over 3 Seconds Rank 2: 45 Bleeding Damage Over 3 Seconds Rank 3: 60 Bleeding Damage Over 3 Seconds Rank 4: 72 Bleeding Damage Over 3 Seconds Rank 5: 84 Bleeding Damage Over 3 Seconds Rank 6: 99 Bleeding Damage Over 3 Seconds Rank 7: 111 Bleeding Damage Over 3 Seconds Rank 8: 123 Bleeding Damage Over 3 Seconds Rank 9: 138 Bleeding Damage Over 3 Seconds Rank 10: 150 Bleeding Damage Over 3 Seconds Skill Analysis: A good addition to the already excellent Take Down skill, you should either invest in this skill all the way (as the energy cost remains the same regardless of rank) or you should skip it altogether. If you’re going for a spear fighter, you should take all the goodies you can get, of course! Monster Lure (6 ranks) PA Drops down a decoy to attract the attention of nearby monsters Modified by Detonate All Ranks: 3 Summon Limit 30 Second Duration (if not destroyed sooner) 15 Decoy Energy Provoke Ability – 15 Energy Cost Rank 1: 34 Energy Cost 120 Decoy Health 5.0 Meter Provoke Radius Rank 2: 38 Energy Cost 150 Decoy Health 6.0 Meter Provoke Radius Rank 3: 42 Energy Cost 180 Decoy Health 7.0 Meter Provoke Radius Rank 4: 46 Energy Cost 210 Decoy Health 8.0 Meter Provoke Radius Rank 5: 50 Energy Cost 240 Decoy Health 9.0 Meter Provoke Radius Rank 6: 54 Energy Cost 270 Decoy Health 10.0 Meter Provoke Radius Skill Analysis: Falling into the same category as Ensnare, Decoy is used primarily to distract monsters from beating you into a bloody pulp. They are very tactical in nature, and dropping them behind you as you run can create a fairly powerful kiting set up that can help kill even the toughest mobs. Make sure to invest in Detonate to obtain the full effect of this skill! I think that this skill also gets upgraded in Epic and Legendary mode, but I'm not positive. Tier 4 Skills (Requires 16 points in Hunting Mastery Skill) Study Prey (8 ranks) PA, G By observing your prey from a distance you may discover its weakness, resulting in greater pierce damage. Modified by Flush Out (T6) All Ranks: 35 Energy Cost 8 Second Duration 6.0 Meter Radius Rank 1: -30% Damage Resistance -25% Pierce Resistance Rank 1: -35% Damage Resistance -30% Pierce Resistance Rank 1: -40% Damage Resistance -35% Pierce Resistance Rank 1: -45% Damage Resistance -40% Pierce Resistance Rank 1: -50% Damage Resistance -45% Pierce Resistance Rank 1: -55% Damage Resistance -50% Pierce Resistance Rank 1: -60% Damage Resistance -55% Pierce Resistance Rank 1: -65% Damage Resistance -60% Pierce Resistance Skill Analysis: Activating this skill just before a Take Down or Marksmanship attack will produce the best results, although any melee character can make excellent use of this skill to help bypass foes with heavier than usual armor. Even caster classes can make use of this skill when enhanced with the Flush Out skill, which also reduces Elemental Resistance. Puncture Shot Arrows (12 ranks) PA Incorporating a more streamlined shaft into your arrows allows them to pass through targets and hit additional enemies in their path. Modifies Marksmanship (T2) All Ranks: +1 Energy Cost Rank 1: 8% Chance to Pass Through Enemies +5% Pierce Damage +9% Bleeding Damage Rank 2: 12% Chance to Pass Through Enemies +8% Pierce Damage +12% Bleeding Damage Rank 3: 16% Chance to Pass Through Enemies +10% Pierce Damage +15% Bleeding Damage Rank 4: 21% Chance to Pass Through Enemies +12% Pierce Damage +20% Bleeding Damage Rank 5: 25% Chance to Pass Through Enemies +15% Pierce Damage +23% Bleeding Damage Rank 6: 29% Chance to Pass Through Enemies +18% Pierce Damage +27% Bleeding Damage Rank 7: 33% Chance to Pass Through Enemies +20% Pierce Damage +30% Bleeding Damage Rank 8: 38% Chance to Pass Through Enemies +22% Pierce Damage +35% Bleeding Damage Rank 9: 42% Chance to Pass Through Enemies +25% Pierce Damage +38% Bleeding Damage Rank 10: 46% Chance to Pass Through Enemies +28% Pierce Damage +42% Bleeding Damage Rank 11: 50% Chance to Pass Through Enemies +30% Pierce Damage +45% Bleeding Damage Rank 12: 55% Chance to Pass Through Enemies +33% Pierce Damage +50% Bleeding Damage Skill Analysis: Very powerful upgrade to Marksmanship. It is an indispensable skill for any character that makes use of bows. If you don’t use bows, then obviously you will want to avoid this skill. Gouge (6 ranks) WP A combat technique that uses the spear or bow to inflict deep wounds that will result in prolonged bleeding. Rank 1: 6% Chance to be Used 45 Bleeding Damage Over 3 Seconds Rank 2: 8% Chance to be Used 60 Bleeding Damage Over 3 Seconds Rank 3: 10% Chance to be Used 72 Bleeding Damage Over 3 Seconds Rank 4: 12% Chance to be Used 81 Bleeding Damage Over 3 Seconds Rank 5: 14% Chance to be Used 96 Bleeding Damage Over 3 Seconds Rank 6: 16% Chance to be Used 108 Bleeding Damage Over 3 Seconds Skill Analysis: A decent addition to any bow or spear user, and I believe that the bleed damage bonus from Puncture Shot Arrows does affect this skill if it activates when that skill is used. It’s a free, occasional damage over time, you may as well take it, no? Find Cover (8 ranks) ER, G Making use of available cover as you press your attack allows you to avoid unnecessary damage. Modifies Art of the Hunt (T2) All Ranks: +10 Energy Reserved Rank 1: +8% Chance to Avoid Projectiles Rank 2: +10% Chance to Avoid Projectiles Rank 3: +12% Chance to Avoid Projectiles Rank 4: +15% Chance to Avoid Projectiles Rank 5: +17% Chance to Avoid Projectiles Rank 6: +19% Chance to Avoid Projectiles Rank 7: +23% Chance to Avoid Projectiles Rank 8: +25% Chance to Avoid Projectiles Skill Analysis: If you find yourself taking way too much damage from ranged monsters, then I suppose you could invest in this skill. As it is perfectly possible (easy, IMHO) to dodge arrow attacks manually, I’m not sure how useful this skill actually is. Tier 5 Skills (Requires 24 points in Hunting Mastery Skill) Exploit Weakness (10 ranks) PA, G Take full advantage of your enemy’s mistakes and vulnerable moments to inflict savage wounds. Modifies Call of the Hunt (T3) All Ranks: +10 Energy Cost Rank 1: +58% Pierce Damage +58% Bleeding Damage Rank 2: +66% Pierce Damage +66% Bleeding Damage Rank 3: +77% Pierce Damage +77% Bleeding Damage Rank 4: +85% Pierce Damage +85% Bleeding Damage Rank 5: +93% Pierce Damage +93% Bleeding Damage Rank 6: +104% Pierce Damage +104% Bleeding Damage Rank 7: +112% Pierce Damage +112% Bleeding Damage Rank 8: +120% Pierce Damage +120% Bleeding Damage Rank 9: +131% Pierce Damage +131% Bleeding Damage Rank 10: +139% Pierce Damage +139% Bleeding Damage Skill Analysis: An excellent addition to an already great skill, this skill will greatly increase both Pierce and Bleeding damage, which are Hunting mastery’s main sources of damage. Excellent for either bow or spear builds, or for hybrid melee warriors. Trail Blazing (6 ranks) ER, G Grants those who follow the hunt endurance to relentlessly track their quarry, preventing even the most tangled thicket from slowing pursuit. Modifies Art of the Hunt (T2) All Ranks: +1 Active Energy Cost per Second 100% Reduced Entrapment Duration Rank 1: +5% Movement Rank 2: +8% Movement Rank 3: +10% Movement Rank 4: +12% Movement Rank 5: +16% Movement Rank 6: +18% Movement Skill Analysis: A decent addition to Art of the Hunt, especially for archers who like to kite, this skill will quickly put some distance between you and your opponents. Detonate (12 ranks) PA Adds a hidden explosive charge to the monster lure causing it to detonate when destroyed. In order to detonate the lure must be at full energy. Modifies Monster Lure (T3) All Ranks: 15 Energy Cost 6 Projectiles 3.0 Meter Radius Rank 1: 36-58 Fire Damage Rank 2: 42-66 Fire Damage Rank 3: 49-75 Fire Damage Rank 4: 58-86 Fire Damage Rank 5: 64-94 Fire Damage Rank 6: 70-112 Fire Damage Rank 7: 77-111 Fire Damage Rank 8: 86-122 Fire Damage Rank 9: 92-130 Fire Damage Rank 10: 98-138 Fire Damage Rank 11: 105-147 Fire Damage Rank 12: 114-158 Fire Damage Skill Analysis: A great damage addition to a previously utility-only skill, this skill is pretty fun to play around with. As you can set 3 monster lures at a time, you can cluster multiple lures together to create explosive traps that provoke the enemy into attack them! The damage is fairly high, especially when they go off in the middle of a pack of enemies. Tier 6 Skills (Requires 32 points in Hunting Mastery Skill) Flush Out (6 ranks) PA, G Draw your enemies into the open, making them more vulnerable to attack. Modifies Study Prey (T4) All Ranks: +10 Energy Cost Rank 1: -14% Defensive Ability -14% Elemental Resistance Rank 2: -18% Defensive Ability -18% Elemental Resistance Rank 3: -22% Defensive Ability -22% Elemental Resistance Rank 4: -26% Defensive Ability -26% Elemental Resistance Rank 5: -30% Defensive Ability -30% Elemental Resistance Rank 6: -36% Defensive Ability -36% Elemental Resistance Skill Analysis: An excellent skill, as it is useful regardless of class. Melee attackers can make good use of the Defensive Ability reduction, and Casters will find their elemental spells hitting harder after using this skill. Scatter Shot Arrows (12 ranks) PA A secret of master fletchers is the ability to craft special arrow heads that burst on impact sending out razor-sharp fragments in all directions. Modifies Marksmanship (T2) All Ranks: +1 Energy Cost Rank 1: 3-4 Fragments 9 Piercing Damage Rank 2: 3-5 Fragments 12 Piercing Damage Rank 3: 4-5 Fragments 15 Piercing Damage Rank 4: 4-5 Fragments 19 Piercing Damage Rank 5: 4-6 Fragments 22 Piercing Damage Rank 6: 5-6 Fragments 25 Piercing Damage Rank 7: 5-7 Fragments 28 Piercing Damage Rank 8: 5-7 Fragments 32 Piercing Damage Rank 9: 6-7 Fragments 35 Piercing Damage Rank 10: 6-8 Fragments 38 Piercing Damage Rank 11: 6-8 Fragments 41 Piercing Damage Rank 12: 7-9 Fragments 45 Piercing Damage Skill Analysis: The culmination of the Marksmanship line, this skill allows the “one target at a time” mentality of an archer to quickly shift into the “destroy large groups of mobs very quickly” mentality usually reserved for casters. Combined with the various piercing damage increases found in other Hunting mastery skills, this skill can be quite devastating when used against groups of mobs. Volley (6 ranks) WP A combat technique that uses the spear or bow to rapidly strike three times in succession. All Ranks: Launches 3 Projectiles Rank 1: 6% Chance to be Used Rank 2: 8% Chance to be Used Rank 3: 10% Chance to be Used Rank 4: 12% Chance to be Used Rank 5: 14% Chance to be Used Rank 6: 16% Chance to be Used Skill Analysis: Although the skill description says this works for both spear or bow, the information shows the “Launches 3 Projectiles” line. I haven’t had much chance to test this out, so I’m not positive whether or not this skill actually works with spear weapons. I suspect that Iron Lore had spears set up at some point to be ranged weapons, and that this skill’s information was not corrected after making them melee only weapons, but that’s just a guess. Regardless, a 16% chance to triple your damage is an absolutely awesome skill! (Update: Archangel (a.k.a. Xaanor) wrote to let me know that he does indeed get the triple attack effect on spears as well as bows. With that being confirmed, this skill should most definitely be picked up by spear wielders as well as bow wielders!) ******************************************************************************** Vd. Nature Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Nature Mastery Skill) Regrowth (16 ranks) PA A wave of healing energy rapidly restores lost life to the target ally. Modified by Accelerated Growth (T2) and Dissemination (T4) Rank 1: +300 Health Restored 44 Energy Cost Rank 2: +380 Health Restored 48 Energy Cost Rank 3: +460 Health Restored 52 Energy Cost Rank 4: +540 Health Restored 56 Energy Cost Rank 5: +620 Health Restored 60 Energy Cost Rank 6: +700 Health Restored 64 Energy Cost Rank 7: +780 Health Restored 68 Energy Cost Rank 8: +860 Health Restored 72 Energy Cost Rank 9: +940 Health Restored 76 Energy Cost Rank 10: +1020 Health Restored 80 Energy Cost Rank 11: +1100 Health Restored 84 Energy Cost Rank 12: +1180 Health Restored 88 Energy Cost Rank 13: +1260 Health Restored 92 Energy Cost Rank 14: +1340 Health Restored 96 Energy Cost Rank 15: +1420 Health Restored 100 Energy Cost Rank 16: +1500 Health Restored 104 Energy Cost Skill Analysis: Hey, it’s a healing spell! Better than a potion in emergencies, plus you can cast it on your allies to pull their fat out of the fire as well. As with several other skill trees, you can invest only a couple of points in the base skill (Regrowth) and max the modifying skills (Accelerated Growth and Dissemination in this case) to make a more mana-efficient spell, as neither of the modifying skills in this case add energy cost. Call of the Wild (15 ranks) PA Summons a wolf companion to fight with you in battle. At higher levels more wolves can be controlled at once. Modified by Maul (T2), Survival Instinct (T3) and Strength of the Pack (T5) Rank 1: 120 Energy Cost 1 Summon Limit 155 Feral Wolf Health 45 Feral Wolf Energy 15% Chance to Dodge Attacks/Projectiles Rank 2: 124 Energy Cost 1 Summon Limit 180 Feral Wolf Health 48 Feral Wolf Energy 16% Chance to Dodge Attacks/Projectiles Rank 3: 128 Energy Cost 1 Summon Limit 205 Feral Wolf Health 51 Feral Wolf Energy 17% Chance to Dodge Attacks/Projectiles Rank 4: 132 Energy Cost 1 Summon Limit 232 Feral Wolf Health 54 Feral Wolf Energy 18% Chance to Dodge Attacks/Projectiles Rank 5: 136 Energy Cost 1 Summon Limit 257 Feral Wolf Health 57 Feral Wolf Energy 19% Chance to Dodge Attacks/Projectiles Rank 6: 140 Energy Cost 1 Summon Limit 283 Feral Wolf Health 60 Feral Wolf Energy 20% Chance to Dodge Attacks/Projectiles Rank 7: 144 Energy Cost 2 Summon Limit 308 Feral Wolf Health 63 Feral Wolf Energy 21% Chance to Dodge Attacks/Projectiles Rank 8: 148 Energy Cost 2 Summon Limit 335 Feral Wolf Health 66 Feral Wolf Energy 22% Chance to Dodge Attacks/Projectiles Rank 9: 152 Energy Cost 2 Summon Limit 360 Feral Wolf Health 69 Feral Wolf Energy 23% Chance to Dodge Attacks/Projectiles Rank 10: 156 Energy Cost 2 Summon Limit 387 Feral Wolf Health 72 Feral Wolf Energy 24% Chance to Dodge Attacks/Projectiles Rank 11: 160 Energy Cost 2 Summon Limit 413 Feral Wolf Health 75 Feral Wolf Energy 25% Chance to Dodge Attacks/Projectiles Rank 12: 164 Energy Cost 2 Summon Limit 441 Feral Wolf Health 78 Feral Wolf Energy 26% Chance to Dodge Attacks/Projectiles Rank 13: 168 Energy Cost 2 Summon Limit 467 Feral Wolf Health 81 Feral Wolf Energy 27% Chance to Dodge Attacks/Projectiles Rank 14: 172 Energy Cost 2 Summon Limit 494 Feral Wolf Health 84 Feral Wolf Energy 28% Chance to Dodge Attacks/Projectiles Rank 15: 176 Energy Cost 2 Summon Limit 523 Feral Wolf Health 87 Feral Wolf Energy 29% Chance to Dodge Attacks/Projectiles Skill Analysis: A very fun and useful skill (although it does take a crazy amount of skill points to max out!). Combining 2 wolf pets with the Nymph archer pet makes for a very effective mini-armada that is quite capable of destroying most critters in it’s path. The wolves in general are fairly decent fighters, but at the higher difficulty levels they will likely not last too long versus bosses or spell casting mobs (523 health is not a whole heck of a lot, even when boosted by other skills such as Heart of Oak) Tier 2 Skills (Requires 4 points in Nature Mastery Skill) Heart of Oak (12 ranks) ER, G Bolsters the life-force of yourself and nearby allies. Modified by Tranquility of Water (T4) and Permanence of Stone (T5) All Ranks: 1 Active Energy Cost per Second 18.0 Meter Radius +10% Total Speed 100 Energy Reserved Rank 1: +8% Health Rank 2: +16% Health Rank 3: +24% Health Rank 4: +32% Health Rank 5: +40% Health Rank 6: +48% Health Rank 7: +56% Health Rank 8: +64% Health Rank 9: +72 Health Rank 10: +80% Health Rank 11: +88% Health Rank 12: +96% Health Skill Analysis: An excellent skill for any build, this skill not only enhances your own survivability, it also increases the survivability of any allies (friends, summoned creatures, etc.) The life boost (and potential energy-saving qualities of Tranquility of Water) makes this very useful even for casting classes. Try pairing this with Defense mastery for some ridiculously high health levels! Accelerated Growth (8 ranks) PA Allows Regrowth to be cast more frequently. Modifies Regrowth (T1) Rank 1: -18% Recharge Rank 2: -26% Recharge Rank 3: -34% Recharge Rank 4: -42% Recharge Rank 5: -50% Recharge Rank 6: -58% Recharge Rank 7: -66% Recharge Rank 8: -75% Recharge Skill Analysis: Allows you to heal more quickly. Note that there is no additional energy cost associated with this skill. A good tactic to use if you only need “emergency healing” and your energy reserves are limited is to invest only a few points in regrowth (keeping the energy costs low) and invest more points in Accelerated Growth, allowing you to cast lower-level heals several times in rapid succession (assuming you need more than one heal). Maul (10 ranks) PA A gnawing attack that rends enemy flesh causing bleeding damage for a short duration Modifies Call of the Wild (T1) All Ranks: 24 Energy Cost Rank 1: 9 Bleeding Damage Over 3 Seconds 3 Piercing Damage 6% Reduction to Enemy’s Health Rank 2: 13 Bleeding Damage Over 3 Seconds 5 Piercing Damage 6% Reduction to Enemy’s Health Rank 3: 17 Bleeding Damage Over 3 Seconds 7 Piercing Damage 8% Reduction to Enemy’s Health Rank 4: 22 Bleeding Damage Over 3 Seconds 9 Piercing Damage 8% Reduction to Enemy’s Health Rank 5: 25 Bleeding Damage Over 3 Seconds 10 Piercing Damage 8% Reduction to Enemy’s Health Rank 6: 29 Bleeding Damage Over 3 Seconds 12 Piercing Damage 10% Reduction to Enemy’s Health Rank 7: 33 Bleeding Damage Over 3 Seconds 14 Piercing Damage 10% Reduction to Enemy’s Health Rank 8: 38 Bleeding Damage Over 3 Seconds 16 Piercing Damage 10% Reduction to Enemy’s Health Rank 9: 41 Bleeding Damage Over 3 Seconds 17 Piercing Damage 12% Reduction to Enemy’s Health Rank 10: 45 Bleeding Damage Over 3 Seconds 19 Piercing Damage 12% Reduction to Enemy’s Health Skill Analysis: Most useful if you are using your wolf companions for offensive purposes. They’ll only be able to use this attack sporadically due to their low energy reserves, but the reduction to enemy health can be a very welcome effect, especially against enemies with large health pools. If you are using your wolf pets in a more defensive capability, you may as well skip this skill altogether and save their energy for Strength of the Pack (a more effective use of your wolves’ energy points). Plague (8 ranks) PA Afflicts target with debilitating ailment that reduces their health and quickly spreads to nearby enemies. Modified by Fatigue (T3) and Susceptibility (T5) Rank 1: 64 Energy Cost 3.0 Second Duration 3-8% Reduction to Enemy’s Health Rank 2: 66 Energy Cost 3.4 Second Duration 4-9% Reduction to Enemy’s Health Rank 3: 67 Energy Cost 4.0 Second Duration 5-10% Reduction to Enemy’s Health Rank 4: 69 Energy Cost 4.3 Second Duration 6-11% Reduction to Enemy’s Health Rank 5: 70 Energy Cost 4.7 Second Duration 7-12% Reduction to Enemy’s Health Rank 6: 72 Energy Cost 5.3 Second Duration 8-13% Reduction to Enemy’s Health Rank 7: 73 Energy Cost 5.6 Second Duration 9-14% Reduction to Enemy’s Health Rank 8: 75 Energy Cost 6.0 Second Duration 10-15% Reduction to Enemy’s Health Skill Analysis: A very effective debuff spell (especially when enhanced with Fatigue and Susceptibility), this is a must-have spell for any build that focuses on summons to deal damage. Note that the plague effect can spread from one foe to another, so if you use it correctly, it can be an incredibly mana-efficient spell. Tier 3 Skills (Requires 10 points in Nature Mastery Skill) Briar Ward (15 ranks) PA A protective grove of briars grows around you that enemies cannot pass through. Modified by Stinging Nettle (T4) and Sanctuary (T6) All Ranks:30 Second Duration Rank 1: 112 Energy Cost 64 Briar Ward Health Thorns: 1-3 Piercing Retaliation Rank 2: 116 Energy Cost 88 Briar Ward Health Thorns: 1-3 Piercing Retaliation Rank 3: 120 Energy Cost 112 Briar Ward Health Thorns: 1-3 Piercing Retaliation Rank 4: 124 Energy Cost 136 Briar Ward Health Thorns: 2-5Piercing Retaliation Rank 5: 128 Energy Cost 160 Briar Ward Health Thorns: 2-5 Piercing Retaliation Rank 6: 132 Energy Cost 184 Briar Ward Health Thorns: 2-5 Piercing Retaliation Rank 7: 136 Energy Cost 208 Briar Ward Health Thorns: 2-5 Piercing Retaliation Rank 8: 140 Energy Cost 232 Briar Ward Health Thorns: 3-7 Piercing Retaliation Rank 9: 144 Energy Cost 256 Briar Ward Health Thorns: 3-7 Piercing Retaliation Rank 10: 148 Energy Cost 280 Briar Ward Health Thorns: 3-7 Piercing Retaliation Rank 11: 152 Energy Cost 304 Briar Ward Health Thorns: 3-7 Piercing Retaliation Rank 12: 156 Energy Cost 328 Briar Ward Health Thorns: 4-9 Piercing Retaliation Rank 13: 160 Energy Cost 352 Briar Ward Health Thorns: 4-9 Piercing Retaliation Rank 14: 164 Energy Cost 376 Briar Ward Health Thorns: 4-9 Piercing Retaliation Rank 15: 168 Energy Cost 400 Briar Ward Health Thorns: 4-9 Piercing Retaliation Skill Analysis: Definitely more of a utility spell than a source of any real defense or damage. This pretty much just keeps those pesky melee mobs from closing in on you for a few seconds while they beat on your plant wall to get through to you. It’s not horribly durable, although I think perhaps the health bonus from Heart of Oak does affect it (but I’m not 100% sure). Frankly, I can think of better uses for 15 skill points! I would, however, invest a point or two to get access to Sanctuary. Survival Instinct (15 ranks) P An instinctual will to live is triggered whenever health is low. Modifies Call of the Wild (T1) All Ranks: Activates When Health Drops Below 33% 6 Second Duration Rank 1: 15% Damage Absorption +15% Damage Rank 2: 20% Damage Absorption +20% Damage Rank 3: 24% Damage Absorption +25% Damage Rank 4: 30% Damage Absorption +30% Damage Rank 5: 38% Damage Absorption +35% Damage Rank 6: 42% Damage Absorption +40% Damage Rank 7: 47% Damage Absorption +45% Damage Rank 8: 51% Damage Absorption +50% Damage Rank 9: 54% Damage Absorption +55% Damage Rank 10: 60% Damage Absorption +60% Damage Rank 11: 63% Damage Absorption +65% Damage Rank 12: 67% Damage Absorption +70% Damage Rank 13: 70% Damage Absorption +75% Damage Rank 14: 74% Damage Absorption +80% Damage Rank 15: 80% Damage Absorption +85% Damage Skill Analysis: A fair upgrade to your wolf companions, this basically gives them a crazy strong buff when they fall below 1/3 of their health. At the highest rank, it reduces incoming damage by 4/5 and nearly doubles their damage output as well for six seconds. If you’re going heavy into the summoning arts, this is a decent skill to take, but be aware that you never really have any control over when this skill activates, and as such, it’s effectiveness is spotty at best. Fatigue (8 ranks) PA Saps the strength from diseased enemies causing them to move more slowly and fight less effectively. Modifies Plague (T2) Rank 1: 3 Damage Reduction 5% Chance of 50% Reduction to Enemy’s Health 15% Reduced Damage for 3 Seconds -15% Total Speed Rank 2: 3-5 Damage Reduction 5% Chance of 52% Reduction to Enemy’s Health 18% Reduced Damage for 3 Seconds -18% Total Speed Rank 3: 3-6 Damage Reduction 5% Chance of 55% Reduction to Enemy’s Health 20% Reduced Damage for 3 Seconds -20% Total Speed Rank 4: 3-8 Damage Reduction 5% Chance of 57% Reduction to Enemy’s Health 23% Reduced Damage for 3 Seconds -23% Total Speed Rank 5: 3-9 Damage Reduction 5% Chance of 61% Reduction to Enemy’s Health 28% Reduced Damage for 3 Seconds -25% Total Speed Rank 6: 3-11 Damage Reduction 5% Chance of 64% Reduction to Enemy’s Health 31% Reduced Damage for 3 Seconds -28% Total Speed Rank 7: 3-12 Damage Reduction 5% Chance of 66% Reduction to Enemy’s Health 34% Reduced Damage for 3 Seconds -30% Total Speed Rank 8: 3-15 Damage Reduction 5% Chance of 69% Reduction to Enemy’s Health 36% Reduced Damage for 3 Seconds -33% Total Speed Skill Analysis: Plague is already a decent debuff in and of itself, but this modifying skill makes it just about godly. This will make most enemies turn into complete wimps, and the best part is, it’s contagious! Since the majority of the debuffs from this skill are percentage based, this skill makes the transition to Legendary difficulty very well. Tier 4 Skills (Requires 16 points in Nature Mastery Skill) Tranquility of Water (6 ranks) ER, G Provides a chance to use skills at 50% reduced energy cost while under the effect of Heart of Oak. Modifies Heart of Oak (T2) Rank 1: 8% Chance of -50% Energy Cost Rank 2: 12% Chance of -50% Energy Cost Rank 3: 16% Chance of -50% Energy Cost Rank 4: 19% Chance of -50% Energy Cost Rank 5: 24% Chance of -50% Energy Cost Rank 6: 28% Chance of -50% Energy Cost Skill Analysis: This skill will make other casters positively love you! It’s very useful for any class, really, as it will statistically reduce your overall energy consumption to 86% of normal. If you’re investing in Heart of Oak at all, you should definitely throw a point or two into this skill at the very least. Dissemination (10 ranks) PA, G Causes Regrowth energy to disseminate from the initial target and leap to additional nearby allies. Modifies Regrowth (T1) Rank 1: +180 Health Restored Rank 2: +260 Health Restored Rank 3: +340 Health Restored
Rank 4: +420 Health Restored Rank 5: +500 Health Restored Rank 6: +580 Health Restored Rank 7: +660 Health Restored Rank 8: +740 Health Restored Rank 9: +820 Health Restored Rank 10: +900 Health Restored Skill Analysis: This converts your heal spell into a kind of “chain heal” that allows you to heal multiple allies at once. Only recommended for summoning/pet builds, or if you will be playing with a friend or two. If you’re mostly playing solo without any summons, you shouldn’t bother with this skill at all. Stinging Nettle (8 ranks) PA Causes enemies who hit the Briar Ward to suffer poisoning. Modifies Briar Ward (T3) Rank 1: 15 Poison Retaliation Over 6 Seconds Rank 2: 24 Poison Retaliation Over 6 Seconds Rank 3: 33 Poison Retaliation Over 6 Seconds Rank 4: 42 Poison Retaliation Over 6 Seconds Rank 5: 51 Poison Retaliation Over 6 Seconds Rank 6: 60 Poison Retaliation Over 6 Seconds Rank 7: 69 Poison Retaliation Over 6 Seconds Rank 8: 78 Poison Retaliation Over 6 Seconds Skill Analysis: Blah. An awful upgrade to a mediocre skill. Skip it and save your points for Sanctuary instead. Sylvan Nymph (15 ranks) PA Summons a powerful forest nymph who can bring down enemies with her magical bow and cast enchantments to strengthen allies in battle Modified by Overgrowth (T5) and Nature’s Wrath (T6) Rank 1: 200 Energy Cost 198 Nymph Health 130 Nymph Energy Bow Attack: 9-21 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +18% Chance to Dodge Attacks/Projectiles Rank 2: 204 Energy Cost 226 Nymph Health 138 Nymph Energy Bow Attack: 12-25 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +20% Chance to Dodge Attacks/Projectiles Rank 3: 209 Energy Cost 255 Nymph Health 146 Nymph Energy Bow Attack: 15-28 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +22% Chance to Dodge Attacks/Projectiles Rank 4: 213 Energy Cost 283 Nymph Health 154 Nymph Energy Bow Attack: 18-31 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +24% Chance to Dodge Attacks/Projectiles Rank 5: 217 Energy Cost 311 Nymph Health 162 Nymph Energy Bow Attack: 21-36 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +26% Chance to Dodge Attacks/Projectiles Rank 6: 222 Energy Cost 340 Nymph Health 170 Nymph Energy Bow Attack: 24-39 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +28% Chance to Dodge Attacks/Projectiles Rank 7: 226 Energy Cost 368 Nymph Health 178 Nymph Energy Bow Attack: 27-43 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +30% Chance to Dodge Attacks/Projectiles Rank 8: 230 Energy Cost 396 Nymph Health 186 Nymph Energy Bow Attack: 30-46 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +32% Chance to Dodge Attacks/Projectiles Rank 9: 235 Energy Cost 425 Nymph Health 194 Nymph Energy Bow Attack: 33-49 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +34% Chance to Dodge Attacks/Projectiles Rank 10: 239 Energy Cost 453 Nymph Health 202 Nymph Energy Bow Attack: 36-54 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +36% Chance to Dodge Attacks/Projectiles Rank 11: 243 Energy Cost 481 Nymph Health 210 Nymph Energy Bow Attack: 39-57 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +38% Chance to Dodge Attacks/Projectiles Rank 12: 248 Energy Cost 510 Nymph Health 218 Nymph Energy Bow Attack: 42-61 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +40% Chance to Dodge Attacks/Projectiles Rank 13: 252 Energy Cost 538 Nymph Health 226 Nymph Energy Bow Attack: 45-64 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +42% Chance to Dodge Attacks/Projectiles Rank 14: 256 Energy Cost 566 Nymph Health 234 Nymph Energy Bow Attack: 48-67 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +44% Chance to Dodge Attacks/Projectiles Rank 15: 261 Energy Cost 595 Nymph Health 242 Nymph Energy Bow Attack: 51-72 Piercing Damage Bow Attack: 3% Reduction to Enemy Health +46% Chance to Dodge Attacks/Projectiles Skill Analysis: The nymph is much more of a damage dealer put than the wolves are, and is actually a bit more durable than the wolves. With additional modifications from Nature’s Wrath, the nymph will be dealing some fairly impressive damage for a support pet. A definite must for any summoning/pet classes out there, and a helpful extra for anyone else. Tier 5 Skills (Requires 24 points in Nature Mastery Skill) Permanence of Stone (6 ranks) ER, G Protects allies from the elements, reducing the damage caused by elemental based attacks. Modifies Heart of Oak (T2) All Ranks: 1 Active Energy Cost per Second Rank 1: 5% Elemental Resistance Rank 2: 8% Elemental Resistance Rank 3: 10% Elemental Resistance Rank 4: 12% Elemental Resistance Rank 5: 15% Elemental Resistance Rank 6: 18% Elemental Resistance Skill Analysis: Meh. 18% elemental resistance (even when spread amongst your allies) is not so great considering the energy cost and the skill point expenditure. Every little bit helps I suppose (especially for summoned pets, who can’t equip items to boost their elemental resistance). Strength of the Pack: (12 ranks) PA, G The howl of your wolves emboldens the hearts of those who hear it causing them to fight more fiercely. Modifies Call of the Wild (T1) All Ranks: 25 Wolf Energy Cost 15 Second Duration 10.0 Meter Radius +1 Energy Regeneration per Second +15% Total Speed Rank 1: +15% Damage 4 Armor Rank 2: +20% Damage 6 Armor Rank 3: +24% Damage 8 Armor Rank 4: +30% Damage 10 Armor Rank 5: +34% Damage 12 Armor Rank 6: +39% Damage 14 Armor Rank 7: +43% Damage 16 Armor Rank 8: +49% Damage 18 Armor Rank 9: +53% Damage 20 Armor Rank 10: +58% Damage 22 Armor Rank 11: +62% Damage 24 Armor Rank 12: +68% Damage 26 Armor Skill Analysis: A much better use for your wolves’ energy reserves than maul, this skill allows your wolves to cast a powerful buff on themselves and any allies within 10 meters. The bonuses are fairly small when looked at individually, but all together comprise one of the most comprehensive and mana-efficient buffs in the game. Overgrowth (12 ranks) PA Allows the nymph to create a living shield around allies that absorbs damage and harms enemies that strike it. Modifies Sylvan Nymph (T4) Rank 1: 78 Damage Absorption 33% Chance of 1-5 Piercing Retaliation Rank 2: 86 Damage Absorption 33% Chance of 3-7 Piercing Retaliation Rank 3: 95 Damage Absorption 33% Chance of 4-9 Piercing Retaliation Rank 4: 103 Damage Absorption 33% Chance of 6-12 Piercing Retaliation Rank 5: 111 Damage Absorption 33% Chance of 7-14 Piercing Retaliation Rank 6: 120 Damage Absorption 33% Chance of 9-16 Piercing Retaliation Rank 7: 128 Damage Absorption 33% Chance of 10-19 Piercing Retaliation Rank 8: 136 Damage Absorption 33% Chance of 12-21 Piercing Retaliation Rank 9: 145 Damage Absorption 33% Chance of 13-25 Piercing Retaliation Rank 10: 153 Damage Absorption 33% Chance of 15-30 Piercing Retaliation Rank 11: 161 Damage Absorption 33% Chance of 16-31 Piercing Retaliation Rank 12: 170 Damage Absorption 33% Chance of 18-33 Piercing Retaliation Skill Analysis: Not that great of a skill, especially once you get into Epic or Legendary territory. The damage absorption will get chewed up pretty quickly even in normal mode, and the retaliation damage is negligible even when it does activate (even at 100% chance to activate it would be fairly inconsequential). I would recommend skipping this one and investing points into Nature’s Wrath instead. Susceptibility (8 ranks) PA Weakens the constitution of adjacent enemies making them more susceptible to poison and damage from the elements. Modifies Plague (T2) Rank 1: -12% Damage Resistance -12% Elemental Resistance Rank 2: -15% Damage Resistance -15% Elemental Resistance Rank 3: -19% Damage Resistance -19% Elemental Resistance Rank 4: -24% Damage Resistance -24% Elemental Resistance Rank 5: -27% Damage Resistance -27% Elemental Resistance Rank 6: -30% Damage Resistance -30% Elemental Resistance Rank 7: -34% Damage Resistance -34% Elemental Resistance Rank 8: -39% Damage Resistance -39% Elemental Resistance Skill Analysis: The skill description says it makes enemies “more susceptible to poison and damage from the elements”, but it seems like the skill breakdown is saying that enemies’ resistance to *physical damage* and elemental damage is being lowered. I haven’t had enough time to play around with this skill too much, so I haven’t been able to verify whether straight physical damage is affected, or poison damage, or perhaps both. Regardless, the reduction in elemental resistance alone makes this a marvelous addition to the Plague line. This might also be an excellent debuff for melee classes (or maybe poison-based classes, whichever it is!) Tier 6 Skills (Requires 32 points in Nature Mastery Skill) Refresh (6 ranks) PA Instantly refreshes any skills that were recharging Rank 1: 200 Energy Cost Rank 2: 170 Energy Cost Rank 3: 150 Energy Cost Rank 4: 135 Energy Cost Rank 5: 125 Energy Cost Rank 6: 115 Energy Cost Skill Analysis: Good utility skill that can be useful in various situations, depending on your build and how may “recharging” skills you actually have and use. I would not recommend putting more 1 point at most into this skill, as higher ranks only serve to make the skill more energy efficient, and if you’re in that much of a hurry to cast 2 of the same spell back to back, you’re probably not all that concerned about efficiency! Sanctuary (8 ranks) PA, G The power of the grove revitalizes those within and reduces the energy consumed by skill use. Modifies Briar Ward (T3) All Ranks: 18 Second Duration 3.0 Meter Radius Rank 1: 12% Damage Absorption +148% Health/Energy Regeneration -15% Energy Cost Rank 2: 14% Damage Absorption +160% Health/Energy Regeneration -20% Energy Cost Rank 3: 16% Damage Absorption +172% Health/Energy Regeneration -25% Energy Cost Rank 4: 18% Damage Absorption +184% Health/Energy Regeneration -30% Energy Cost Rank 5: 20% Damage Absorption +196% Health/Energy Regeneration -35% Energy Cost Rank 6: 22% Damage Absorption +208% Health/Energy Regeneration -40% Energy Cost Rank 7: 24% Damage Absorption +220% Health/Energy Regeneration -45% Energy Cost Rank 8: 26% Damage Absorption +232% Health/Energy Regeneration -50% Energy Cost Skill Analysis: This skill is really the only reason to invest in Briar Ward at all. It really shines in reducing any kind of downtime at all (after a difficult battle, with your health and energy depleted, and all of your pets dead, you can cast this spell, and while you’re regenerating, you can resummon your pets for half the energy cost!) and makes a good Health/Energy over Time type spell when cast in the middle of combat. I would recommend putting a single point into the prerequisites and maxing this skill out ASAP. Not only is this skill more energy efficient than Regrowth, it even makes your Regrowth more efficient while the effect lasts! Nature’s Wrath (12 ranks) PA Imbues the nymph’s attacks with the power of the elements. Modifies Sylvan Nymph (T4) All Ranks: 33% Chance to Pass Through Enemies Rank 1: 8 Energy Cost 33-58 Elemental Damage Rank 2: 8 Energy Cost 38-66 Elemental Damage Rank 3: 9 Energy Cost 42-74 Elemental Damage Rank 4: 9 Energy Cost 48-82 Elemental Damage Rank 5: 10 Energy Cost 52-91 Elemental Damage Rank 6: 10 Energy Cost 57-100 Elemental Damage Rank 7: 11 Energy Cost 61-109 Elemental Damage Rank 8: 11 Energy Cost 67-118 Elemental Damage Rank 9: 12 Energy Cost 71-127 Elemental Damage Rank 10: 12 Energy Cost 76-137 Elemental Damage Rank 11: 13 Energy Cost 80-148 Elemental Damage Rank 12: 13 Energy Cost 88-160 Elemental Damage Skill Analysis: An excellent upgrade to the nymph’s bow attack damage, this gives her a huge boost to her damage and allows some of her shots to go through enemies and strike enemies behind the first one. Highly recommended if you’re investing in the nymph line at all. ******************************************************************************** Ve. Rogue Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Rogue Mastery Skill) Calculated Strike (8 ranks) PA Used in place of your normal attack, every fourth hit with calculated strike will deliver increased damage. Modified by Lucky Hit (T3) All Ranks: 3 Charge Levels Rank 1: +45% Damage 35 Piercing Damage Rank 2: +60% Damage 45 Piercing Damage Rank 3: +75% Damage 53 Piercing Damage Rank 4: +93% Damage 64 Piercing Damage Rank 5: +108% Damage 72 Piercing Damage Rank 6: +123% Damage 83 Piercing Damage Rank 7: +138% Damage 91 Piercing Damage Rank 8: +156% Damage 103 Piercing Damage Skill Analysis: An excellent skill for any Rogue build, this basically should be used in place of a standard attack at all times. Every fourth attack will be a devastating blow that will cause large amounts of damage (especially nifty with a spear!). All four attacks do not have to be on the same enemy, but if you wait more than a few second between attacks, the charges will reset back to zero. Blade Honing (6 ranks) ER, G While active, this skill ensures that the blades on the swords or spears of yourself and allies will remain razor sharp and inflict increased piercing damage. All Ranks: 16.0 Meter Radius +50 Energy Reserved Rank 1: +16% Piercing 3 Piercing Damage Rank 2: +24% Piercing 5 Piercing Damage Rank 3: +32% Piercing 7 Piercing Damage Rank 4: +40% Piercing 9 Piercing Damage Rank 5: +48% Piercing 12 Piercing Damage Rank 6: +56% Piercing 15 Piercing Damage Skill Analysis: A great buff for sword and spear users, doesn’t do diddly squat for anyone using any other kind of weapon. A definite must-have for sword and spear users (of if you are going to be partying with one), and a definite avoid for anyone else. Envenom Weapon (12 ranks) ER Coats your weapon with deadly poison while activated. Modified by Nightshade (T2), Toxin Distillation (T4), and Mandrake (T5) All Ranks: 1 Active Energy Cost per Second +50 Energy Reserved Rank 1: 18 Poison Damage Over 5 Seconds Rank 2: 25 Poison Damage Over 5 Seconds Rank 3: 33 Poison Damage Over 5 Seconds Rank 4: 40 Poison Damage Over 5 Seconds Rank 5: 48 Poison Damage Over 5 Seconds Rank 6: 55 Poison Damage Over 5 Seconds Rank 7: 63 Poison Damage Over 5 Seconds Rank 8: 70 Poison Damage Over 5 Seconds Rank 9: 78 Poison Damage Over 5 Seconds Rank 10: 85 Poison Damage Over 5 Seconds Rank 11: 93 Poison Damage Over 5 Seconds Rank 12: 100 Poison Damage Over 5 Seconds Skill Analysis: A decent skill, but bear in mind that many types of enemies are completely immune to poison. Still, you will definitely want to invest at least a point in this skill to get your hands on the Nightshade poison! Tier 2 Skills (Requires 4 points in Rogue Mastery Skill) Throwing Knife (10 ranks) PA Throw a piercing blade at your opponent capable of causing prolonged bleeding. Modified by Flurry of Knives (T6) All Ranks: 1 Projectile 100% Chance to Pass Through Enemies Rank 1: 18 Energy Cost 48 Bleeding Damage Over 3 Seconds 11 Piercing Damage Rank 2: 19 Energy Cost 63 Bleeding Damage Over 3 Seconds 15 Piercing Damage Rank 3: 20 Energy Cost 78 Bleeding Damage Over 3 Seconds 19 Piercing Damage Rank 4: 21 Energy Cost 90 Bleeding Damage Over 3 Seconds 23 Piercing Damage Rank 5: 22 Energy Cost 105 Bleeding Damage Over 3 Seconds 27 Piercing Damage Rank 6: 23 Energy Cost 120 Bleeding Damage Over 3 Seconds 31 Piercing Damage Rank 7: 24 Energy Cost 132 Bleeding Damage Over 3 Seconds 35 Piercing Damage Rank 8: 25 Energy Cost 147 Bleeding Damage Over 3 Seconds 39 Piercing Damage Rank 9: 26 Energy Cost 162 Bleeding Damage Over 3 Seconds 43 Piercing Damage Rank 10: 27 Energy Cost 174 Bleeding Damage Over 3 Seconds 47 Piercing Damage Skill Analysis: A nice ranged attack that you can use without having to switch weapon sets, it’s still a bit limited because many types of enemies are resistant to bleeding damage. Still, when combined with Flurry of Knives, this can make a nice area of effect damage over time attack. Disarm Traps (6 ranks) P Expertise with traps and magical devices allows the Rogue to easily disable them and avoid their damage. Rank 1: +25% Damage to Devices +10% Less Damage from Devices Rank 2: +50% Damage to Devices +20% Less Damage from Devices Rank 3: +75% Damage to Devices +30% Less Damage from Devices Rank 4: +100% Damage to Devices +40% Less Damage from Devices Rank 5: +125% Damage to Devices +50% Less Damage from Devices Rank 6: +150% Damage to Devices +60% Less Damage from Devices Skill Analysis: There aren’t really enough traps in the game to justify spending skill points just to kill them a bit quicker or to take less damage from them. Although I do like that the developers translated “disarm” to mean “break to pieces with sword/axe/mace/spear/bow/magic”! I’d skip this skill, personally. Nightshade (8 ranks) ER Oils harvested from deadly Nightshade plants give your Envenomed Weapons the ability to slow enemies. Modifies Envenom Weapon (T1) Rank 1: +15% Poison Damage 10% Slowed for 5 Seconds Rank 2: +20% Poison Damage 14% Slowed for 5 Seconds Rank 3: +25% Poison Damage 18% Slowed for 5 Seconds Rank 4: +30% Poison Damage 22% Slowed for 5 Seconds Rank 5: +35% Poison Damage 26% Slowed for 5 Seconds Rank 6: +40% Poison Damage 30% Slowed for 5 Seconds Rank 7: +45% Poison Damage 34% Slowed for 5 Seconds Rank 8: +50% Poison Damage 39% Slowed for 5 Seconds Skill Analysis: A great skill for practically any build, this allows you to substantially slow down your opponents speed for a short amount of time. This is obviously great for a variety of situations, such as running away, keeping the baddies from getting to you (perfect for low-health ranged characters) and from reducing over incoming damage by a rather large amount. A definite must for just about every Rogue build out there. Flash Powder (8 ranks) PA A magician’s trick turned to more nefarious purposes, flash powder blinds adjacent enemies impairing their ability to hit with weapons and potentially disorienting them. Rank 1: 53 Energy Cost 3.8 Meter Radius 30% Chance to Fumble Attacks for 8 Seconds 30% Chance of 3-8 Seconds of Confusion Rank 2: 56 Energy Cost 4.4 Meter Radius 35% Chance to Fumble Attacks for 8 Seconds 35% Chance of 3-8 Seconds of Confusion Rank 3: 59 Energy Cost 5.0 Meter Radius 40% Chance to Fumble Attacks for 8 Seconds 40% Chance of 3-8 Seconds of Confusion Rank 4: 62 Energy Cost 5.6 Meter Radius 45% Chance to Fumble Attacks for 8 Seconds 45% Chance of 3-8 Seconds of Confusion Rank 5: 65 Energy Cost 6.2 Meter Radius 50% Chance to Fumble Attacks for 8 Seconds 50% Chance of 3-8 Seconds of Confusion Rank 6: 68 Energy Cost 6.8 Meter Radius 55% Chance to Fumble Attacks for 8 Seconds 55% Chance of 3-8 Seconds of Confusion Rank 7: 71 Energy Cost 7.4 Meter Radius 60% Chance to Fumble Attacks for 8 Seconds 60% Chance of 3-8 Seconds of Confusion Rank 8: 74 Energy Cost 8.0 Meter Radius 65% Chance to Fumble Attacks for 8 Seconds 65% Chance of 3-8 Seconds of Confusion Skill Analysis: A decent defensive Rogue skill, Flash Powder has the potential to effectively shut down large groups of enemies at once. For my money, however, I think the energy cost is way too high for a skill that at best only has a 65% chance to affect any given enemy. This relegates it to use only when being mobbed (which shouldn’t happen if you’re paying any attention at all to the game) as it is a bit too uncertain of a spell to be throwing at individual bosses to really be effective. Tier 3 Skills (Requires 10 points in Rogue Mastery Skill) Lucky Hit (6 ranks) WP Uncommonly good fortune provides a chance that calculated strikes will slip past enemy armor causing tremendous damage. Modifies Calculated Strike (T1) All Ranks: 33% Chance to produce one of three effects Rank 1: +39 Damage +50% Pierce Damage 45 Bleeding Damage Over 3 Seconds Rank 2: +48 Damage +59% Pierce Damage 69 Bleeding Damage Over 3 Seconds Rank 3: +57 Damage +68% Pierce Damage 96 Bleeding Damage Over 3 Seconds Rank 4: +66 Damage +77% Pierce Damage 120 Bleeding Damage Over 3 Seconds Rank 5: +75 Damage +86% Pierce Damage 144 Bleeding Damage Over 3 Seconds Rank 6: +84 Damage +95% Pierce Damage 171 Bleeding Damage Over 3 Seconds Skill Analysis: This skill is kind of “meh” for me, since I hate relying on luck more than I have to. However, your mileage may very well vary. Basically, it seems to break down that for every Calculated Strike attack (at best, an attack that only triggers 25% of the time) you have a 33% chance to activate 1 of 3 different effects. So at best, you will be seeing the effects of this skill a maximum of 6% of the time, under the best of circumstances. If you’re really unlucky, you’ll probably activate the Bleeding Damage effect against enemies that are immune to the damage... Anyway, it can’t hurt, but I can think of several other skills I’d rather invest my points in. Open Wound (12 ranks) WP Adds a chance that weapon attacks will inflict bleeding damage when using a sword, spear, bow, or axe. Rank 1: 33% Chance of 27 Bleeding Damage Over 3 Seconds Rank 2: 33% Chance of 36 Bleeding Damage Over 3 Seconds Rank 3: 33% Chance of 45 Bleeding Damage Over 3 Seconds Rank 4: 33% Chance of 57 Bleeding Damage Over 3 Seconds Rank 5: 33% Chance of 66 Bleeding Damage Over 3 Seconds Rank 6: 33% Chance of 75 Bleeding Damage Over 3 Seconds Rank 7: 33% Chance of 84 Bleeding Damage Over 3 Seconds Rank 8: 33% Chance of 96 Bleeding Damage Over 3 Seconds Rank 9: 33% Chance of 105 Bleeding Damage Over 3 Seconds Rank 10: 33% Chance of 117 Bleeding Damage Over 3 Seconds Rank 11: 33% Chance of 126 Bleeding Damage Over 3 Seconds Rank 12: 33% Chance of 141 Bleeding Damage Over 3 Seconds Skill Analysis: I’m not terribly fond of bleeding damage, as it’s completely useless against undead (and some other types of mobs), and the fact that this skill only triggers one-third of the time is not that great either. That being said, there are several Rogue skills that will greatly enhance this skill and make it very, very deadly when it does trigger on a non-immune enemy. If you’re going to invest points here, make sure you max out all skills that enhance bleeding damage. Lay Trap (15 ranks) PA Drops a mechanical bolt trap that will trip when enemies draw near and rapidly fire out deadly bolts. Modified by Rapid Construction (T4) and Improved Firing Mechanism (T6) All Ranks: 3 Summon Limit 30 Second Duration Rank 1: 29 Energy Cost 74 Trap Health 14-21 Piercing Damage per Bolt Rank 2: 31 Energy Cost 86 Trap Health 18-24 Piercing Damage per Bolt Rank 3: 33 Energy Cost 98 Trap Health 21-29 Piercing Damage per Bolt Rank 4: 35 Energy Cost 110 Trap Health 24-32 Piercing Damage per Bolt Rank 5: 37 Energy Cost 122 Trap Health 28-35 Piercing Damage per Bolt Rank 6: 39 Energy Cost 134 Trap Health 31-38 Piercing Damage per Bolt Rank 7: 41 Energy Cost 146 Trap Health 34-41 Piercing Damage per Bolt Rank 8: 43 Energy Cost 158 Trap Health 38-46 Piercing Damage per Bolt Rank 9: 45 Energy Cost 170 Trap Health 41-49 Piercing Damage per Bolt Rank 10: 47 Energy Cost 182 Trap Health 44-52 Piercing Damage per Bolt Rank 11: 49 Energy Cost 194 Trap Health 48-55 Piercing Damage per Bolt Rank 12: 51 Energy Cost 206 Trap Health 51-58 Piercing Damage per Bolt Rank 13: 53 Energy Cost 218 Trap Health 56-63 Piercing Damage per Bolt Rank 14: 55 Energy Cost 230 Trap Health 59-66 Piercing Damage per Bolt Rank 15: 57 Energy Cost 242 Trap Health 62-69 Piercing Damage per Bolt Skill Analysis: The Rogue version of a “summon” skill, Lay Trap is an excellent addition to the Rogue arsenal. When enhanced by Rapid Construction and Improved Firing Mechanism, these traps will deal out a great deal of damage to a large number of enemies in a short period of time. The tactical uses of Lay Trap are numerous, especially in areas with many natural chokepoints. They actually work better when fighting enemies one on one, as the combined fire of 3 maxed out traps all attacking one enemy is quite devastating. This skill is still highly effective against groups, however! Poison Gas Bomb (12 ranks) PA Lobs a bomb that will burst on impact releasing a cloud of toxic gas that damages enemies who breathe it. Side effects may include confusion, panic, and impaired aim with ranged weapons. Modified by Shrapnel (T5) All Ranks: 66% Chance of Impaired Aim for 9 Seconds Rank 1: 33 Energy Cost 3.2 Meter Radius 32 Poison Damage Over 6 Seconds Rank 2: 35 Energy Cost 3.4 Meter Radius 41 Poison Damage Over 6 Seconds Rank 3: 37 Energy Cost 3.6 Meter Radius 50 Poison Damage Over 6 Seconds Rank 4: 40 Energy Cost 3.8 Meter Radius 61 Poison Damage Over 6 Seconds Rank 5: 42 Energy Cost 4.0 Meter Radius 70 Poison Damage Over 6 Seconds Rank 6: 44 Energy Cost 4.2 Meter Radius 78 Poison Damage Over 6 Seconds Rank 7: 47 Energy Cost 4.4 Meter Radius 87 Poison Damage Over 6 Seconds Rank 8: 49 Energy Cost 4.6 Meter Radius 98 Poison Damage Over 6 Seconds Rank 9: 51 Energy Cost 4.8 Meter Radius 107 Poison Damage Over 6 Seconds Rank 10: 54 Energy Cost 5.0 Meter Radius 115 Poison Damage Over 6 Seconds Rank 11: 56 Energy Cost 5.2 Meter Radius 124 Poison Damage Over 6 Seconds Rank 12: 58 Energy Cost 5.4 Meter Radius 136 Poison Damage Over 6 Seconds Skill Analysis: Again, I’m not one for maxing out poison damage, as many enemy types are immune or resistant to it, but the Impaired Aim effect is the same regardless of rank, and affects even those enemies who are immune to poison, I believe. Lobbing a rank 1 Poison Gas Bomb into a crowd of archers before the melee fighters close in can save you a bit of damage in the long run. Tier 4 Skills (Requires 16 points in Rogue Mastery Skill) Lethal Strike (12 ranks) PA A single deadly hit that multiplies the damage of a normal weapon attack. Modified by Mortal Wound (T6) Rank 1: 52 Energy Cost +225% Damage +225% Pierce Damage Rank 2: 53 Energy Cost +250% Damage +240% Pierce Damage Rank 3: 55 Energy Cost +275% Damage +255% Pierce Damage Rank 4: 56 Energy Cost +300% Damage +270% Pierce Damage Rank 5: 58 Energy Cost +325% Damage +285% Pierce Damage Rank 6: 59 Energy Cost +350% Damage +300% Pierce Damage Rank 7: 61 Energy Cost +375% Damage +315% Pierce Damage Rank 8: 62 Energy Cost +400% Damage +330% Pierce Damage Rank 9: 64 Energy Cost +425% Damage +345% Pierce Damage Rank 10: 65 Energy Cost +450% Damage +360% Pierce Damage Rank 11: 67 Energy Cost +475% Damage +375% Pierce Damage Rank 12: 68 Energy Cost +500% Damage +390% Pierce Damage Skill Analysis: Well, let’s see... An attack that causes quintuple normal damage and nearly quadruple pierce damage. An excellent attack to use against bosses or heavily armored mobs, to say the least! Any melee Rogue build should max this out as their main right-button attack, for sure. Also an important skill to get for poison or bleed builds, as it is a prerequisite for Mortal Wound, which is indispensable for those builds. Rapid Construction (8 ranks) PA Expertise in assembling traps reduces the amount of time it takes to create a new trap after one has been set. Modifies Lay Trap (T3) Rank 1: -18% Recharge -5% Energy Cost Rank 2: -27% Recharge -10% Energy Cost Rank 3: -36% Recharge -15% Energy Cost Rank 4: -44% Recharge -20% Energy Cost Rank 5: -52% Recharge -25% Energy Cost Rank 6: -60% Recharge -30% Energy Cost Rank 7: -66% Recharge -35% Energy Cost Rank 8: -72% Recharge -40% Energy Cost Skill Analysis: An excellent addition to the Lay Traps skill, this one lowers the energy cost of each trap and greatly reduces the amount of cooldown time on the Lay Traps skill. A good investment if you’re including traps in your skillset. Toxin Distillation (12 ranks) ER Learn alchemical processes to distill natural toxins, increasing the potency and duration of all poison attacks. Modifies Envenom Weapon (T1) Rank 1: +12% Poison Damage +10% Improved Duration Rank 2: +24% Poison Damage +16% Improved Duration Rank 3: +36% Poison Damage +22% Improved Duration Rank 4: +48% Poison Damage +28% Improved Duration Rank 5: +60% Poison Damage +34% Improved Duration Rank 6: +72% Poison Damage +40% Improved Duration Rank 7: +84% Poison Damage +46% Improved Duration Rank 8: +96% Poison Damage +52% Improved Duration Rank 9: +108% Poison Damage +58% Improved Duration Rank 10: +120% Poison Damage +64% Improved Duration Rank 11: +132% Poison Damage +70% Improved Duration Rank 12: +144% Poison Damage +76% Improved Duration Skill Analysis: Pretty much only useful for builds that are focusing on poison attacks. Unless you’re going that route, this skill is best avoided. (Not sure if this is the case or not, but the skill description says it affects “all poison attacks”, so this may affect other skills such as Poison Gas Bomb.) Tier 5 Skills (Requires 24 points in Rogue Mastery Skill) Anatomy (8 ranks) WP With a deep knowledge of anatomy, attacks can be directed at vital points in the body increasing the chance and effectiveness of bleed damage. Rank 1: +36% Bleeding Damage Rank 2: +48% Bleeding Damage Rank 3: +60% Bleeding Damage Rank 4: +72% Bleeding Damage Rank 5: +84% Bleeding Damage Rank 6: +96% Bleeding Damage Rank 7: +108% Bleeding Damage Rank 8: +120% Bleeding Damage Skill Analysis: A very specialized skill for very specialized builds, anyone who is not concentrating on increasing their bleeding damage would be better off avoiding this one. Not sure what the description means when it says that it “increase[es} the chance” of bleed damage, as it only seems to affect the amount of bleed damage. Mandrake (8 ranks) ER Adds a chance for poison to cloud an enemy’s mind, sending them into a state of confusion. Modifies Envenom Weapon (T1) All Ranks: 1 Active Energy Cost per Second Rank 1: 15% Chance to Fumble Attacks for 3 Seconds 12% Chance of 1.8-2.4 Seconds of Confusion Rank 2: 20% Chance to Fumble Attacks for 3 Seconds 16% Chance of 1.8-2.8 Seconds of Confusion Rank 3: 25% Chance to Fumble Attacks for 3 Seconds 20% Chance of 1.8-3.2 Seconds of Confusion Rank 4: 30% Chance to Fumble Attacks for 3 Seconds 24% Chance of 1.8-3.5 Seconds of Confusion Rank 5: 35% Chance to Fumble Attacks for 3 Seconds 28% Chance of 1.8-3.9 Seconds of Confusion Rank 6: 40% Chance to Fumble Attacks for 3 Seconds 32% Chance of 1.8-4.3 Seconds of Confusion Rank 7: 45% Chance to Fumble Attacks for 3 Seconds 36% Chance of 1.8-4.6 Seconds of Confusion Rank 8: 50% Chance to Fumble Attacks for 3 Seconds 40% Chance of 1.8-5.0 Seconds of Confusion Skill Analysis: If you have sufficient energy regeneration, this can be a nice bonus for both melee and ranged builds. Any status attack that keeps an enemy from pounding the snot out of you is good! That being said, make sure this skill will not be a drain on your energy points before employing it. Shrapnel (10 ranks) PA Packed with volatile liquid and metal scraps, the Poison Gas Bomb will explode violently on impact showering the area with deadly shrapnel. Modifies Poison Gas Bomb (T3) All Ranks: 1.5 Meter Radius 9-11 Fragments Rank 1: +5 Energy Cost 33 Bleeding Damage Over 3 Seconds 9 Piercing Damage Rank 2: +6 Energy Cost 39 Bleeding Damage Over 3 Seconds 11 Piercing Damage Rank 3: +7 Energy Cost 45 Bleeding Damage Over 3 Seconds 13 Piercing Damage Rank 4: +8 Energy Cost 51 Bleeding Damage Over 3 Seconds 16 Piercing Damage Rank 5: +9 Energy Cost 57 Bleeding Damage Over 3 Seconds 18 Piercing Damage Rank 6: +10 Energy Cost 63 Bleeding Damage Over 3 Seconds 20 Piercing Damage Rank 7: +11 Energy Cost 69 Bleeding Damage Over 3 Seconds 23 Piercing Damage Rank 8: +12 Energy Cost 75 Bleeding Damage Over 3 Seconds 25 Piercing Damage Rank 9: +13 Energy Cost 81 Bleeding Damage Over 3 Seconds 27 Piercing Damage Rank 10: +14 Energy Cost 87 Bleeding Damage Over 3 Seconds 30 Piercing Damage Skill Analysis: Makes the Poison Gas Bomb a bit more useful in general purpose situations (even a bit against undead). One of the few Rogue area of effect attacks, this can definitely be of help in builds with little access to area damage spells. Most builds will do fine without this skill, however. Tier 6 Skills (Requires 32 points in Rogue Mastery Skill) Mortal Wound (8 ranks) WP Stuns victims of Lethal Strike and greatly magnifies the impact of poison and bleeding damage caused by the attack. Modifies Lethal Strike (T4) All Ranks: +15 Energy Cost 3 Seconds of Stun Rank 1: +60% Bleeding/Poison Damage Rank 2: +95% Bleeding/Poison Damage Rank 3: +130% Bleeding/Poison Damage Rank 4: +165% Bleeding/Poison Damage Rank 5: +200% Bleeding/Poison Damage Rank 6: +235% Bleeding/Poison Damage Rank 7: +270% Bleeding/Poison Damage Rank 8: +305% Bleeding/Poison Damage Skill Analysis: This skill turns Lethal Strike from a great attack into a godly attack, most especially for builds involving bleeding or poison damage. For non-poison/bleed builds, consider putting a single point in this skill to add a 3 second stun to your Lethal Strike attacks. Flurry of Knives (6 ranks) PA Learn to throw additional knives at once and cut down enemies with a lethal flurry of razor-sharp metal. Modifies Throwing Knife (T2) Rank 1: +5 Energy Cost +1 Projectile +51% Pierce Damage Rank 2: +6 Energy Cost +2 Projectile +60% Pierce Damage Rank 3: +6 Energy Cost +2 Projectile +69% Pierce Damage Rank 4: +7 Energy Cost +3 Projectile +78% Pierce Damage Rank 5: +7 Energy Cost +3 Projectile +87% Pierce Damage Rank 6: +8 Energy Cost +4 Projectile +96% Pierce Damage Skill Analysis: The more useful of the two Rogue ranged attacks (the other being Poison Gas Bomb, and no, I don’t count Lay Traps!), Flurry of Knives finally upgrades the Throwing Knife by adding more knives to the attack and greatly increasing the damage each knife generates. This of this as the (much) less-powerful, non-magical, piercing Rogue version of Spirit Mastery’s Ternion Attack. Ultimately a good skill to pick for any build that really has need of a decent range attack. Improved Firing Mechanism (8 ranks) PA Modifications to the Bolt Trap increase the number of bolts fired per round. Modifies Lay Trap (T3) Rank 1: 3 Projectiles 10% Chance to Pass Through Enemies +15% Pierce Damage +30 Trap Health Rank 2: 4 Projectiles 15% Chance to Pass Through Enemies +20% Pierce Damage +35 Trap Health Rank 3: 4 Projectiles 20% Chance to Pass Through Enemies +25% Pierce Damage +40 Trap Health Rank 4: 5 Projectiles 25% Chance to Pass Through Enemies +30% Pierce Damage +45 Trap Health Rank 5: 5 Projectiles 30% Chance to Pass Through Enemies +35% Pierce Damage +50 Trap Health Rank 6: 6 Projectiles 35% Chance to Pass Through Enemies +40% Pierce Damage +55 Trap Health Rank 7: 6 Projectiles 40% Chance to Pass Through Enemies +45% Pierce Damage +60 Trap Health Rank 8: 6 Projectiles 45% Chance to Pass Through Enemies +50% Pierce Damage +65 Trap Health Skill Analysis: An excellent upgrade to Lay Traps, this increases the firing rate of the trap, increases damage to each bolt, and gives the bolts a chance to pierce through the first enemy they hit and pass through ones behind them. It also makes the traps slightly more durable (but not much!). Highly recommended for any build that uses traps extensively. ******************************************************************************** Vf. Spirit Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Spirit Mastery Skill) Deathchill Aura (6 ranks) A deathly chill radiates from the character slowing the attack and movement of enemies as it diminishes their life. Modified by Ravages of Time (T2) and Necrosis (T4) All Ranks: 1 Active Energy Cost per Second 1 Second Duration Rank 1: 2.5 Meter Radius 1% - 3% Reduction to Enemy's Health -13% Total Speed Rank 2: 2.7 Meter Radius 1% - 4% Reduction to Enemy's Health -15% Total Speed Rank 3: 3.0 Meter Radius 2% - 5% Reduction to Enemy's Health -17% Total Speed Rank 4: 3.2 Meter Radius 2% - 6% Reduction to Enemy's Health -19% Total Speed Rank 5: 3.4 Meter Radius 3% - 7% Reduction to Enemy's Health -21% Total Speed Rank 6: 3.7 Meter Radius 3% - 9% Reduction to Enemy's Health -25% Total Speed Skill Analysis: For only six skill points, you can cut all enemies within striking distance down to three-quarters of their speed and reduce their health by quite a bit (especially at the higher difficulty levels, where small percentages mean quite a bit of damage with higher health levels). The main problem with this skill is that enemies have to be within range of your character (summons don't project this aura, and if you're a ranged build or a pet build character, you don't WANT to be within striking distance of anything). Life Drain (12 ranks) Leeches life from an enemy to replenish your own. Modified by Cascade (T3) Rank 1: 54 Energy Cost 49 Vitality Damage 150% of Attack Damage Converted to Health Rank 2: 58 Energy Cost 53 Vitality Damage 160% of Attack Damage Converted to Health Rank 3: 64 Energy Cost 57 Vitality Damage 170% of Attack Damage Converted to Health Rank 4: 68 Energy Cost 61 Vitality Damage 180% of Attack Damage Converted to Health Rank 5: 72 Energy Cost 65 Vitality Damage 190% of Attack Damage Converted to Health Rank 6: 78 Energy Cost 69 Vitality Damage 200% of Attack Damage Converted to Health Rank 7: 82 Energy Cost 73 Vitality Damage 210% of Attack Damage Converted to Health Rank 8: 86 Energy Cost 77 Vitality Damage 220% of Attack Damage Converted to Health Rank 9: 92 Energy Cost 81 Vitality Damage 230% of Attack Damage Converted to Health Rank 10: 96 Energy Cost 87 Vitality Damage 240% of Attack Damage Converted to Health Rank 11: 100 Energy Cost 93 Vitality Damage 250% of Attack Damage Converted to Health Rank 12: 106 Energy Cost 99 Vitality Damage 260% of Attack Damage Converted to Health Skill Analysis: A fairly decent damage/healing spell, especially as most Spirit builds will ultimately have huge energy regeneration, but little to no health regeneration. This spell will essentially allow you to cash in on your energy regeneration to boost your health regeneration (but obviously only when enemies are around). If you invest in this skill, make sure to pick up Cascade, as it greatly enhances the utility of this spell without adding additional energy cost. Tier 2 Skills (Requires 4 points in Spirit Mastery Skill) Ternion Attack (12 ranks) This powerful wizard's trick allows you to triple the attack of your staff by continuously channeling energy into it. Modified by Arcane Lore (T4) All Ranks: Launches 3 Projectiles Rank 1: 30 Energy Cost -50% Elemental Damage Rank 2: 31 Energy Cost -45% Elemental Damage Rank 3: 31 Energy Cost -40% Elemental Damage Rank 4: 32 Energy Cost -35% Elemental Damage Rank 5: 32 Energy Cost -31% Elemental Damage Rank 6: 33 Energy Cost -27% Elemental Damage Rank 7: 33 Energy Cost -23% Elemental Damage Rank 8: 34 Energy Cost -19% Elemental Damage Rank 9: 34 Energy Cost -15% Elemental Damage Rank 10: 35 Energy Cost -11% Elemental Damage Rank 11: 35 Energy Cost -7% Elemental Damage Rank 12: 36 Energy Cost +5% Elemental Damage Skill Analysis: Ahh, the infamous Ternion Attack. This "trick" is pretty much one of the most powerful skills in the game, and one that will make the game a breeze on pretty much any difficulty level. Note that the elemental damage percentage is per staff bolt (so at first level you shoot 3 bolt, each doing 50% of the full damage of the staff, and at level 12, you are shooting 3 bolts, each doing 105% regular staff damage). This means that at maximum level, your damage output (not even counting Arcane Lore) is right around 315%. No wonder melee characters feel a bit underpowered at times! At a certain point, the health regeneration from your intelligence alone will be enough to counteract the energy costs of this skill to the point where you can even make it your primary attack permanently. A must-have skill for many builds (but be forewarned, this may ruin the fun of the game for you!) Ravages of Time (8 ranks) Accelerates the effects of time on adjacent enemies' equipment causing weapons to dull and armor to crumble. Modifies Deathchill Aura (T1) All Ranks: 1 Active Energy Cost per Second Rank 1: -11% Damage/Pierce Damage/Armor Absorption Rank 2: -15% Damage/Pierce Damage/Armor Absorption Rank 3: -18% Damage/Pierce Damage/Armor Absorption Rank 4: -22% Damage/Pierce Damage/Armor Absorption Rank 5: -25% Damage/Pierce Damage/Armor Absorption Rank 6: -29% Damage/Pierce Damage/Armor Absorption Rank 7: -32% Damage/Pierce Damage/Armor Absorption Rank 8: -36% Damage/Pierce Damage/Armor Absorption Skill Analysis: This upgrade to Deathchill Aura makes it even more obvious that this skill is for more melee-oriented builds. The stats this skill modifies are all things that would be immensely helpful to a melee character (reduce incoming enemy weapon attacks and enemy armor absorption by a third? Perfect for the warrior type!) but I don't believe that armor absorption really affects magic at all (not too sure about staff blasts) and the reduction in incoming damage is nice, but as a caster, you shouldn't be getting hit all that often anyway. Vision of Death (6 ranks) Assaults the minds of surrounding enemies with images of their own death causing the weak-hearted to flee in horror and more resolute foes to fight less effectively. All Ranks: 3.0 Meter Radius 66% Chance to Fumble Attacks for 11 Seconds Rank 1: 55 Energy Cost 3 Reduced Damage for 3 Seconds 3.0 Seconds of Fear Rank 2: 60 Energy Cost 5 Reduced Damage for 3.6 Seconds 3.5 Seconds of Fear Rank 3: 65 Energy Cost 7 Reduced Damage for 4.2 Seconds 4.1 Seconds of Fear Rank 4: 70 Energy Cost 9 Reduced Damage for 4.8 Seconds 4.6 Seconds of Fear Rank 5: 75 Energy Cost 11 Reduced Damage for 5.4 Seconds 5.2 Seconds of Fear Rank 6: 80 Energy Cost 13 Reduced Damage for 6 Seconds 5.9 Seconds of Fear Skill Analysis: This skill is actually pretty good for melee-centric characters, as it provides excellent crowd-control/debuff effects for those types of characters. For casting characters, this skill is really not that useful at all. You need to have enemies in close proximity for this to work, which is obviously not ideal for casters. Spirit Ward (8 ranks) Casts a protective ward that will reduce the damage of undead attacks on the player and nearby allies. Modified by Spirit Bane (T3) All Ranks: 6.0 Meter Radius Rank 1: 1 Active Energy Cost per Second +3 Damage to Undead +15% Less Damage from Undead Rank 2: 1 Active Energy Cost per Second +5 Damage to Undead +18% Less Damage from Undead Rank 3: 1 Active Energy Cost per Second +7 Damage to Undead +21% Less Damage from Undead Rank 4: 1 Active Energy Cost per Second +9 Damage to Undead +25% Less Damage from Undead Rank 5: 1 Active Energy Cost per Second +11 Damage to Undead +28% Less Damage from Undead Rank 6: 2 Active Energy Cost per Second +13 Damage to Undead +31% Less Damage from Undead Rank 7: 2 Active Energy Cost per Second +15 Damage to Undead +35% Less Damage from Undead Rank 8: 2 Active Energy Cost per Second +17 Damage to Undead +39% Less Damage from Undead Skill Analysis: While there are a lot of undead in this game, I'm not entirely sold on the utility of this skill. Marginally better for melee characters who will benefit more from the damage reduction more than anything else. Tier 3 Skills (Requires 10 points in Spirit Mastery Skill) Cascade (10 ranks) Causes Life Drain to blast through the primary target and hit multiple enemies. Modifies Life Drain (T1) Rank 1: 35 Vitality Damage 150% of Attack Damage Converted to Health Rank 2: 39 Vitality Damage 160% of Attack Damage Converted to Health Rank 3: 44 Vitality Damage 170% of Attack Damage Converted to Health Rank 4: 48 Vitality Damage 180% of Attack Damage Converted to Health Rank 5: 52 Vitality Damage 190% of Attack Damage Converted to Health Rank 6: 57 Vitality Damage 200% of Attack Damage Converted to Health Rank 7: 63 Vitality Damage 210% of Attack Damage Converted to Health Rank 8: 71 Vitality Damage 220% of Attack Damage Converted to Health Rank 9: 79 Vitality Damage 230% of Attack Damage Converted to Health Rank 10: 88 Vitality Damage 240% of Attack Damage Converted to Health Skill Analysis: A definite must-have upgrade to Life Drain (if you're investing in that skill, of course). I believe (not 100% sure) that the stats for this skill apply to the additional enemies beyond the primary enemy, while the statistics for Life Drain apply only to the primary enemy targetted with the skill. That being said, it may be much more efficient to put one point in Life Drain, and max out Cascade, as it would give you a lower Energy cost per cast, and it would still affect a large number of enemies, giving you major healing capacity. Dark Covenant (6 ranks) Mysterious otherworldly entities offer great power to Spirit Masters who can commune with them. The cost, however, is measured in life. Modified by Unearthly Power (T5) All Ranks: 18 Active Health Cost per Second 15.0 Meter Radius Rank 1: 10 Second Duration +5 Energy Regeneration per Second +9% Total Speed Rank 2: 12 Second Duration +7 Energy Regeneration per Second +11% Total Speed Rank 3: 14 Second Duration +9 Energy Regeneration per Second +14% Total Speed Rank 4: 16 Second Duration +11 Energy Regeneration per Second +16% Total Speed Rank 5: 18 Second Duration +13 Energy Regeneration per Second +18% Total Speed Rank 6: 21 Second Duration +15 Energy Regeneration per Second +21% Total Speed Skill Analysis: A nice short-term buff for any build, but be very mindful of the health cost. With this skill and Unearthly Power at full power, you will be losing 31 health per second for 21 seconds (641 health damage over all!). Summon Liche King (15 ranks) In ages past, powerful sorcerers learned how to cheat Hades and persist as undead liches long after death had robbed their bodies of life. A dangerous practice of Theurgists is to bind the souls of these ancient liches to their will, thus acquiring their powers. Modified by Death Nova (T4), Wraith Shell (T5), and Arcane Blast (T6) All Ranks: Spectral Bolt Attack: 15% of Attack Damage Converted to Health Soul Blight Ability: 6.0 Meter Radius 33% Reduction to Enemy's Health 33% Attack Damage Converted to Health Rank 1: 250 Energy Cost 369 Liche King Health 307 Liche King Energy Spectral Bolt Attack: 13 Elemental Damage 3% Reduction to Enemy's Health 19 Vitality Damage Rank 2: 258 Energy Cost 389 Liche King Health 324 Liche King Energy Spectral Bolt Attack: 16 Elemental Damage 3% Reduction to Enemy's Health 23 Vitality Damage Rank 3: 266 Energy Cost 408 Liche King Health 341 Liche King Energy Spectral Bolt Attack: 20 Elemental Damage 4% Reduction to Enemy's Health 27 Vitality Damage Rank 4: 274 Energy Cost 426 Liche King Health 358 Liche King Energy Spectral Bolt Attack: 24 Elemental Damage 4% Reduction to Enemy's Health 30 Vitality Damage Rank 5: 282 Energy Cost 446 Liche King Health 375 Liche King Energy Spectral Bolt Attack: 28 Elemental Damage 6% Reduction to Enemy's Health 34 Vitality Damage Soul Blight Ability: 32 Energy Cost 13 Reduced Resistance for 8 Seconds Rank 6: 290 Energy Cost 465 Liche King Health 392 Liche King Energy Spectral Bolt Attack: 31 Elemental Damage 6% Reduction to Enemy's Health 38 Vitality Damage Soul Blight Ability: 33 Energy Cost 17 Reduced Resistance for 8 Seconds Rank 7: 298 Energy Cost 483 Liche King Health 409 Liche King Energy Spectral Bolt Attack: 35 Elemental Damage 6% Reduction to Enemy's Health 41 Vitality Damage Soul Blight Ability: 35 Energy Cost 20 Reduced Resistance for 8 Seconds Rank 8: 306 Energy Cost 503 Liche King Health 426 Liche King Energy Spectral Bolt Attack: 39 Elemental Damage 7% Reduction to Enemy's Health 45 Vitality Damage Soul Blight Ability: 36 Energy Cost 23 Reduced Resistance for 8 Seconds Rank 9: 314 Energy Cost 522 Liche King Health 443 Liche King Energy Spectral Bolt Attack: 43 Elemental Damage 7% Reduction to Enemy's Health 49 Vitality Damage Soul Blight Ability: 38 Energy Cost 27 Reduced Resistance for 8 Seconds Rank 10: 322 Energy Cost 540 Liche King Health 460 Liche King Energy Spectral Bolt Attack: 43 Elemental Damage 9% Reduction to Enemy's Health 52 Vitality Damage Soul Blight Ability:
39 Energy Cost 30 Reduced Resistance for 8 Seconds Rank 11: 330 Energy Cost 560 Liche King Health 477 Liche King Energy Spectral Bolt Attack: 46 Elemental Damage 9% Reduction to Enemy's Health 56 Vitality Damage Soul Blight Ability: 41 Energy Cost 33 Reduced Resistance for 8 Seconds Rank 12: 338 Energy Cost 579 Liche King Health 494 Liche King Energy Spectral Bolt Attack: 54 Elemental Damage 9% Reduction to Enemy's Health 60 Vitality Damage Soul Blight Ability: 42 Energy Cost 37 Reduced Resistance for 8 Seconds Rank 13: 346 Energy Cost 597 Liche King Health 511 Liche King Energy Spectral Bolt Attack: 58 Elemental Damage 10% Reduction to Enemy's Health 63 Vitality Damage Soul Blight Ability: 44 Energy Cost 40 Reduced Resistance for 8 Seconds Rank 14: 354 Energy Cost 617 Liche King Health 528 Liche King Energy Spectral Bolt Attack: 61 Elemental Damage 10% Reduction to Enemy's Health 67 Vitality Damage Soul Blight Ability: 45 Energy Cost 45 Reduced Resistance for 8 Seconds Rank 15: 362 Energy Cost 636 Liche King Health 545 Liche King Energy Spectral Bolt Attack: 65 Elemental Damage 12% Reduction to Enemy's Health 71 Vitality Damage Soul Blight Ability: 47 Energy Cost 47 Reduced Resistance for 8 Seconds Skill Analysis: The Liche King is a great pet (one of my favorites), including a ranged attack, a debuff spell, and even a high tanking potential due to its' skills acting as a permanent Life Drain spell for itself. I don't think I've had one die on me yet (usually I only have to recast this spell if I die and respawn at the last rebirth fountain). Investing fully in the Liche King line of spells takes an enormous amount of skill points, so if you're going for it, you should probably make this guy one of your main offensive weapons in your arsenal. Spirit Bane (6 ranks) Adds damage against undead to the attacks of those under the effect of Spirit Ward. Modifies Spirit Ward (T3) All Ranks: 1 Active Energy Cost per Second Rank 1: +33% Damage to Undead +9 Damage to Undead Rank 2: +37% Damage to Undead +13 Damage to Undead Rank 3: +42% Damage to Undead +17 Damage to Undead Rank 4: +46% Damage to Undead +21 Damage to Undead Rank 5: +50% Damage to Undead +25 Damage to Undead Rank 6: +55% Damage to Undead +29 Damage to Undead Skill Analysis: This is a nice upgrade to the Spirit Ward skill, but again, you need to weigh the hefty bonus damage to undead with the fact that it only applies to undead-class enemies. It does affect your group members, including pets, so if you do a lot of multiplayer gaming (or if you are a summoning build) then you may want to invest some points into this skill. Tier 4 Skills (Requires 16 points in Spirit Mastery Skill) Arcane Lore (6 ranks) The magic practitioners of older civilizations devised many insidious techniques to bolster the destructive capabilities of their magical staves. Knowledge of these methods will unlock the true power of your staff attacks. Modifies Ternion Attack (T2) All Ranks: +4 Energy Cost Rank 1: 1.5 Meter Radius +10% Increase in Projectile Speed Rank 2: 1.7 Meter Radius +18% Increase in Projectile Speed Rank 3: 1.9 Meter Radius +26% Increase in Projectile Speed Rank 4: 2.1 Meter Radius +34% Increase in Projectile Speed Rank 5: 2.3 Meter Radius +42% Increase in Projectile Speed Rank 6: 2.5 Meter Radius +50% Increase in Projectile Speed Skill Analysis: This is an excellent upgrade to Ternion Attack, and is a must- have upgrade for it. It converts each of the three bolts for the Ternion Attack from a direct damage bolt into an area of effect spell. Note that the radius stated applies to EACH bolt, so if the bolts fan out enough, you can get a fairly large field of destruction with each cast. The speed increase helps bolt accuracy quite a bit, as it gives the enemies less time to get out of the way of the oncoming bolts. Highly recommended. Necrosis (8 ranks) Weakens the constitution of adjacent enemies making them more susceptible to attacks that directly damage their life such as vitality damage and life leeching. Modifies Deathchill Aura (T1) All Ranks: 1 Active Energy Cost per Second Rank 1: -23% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Rank 2: -32% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Rank 3: -39% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Rank 4: -48% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Rank 5: -56% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Rank 6: -65% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Rank 7: -72% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Rank 8: -81% Bleeding Resistance/Vitality Damage Resistance/Life Leech Resistance Skill Analysis: This upgrade to Deathchill Aura is actually the reverse of Ravages of time, i.e. it is more useful to the casting classes than to the melee classes (although Rogue mastery can benefit from the reduction in bleeding resistance). If your build makes use of Vitality Damage and Life Leeching, then you should definitely pick this one up. Also note that this skill greatly increases the effectiveness of many of the Liche King's attacks. Enslave Spirit (12 ranks) Slip through the barriers of your enemies' consciousness and dominate their mind, binding them to your will. While enslaved, your enemy will be forced to obey your commands, but eventually they will regain control of their mind and turn against you. Rank 1: 90 Energy Cost 36-48 Seconds of Mind Control Rank 2: 92 Energy Cost 40-54 Seconds of Mind Control Rank 3: 94 Energy Cost 44-60 Seconds of Mind Control Rank 4: 96 Energy Cost 48-66 Seconds of Mind Control Rank 5: 98 Energy Cost 52-72 Seconds of Mind Control Rank 6: 100 Energy Cost 56-78 Seconds of Mind Control Rank 7: 102 Energy Cost 60-84 Seconds of Mind Control Rank 8: 104 Energy Cost 64-90 Seconds of Mind Control Rank 9: 106 Energy Cost 68-96 Seconds of Mind Control Rank 10: 108 Energy Cost 72-102 Seconds of Mind Control Rank 11: 110 Energy Cost 76-108 Seconds of Mind Control Rank 12: 112 Energy Cost 80-114 Seconds of Mind Control Skill Analysis: To be completely honest, I haven't experiemented at all with this skill. I think I have a deep-seated aversion to mind control, thanks to all those freaking Priests in World of Warcraft who just LOVED to make you jump into the lava in LBRS.Anyway, it sounds like something that would be fun to play with a couple of times, then you would probably never use it again once the novelty wears off. Caveat Emptor! Death Nova (12 ranks) Emits a wave of death that will deplete life from any living being it contacts. Modifies Summon Liche King (T3) All Ranks: 6.0 Meter Radius 50% of Attack Damage Converted to Health Rank 1: 60 Energy Cost 11% Reduction to Enemy's Health 33 Vitality Damage Rank 2: 62 Energy Cost 13% Reduction to Enemy's Health 42 Vitality Damage Rank 3: 63 Energy Cost 15% Reduction to Enemy's Health 50 Vitality Damage Rank 4: 66 Energy Cost 17% Reduction to Enemy's Health 60 Vitality Damage Rank 5: 67 Energy Cost 19% Reduction to Enemy's Health 68 Vitality Damage Rank 6: 69 Energy Cost 21% Reduction to Enemy's Health 77 Vitality Damage Rank 7: 71 Energy Cost 23% Reduction to Enemy's Health 85 Vitality Damage Rank 8: 73 Energy Cost 25% Reduction to Enemy's Health 95 Vitality Damage Rank 9: 74 Energy Cost 27% Reduction to Enemy's Health 103 Vitality Damage Rank 10: 77 Energy Cost 29% Reduction to Enemy's Health 112 Vitality Damage Rank 11: 78 Energy Cost 31% Reduction to Enemy's Health 120 Vitality Damage Rank 12: 80 Energy Cost 33% Reduction to Enemy's Health 130 Vitality Damage Skill Analysis: A nice addition to the Liche King's arsenal, and well worth investing the points into if you're building up the Liche King. The life leech effect helps keep the Liche King alive when it's getting mobbed. Tier 5 Skills (Requires 24 points in Spirit Mastery Skill) Unearthly Power (8 ranks) Draw upon even greater otherworldly powers to augment yourself and allies in battle but be wary of the cost exacted from your own vitality. Modifies Dark Covenant (T3) Rank 1: 10 Active Health Cost per Second +8% Damage/Elemental Damage/Vitality Damage Rank 2: 10 Active Health Cost per Second +14% Damage/Elemental Damage/Vitality Damage Rank 3: 11 Active Health Cost per Second +20% Damage/Elemental Damage/Vitality Damage Rank 4: 11 Active Health Cost per Second +26% Damage/Elemental Damage/Vitality Damage Rank 5: 12 Active Health Cost per Second +32% Damage/Elemental Damage/Vitality Damage Rank 6: 12 Active Health Cost per Second +38% Damage/Elemental Damage/Vitality Damage Rank 7: 13 Active Health Cost per Second +44% Damage/Elemental Damage/Vitality Damage Rank 8: 13 Active Health Cost per Second +50% Damage/Elemental Damage/Vitality Damage Skill Analysis: This skill makes Dark Covenant even more taxing to your health level, but the benefits are pretty amazing for nearly any build you can think of, increasing physical, elemental, and vitality damage by 50% for up to 21 seconds. Wraith Shell (12 ranks) Allows the Liche King to diminish its corporeal presence making it less vulnerable to all types of damage. Modifies Summon Liche King (T3) All Ranks: 50 Energy Cost 2 Active Energy Cost per Second 33% Damage Resistance Rank 1: 19% Damage Absorption Rank 2: 24% Damage Absorption Rank 3: 28% Damage Absorption Rank 4: 33% Damage Absorption Rank 5: 38% Damage Absorption Rank 6: 42% Damage Absorption Rank 7: 47% Damage Absorption Rank 8: 51% Damage Absorption Rank 9: 56% Damage Absorption Rank 10: 61% Damage Absorption Rank 11: 65% Damage Absorption Rank 12: 70% Damage Absorption Skill Analysis: This skill is essential if you want your Liche King to tank enemies effectively. 70% Damage Absorption plus self-healing from its life leeching attacks make for a very durable pet (in fact, it usually runs out of energy before I even see a dent in its health meter). Circle of Power (12 ranks) Creates a circle of power that protects allies from the undead and damages any undead creatures that pass within it. All Ranks: 12 Second Duration 6.0 Meter Radius Rank 1: 64 Energy Cost +17 Damage to Undead Rank 2: 68 Energy Cost +21 Damage to Undead Rank 3: 72 Energy Cost +25 Damage to Undead Rank 4: 76 Energy Cost +30 Damage to Undead Rank 5: 80 Energy Cost +34 Damage to Undead Rank 6: 84 Energy Cost +39 Damage to Undead Rank 7: 88 Energy Cost +43 Damage to Undead Rank 8: 92 Energy Cost +49 Damage to Undead Rank 9: 96 Energy Cost +54 Damage to Undead Rank 10: 100 Energy Cost +60 Damage to Undead Rank 11: 104 Energy Cost +67 Damage to Undead Rank 12: 108 Energy Cost +75 Damage to Undead Skill Analysis: I'm not sure what use this skill really serves. It's nice and all to be able to pwn the undead, but the skill point investment is just not worth it for a relatively limited effect on a limited type of enemy. Tier 6 Skills (Requires 32 points in Spirit Mastery Skill) Death Ward (8 ranks) Places a magical ward on the player that protects them from death by granting additional life when their life gets dangerously low. All Ranks: Activates When Health Drops Below 15% 3 Second Duration Rank 1: +330 Health Restored Rank 2: +360 Health Restored Rank 3: +390 Health Restored Rank 4: +420 Health Restored Rank 5: +450 Health Restored Rank 6: +480 Health Restored Rank 7: +510 Health Restored Rank 8: +540 Health Restored Skill Analysis: This is a very good emergency skill, although honestly, if you're taking so much damage that a good old potion can't keep you alive, then you're probably hosed anyway and this skill won't do you that much good. Still, if you prefer having a back-up option, this skill certainly fits that bill. Summon Outsider (15 ranks) Calls forth a powerful extra-dimensional entity from beyond the ether. The link can only be maintained for a short time. All Ranks: Ether Strike: 200 Arc of Attack 3 Target Maximum 33% Reduction to Enemy's Health Rank 1: 285 Energy Cost 30 Second Duration 1065 Ether Lord Health 518 Ether Lord Energy Ether Strike: 27 Energy Cost 75-115 Elemental Damage Rank 2: 290 Energy Cost 32 Second Duration 1130 Ether Lord Health 536 Ether Lord Energy Ether Strike: 29 Energy Cost 83-124 Elemental Damage Rank 3: 295 Energy Cost 34 Second Duration 1195 Ether Lord Health 554 Ether Lord Energy Ether Strike: 31 Energy Cost 90-132 Elemental Damage Rank 4: 300 Energy Cost 36 Second Duration 1260 Ether Lord Health 572 Ether Lord Energy Ether Strike: 33 Energy Cost 98-140 Elemental Damage Rank 5: 305 Energy Cost 38 Second Duration 1325 Ether Lord Health 590 Ether Lord Energy Ether Strike: 35 Energy Cost 105-148 Elemental Damage Rank 6: 310 Energy Cost 40 Second Duration 1390 Ether Lord Health 608 Ether Lord Energy Ether Strike: 37 Energy Cost 113-157 Elemental Damage Rank 7: 315 Energy Cost 42 Second Duration 1455 Ether Lord Health 626 Ether Lord Energy Ether Strike: 39 Energy Cost 120-165 Elemental Damage Rank 8: 320 Energy Cost 44 Second Duration 1520 Ether Lord Health 644 Ether Lord Energy Ether Strike: 41 Energy Cost 128-173 Elemental Damage Rank 9: 325 Energy Cost 46 Second Duration 1585 Ether Lord Health 662 Ether Lord Energy Ether Strike: 43 Energy Cost 135-181 Elemental Damage Rank 10: 330 Energy Cost 48 Second Duration 1650 Ether Lord Health 680 Ether Lord Energy Ether Strike: 45 Energy Cost 143-190 Elemental Damage Rank 11: 335 Energy Cost 50 Second Duration 1715 Ether Lord Health 698 Ether Lord Energy Ether Strike: 47 Energy Cost 150-198 Elemental Damage Rank 12: 340 Energy Cost 52 Second Duration 1780 Ether Lord Health 716 Ether Lord Energy Ether Strike: 49 Energy Cost 158-206 Elemental Damage Rank 13: 345 Energy Cost 54 Second Duration 1845 Ether Lord Health 734 Ether Lord Energy Ether Strike: 51 Energy Cost 165-214 Elemental Damage Rank 14: 350 Energy Cost 56 Second Duration 1910 Ether Lord Health 752 Ether Lord Energy Ether Strike: 53 Energy Cost 173-223 Elemental Damage Rank 15: 355 Energy Cost 58 Second Duration 1975 Ether Lord Health 770 Ether Lord Energy Ether Strike: 55 Energy Cost 180-231 Elemental Damage Skill Analysis: Not only does the Ether Lord look very snazzy, he also makes most enemies feel the hurt quite nicely. He also has ridiculous amounts of health, which makes him a good short-term tank. The main drawbacks to this guy is that he only lasts for a minute, tops, and the cooldown period for this skill is LONG. Don't expect to be chain-casting this skill to have a perma-pet Ether Lord. Not quite as useful as the Liche King, but great for boss battles. Arcane Blast (16 ranks) Drawing upon ancient arcane craft the Liche King forms deadly bolts of elemental energy and launches them at enemies. Modifies Summon Liche King (T3) All Ranks: 1 Second of Stun 15% Slowed for 1.5 Seconds Rank 1: 32 Energy Cost 2 Projectiles 51 Elemental Damage 15 Vitality Damage Rank 2: 33 Energy Cost 2 Projectiles 56 Elemental Damage 19 Vitality Damage Rank 3: 36 Energy Cost 3 Projectiles 61 Elemental Damage 23 Vitality Damage Rank 4: 38 Energy Cost 3 Projectiles 66 Elemental Damage 26 Vitality Damage Rank 5: 39 Energy Cost 3 Projectiles 73 Elemental Damage 30 Vitality Damage Rank 6: 40 Energy Cost 3 Projectiles 77 Elemental Damage 33 Vitality Damage Rank 7: 42 Energy Cost 3 Projectiles 82 Elemental Damage 37 Vitality Damage Rank 8: 42 Energy Cost 3 Projectiles 87 Elemental Damage 41 Vitality Damage Rank 9: 46 Energy Cost 4 Projectiles 92 Elemental Damage 44 Vitality Damage Rank 10: 47 Energy Cost 4 Projectiles 100 Elemental Damage 49 Vitality Damage Rank 11: 49 Energy Cost 4 Projectiles 104 Elemental Damage 52 Vitality Damage Rank 12: 50 Energy Cost 4 Projectiles 110 Elemental Damage 56 Vitality Damage Rank 13: 51 Energy Cost 4 Projectiles 114 Elemental Damage 59 Vitality Damage Rank 14: 52 Energy Cost 4 Projectiles 120 Elemental Damage 63 Vitality Damage Rank 15: 55 Energy Cost 5 Projectiles 129 Elemental Damage 69 Vitality Damage Rank 16: 57 Energy Cost 5 Projectiles 133 Elemental Damage 72 Vitality Damage Skill Analysis: Once you pick up this skill, your Liche King will use this skill quite often. Paired with your own Ternion Attack skills, you and your best bud the undead sorcerer can cast wave after wave of hellish death rays at your foes and watch them fall like leaves. Very satisfying final skill for those of you who have invested so many points into one skill line! A maxed out Liche King is quite a sight to see, for sure. ******************************************************************************** Vg. Storm Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Storm Mastery Skill) Ice Shard Storm Nimbus Tier 2 Skills (Requires 4 points in Storm Mastery Skill) Spell Breaker Thunderball Heart of Frost Tier 3 Skills (Requires 10 points in Storm Mastery Skill) Spell Shock Velocity Squall Freezing Blast Tier 4 Skills (Requires 16 points in Storm Mastery Skill) Lighting Bolt Concussive Blast Obscured Visibility Static Charge Energy Shield Tier 5 Skills (Requires 24 points in Storm Mastery Skill) Torrent Summon Wisp Storm Surge Tier 6 Skills (Requires 32 points in Storm Mastery Skill) Chain Lightning Eye of the Storm Reflection ******************************************************************************** Vh. Warfare Mastery Skill Descriptions Tier 1 Skills (Requires 1 point in Warfare Mastery Skill) Weapon Training Battle Rage Onslaught Tier 2 Skills (Requires 4 points in Warfare Mastery Skill) Dual Wield Dodge Attack Ignore Pain War Horn Tier 3 Skills (Requires 10 points in Warfare Mastery Skill) Hew Crushing Blow Battle Standard War Wind Tier 4 Skills (Requires 16 points in Warfare Mastery Skill) Cross Cut Hamstring Tier 5 Skills (Requires 24 points in Warfare Mastery Skill) Counter Attack Triumph Lacerate Doom Horn Tier 6 Skills (Requires 32 points in Warfare Mastery Skill) Tumult Ardor Ancestral Horn ******************************************************************************** VI. Frequently Asked Questions If anyone asks me any questions, I’ll post them here, along with (hopefully) some kind of answer. ******************************************************************************** VII. Contact Information Please feel free to contact me at the address below with any questions, complaints, suggestions, comments, criticisms, kudos, disagreements, or errors that you may have found and I will do my best to respond to everyone. Anything I include in the FAQ itself will of course be duly credited. Email Albendiz at: Albendiz77(insert"at"here)gmail(insert"dot"here)com ******************************************************************************** VIII. Thanks I'd like to thank the following people/entities: My wife Just because. CjayC For creating and maintaining GameFAQs.com, best game-related website on the Internet. GameFAQs.com Of course, for hosting this FAQ. Iron Lore and THQ For making this game. Lord Fang For some great insights into various Earth Mastery skills and also for catching a rather glaring mistake on my part on the energy cost of Summon Core Dweller. Archangel (a.k.a. Xaanor) Verified that Volley does, in fact, affect both spears and bows. ******************************************************************************** Fin