Skip to main content

How can we help you?

Search

Sentinel Skill Tree

Table of Contents

  1. Vengeance
  2. Warpath
  3. Hammer Throw
  4. Lunge
  5. Rive
  6. Shield Bash
  7. Javelin
  8. Void Cleave
  9. Rebuke
  10. Shield Rush
  11. Multistrike
  12. Smite

Vengeance (Level 1 Skill)


Abyssal Retribution

Your next Void Cleave or Erasing Strike deal more damage (multiplicative with other modifiers) after you use and hit with Vengeance.

  • Max Points: 3
  • Stats:
    • Void Cleave Damage After Vengeance Use: +15% per point
    • Erasing Strike Damage After Vengeance Use: +15% per point
  • Related Skills & Ailments: 

Blade Assault

Vengeance and Riposte hits have a chance to attack with Iron Blade.

  • Max Points: 1
  • Stats:
    • Iron Blade Chance: +20%
  • Related Skills & Ailments: Iron Blade

Blade of Darkness

Vengeance' base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types. Chance to shred physical resistance from all sources is converted to chance to shred void resistance. Bleed chance from all sources is converted to chance to inflict Time Rot for Vengeance. Swaps Vengeance' Physical tag for a Void tag.


Blade Paladin

Vengeance gains additional physical penetration with bleed per 1% overcapped physical resistance.

  • Max Points: 1
  • Stats:
    • Physical Penetration With Bleed: +1%
  • Related Skills & Ailments: Bleed

Bladewall

You gain an additional chance to parry per Forged Weapon for 4 seconds after using Vengeance.

  • Max Points: 1
  • Stats:
    • Parry Chance Per Forged Weapon: +1%
  • Related Skills & Ailments: Summon Forged Weapon

Bolster

You take less damage (multiplicative with other modifiers) and have increased armor if you've hit an enemy with Vengeance in the past 2 seconds.

  • Max Points: 2
  • Stats:
    • Less Damage Taken: 13% per point
    • Increased Armor: 25% per point

Dark Duelist

You deal more global damage (multiplicative with other modifiers) while preparing to riposte.

  • Max Points: 5
  • Stats:
    • Global More Damage: +4% per point

Disarming Strike

Vengeance deals more damage (multiplicative with other modifiers), and its hits have a chance to apply Frailty on enemies.

  • Max Points: 3
  • Stats:
    • Damage: +10% per point
    • Frailty Chance: +20% per point
  • Related Skills & Ailments: Frailty

Double Riposte

You can Riposte an additional time after Vengeance hits an enemy, but Riposte mitigates less damage.

  • Max Points: 1
  • Stats:
    • Additional Riposte: +1
    • Riposte Damage Reduction 25% -> 18%
  • Related Skills & Ailments: Riposte

Endless Dark

Vengeance hits have a chance to inflict Time Rot. Additionally, Vengeance has additional chance to Echo if it can Echo.

  • Max Points: 3
  • Stats:
    • Time Rot Chance: +30% per point
    • Echo Chance: +5% per point
  • Related Skills & Ailments: Time Rot

Essence of Revenge

Vengeance and Riposte hits have a chance to grant a Void Essence.

  • Max Points:  2
  • Stats:
    • Void Essence Chance On Vengeance Or Riposte: +15% per point
  • Related Skills & Ailments: 

Eviscerating Blades

Increases the effectiveness of all armor shred applied by Vengeance and Riposte.

  • Max Points: 4
  • Stats:
    • Increased Armor Shred Effect: 25% per point
  • Related Skills & Ailments: 

Executioner

Vengeance hits deal more damage (multiplicative with other modifiers). This effect is doubled against enemies on low health (below 35% health).

  • Max Points: 5
  • Stats:
    • Hit Damage: +10% per point
    • Doubled Against Low Health

Fiery Frenzy

Vengeance has a chance to grant you Frenzy for 2 seconds when hitting ignited enemies. Additionally, Vengeance deals more fire hit damage (multiplicative with other modifiers) per ignite on the enemy, up to a maximum.

  • Max Points: 4
  • Stats:
    • Frenzy Chance: +5% per point
    • Fire Hit Damage Per Ignite: +1% per point
    • Max Damage Bonus: 15% per point
  • Related Skills & Ailments: 

Flaming Sword

Vengeance' base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage or other damage types. Chance to shred physical resistance from all sources is converted to chance to shred fire resistance. Bleed chance from all sources is converted to ignite. Swaps Vengeance' Physical tag for a Fire tag.


Gladiator's Arsenal

Iron Blades and Riposte gains different benefits depending on your equipped weapons. Mace: Riposte deals more damage (multiplicative with other modifiers). Axe: Riposte instantly kill enemies that are below a health threshold (a percentage of their maximum health). Sword: Improves Iron Blades' base critical strike chance. Spear: Iron Blades have increased bleed duration.

  • Max Points: 3
  • Stats:
    • Riposte Damage With Mace: +15% per point
    • Riposte Kill Threshold With Axe: 5% per point
    • Iron Blades Critical Chance With Sword: +3% per point
    • Iron Blades Bleed Duration With Spear: +15% per point
  • Related Skills & Ailments: 

Molten Riposte

Riposte deals more fire damage (multiplicative with other modifiers) and its hits have a chance to ignite enemies.

  • Max Points: 4
  • Stats:
    • Riposte Fire Damage: +10% per point
    • Riposte Ignite Chance: +50% per point
  • Related Skills & Ailments: 

Perfect Riposte

Hits that you Riposte cannot critically strike you. Additionally, improves Vengeance's base critical strike chance.

  • Max Points: 1
  • Stats:
    • Riposted Hits Cannot Crit
    • Critical Chance: +2%
  • Related Skills & Ailments: Riposte

Precision Strike

Vengeance critical strikes deal more damage.

  • Max Points: 3
  • Stats:
    • Critical Multiplier: +20% per point

Rapid Strikes

Vengeance has increased attack speed.

  • Max Points: 5
  • Stats:
    • Attack Speed: +5% per point

Shattering Blade

Iron Blade has a chance to reduce enemy armor.

  • Max Points: 2
  • Stats:
    • Iron Blade Armor Shred Chance: +50% per point
  • Related Skills & Ailments: 

Smelter's Vengeance

Vengeance hits have a chance to shred enemy armor and physical resistance.

  • Max Points: 4
  • Stats:
    • Armor Shred Chance: +25% per point
    • Physical Res Shred Chance: +25% per point
  • Related Skills & Ailments: 

Vengeful Echoes

Vengeance deals more void damage (multiplicative with other modifiers) and additional melee void damage. Additionally, Echoed Vengeance cannot be dodged.

  • Max Points: 4
  • Stats:
    • Melee Void Damage: +6 per point
    • Void Damage: +3% per point
    • Echoed Vengeance Cannot Be Dodged

Vengeful Fighter

Vengeance deals more damage (multiplicative with other modifiers). This effect is doubled if you have blocked or parried a hit recently.

  • Max Points: 5
  • Stats:
    • Damage: +6% per point
    • Doubled With Recent Block Or Parry

Vital Puncture

Iron Blade deals more damage (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • Iron Blade Damage: +15% per point
  • Related Skills & Ailments: Iron Blade

Weaponsmith's Reprisal

Iron Blades now have a chance to be summoned as Forged Weapons instead.


Winged Steel

Iron Blade travels faster, causing it to also travel further. Additionally, Vengeance and Riposte hits have a chance to attack with Iron Blade per point of Attunement up to a maximum.

  • Max Points: 2
  • Stats:
    • Iron Blade Speed and Range: +25% per point
    • Iron Blade Chance Per Attunement: +1% per point
    • Max Iron Blade Chance: 80%
  • Related Skills & Ailments: Iron Blade

Woundcarver

Vengeance hits have a chance to cause enemies to bleed.

  • Max Points: 4
  • Stats:
    • Bleed Chance: +25% per point
  • Related Skills & Ailments: Bleed

Zealot's Technique

You can Riposte an additional time after Vengeance hits an enemy.

  • Max Points: 1
  • Stats:
    • Additional Riposte: +1
  • Related Skills & Ailments: Riposte

Warpath (Level 2 Skill)


Abyssal Tempest

While spinning, you cast Abyssal Echoes every 5 seconds. This consumes Abyssal Echoes' mana cost.

  • Max Points: 1
  • Stats:
    • Abyssal Echoes Every 5 Seconds
  • Related Skills & Ailments: Abyssal Echoes

Apocalypse Whirl

Warpath's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage. Warpath has a chance to inflict Time Rot. Bleed and ignite chance from all sources are converted to Time Rot chance for Warpath. Swaps Warpath's Physical tag for a Void tag.

  • Max Points: 1
  • Stats:
    • Base Physical Damage -> Void
    • Time Rot Chance: +30%
    • Bleed And Ignite -> Time Rot Chance
  • Related Skills & Ailments: 

Arsenal of Flame

Warpath hits deal more melee fire damage to ignited enemies (multiplicative with other modifiers) and ignite it inflicts has additional Fire Penetration

  • Max Points: 3
  • Stats:
    • Melee Fire Damage To Ignited: +15% per point
    • Fire Penetration with Ignite: +15% per point
  • Related Skills & Ailments: Ignite

Battlemaster's Blade

Warpath deals damage in a larger area while wielding a two handed weapon.

  • Max Points: 2
  • Stats:
    • Area With 2h: +20% per point

Cyclone of War

While spinning, you have additional melee leech while wielding an axe, additional base crit chance while wielding a sword, additional physical penetration while wielding a mace and additional fire penetration while wielding a scepter.

  • Max Points: 5
  • Stats:
    • Global Melee Health Leech With Axe: +2% per point
    • Global Base Critical Chance With Sword: +2% per point
    • Physical Penetration With Mace: +10% per point
    • Fire Penetration With Scepter: +15% per point

Dark Nexus

While spinning, you gain mana every three seconds while wielding a two handed weapon.

  • Max Points: 5
  • Stats:
    • Mana Per Three Seconds (2h weapon): 7 per point

Earthscorcher

Warpath's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Bleed chance from all sources is converted to ignite for Warpath. Swaps Warpath's Physical tag for a Fire tag.

  • Max Points: 1
  • Stats:
    • Base Physical Damage -> Fire
    • Bleed -> Ignite Chance
  • Related Skills & Ailments: 

Echo Knight

While spinning, you deal increased void damage and you have a chance each second to create an Echo at a recent location that uses Warpath on the spot for 2 seconds. This chance is equal to twice your chance for skills to echo. You can only create a Warpath echo if you have been spinning for at least 2 seconds and have travelled at least 4 meters in the past 2 seconds.

  • Max Points: 1
  • Stats:
    • Warpath Echoes
    • Global Increased Void Damage: 50%

Forgemaster Stance

While spinning, you summon Forged Weapons every 5 seconds as if you had hit an enemy with Forge Strike.


Giant Splitter

After spinning for at least 2 seconds you do a Warslash when you stop spinning. This deals more damage (multiplicative with other modifiers) in a larger area for each second you spent spinning, up to a maximum duration.

  • Max Points: 5
  • Stats:
    • Warslash After Warpath
    • Slash Damage Per Second Spinning: +15% per point
    • Area Per Second Spinning: +15% per point
    • Maximum Duration Benefit (seconds): 5
  • Related Skills & Ailments: War Slash

Gorebringer

Warpath hits have a chance to cause enemies to bleed and bleed stacks inflicted by Warpath have increased duration. Both effects will instead apply to ignite or time rot if you have Earthscorcher or Apocalypse Whirl.

  • Max Points: 3
  • Stats:
    • Bleed Chance: +10% per point
    • Bleed Duration: +10% per point
  • Related Skills & Ailments: 

Iron Reach

Warpath deals damage in a larger area.

  • Max Points: 3
  • Stats:
    • Area: +15% per point

Juggernaut Stance

While spinning, you have additional block chance and block effectiveness.

  • Max Points: 5
  • Stats:
    • Block Chance: +4% per point
    • Block Effectiveness: +100 per point

Maw of the Deep

Warpath hits deal more damage against enemies per stack of Time Rot on them (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • Hit Damage Per Time Rot: +5% per point
  • Related Skills & Ailments: Time Rot

Molten Path

Warpath hits shred enemy armor.

  • Max Points: 5
  • Stats:
    • Armor Shred Chance: +10% per point
    • Melee Fire Damage: +2 per point
    • Melee Physical Damage: +2 per point
  • Related Skills & Ailments: Shred Armor

Moving Forge

While spinning, you summon Forged Weapons more frequently.

  • Max Points: 5
  • Stats:
    • Summon Frequency: +30% per point
  • Related Skills & Ailments: Summon Forged Weapon

Path of Fire

While spinning, you leave behind a burning trail that ignites enemies each second. If ignite has been converted to Time Rot with Apocalypse Whirl this trail inflicts Time Rot instead.

  • Max Points: 1
  • Stats:
    • Ignite Stacks In Trail Each Second: 1
    • Ignite Duration: +20%
  • Related Skills & Ailments: 

Path of Heavens

While spinning, you have additional spell damage.

  • Max Points: 5
  • Stats:
    • Global Spell Damage: +10 per point

Quicksilver Wind

While spinning, you have increased movement speed.

  • Max Points: 3
  • Stats:
    • Movespeed: +10% per point

Reckless Spin

Warpath costs significantly less mana per second, but you have reduced elemental resistance while spinning.

  • Max Points: 1
  • Stats:
    • Channel Cost: -6
    • Elemental Resistance: -30%

Unchained

Warpath costs less mana per second.

  • Max Points: 5
  • Stats:
    • Channel Cost: -2 per point

Void Spiral

Warpath deals additional melee void damage. This effect is doubled while wielding a 2 handed weapon.

  • Max Points: 5
  • Stats:
    • Melee Void Damage: +5 per point
    • Doubled With 2h

Warrior's Fury

For each second you continuously spin, Warpath deals more damage (multiplicative with other modifiers) in a larger area, but costs more mana per second.

  • Max Points: 5
  • Stats:
    • Damage Per Second: +20% per point
    • Area Per Second: +20% per point
    • Mana Cost Per Second: +4 per point

Way of the Cleric

While spinning, you and your allies are healed each second within Warpath's area of effect. The amount of health gained is increased by healing effectiveness.

  • Max Points: 5
  • Stats:
    • Healing Inside Area: 6 per point

Way of the Executioner

Warpath deals more melee damage to enemies on low health (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • Melee Damage To Low Health: +20% per point

Whirling Steel

Warpath deals more damage (multiplicative with other modifiers). This effect is doubled while using a two handed weapon or dual wielding.

  • Max Points: 5
  • Stats:
    • Damage: +8% per point
    • Doubled With 2h Weapon
    • Doubled while Dual Wielding

Winds of Justice

While spinning, you have a chance to cast Smite each second on a nearby enemy. This consumes Smite's mana cost.

  • Max Points: 4
  • Stats:
    • Smite Chance Each Second: 25% per point
  • Related Skills & Ailments: Smite

Hammer Throw (Level 3 Skill)


Avatar of the Spire

Hammers are now thrown in a nova, with double the amount of additional hammers unless your hammers spiral. Hammer Throw hits deal additional throwing physical damage.

  • Max Points: 1
  • Stats:
    • Hammers Thrown In Nova
    • Double Extra Projectiles
    • Physical Damage: +12

Ballista

Hammer Throw deals more damage (multiplicative with other modifiers) and costs less mana.

  • Max Points: 6
  • Stats:
    • Damage: +3% per point
    • Mana Cost: -1 per point

Battle Rouse

Hammer Throw has a chance to grant you health on hit.

  • Max Points: 5
  • Stats:
    • Health Gained: 20
    • Chance To Gain Health: 10% per point

Catapult

Hammer Throw launches additional hammers, but Hammer Throw costs more mana. Hammers from the same throw cannot hit the same enemy, unless they spiral.

  • Max Points: 2
  • Stats:
    • Extra Projectiles: +2 per point
    • Mana Cost: +2 per point

Chaining Hammers

Hammers chain to additional enemies.

  • Max Points: 2
  • Stats:
    • Additional Chains: +1 per point

Collision

Hammer Throw deals more damage, but Hammer Throw hits no longer pierce (travel through enemies hit). Its hits have a higher chance to stun enemies, and the stuns they inflict last longer.

  • Max Points: 1
  • Stats:
    • Damage: +50%
    • Increased Stun Chance: +60%
    • Increased Stun Duration: +60%
    • Cannot Pierce

Disintegrating Aura

Your hammers gain a Disintegrating Aura, causing enemies nearby them to take void damage over time, but Hammer Throw costs additional mana and has less attack speed (multiplicative with other modifiers).

  • Max Points: 1
  • Stats:
    • Disintegrating Aura
    • Mana Cost: +8
    • Attack Speed: -20%

Enra's Technique

Hammer Throw can no longer spiral, chain, or orbit. If your hammers would spiral, they instead deal significantly more hit damage (multiplicative with other modifiers). If your hammers would chain, they instead deal more critical damage for each time they would chain. If your hammers would orbit you, they instead have additional base critical strike chance. Hammer Throw hits deal increased damage (multiplicative with other modifiers).

  • Max Points: 1
  • Stats:
    • Hit Damage: +10%
    • Spiral -> Hit Damage: +80%
    • Critical Multiplier Per Chain: +40%
    • Orbit -> Base Crit Chance: +4%

Force of Impact

Hammer Throw deals more damage, and has a higher chance to stun enemies.

  • Max Points: 5
  • Stats:
    • Damage: +10% per point
    • Increased Stun Chance: 25% per point

Guardian's Zeal

Using Hammer Throw grants you a stack of Zeal for 4 seconds, which increases your damage and critical strike chance by 10% per stack.

  • Max Points: 3
  • Stats:
    • Global Increased Damage Per Zeal Stack: 10% per point
    • Global Increased Crit Chance Per Zeal Stack: 10% per point
    • Maximum Zeal Stacks: 3

Hammer of Want

Hammer Throw rips a Dark Orb from enemies on hit, which travels back to you and grants 6 health and mana. Hammer Throw has a 5 second cooldown.

  • Max Points: 1
  • Stats:
    • Dark Orb From Enemies Hit
    • Health Granted: 6
    • Mana Granted: 6
    • Cooldown (seconds): +5

Hammer Vortex

Your spiraling hammers now orbit you, but Hammer Throw costs more mana.

  • Max Points: 1
  • Stats:
    • Hammer Spiral Orbits You
    • Mana Cost: +4

Iron Spiral

Hammers now travel in a spiral around you, but halves your amount of additional hammers and Hammer Throw costs more mana.

  • Max Points: 1
  • Stats:
    • Hammers Spiral
    • Half Extra Projectiles
    • Mana Cost: +4

Mana Starved Forging

When you are out of mana Hammer Throw is free.

  • Max Points: 1
  • Stats:
    • Out-Of-Mana Cost: 0

Overwhelm

Hammer Throw deals more hit damage against stunned enemies (multiplicative with other modifiers) and the stuns they inflict last longer

  • Max Points: 5
  • Stats:
    • More Hit Damage Vs Stunned: +30% per point
    • Increased Stun Duration: +30% per point

Rahyeh's Legacy

Each stack of Zeal also grants you added global ignite chance.

  • Max Points: 3
  • Stats:
    • Global Ignite Chance Per Zeal Stack: +10% per point
  • Related Skills & Ailments: Ignite

Rapid Disintegration

Disintegrating Aura deals more damage, and Hammer Throw costs less mana.

  • Max Points: 4
  • Stats:
    • Disintegrating Aura Damage: +25% per point
    • Mana Cost: -1 per point

Rapid Throw

Hammer Throw has increased attack speed.

  • Max Points: 5
  • Stats:
    • Attack Speed: +5% per point

Ricochet

Hammers chain to nearby enemies instead of returning to you. Hammer Throw can no longer throw extra projectiles, but it gains more damage and more attack speed (both multiplicative with other modifiers) for each extra projectile you would have thrown.

  • Max Points: 1
  • Stats:
    • Additional Chains: +1
    • Damage per Extra Projectile: +10%
    • Attack Speed per Extra Projectile: +10%
    • Hammers Do Not Return

Shattering Force

Hammer Throw hits have a chance to reduce enemy armor.

  • Max Points: 5
  • Stats:
    • Armor Shred Chance: +20% per point
  • Related Skills & Ailments: Shred Armor

Steadfast Path

Hammer Throw hits have a chance to deal double damage, but hammers no longer return to you.

  • Max Points: 1
  • Stats:
    • Chance To Deal Double Damage: 35%
    • Hammers Do Not Return

Weighted Hammers

Hammer Throw deals more damage (multiplicative with other modifiers), but hammers travels slower.

  • Max Points: 5
  • Stats:
    • Damage: +15% per point
    • Projectile Speed: -10% per point

Winged Hammers

Hammers travel faster.

  • Max Points: 3
  • Stats:
    • Projectile Speed: 15% per point

Zealot's Conviction

Hammer Throw hits have a higher chance to deal double damage.

  • Max Points: 5
  • Stats:
    • Chance To Deal Double Damage: +13% per point

Lunge (Level 4 Skill)


Ambuscade

Lunge deals more melee damage to enemies at high health (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • Melee Damage To High Health: +30% per point

Art of the Spear

Lunge's final hit now deals damage in an extended rectangle instead of a circle when using a spear.

  • Max Points: 1
  • Stats:
    • Extended Area With Spear

Blade Stream

Lunge now hits all enemies along its path to your target.

  • Max Points: 1
  • Stats:
    • Melee Damage Along Path

Broadside

Lunge deals damage in a wider area along its path.

  • Max Points: 3
  • Stats:
    • Path Width: +15% per point

Crusader's Fury

After using Lunge you gain additional physical penetration per enemy hit along the path. This buff lasts 4 seconds.

  • Max Points: 5
  • Stats:
    • Physical Penetration Per Enemy: +2% per point

Cull the Weak

Lunge hits instantly kills enemies that are below a health threshold (a percentage of their maximum health). The threshold is based on distance traveled up to a maximum. If you have a similar effect from an item or passive node then the highest threshold is used.

  • Max Points: 3
  • Stats:
    • Maximum Kill Threshold: 5% per point
    • Maximum Distance Benefit (meters): 10

Dawn Charge

You regain a percentage of your missing health when you use Lunge.

  • Max Points: 5
  • Stats:
    • Health Gain Of Missing Health: 8% per point

Deadly Stab

Improves Lunge's base critical strike chance when using a spear.

  • Max Points: 3
  • Stats:
    • Base Crit Chance With Spear: +3% per point

Disarming Blow

Lunge's final hit has a chance to apply Frailty to enemies based on distance traveled up to a maximum.

  • Max Points: 3
  • Stats:
    • Maximum Frailty Chance: +100% per point
    • Maximum Distance Benefit (meters): 10
  • Related Skills & Ailments: Frailty

Double Strike

Lunge gains an additional charge, but it has a longer cooldown.

  • Max Points: 1
  • Stats:
    • Lunge Charges: +1
    • Increased Cooldown Length: +15%

Endless Will

Warrior's Renewal recovers an additional amount of Lunge's cooldown and also grants you health when it triggers.

  • Max Points: 2
  • Stats:
    • Additional Cooldown Recovery: +3% per point
    • Health Gain: 10 per point

Healing Rush

You now heal allies and cleanse negative ailments on allies you Lunge to. The amount of health gained is increased by healing effectiveness.

  • Max Points: 5
  • Stats:
    • Healing Amount: 50 per point
    • Cleanses Ailments On Allies

Holy Incursion

Lunge's final hit has a chance to cast Smite at up to 3 nearby targets based on distance traveled up to a maximum.

  • Max Points: 2
  • Stats:
    • Maximum Smite Chance: +50% per point
    • Maximum Distance Benefit (meters): 10
  • Related Skills & Ailments: Smite

Impairing Strike

Lunge's final hit now Immobilizes enemies for a short duration.

  • Max Points: 5
  • Stats:
    • Immobilize Duration (seconds): 1 per point
  • Related Skills & Ailments: Immobilize

Initiate's Onslaught

Lunge's final hit deals more damage (multiplicative with other modifiers) in a larger area based on distance traveled up to a maximum.

  • Max Points: 5
  • Stats:
    • Maximum Damage: +50% per point
    • Maximum Area: +20% per point
    • Maximum Distance Benefit (meters): 10

Juggernaut Dash

You have a high chance to block while Lunging.

  • Max Points: 2
  • Stats:
    • Block Chance: +50% per point

Lead the Charge

You grant other nearby allies Haste at the end of the charge for a short duration based on distance traveled, up to a maximum.

  • Max Points: 1
  • Stats:
    • Maximum Haste Duration: 3
    • Maximum Distance Benefit (meters): 10
  • Related Skills & Ailments: Haste

Pilum Assault

Lunge's final hit now causes you to use Javelin when using a spear. This consumes Javelin's mana cost.

  • Max Points: 1
  • Stats:
    • Javelin After Lunging With Spear
  • Related Skills & Ailments: Javelin

Ready or Not

Killing an enemy with Lunge resets the cooldowns of Void Cleave, Erasing Strike, Forge Strike and Judgement


Reckless Skirmish

Killing an enemy with Lunge grants you Frenzy for a short duration.

  • Max Points: 4
  • Stats:
    • Frenzy Duration (seconds): 1 per point
  • Related Skills & Ailments: Frenzy

Rough Cuts

Lunge hits have a chance to cause enemies to bleed along its path but not its final hit.

  • Max Points: 4
  • Stats:
    • Bleed Chance Along Path: +100% per point
  • Related Skills & Ailments: Bleed

Slipstream

Other allies caught in the path gain Haste for a short duration.

  • Max Points: 2
  • Stats:
    • Haste Duration (seconds): 2 per point
  • Related Skills & Ailments: Haste

To Your Aid

You can now Lunge to other allies.

  • Max Points: 1
  • Stats:
    • Lunge to Allies

Torchbearer

Lunge's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage or other damage types. Bleed chance from all sources is converted to ignite chance. Swaps Lunge's Physical tag for a Fire tag. This has no effect if you have taken the Voidbringer node.

  • Max Points: 1
  • Stats:
    • Base Damage Converted To Fire
    • Bleed -> Ignite Chance
  • Related Skills & Ailments: 

Unstoppable

You are invulnerable while Lunging.

  • Max Points: 1
  • Stats:
    • Invulnerability While Lunging

Visceral Path

Lunge deals more damage to enemies along its path and with its final hit.

  • Max Points: 4
  • Stats:
    • Damage: +15% per point

Voidbringer

Lunge's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types. Bleed chance from all sources is converted to chance to inflict Time Rot. Swaps Lunge's Physical tag for a Void tag.

  • Max Points: 1
  • Stats:
    • Base Damage Converted To Void
    • Bleed -> Time Rot Chance
  • Related Skills & Ailments: 

Warrior's Renewal

You reduce a portion of Lunge's remaining cooldown when you use a different melee attack and hit at least one enemy. This effect can only occur a limited number of times per use of Lunge.

  • Max Points: 3
  • Stats:
    • Cooldown Recovery Attacks: 1 per point
    • Remaining Cooldown Recovered: 8% per point

Rive (Level 5 Skill)


Adrenaline

Rive's first strike grants you increased critical strike chance on hit for 4 seconds. Stacks up to 4 times.

  • Max Points: 4
  • Stats:
    • Increased Crit Chance: 7% per point

Assassin's Sustenance

When you trigger Flame Drinker's Blade's effect you also gain an additional buff that causes you to leech a percentage of the damage you deal as health. Unlike the buff from Flame Drinker's Blade, this buff cannot stack.

  • Max Points: 1
  • Stats:
    • Damage Leeched As Health buff: 3%
    • Buff Duration (seconds): 3

Azure Crescendo

Rive's third strike deals more damage (multiplicative with other modifiers) and restores mana if it hits at least one target.

  • Max Points: 3
  • Stats:
    • Mana Gained: 5 per point
    • Third Strike Damage: +12% per point

Bound Weapon

When Rive kills an enemy or hits a boss or rare enemy, you have a chance to summon a Forged Weapon.

  • Max Points: 4
  • Stats:
    • Forged Weapon chance on Kill: 6% per point
    • Forged Weapon chance on Hit vs Boss or Rare: 4% per point
  • Related Skills & Ailments: Summon Forged Weapon

Brutality

Rive's third strike deals more damage (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • Third Strike Damage: +15% per point

Cadence

Changes Rive's sequence of strikes to 1, 2, 1, 2, 3.

  • Max Points: 1
  • Stats:
    • Change Sequence Of Strikes

Challenge

If you have positive mana, Rive's second strike pulls enemies. Additionally, Rive's hits slow enemies.

  • Max Points: 1
  • Stats:
    • Strike Two Pulls Enemies
    • Slow Chance: +100%
  • Related Skills & Ailments: Slow

Champion

Rive deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.

  • Max Points: 4
  • Stats:
    • Damage: +8% per point
    • Increased Stun Chance: 10% per point

Concentration

Improves Rive's base critical strike chance. This bonus is doubled for Rive's third strike.

  • Max Points: 4
  • Stats:
    • First And Second Strike Base Crit Chance: +1% per point
    • Third Strike Base Crit Chance: +2% per point

Coup de Grace

Rive's third strike instantly kills enemies below a health threshold (a percentage of their maximum health).

  • Max Points: 1
  • Stats:
    • Strike Three Kill Threshold: 15%

Double Slash

Rive skips its third strike.

  • Max Points: 1
  • Stats:
    • Skips Third Strike

Flame Drinker's Blade

Rive's third strike consumes all stacks of ignite you applied to enemies it hits, granting you a buff that grants physical penetration per stack consumed, up to a maximum.

  • Max Points: 1
  • Stats:
    • Physical Penetration Per Ignite Consumed: 3%
    • Max Stacks: 20
    • Buff Duration (seconds): 3
  • Related Skills & Ailments: Ignite

Flurry

Rive's first and second strike have increased attack speed.

  • Max Points: 4
  • Stats:
    • First And Second Strike Attack Speed: +10% per point

Focused Strike

Rive's third strike has double crit chance and its critical strikes deal more damage, but strikes one and two can no longer critically strike.

  • Max Points: 1
  • Stats:
    • Third Strike Double Crit Chance
    • Third Strike Critical Multiplier: +50%
    • First And Second Strike Never Crit

Foe Cleaver

If you are using a two handed weapon, stats on that weapon that directly add damage, increase damage or add a chance to apply an ailment on hit, have double effect for Rive.

  • Max Points: 1
  • Stats:
    • Effect of Damage Stats on a 2h Weapon: +100%
    • Effect of Ailment Chance Stats on a 2h Weapon: +100%

Iron Reach

Rive's second strike deals more damage (multiplicative with other modifiers) in a larger area.

  • Max Points: 4
  • Stats:
    • Strike Two Damage: +25% per point
    • Strike Two Area: +25% per point

Laceration

Rive's third strike lacerates enemies on it. Lacerated enemies take melee damage over time for 3 seconds, with base damage equal to 300% of your added melee damage. Laceration does not stack.

  • Max Points: 1
  • Stats:
    • Lacerates on Hit
  • Related Skills & Ailments: Laceration

Massacre

Rive's hits have a chance to cause enemies to bleed. Additionally, bleeds inflicted by Rive's third strike last longer.

  • Max Points: 4
  • Stats:
    • Bleed Chance: +25% per point
    • Bleed Duration On Third Strike: +10% per point
  • Related Skills & Ailments: Bleed

Outburst

Rive's third strike deals damage in a larger area.

  • Max Points: 3
  • Stats:
    • Third Strike Area: +30% per point

Projection of War

Rive's first strike consumes mana to release a wave of energy that passes through enemies.

  • Max Points: 1
  • Stats:
    • First Strike Wave Of Energy
    • Mana Consumption: 4
  • Related Skills & Ailments: Energy Wave

Reclamation

Rive's third strike leeches damage dealt as health.

  • Max Points: 2
  • Stats:
    • Third Strike Health Leech: 5% per point

Rending

Rive's first and second strike have a chance to reduce enemy armor.

  • Max Points: 2
  • Stats:
    • First And Second Strike Armor Shred Chance: +30% per point
  • Related Skills & Ailments: Shred Armor

Ripples of Oblivion

Rive deals more damage (multiplicative with other modifiers). This effect is tripled for Echoes.

  • Max Points: 5
  • Stats:
    • Damage: +5% per point
    • Bonus Tripled For Echoes

Savagery

Rive hits deal more damage to ignited targets (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • More Hit Damage Vs Ignited Enemies: +15% per point
  • Related Skills & Ailments: Ignite

Scrap Metal

Whenever you would summon a Forged Weapon from any source, you instead gain a stack of Scrap Metal. Each stack grants more armor and more damage with Rive (multiplicative with other modifiers).

  • Max Points: 1
  • Stats:
    • Forged Weapons -> Scrap Metal
    • Armour per Scrap Metal: +3%
    • Rive Damage per Scrap Metal: +3%
  • Related Skills & Ailments: Summon Forged Weapon

Sever

Rive's first strike has a chance to ignite enemies.

  • Max Points: 3
  • Stats:
    • First Strike Ignite Chance: +50% per point
  • Related Skills & Ailments: Ignite

Temporal Warrior

Rive's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types. Bleed chance from all sources is converted to chance to inflict Time Rot. Swaps Rive's Physical tag for a Void tag. Additionally, your chance to Echo with Rive is doubled.

  • Max Points: 1
  • Stats:
    • Void Conversion
    • Bleed -> Time Rot Chance
    • Doubles Echo Chance
  • Related Skills & Ailments: 

Triple Threat

Rive's third strike deals more damage (multiplicative with other modifiers) and hits in a larger area, and has increased chance to stun enemies.

  • Max Points: 3
  • Stats:
    • Third Strike Damage: +50%
    • Third Strike Area: +50%
    • Increased Stun Chance: +50%

Twisting Fangs

Rive's second strike has a chance to ignite enemies.

  • Max Points: 3
  • Stats:
    • Second Strike Ignite Chance: +50% per point
  • Related Skills & Ailments: Ignite

Weapon Specialist

Rive deals additional melee physical damage per point of Dexterity if you are using a Sword. Rive deals additional melee void damage per point of Vitality if you are using an Axe. Rive deals additional melee fire damage per point of Attunement if you are using a Mace.

  • Max Points: 1
  • Stats:
    • Physical Damage per Dexterity with a Sword: +1
    • Void Damage per Vitality with an Axe: +1
    • Fire Damage per Attunement with a Mace: +1

Shield Bash (Level 7 Skill)


Block Out

Shield Bash now also blinds enemies hit.

  • Max Points: 1
  • Stats:
    • Blinds
  • Related Skills & Ailments: Blind

Breadth

Shield Bash deals damage in a longer area.

  • Max Points: 3
  • Stats:
    • Length: +10% per point

Broadened Shield

Shield Bash deals damage in a wider area.

  • Max Points: 3
  • Stats:
    • Width: +15% per point

Concussive Attacks

Shield Bash has an increased chance to stun and stuns it inflicts last longer.

  • Max Points: 3
  • Stats:
    • Increased Stun Chance: 80% per point
    • Increased Stun Duration: 8% per point

Conjurer

Shield Bash will cause one enemy that was hit to drop a potion if Shield Bash has a cooldown.

  • Max Points: 1
  • Stats:
    • Potion Drop Chance: 100%

Cutting Edge

Shield Bash reduces enemy armor and costs less mana.

  • Max Points: 3
  • Stats:
    • Armor Shred Stacks: +1 per point
    • Mana Cost: -3 per point
  • Related Skills & Ailments: Shred Armor

Dazed

Stuns caused by Shield Bash last longer.

  • Max Points: 5
  • Stats:
    • Increased Stun Duration: 12% per point

Disarming Blows

Shield Bash now applies Frailty to enemies hit.

  • Max Points: 3
  • Stats:
    • Frailty Stacks: +1 per point
  • Related Skills & Ailments: Frailty

Double Bash

You gain an additional charge of Shield Bash, but it has a longer cooldown.

  • Max Points: 1
  • Stats:
    • Additional Charges: +1
    • Cooldown: +20%

Flame Coating

Shield Bash deals additional melee fire damage. If Shield Bash has a cooldown, it also deals more fire damage per block chance (multiplicative with other modifiers) up to 100%.

  • Max Points: 4
  • Stats:
    • Melee Fire Damage: +8 per point
    • Fire Damage Per Block Chance: +0.25% per point
    • Max Fire Damage Bonus From Block Chance: +25% per point

Flurry of Blows

Shield Bash no longer has a cooldown, but costs significantly more mana and no longer has a guaranteed stun or ignite.

  • Max Points: 1
  • Stats:
    • No Cooldown
    • Mana Cost: +9
    • No Guaranteed Stun Or Ignite
  • Related Skills & Ailments: Ignite

Fusillade

Using Shield Bash consumes all charges and deals significantly more damage per extra charge consumed (multiplicative with other modifiers).

  • Max Points: 1
  • Stats:
    • Damage Per Extra Charge: +100%
    • All Charges Consumed

High Impact

Shield Bash deals more damage (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • Damage: +8% per point

Hindrance

Shield Bash now also slows enemies.

  • Max Points: 3
  • Stats:
    • Slow Stacks: +1 per point
  • Related Skills & Ailments: Slow

Impeded Movement

Slows caused by Shield Bash last longer.

  • Max Points: 2
  • Stats:
    • Slow Duration: +50% per point
  • Related Skills & Ailments: Slow

Incinerating Blows

Shield Bash no longer has a guaranteed stun, but instead applies additional stacks of ignite. All stun duration modifiers from this tree are converted to affect ignite duration instead. Shield Bash's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Swaps Shield Bash's Physical tag for a Fire tag.

  • Max Points: 1
  • Stats:
    • Guaranteed Stun -> Ignite Chance: +300%
    • Stun Duration Mods -> Ignite Duration
    • Base Damage -> Fire
  • Related Skills & Ailments: Ignite

Indomitable Force

Shield Bash has added melee damage based on your block effectiveness.

  • Max Points: 2
  • Stats:
    • Damage per 40 Block Effectiveness: +1 per point

Iron Arms

Shield Bash deals more physical damage per point of Strength (multiplicative with other modifiers).

  • Max Points: 1
  • Stats:
    • More Physical Damage Per Strength: 1%

Juggernaut

Shield Bash no longer requires a shield to use, but costs more mana.

  • Max Points: 1
  • Stats:
    • No Longer Requires Shield
    • Mana Cost: +25%

Kindling

Shield Bash causes your next melee or throwing attack to have additional ignite chance and critical strike chance. Excludes channeled skills. This effect is significantly reduced if Shield Bash does not have a cooldown.

  • Max Points: 4
  • Stats:
    • Next Attack Ignite Chance: +100% per point
    • Next Attack Crit Chance: +5% per point
    • Reduced Effect Without Cooldown: 80%
  • Related Skills & Ailments: Ignite

Perfect Bulwark

For 4 seconds after using Shield Bash, you are guaranteed to block a limited number of hits. Only works if Shield Bash has a cooldown.

  • Max Points: 3
  • Stats:
    • Hits Blocked: +1 per point

Power Rush

After you use Shield Rush or Lunge, you Shield Bash in the direction you traveled. Shield Bash must have a cooldown, be charged and on your action bar for this effect to work.

  • Max Points: 1
  • Stats:
    • Shield Bash After Shield Rush Or Lunge
  • Related Skills & Ailments: 

Protective Impact

Shield Bash grant you additional block chance and block effectiveness for a short duration after use.

  • Max Points: 5
  • Stats:
    • Block Chance: +3% per point
    • Block Effectiveness: +100 per point
    • Duration (seconds): 4

Rebounding

Your next Shield Throw can ricochet 5 additional times, after using Shield Bash.

  • Max Points: 1
  • Stats:
    • Additional Shield Throw Ricochets: +5
  • Related Skills & Ailments: Shield Throw

Refreshing Smash

You are granted health when you stun an enemy with Shield Bash.

  • Max Points: 3
  • Stats:
    • Health Gain On Stun: +5 per point

Serrating Strikes

Shield Bash causes enemies to bleed, but costs more mana.

  • Max Points: 5
  • Stats:
    • Bleed Stacks: +1 per point
    • Mana Cost: +15% per point
  • Related Skills & Ailments: Bleed

Shieldstorm

Shield Bash has increased attack speed scaling with your block chance up to a maximum.

  • Max Points: 1
  • Stats:
    • Attack Speed Per 1% Block Chance: +0.5%
    • Maximum Attack Speed: 50%

Splintering Blow

If Shield Bash is used while you have a shield equipped, it fires shield fragments in a cone in front of you. While Shield Bash is on cooldown you cannot block. Only works if Shield Bash has a cooldown.

  • Max Points: 1
  • Stats:
    • Shield Fragments With Shield
    • Cannot Block While On Cooldown
  • Related Skills & Ailments: Shield Shatter

Staggering Punch

Shield Bash now also knocks enemies back, if Shield Bash has a cooldown.

  • Max Points: 3
  • Stats:
    • Knockback Distance (meters): 1 per point

Steel Coating

Shield Bash deals additional melee physical damage.

  • Max Points: 5
  • Stats:
    • Melee Physical Damage: +9 per point

Survival of the Fittest

You are granted health per point of Strength, when you stun an enemy with Shield Bash.

  • Max Points: 1
  • Stats:
    • Health Gain On Stun Per Strength: +1

Wall of Shields

If Shield Bash is used while Ring of Shields is active, the shields form a wall which increases the width of Shield Bash, based on the number of active shields.

  • Max Points: 1
  • Stats:
    • Ring of Shields Wall
  • Related Skills & Ailments: Ring of Shields

Javelin (Level 18 Skill)


Ardent Symbol

The Battle Standard now lasts longer, but is still limited to one standard.

  • Max Points: 4
  • Stats:
    • Duration (seconds): +2 per point
  • Related Skills & Ailments: Falling Javelin

Banner of Restoration

The Battle Standard now heals allies around it each second. The amount of health gained is increased by healing effectiveness.

  • Max Points: 4
  • Stats:
    • Healing Per Second: 25 per point
  • Related Skills & Ailments: Falling Javelin

Battle Standard

Now only 1 Javelin rains down at the target location, it deals more hit damage (multiplicative with other modifiers) and persists for 4 seconds, but has a cooldown. It has a Battle Standard attached granting you and other allies in its radius increased damage and added endurance threshold based on your attunement.

  • Max Points: 1
  • Stats:
    • Javelin Hit Damage: +300%
    • Increased Damage Per Attunement: +2%
    • Endurance Threshold Per Attunement: +2
    • Cooldown (seconds): +6
  • Related Skills & Ailments: Falling Javelin

Beast Ender

Improves Javelin's base critical strike chance and its critical strikes deal more damage.

  • Max Points: 4
  • Stats:
    • Base Crit Chance: +2% per point
    • Critical Multiplier: +4% per point

Burning Strength

Javelin hits have a chance to ignite enemies.

  • Max Points: 4
  • Stats:
    • Ignite Chance: +25% per point
  • Related Skills & Ailments: Ignite

Capture the Flag

If an enemy walks over the Battle Standard it captures it and carries the flag until it expires.

  • Max Points: 3
  • Stats:
    • Flag Can Be Captured
  • Related Skills & Ailments: Falling Javelin

Divine Fury

When Javelin hits an enemy it now splits into additional piercing lightning spears which aim towards enemies close to the target, but Javelin itself can no longer pierce and it costs more mana.

  • Max Points: 4
  • Stats:
    • Piercing Lightning Spears: +2 per point
    • Javelin No Longer Pierces
    • Mana Cost: +2 per point
  • Related Skills & Ailments: Javelin

Divine Intervention

The Battle Standard now casts Smite at targets nearby every 1.5 seconds.


Divine Throws

Javelin's base physical damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. Ignite and bleed chance from all sources is converted to Electrify for Javelin and effects related to bleed or ignite now depend on Electrify instead. Physical resistance shred chance from all sources is converted to lightning resistance shred chance and effects related to Physical resistance shred now depend on lightning resistance shred instead. Swaps Javelin's Physical tag for a Lightning tag.


Excellent Balance

Javelin costs less mana.

  • Max Points: 3
  • Stats:
    • Mana Cost: -3 per point

Forceful Hurl

Javelin gains physical and lightning penetration for each second you have been standing still up to a maximum duration.

  • Max Points: 5
  • Stats:
    • Maximum Physical Penetration: +30% per point
    • Maximum Lightning Penetration: +30% per point
    • Maximum Duration (seconds): 2.5

Go for the Legs

Javelin hits have a chance to cause enemies to bleed and have a chance to slow.

  • Max Points: 4
  • Stats:
    • Bleed Chance: +20% per point
    • Slow Chance: +20% per point
  • Related Skills & Ailments: 

Holy Spears

Javelin deals more lightning damage (multiplicative with other modifiers) and its hits deal additional lightning damage.

  • Max Points: 5
  • Stats:
    • Lightning Damage: +4% per point
    • Lightning Hit Damage: +8 per point

Holy Trail

Javelin now leaves behind a Holy Trail, that deals fire and lightning damage to enemies each second, heals you and your allies each second and lasts for 6 seconds, but Javelin now has a cooldown. The amount of health gained is increased by healing effectiveness

  • Max Points: 1
  • Stats:
    • Fire and Lightning Damage Trail
    • Healing Per Second: 25
    • Cooldown (seconds): +3
  • Related Skills & Ailments: Holy Trail

Horde Spiker

Javelin hits deal more damage (multiplicative with other modifiers) up to a maximum, for each enemy pierced.

  • Max Points: 3
  • Stats:
    • Hit Damage Per Pierced Enemy: +10% per point
    • Max Bonus Hit Damage: 40% per point

Keen Outlook

Javelin hits deal more hit damage (multiplicative with other modifiers) to enemies the farther away they are, up to a maximum of 15 meters.

  • Max Points: 4
  • Stats:
    • Minimum Bonus Hit Damage: +10% per point
    • Max Bonus Hit Damage: +25% per point

Mighty Delivery

Javelin deals more damage (multiplicative with other modifiers) and has increased attack speed.

  • Max Points: 4
  • Stats:
    • Damage: +5% per point
    • Attack Speed: +5% per point

Monster Piercer

Javelin hits deal more damage (multiplicative with other modifiers). This effect is doubled against enemies on high health.

  • Max Points: 4
  • Stats:
    • Hit Damage: +12% per point
    • Doubled Against High Health

Path of Judgement

Holy Trail gains additional spell damage based on your increased healing effectiveness.

  • Max Points: 1
  • Stats:
    • Spell Damage per 5% Increased Healing Effectiveness: +1
  • Related Skills & Ailments: Holy Trail

Perfect Setup

Directly using Javelin causes your next melee attack to costs less mana.

  • Max Points: 2
  • Stats:
    • Next Melee Attack Mana Cost: -10 per point

Pilgrimage

Javelin deals more fire and lightning damage (multiplicative with other modifiers) and you have a chance to ignite and electrify enemies with melee attacks while Javelin is on cooldown.

  • Max Points: 3
  • Stats:
    • Fire Damage: +20% per point
    • Lightning Damage: +20% per point
    • Melee Ignite Chance on Cooldown: +40% per point
    • Melee Electrify Chance on Cooldown: +40% per point
  • Related Skills & Ailments: 

Purifying Lightning

Javelin has a chance to Electrify enemies on hit. Electrify applied by Javelin has additional Lightning Penetration

  • Max Points: 4
  • Stats:
    • Electrify Chance: +25% per point
    • Lightning Penetration with Electrify: +15% per point
  • Related Skills & Ailments: Electrify

Righteous Descend

The Battle Standard casts Smite more frequently and Smite cast this way has improved base critical strike chance.

  • Max Points: 5
  • Stats:
    • Smite Frequency: +20% per point
    • Smite Base Crit Chance: +2% per point
  • Related Skills & Ailments: Falling Javelin

Sacred Forge

Directly using Javelin and hitting an enemy causes your next Judgement or Forge Strike to deal more damage (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Next Judgement Damage: +15% per point
    • Next Forge Strike Damage: +15% per point
  • Related Skills & Ailments: 

Serrated Javelin

Javelin hits have a chance to shred enemy armor.

  • Max Points: 5
  • Stats:
    • Armor Shred Chance: +30% per point
    • Armor Shred Duration: +10% per point
  • Related Skills & Ailments: Shred Armor

Siege Barrage

You now throw Javelin into the air causing 4 javelins to rain down at target location dealing damage in an area, but it costs more mana.

  • Max Points: 1
  • Stats:
    • 4 Javelins Rain Down
    • Mana Cost: +10
  • Related Skills & Ailments: Falling Javelin

Spear to the Thigh

Javelin deals more damage over time (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Damage Over Time: +25% per point

Spiked Bombardment

Additional Javelins rain down, but Javelin costs more mana.

  • Max Points: 2
  • Stats:
    • Additional Javelins: +1 per point
    • Mana Cost: +20% per point

Strategic Patience

Javelin deals more damage, but has less attack speed (both multiplicative with other modifiers).

  • Max Points: 1
  • Stats:
    • Damage: +60%
    • Attack Speed: -20%

Surprise Initiative

Javelin is now a combo ability, the first part throws down the Battle Standard and the second part causes you to Dash to the flag. Javelin's cooldown is now longer.

  • Max Points: 1
  • Stats:
    • Dash To Flag Combo
    • Cooldown Duration (Seconds): +2
  • Related Skills & Ailments: 

Warrior's Mark

Javelin hits have a chance to apply Frailty per point of Strength and a chance to shred enemy physical resistance per point of Dexterity.

  • Max Points: 3
  • Stats:
    • Frailty Chance Per Strength: +1% per point
    • Physical Res Shred Chance Per Dex: +1% per point
  • Related Skills & Ailments: 

Void Cleave (Level 19 Skill)


Abolisher

Void Cleave deals significantly more melee void damage (multiplicative with other modifiers) to enemies on low health.

  • Max Points: 3
  • Stats:
    • Melee Void Damage To Low Health: +50% per point

Abyssal Walker

You can travel farther with Void Cleave and it deals more damage (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Max Distance: +10% per point
    • Damage: +10% per point

Annulling Presence

Ravaging Aura deals additional spell void damage and has an increased area of effect.

  • Max Points: 5
  • Stats:
    • Ravaging Aura Spell Void Damage: +10 per point
    • Ravaging Aura Area: +20% per point
  • Related Skills & Ailments: Ravaging Aura

Armor Sunderer

Void Cleave hits shred enemy armor and Armor Shred applied by Void Cleave has increased effect and duration.

  • Max Points: 5
  • Stats:
    • Armor Shred Stacks: +1 per point
    • Armor Shred Effect: +15% per point
    • Armor Shred Duration: +15% per point
  • Related Skills & Ailments: Shred Armor

Blazing Steel

Your increases to physical damage also apply to fire damage for Void Cleave.

  • Max Points: 1
  • Stats:
    • Physical Damage Increases Fire Damage

Champion of the Void

Void Cleave critical strikes deal more damage and you gain mana with Void Cleave critical strikes.

  • Max Points: 4
  • Stats:
    • Critical Multiplier: +50% per point
    • Mana Gain On Crit: +1 per point

Crushing Echo

Void Cleave deals additional melee void damage. This effect is tripled for echoed Void Cleaves.

  • Max Points: 5
  • Stats:
    • Void Damage: +15 per point
    • Tripled For Echoes

Dark Pathway

Void Cleave has a shorter cooldown.

  • Max Points: 3
  • Stats:
    • Increased Cooldown Recovery Speed: 10% per point

Deadly Omen

Void Cleave deals more melee damage (multiplicative with other modifiers) to enemies on high health.

  • Max Points: 5
  • Stats:
    • Melee Damage To High Health: +25% per point

Dismantling Throws

If Void Cleave hits at least one enemy your next throwing attack inflicts enemies with Time Rot.

  • Max Points: 5
  • Stats:
    • Time Rot Stacks For Next Throwing: +1 per point
  • Related Skills & Ailments: Time Rot

Endless Hunger

Ravaging Aura leeches a portion of the damage it deals as health.

  • Max Points: 3
  • Stats:
    • Ravaging Aura Health Leech: +5% per point
  • Related Skills & Ailments: Ravaging Aura

Entropic Blows

Void Cleave deals more melee damage (multiplicative with other modifiers) per stack of Time Rot on the target.

  • Max Points: 5
  • Stats:
    • Damage Per Time Rot: +5% per point
  • Related Skills & Ailments: Time Rot

Fraying Strikes

Void Cleave hits shred enemy void resistance.

  • Max Points: 5
  • Stats:
    • Void Res Shred Stacks: +1 per point
  • Related Skills & Ailments: Shred Void Resistance

Gravity's Edge

You can travel much further with Void Cleave (multiplicative with other modifiers), but it has a longer cooldown and now counts as a Traversal skill.

  • Max Points: 1
  • Stats:
    • Max Distance: +275%
    • Counts as Traversal Skill
    • Cooldown Duration (seconds): +1

Hellish Chasm

All of Void Cleave's base void damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to void damage. Additionally your next non-channeled fire attack or spell after Void Cleave deals significantly more damage (multiplicative with other modifiers). Void resistance shred chance from all sources is converted to fire resistance shred and effects related to void resistance shred now depend on fire resistance shred instead. Void Cleave loses the void tag.


Into the Depths

Void Cleave deals more damage (multiplicative with other modifiers) in an increased area.

  • Max Points: 5
  • Stats:
    • Damage: +10% per point
    • Area: +10% per point

Molten Blades

When you use Void Cleave and hit at least one enemy, your minions gain a stack of Molten Infusion for 4 seconds, granting them additional melee fire damage and a chance to ignite enemies.

  • Max Points: 5
  • Stats:
    • Molten Infusion Stacks On Hit: +1 per point
    • Fire Damage With Buff: +15
    • Ignite Chance: +30%
  • Related Skills & Ailments: 

Momentum

After channeling Warpath for at least 2 seconds your next Void Cleave within 1 second deals more damage (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Damage After Warpath: +20% per point
  • Related Skills & Ailments: Warpath

Nether Charge

You can store an additional charge of Void Cleave, but Void Cleave costs more mana.

  • Max Points: 1
  • Stats:
    • Additional Charges: +1
    • Mana Cost: +10

Obliterator

If Void Cleave hits at least one enemy your next Erasing Strike is always a critical strike.

  • Max Points: 1
  • Stats:
    • Erasing Strike Always Crits
  • Related Skills & Ailments: Erasing Strike

Precognition

Improves Void Cleave's base critical strike chance and it cannot be dodged.

  • Max Points: 1
  • Stats:
    • Cannot Be Dodged
    • Base Crit Chance: +2%

Ravager

When you use Void Cleave you gain Ravaging Aura for a short duration scaling with the amount of enemies hit up to 10.

  • Max Points: 3
  • Stats:
    • Ravaging Aura Duration (seconds): 1 per point
    • Maximum Duration (seconds): 10
  • Related Skills & Ailments: Ravaging Aura

Resonating Cleave

You cast Abyssal Echoes after using Void Cleave. Abyssal Echoes cast this way uses its mana cost.

  • Max Points: 1
  • Stats:
    • Abyssal Echoes After Void Cleave
  • Related Skills & Ailments: Abyssal Echoes

Rift Maker

Void Cleave hits apply Critical Vulnerability and Void Cleave has increased critical strike chance.

  • Max Points: 3
  • Stats:
    • Critical Vulnerability Stacks: +1 per point
    • Increased Crit Chance: 50% per point
  • Related Skills & Ailments: Critical Vulnerability

Riftflame

Void Cleave hits ignite enemies and half of its base damage is converted to fire, meaning that this half of the damage scales with increases to fire damage but not with increases to void damage. Ignite inflicted by Void Cleave gains additional fire penetration based on your increased void damage. Void Cleave gains the fire tag.

  • Max Points: 3
  • Stats:
    • Ignite Chance: +100% per point
    • Fire Penetration with Ignite per 10% increased Void Damage: 1% per point
    • 50% Base Damage -> Fire
  • Related Skills & Ailments: Ignite

Ruining Sweep

Void Cleave hits slow enemies, have increased stun chance and increased stun duration.

  • Max Points: 3
  • Stats:
    • Slow Stacks: +1 per point
    • Increased Stun Chance: 25% per point
    • Increased Stun Duration: 25% per point
  • Related Skills & Ailments: Slow

Scorching Path

Minions only gain a stack of Molten Infusion when you directly hit them with Void Cleave, but Molten Infusion has significantly increased effect.

  • Max Points: 1
  • Stats:
    • Molten Infusion Only On Minion Hit
    • Molten Infusion Effect: +150%
  • Related Skills & Ailments: Molten Infusion

Voidfused Projectiles

If Void Cleave hits at least one enemy your next throwing attack deals additional void damage.

  • Max Points: 5
  • Stats:
    • Void Damage For Next Throwing: +20 per point

Vorpal Force

Void Cleave deals more melee damage (multiplicative with other modifiers) per stack of bleed up to a maximum.

  • Max Points: 4
  • Stats:
    • Melee Damage Per Bleed: +2% per point
    • Maximum Damage: 30% per point
  • Related Skills & Ailments: Bleed

Warped Decay

Void Cleave hits inflict enemies with Time Rot.

  • Max Points: 5
  • Stats:
    • Time Rot Stacks: +1 per point
  • Related Skills & Ailments: Time Rot

Rebuke (Level 5 Skill)


Accelerated Healing

While channeling Rebuke the healing from the Redemption node increases each second.

  • Max Points: 4
  • Stats:
    • Healing Increase Per Second: 20% per point

Augmented Plating

You have more armor (multiplicative with other modifiers) while channeling Rebuke.

  • Max Points: 5
  • Stats:
    • Armor: +15% per point

Battle Meditation

You have increased mana regeneration while channeling Rebuke.

  • Max Points: 4
  • Stats:
    • Mana Regen: +25% per point

Bide

Rebuke's maximum duration is increased, allowing you to absorb more damage.

  • Max Points: 2
  • Stats:
    • Duration: +12% per point

Brave the Elements

You take less elemental damage while channeling Rebuke (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Elemental Damage Taken: -15% per point

Burst of Speed

After you finish channeling Rebuke you gain the Haste buff, attack speed, and cast speed for a duration equal to half the duration you channeled Rebuke for.

  • Max Points: 1
  • Stats:
    • Haste On End
    • Cast Speed On End: +25%
    • Attack Speed On End: +25%
  • Related Skills & Ailments: Haste

Dark Thoughts

Rebuke hits deal additional base void damage.

  • Max Points: 3
  • Stats:
    • Void Damage: +5 per point

Infinite Guardian

Rebuke has an increased maximum duration, allowing you to absorb more damage, but has a longer cooldown.

  • Max Points: 5
  • Stats:
    • Duration: +15% per point
    • Cooldown: +15% per point

Inner Focus

Regenerate mana when you are hit while channeling Rebuke.

  • Max Points: 3
  • Stats:
    • Mana Gained When Hit: 1 per point

Lingering Ailments

Ignite, armor shred, and spreading flames applied to enemies while channeling Rebuke last longer.


Mystic Aegis

Rebuke has a shorter cooldown, but costs more mana.

  • Max Points: 3
  • Stats:
    • Cooldown Recovery Speed: +10% per point
    • Mana Cost: +5 per point

Protective Legacy

The buffs you are granted via the Augmented Plating and Brave the Elements nodes now persist after you finish channeling Rebuke. Their duration is equal to half the duration you channeled Rebuke for.

  • Max Points: 1
  • Stats:
    • Buffs Persist After Channeling

Reclaimed Refuge

You reduce a portion of Rebuke's remaining cooldown when you use a different melee attack and hit at least one enemy. This effect can only occur a limited number of times per use of Rebuke, and the effect is doubled while wielding a two handed weapon.

  • Max Points: 3
  • Stats:
    • Cooldown Recovery Attacks: 1 per point
    • Remaining Cooldown Recovered: 12%
    • Double Recovery with a 2h Weapon

Redemption

You heal yourself and nearby allies each second while channeling Rebuke.

  • Max Points: 4
  • Stats:
    • Heal Amount: +25 per point

Regenerative Shell

You have increased health regeneration while channeling Rebuke.

  • Max Points: 4
  • Stats:
    • Health Regen: +50% per point

Retaliation

Rebuke hits deal more damage, and Rebuke hits in a larger area.

  • Max Points: 5
  • Stats:
    • Hit Damage: +12% per point
    • Area: +25% per point

Singed Shield

You have a chance to ignite nearby enemies each second while channeling Rebuke.

  • Max Points: 5
  • Stats:
    • Ignite Chance: +20% per point
  • Related Skills & Ailments: Ignite

Solemn Vow

Buffs via the Burst of Speed and Protective Legacy nodes last longer after you finish channeling Rebuke.

  • Max Points: 2
  • Stats:
    • End Buff Duration: +15% per point

Stoic Challenge

Rebuke now has an additional charge.

  • Max Points: 1
  • Stats:
    • Additional Charges: +1

Unforge

You have a chance to reduce nearby enemy armor each second while channeling Rebuke.

  • Max Points: 5
  • Stats:
    • Armor Shred Chance: +20% per point
  • Related Skills & Ailments: Shred Armor

Voidfused Barrier

Rebuke hits have a chance to grant you a Void Essence.

  • Max Points: 1
  • Stats:
    • Void Essence Chance: +20%
  • Related Skills & Ailments: Void Essence

War Priest

Healing via the Redemption node now also scales with your attunement.

  • Max Points: 1
  • Stats:
    • Increased Healing Per Point Of Attunement: 4%

Wildfire Shell

While channeling Rebuke, you have a chance to apply Spreading Flames to nearby enemies each second.

  • Max Points: 2
  • Stats:
    • Spreading Flames Chance: +20% per point
  • Related Skills & Ailments: Spreading Flames

Shield Rush (Level 10 Skill)


Consuming Path

Shield Rush deals more damage.

  • Max Points: 5
  • Stats:
    • Damage: +20% per point

Critical Echo

Improves the base critical strike chance of Shield Rush's final impact echo.

  • Max Points: 2
  • Stats:
    • Final Impact Echo Base Crit Chance: +4% per point
  • Related Skills & Ailments: Shield Rush

Critical Rush

Improves the base critical strike chance of Shield Rush's final impact.

  • Max Points: 2
  • Stats:
    • Final Impact Base Crit Chance: +4% per point

Dark Regression

When Shield Rush ends it creates a Void Beam that travels back in the direction you came from, but Shield Rush costs more mana.

  • Max Points: 1
  • Stats:
    • Reverse Void Beam
    • Mana Cost: +10%
  • Related Skills & Ailments: Void Beam

Dark Rush

Shield Rush no longer requires a shield and hits deal additional base void damage, but Shield Rush costs more mana.

  • Max Points: 1
  • Stats:
    • No Longer Requires Shield
    • Base Void Damage: +5
    • Mana Cost: +30%

Descent of the Void

When you cast Shield Rush you create a Void Beam that travels with you, which is a spell that deals void damage over time in a small area. Shield Rush costs more mana.

  • Max Points: 1
  • Stats:
    • Forward Void Beam
    • Mana Cost: +20%
  • Related Skills & Ailments: Void Beam

Desynchronous Charge

When Shield Rush ends, you return to the position you used it from. This removes Shield Rush's Traversal tag.

  • Max Points: 1
  • Stats:
    • Return To Starting Position

Echoes of the Charge

Shield Rush's final impact strikes a second time after a 0.5s delay, but Shield Rush hits deal less damage.

  • Max Points: 1
  • Stats:
    • Final Impact Strikes Twice
    • Hit Damage: -20%
  • Related Skills & Ailments: Shield Rush

Endless Cycle

Shield Rush gains additional charges, but you take more damage while using Shield Rush (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Additional Charges: +1 per point
    • Damage Taken: +15% per point

Mana Memory

When Shield Rush ends, your mana is restored to the amount you had when it started, but Shield Rush now has a 10 second cooldown.

  • Max Points: 1
  • Stats:
    • Mana Restored When Shield Rush Ends
    • Cooldown: 10

Obliterating Echo

Critical strikes from Shield Rush's final impact echo deal more damage.

  • Max Points: 2
  • Stats:
    • Final Impact Echo Critical Multiplier: +40% per point
  • Related Skills & Ailments: Shield Rush

Obliterating Rush

Critical strikes from Shield Rush's final impact deal more damage.

  • Max Points: 2
  • Stats:
    • Final Impact Critical Multiplier: +40% per point

Protective Speed

You take less damage while using Shield Rush (multiplicative with other modifiers).

  • Max Points: 2
  • Stats:
    • Damage Taken While Rushing: -10% per point

Rush Mastery

Shield Rush costs less mana.

  • Max Points: 6
  • Stats:
    • Mana Efficiency: +20% per point

Splintering Impact

Shield Rush's final impact deals more damage.

  • Max Points: 5
  • Stats:
    • Final Impact Damage: +25% per point

Stretched Time

Shield Rush's final impact echo deals significantly more hit damage, but the delay between the final impacts is longer.

  • Max Points: 5
  • Stats:
    • Final Impact Echo Hit Damage: +45% per point
    • Delay Between Impacts: +20% per point
  • Related Skills & Ailments: Shield Rush

Temporal Strike

Shield Rush hits deal additional void damage, but this damage is reduced by your increased attack speed.

  • Max Points: 4
  • Stats:
    • Void Damage: +8 per point
    • Damage Reduced By Increased Attack Speed %

The Rush of Sacrifice

Shield Rush no longer has a cooldown, but costs health in addition to mana to use.

  • Max Points: 1
  • Stats:
    • No Cooldown
    • Health Cost: 15%

Unstoppable Charge

Shield Rush hits have an increased chance to stun enemies.

  • Max Points: 5
  • Stats:
    • Increased Stun Chance: +35% per point

Void Breaker

Shield Rush's final impact deals additional melee void damage.

  • Max Points: 2
  • Stats:
    • Final Impact Void Damage: +5 per point

Warrior's Entrance

Shield Rush's final impact deals more damage (multiplicative with other modifiers) in a larger area.

  • Max Points: 4
  • Stats:
    • Final Impact Damage: +10% per point
    • Final Impact Area: +24% per point

Will Breaker

Shield Rush hits deal more hit damage to enemies at full health (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Hit Damage Vs Full Health Enemies: +30% per point

Multistrike (Level 15 Skill)


Aggressive Cadence

Multistrike has an additional sword while you are at maximum stacks of Armament and wielding a two-handed weapon.

  • Max Points: 1
  • Stats:
    • Additional Sword At Max Stacks With 2h

Alpha Cuts

Improves Multistrike's base critical strike chance.

  • Max Points: 3
  • Stats:
    • Base Crit Chance: +2% per point

Bladed Focus

When you drop below 0 mana, you consume all stacks of Armament to restore mana per stack.

  • Max Points: 2
  • Stats:
    • Mana Gain Per Stack: 7 per point

Bladestorm

When you create more additional swords than there are nearby enemies, each remaining sword can consume mana to strike the nearest enemy, even if it was hit by the initial attack.

  • Max Points: 1
  • Stats:
    • Mana Consumed: 3

Blitz

Multistrike penetrates enemy physical resistance.

  • Max Points: 5
  • Stats:
    • Physical Penetration: +10% per point

Decimate

Multistrike hits have a chance to inflict bleed on enemies per stack of Armament.

  • Max Points: 5
  • Stats:
    • Bleed Chance Per Stack: +5% per point
  • Related Skills & Ailments: Bleed

Determination

Multistrike deals more damage (multiplicative with other modifiers) while you are at maximum stacks of Armament.

  • Max Points: 4
  • Stats:
    • Damage At Max Stacks: +15% per point

Doctrine of the Anvil

You can have an additional maximum stack of Armament, but Multistrike has less attack speed per stack (multipicative with other modifiers).

  • Max Points: 1
  • Stats:
    • Max Stacks: +1
    • Attack Speed Per Stack: -3%

Echoed Warfare

Multistrike attacks repeated by your Echoes have additional swords.

  • Max Points: 2
  • Stats:
    • Additional Swords For Echoes: +1 per point

Fiery Justice

While at maximum stacks of Armament and positive mana, attacking with Multistrike will consume all stacks and 40 mana to use Forge Strike.

  • Max Points: 1
  • Stats:
    • Forge Strike At Max Stacks
    • All Stacks Consumed
    • Mana Consumed: +40
  • Related Skills & Ailments: Forge Strike

Flanking Strikes

When you have 0 stacks of Armament you have an additional sword when using Multistrike, as if you had 1 stack.

  • Max Points: 1
  • Stats:
    • Additional Sword At 0 Stacks

Forgemastery

Multistrike has a chance to consume a stack of Armament while at maximum stacks to summon a Forged Weapon.

  • Max Points: 2
  • Stats:
    • Chance To Summon Weapon: +10% per point
  • Related Skills & Ailments: Summon Forged Weapon

Guarding Stance

You have additional armor and block effectiveness per stack of Armament.

  • Max Points: 5
  • Stats:
    • Armor Per Stack: +30 per point
    • Block Effectiveness Per Stack: +30 per point

Guillotine

Multistrike deals more melee damage (multiplicative with other modifiers) per stack of bleed up to a maximum.

  • Max Points: 3
  • Stats:
    • Melee Damage Per Bleed: +3% per point
    • Maximum Damage: 30% per point
  • Related Skills & Ailments: Bleed

Hack and Slash

You now strike twice with Multistrike, but the full attack takes significantly longer. Each additional sword is now replaced with an axe that strikes its target twice.

  • Max Points: 1
  • Stats:
    • Double Initial Strike
    • Attack Duration: +70%

Hallowed Arsenal

Each additional sword is replaced with Smite. Smite cast this way costs its full mana cost per cast.

  • Max Points: 1
  • Stats:
    • Sword -> Smite
  • Related Skills & Ailments: Smite

Heated Forge

Directly using Forge Strike consumes all stacks of Armament to summon additional Forged Weapons per stack.

  • Max Points: 1
  • Stats:
    • Forged Weapons Per Stack: +1
  • Related Skills & Ailments: Forge Strike

Initiate

The initial strike deals more damage (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • Initial Strike Damage: +15% per point

Jousting

Each additional sword is replaced with a spear, which stabs in an elongated area rather than a slash. This has no effect if swords are already converted to axes. Additionally, Multistrike's critical strikes deal more damage while wielding a spear.

  • Max Points: 1
  • Stats:
    • Sword -> Spear
    • Critical Multiplier With Spear: +30%

Nullifying Carve

Void Cleave consumes all stacks of Armament to gain more damage (multiplicative with other modifiers) and increased area per stack consumed.

  • Max Points: 1
  • Stats:
    • Void Cleave Area Per Stack: +15%
    • Void Cleave Damage Per Stack: +15%
    • Void Cleave Consumes All Stacks
  • Related Skills & Ailments: Void Cleave

Path of the Knight

Multistrike deals more damage (multiplicative with other modifiers) per 30 armor, up to a maximum.

  • Max Points: 5
  • Stats:
    • Damage Per 30 Armor: +1%
    • Maximum Damage: 20% per point
    • Armour Required For Maximum Damage: 600 per point

Perfect Steel

You can have an additional maximum stack of Armament.

  • Max Points: 1
  • Stats:
    • Max Stacks: +1

Relentless Advance

Multistrike has increased attack speed.

  • Max Points: 3
  • Stats:
    • Attack Speed: +5% per point

Sweeping Blows

Multistrike deals damage in a larger area and its created swords can strike enemies further away.

  • Max Points: 4
  • Stats:
    • Target Area and Damage Area: +15% per point

Vengeful

You have a chance to retaliate with Multistrike swords on block. This effect has a 1 second cooldown and doesn't include the initial strike.

  • Max Points: 3
  • Stats:
    • Chance to Multistrike on Block: 34% per point

Victory Strikes

If a sword kills an enemy it will create an additional sword to strike another enemy. This effect cannot be triggered from additional swords created this way.

  • Max Points: 1
  • Stats:
    • Additional Sword Attack On Kill

Way of the Sword

Armament stacks last longer and grant you additional melee physical damage per stack.

  • Max Points: 5
  • Stats:
    • Stack Duration: +10% per point
    • Melee Physical Damage Per Stack: +2 per point

Smite (Level 20 Skill)


Aftershock

Fissures can be triggered more frequently.

  • Max Points: 2
  • Stats:
    • Max Fissure Triggers per Second: +1 per point
  • Related Skills & Ailments: Fissure

Atonement

The Sacrifice node costs less health.

  • Max Points: 5
  • Stats:
    • Sacrifice Health Cost: -20% per point

Blinding Flash

Smite hits have a chance to blind enemies and deal more damage to blinded enemies (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • Blind Chance: +10% per point
    • Hit Damage vs Blinded: +10% per point
  • Related Skills & Ailments: Blind

Charged Hand

Electrify applied by Smite has increased duration and additional Lightning Penetration

  • Max Points: 5
  • Stats:
    • Lightning Penetration with Electrify: +15% per point
    • Electrify Duration: +15% per point
  • Related Skills & Ailments: Electrify

Conflagration

Smite hits deal more damage to ignited enemies (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • Hit Damage Vs Ignited Enemies: +20% per point
  • Related Skills & Ailments: Ignite

Conviction

Improves Smite's base critical strike chance.

  • Max Points: 4
  • Stats:
    • Base Crit Chance: +2% per point

Deep Impact

Smite critical strikes deal more damage.

  • Max Points: 4
  • Stats:
    • Critical Multiplier: +25% per point

Descend

When you directly cast Smite, you appear at Smite's targeted location, dealing physical damage to surrounding enemies. Smite costs more mana, has a cooldown, and counts as a Traversal skill.

  • Max Points: 1
  • Stats:
    • Teleport To Target Location
    • Physical Damage (AOE): 40
    • Mana Cost: +20
    • Cooldown (seconds): +6
    • Counts as Traversal Skill
  • Related Skills & Ailments: Descend

Desperate Measures

When you are out of mana Smite is free, but cannot heal, cleanse, or create Fissures.

  • Max Points: 1
  • Stats:
    • Out-Of-Mana Cost: 0
    • Cannot Heal Or Cleanse
    • Cannot Summon Fissures
  • Related Skills & Ailments: Fissure

Epicenter

Fissure deals damage in a larger area.

  • Max Points: 2
  • Stats:
    • Fissure Area: +30% per point
  • Related Skills & Ailments: Fissure

Fallen from Grace

Smite's base fire damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to fire damage. Ignite chance from all sources is converted to Time Rot chance for Smite and effects related to ignite now depend on Time Rot instead. Smite no longer heals.

  • Max Points: 1
  • Stats:
    • Void Conversion
    • Ignite -> Time Rot Chance
    • Smite No Longer Heals
  • Related Skills & Ailments: 

Fissure

Directly casting Smite consumes 10 mana to cause a Fissure underneath the target, dealing fire damage to enemies who stand on it. Fissure lasts 3 seconds, and can be triggered once per second.

  • Max Points: 1
  • Stats:
    • Fissure Under Smite Target
    • Fissure Mana Consumption: 10
  • Related Skills & Ailments: Fissure

Forceful Impact

Smite hits knock enemies back.

  • Max Points: 5
  • Stats:
    • Knockback Distance (Meters): 1 per point

Grace

Smite heals allies for more health.

  • Max Points: 5
  • Stats:
    • Smite Healing: +40% per point

Heavy Impact

Fissure deal more damage (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Fissure Damage: +25% per point
  • Related Skills & Ailments: Fissure

Holy Fire

Smite hits have a chance to ignite enemies.

  • Max Points: 5
  • Stats:
    • Ignite Chance: +25% per point
  • Related Skills & Ailments: Ignite

Holy Wave

Smite heals in a larger area.

  • Max Points: 4
  • Stats:
    • Heal Area: +35% per point

Immolate

Smite hits have a chance to apply Spreading Flames. Additionally, Smite deals more fire damage over time (multiplicative with other modifiers).

  • Max Points: 2
  • Stats:
    • Spreading Flames Chance: +20% per point
    • Fire Damage Over Time: +10% per point
  • Related Skills & Ailments: Spreading Flames

Order of Lagon

Smite's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Ignite chance from all sources is converted to electrify chance for Smite and effects related to ignite now depend on electrify instead.

  • Max Points: 1
  • Stats:
    • Fire -> Lightning Damage
    • Ignite -> Electrify Chance
  • Related Skills & Ailments: 

Panacea

Being healed by a direct cast of Smite has a chance to cleanse all negative ailments, such as ignite and chill, from you and allies.

  • Max Points: 5
  • Stats:
    • Cleanse Chance: 6% per point

Piety

Smite has a chance to Electrify on hit

  • Max Points: 4
  • Stats:
    • Electrify Chance: 25% per point
  • Related Skills & Ailments: Electrify

Pillars of Light

When you directly cast smite, you have a chance to double cast. The additional cast does not incur a mana cost and cannot teleport you if you have the Descend node.

  • Max Points: 3
  • Stats:
    • Double Cast Chance: 12% per point

Righteous Flurry

You have increased attack and cast speed if you have hit an enemy with Smite recently (last 4 seconds).

  • Max Points: 4
  • Stats:
    • Attack and Cast Speed: +5% per point

Righteous Fury

You deal additional melee fire damage if you have hit an enemy with Smite recently (last 4 seconds).

  • Max Points: 5
  • Stats:
    • Global Melee Fire Damage: +4 per point

Righteous Overload

Enemies killed by Smite have a chance to explode, dealing fire damage to nearby enemies.

  • Max Points: 5
  • Stats:
    • Chance To Detonate Slain Enemy: 20% per point
  • Related Skills & Ailments: Fire Burst

Sacrifice

Smite deals significantly more damage (multiplicative with other modifiers), but Smite consumes a percent of your current health on cast.

  • Max Points: 5
  • Stats:
    • Damage: +50% per point
    • Health Consumed (of current health): 3% per point

Six Feet Under

Fissure instantly kills enemies that are below a health threshold (percentage of their maximum health).

  • Max Points: 3
  • Stats:
    • Fissure Kill Threshold: 3% per point
  • Related Skills & Ailments: Fissure

Soothing Balm

Being healed by Smite grants you or your allies increased health and mana regeneration for 4 seconds (does not stack).

  • Max Points: 3
  • Stats:
    • Health Regen On Heal: +25% per point
    • Mana Regen On Heal: +10% per point

Unbalanced Scale

Smite hits also cast a Lightning Bolt at 3 nearby enemies, dealing lightning damage. Smite costs more mana.

  • Max Points: 1
  • Stats:
    • Lightning Bolt Targets: 3
    • Mana Cost: +5
  • Related Skills & Ailments: Lightning Bolt

Wandering Bolts

Lightning Bolts created by Smite hit additional enemies.

  • Max Points: 3
  • Stats:
    • Lightning Bolt Targets: +1 per point
  • Related Skills & Ailments: Lightning Bolt