ESO Skills
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Level
Health
Magicka
Stamina
Spell Damage
Weapon Damage
Armor
Skill Coefficients
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ARCANIST
Curative Runeforms
Herald of the Tome
Soldier of Apocrypha
DRAGONKNIGHT
Ardent Flame
Draconic Power
Earthen Heart
NECROMANCER
Bone Tyrant
Grave Lord
Living Death
NIGHTBLADE
Assassination
Shadow
Siphoning
SORCERER
Daedric Summoning
Dark Magic
Storm Calling
TEMPLAR
Aedric Spear
Dawn's Wrath
Restoring Light
WARDEN
Animal Companions
Green Balance
Winter's Embrace
WEAPON
Two Handed
One Hand and Shield
Dual Wield
Bow
Destruction Staff
Restoration Staff
ARMOR
Light Armor
Medium Armor
Heavy Armor
WORLD
Excavation
Legerdemain
Scrying
Soul Magic
Vampire
Werewolf
GUILD
Dark Brotherhood
Fighters Guild
Mages Guild
Psijic Order
Thieves Guild
Undaunted
ALLIANCE WAR
Assault
Emperor
Support
Volendrung
RACIAL
Argonian Skills
Breton Skills
Dark Elf Skills
High Elf Skills
Imperial Skills
Khajiit Skills
Nord Skills
Orc Skills
Redguard Skills
Wood Elf Skills
CRAFT
Alchemy
Blacksmithing
Clothing
Enchanting
Jewelry Crafting
Provisioning
Woodworking
Ardent Flame
ULTIMATES


12
Dragonknight Standard IV
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and Health Recovery by 16%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.

12
Shifting Standard IV
225 Ultimate
Call down a battle standard, dealing 898 Flame Damage every 1 second for 25 seconds to enemies and applying Major Defile to them, reducing their healing received and Health Recovery by 16%. Activating this ability again allows you to move the standard to your location. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Increases the duration, and recasting the ability allows you to move the standard.

12
Standard of Might IV
250 Ultimate
Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and Health Recovery by 16%. Standing in the area increases your damage done and reduces damage taken by 15%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Standing in the standard increases your damage done and reduces damage taken.
SKILLS


1
Lava Whip IV
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance.

1
Molten Whip IV
1148 Magicka
1148 Stamina
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. Whenever you activate a different Ardent Flame ability while in combat, you gain a stack of Seething Fury, increasing the damage of your next Molten Whip by 20% and your Weapon and Spell Damage by 100 for 15 seconds. This effect stacks up to 3 times.
Splits the cost between Magicka and Stamina. While slotted, your other Ardent Flame abilities increase the damage of your next Molten Whip cast and Weapon and Spell Damage.

1
Flame Lash IV
2295 Magicka
Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobilized or stunned, you set them Off Balance. Targeting an Off Balance or immobilized enemy changes this ability into Power Lash, allowing you to lash an enemy at half cost to deal 2760 Flame Damage and healing you for 2760 Health.
Targeting Off Balance or Immobilized enemies grants you a more powerful attack which deals increased damage, costs half as much, and heals you.


4
Searing Strike IV
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Burning status effect.

4
Venomous Claw IV
2525 Stamina
Rake an enemy with your claw, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 12% more damage every 2 seconds. Enemies hit by the initial hit are afflicted with the Poisoned status effect.
Converts into a Stamina ability and deals Poison Damage. The damage over time increases the longer the effect lasts. Instantly applies the Poisoned status effect.

4
Burning Embers IV
2970 Magicka
Slash an enemy with flame, dealing 1161 Flame Damage and an additional 3470 Flame Damage over 20 seconds. You heal for 100% of the damage done with this ability. Enemies hit by the initial hit are afflicted with the Burning status effect.
Heals you for a percentage of damage done.


20
Fiery Breath IV
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1742 Flame Damage and an additional 2900 Flame Damage over 20 seconds.

20
Noxious Breath IV
2984 Stamina
Exhale a corrosive blast to enemies in front of you, dealing 1799 Poison Damage and an additional 2980 Poison Damage over 20 seconds. Afflicts enemies with Major Breach, reducing their Physical and Spell Resistance by 5948.
Converts into a Stamina ability and deals Poison Damage. Applies Major Breach to enemies, reducing their Resistances.

20
Engulfing Flames IV
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1799 Flame Damage and an additional 2980 Flame Damage over 20 seconds. Affected enemies take more damage from all Flame Damage attacks based on your Weapon and Spell Damage, with a maximum of 6% bonus damage taken. Current value 1%.
Affected enemies take more damage from all Flame Damage attacks.


30
Fiery Grip IV
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1392 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.

30
Chains of Devastation IV
3780 Magicka
Launch a fiery chain to grasp and pull yourself to an enemy, dealing 1438 Flame Damage. Hitting the target grants you Major Expedition and Major Berserk, increasing your Movement Speed by 30% and your damage done by 10% for 4 seconds. This attack cannot be dodged or reflected.
Pulls you to the enemy instead and no longer attempts to taunt. Grants Major Berserk after casting.

30
Unrelenting Grip IV
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1438 Flame Damage and taunting them for 15 seconds if they are not already taunted. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. If the target cannot be pulled, you restore 100% of the ability's cost as Magicka. This attack cannot be dodged or reflected.
If the target cannot be pulled, you are refunded the Magicka cost.


42
Inferno IV
2160 Magicka
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing 1742 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.

42
Flames of Oblivion IV
2160 Magicka
Activate an aura of flames which launches a fireball at 3 enemies every 5 seconds, dealing 1799 Flame Damage. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Now launches three fireballs instead of one.

42
Cauterize IV
2160 Magicka
Activate an aura of flames which launches a fireball at yourself or an ally to cauterize their wounds every 5 seconds, healing them for 1799 Health. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Fireball heals allies instead of damaging enemies and increases the radius.
PASSIVES


18
Combustion II
Increases the damage of your Burning and Poisoned status effects by 33%. When you apply Burning to an enemy, you restore 1000 Magicka. When you apply Poisoned to an enemy, you restore 1000 Stamina. These effects can occur once every 3 seconds, individually of each other.

8
Combustion I
Increases the damage of your Burning and Poisoned status effects by 16%. When you apply Burning to an enemy, you restore 500 Magicka. When you apply Poisoned to an enemy, you restore 500 Stamina. These effects can occur once every 3 seconds, individually of each other.

18
Combustion II
Increases the damage of your Burning and Poisoned status effects by 33%. When you apply Burning to an enemy, you restore 1000 Magicka. When you apply Poisoned to an enemy, you restore 1000 Stamina. These effects can occur once every 3 seconds, individually of each other.


27
Warmth II
When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 30% for 3 seconds.

14
Warmth I
When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 15% for 3 seconds.

27
Warmth II
When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 30% for 3 seconds.


36
Searing Heat II
Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.

22
Searing Heat I
Increases the duration of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 2 seconds.

36
Searing Heat II
Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.


50
World in Ruin II
Increases the damage of your Flame and Poison attacks by 5%.

39
World in Ruin I
Increases the damage of your Flame and Poison attacks by 2%.

50
World in Ruin II
Increases the damage of your Flame and Poison attacks by 5%.
Draconic Power
ULTIMATES


12
Dragon Leap IV
125 Ultimate
Launch yourself at an enemy, dealing 4241 Physical Damage to all enemies in the area, knocking them back 4 meters, and stunning them for 2 seconds.

12
Take Flight IV
110 Ultimate
Launch yourself at an enemy, dealing 5037 Physical Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds.
Reduces the cost and increases the damage and range.

12
Ferocious Leap IV
125 Ultimate
Launch yourself at an enemy, dealing 4241 Flame Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds. After leaping you gain a damage shield that absorbs 16528 damage for 6 seconds. This portion of the ability scales with your Max Health.
Deals Flame Damage. After leaping you gain a damage shield.
SKILLS


1
Spiked Armor IV
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.

1
Hardened Armor IV
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5121 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
You gain a damage shield after casting.

1
Volatile Armor IV
2700 Magicka
Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You release a spray of fiery spikes around you, causing enemies hit to take 11 Flame Damage over 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range. This ability scales off your Physical and Spell Resistance.
Enemies near you take damage over time when you activate the ability.


4
Dark Talons IV
3780 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.

4
Burning Talons IV
3780 Magicka
Call forth talons from the ground, dealing 1799 Flame Damage to enemies near you, an additional 1635 Flame Damage over 5 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Deals additional damage over time.

4
Choking Talons IV
3510 Magicka
Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. Enemies hit are afflicted with Minor Maim, reducing their damage done by 5% for 10 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Reduces the cost and affected enemies deal less damage.


20
Dragon Blood IV
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.

20
Green Dragon Blood IV
4320 Magicka
Draw on your draconic blood to heal for 33% of your missing Health and an additional 511 Health every 1 second over 5 seconds. The heal over time scales off of your Max Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 20 seconds.
You also gain Major Endurance, Minor Vitality, and additional healing over time.

20
Coagulating Blood IV
4320 Magicka
Draw on your draconic blood to heal for 2999, increasing by up to 50% additional healing based on your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
Now heals based on your offensive stats rather than Health and increases the amount of healing based on your missing Health.


30
Protective Scale IV
3780 Magicka
Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.

30
Protective Plate IV
3510 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 4 seconds.
Gain immunity to snares and immobilizations. Cost reduces as ability ranks up.

30
Dragon Fire Scale IV
3780 Magicka
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
Incoming projectiles cause you to deal Flame Damage back to the attacker.


42
Inhale IV
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies.

42
Deep Breath IV
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
Initial hit interrupts enemies that are casting. Final explosion damage increased.

42
Draw Essence IV
3510 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
PASSIVES


18
Iron Skin II
Increases the amount of damage you block by 10%.

8
Iron Skin I
Increases the amount of damage you block by 4%.

18
Iron Skin II
Increases the amount of damage you block by 10%.


27
Burning Heart II
While a Draconic Power ability is active, your healing received is increased by 12%.

14
Burning Heart I
While a Draconic Power ability is active, your healing received is increased by 6%.

27
Burning Heart II
While a Draconic Power ability is active, your healing received is increased by 12%.


36
Elder Dragon II
Increases your Health Recovery by 258 for each Draconic Power ability slotted. Current bonus: 0.

22
Elder Dragon I
Increases your Health Recovery by 129 for each Draconic Power ability slotted. Current bonus: 0.

36
Elder Dragon II
Increases your Health Recovery by 258 for each Draconic Power ability slotted. Current bonus: 0.


50
Scaled Armor II
Increases your Physical and Spell Resistance by 1650.

39
Scaled Armor I
Increases your Physical and Spell Resistance by 825.

50
Scaled Armor II
Increases your Physical and Spell Resistance by 1650.
Earthen Heart
ULTIMATES


12
Magma Armor IV
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 336 Flame Damage to nearby enemies each second for 10 seconds.

12
Magma Shell IV
200 Ultimate
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Max Health and dealing 347 Flame Damage to nearby enemies each second for 10 seconds. When activated, nearby allies gain a damage shield for 100% of their Max Health for 10 seconds.
When activated nearby allies gain a powerful damage shield.

12
Corrosive Armor IV
200 Ultimate
Oxidize the green Dragon blood in your veins, limiting incoming damage to 3% of your Max Health and dealing 347 Poison Damage to nearby enemies each second for 10 seconds. While active, this ability and your direct damage attacks ignores enemy Physical and Spell Resistance, but you cannot generate Ultimate.
Deals Poison Damage. While active, your direct attacks ignore Physical and Spell Resistance, but you cannot generate Ultimate.
SKILLS


1
Stonefist IV
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns enemies hit for 2.5 seconds.

1
Obsidian Shard IV
4050 Magicka
Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3240 Health.
Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.

1
Stone Giant IV
2295 Stamina
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns for 2.5 seconds. Each hit applies Stagger, increasing damage taken by 65 per stack for 5 seconds.
Enemies hit are affected with Stagger, causing them to take bonus damage from all attacks.


4
Molten Weapons IV
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.

4
Igneous Weapons IV
4320 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1 minute.
Increases the duration and increases the radius.

4
Molten Armaments IV
4050 Magicka
Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds. You also gain Empower for the duration, increasing the damage of your Heavy Attacks against monsters by 70%.
You also gain Empower, and reduces the cost as the ability ranks up.


20
Obsidian Shield IV
4050 Magicka
Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 1321 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.

20
Igneous Shield IV
4050 Magicka
Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1365 damage. Your own damage shield absorbs 3414 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.
Increased shield strength on self.

20
Fragmented Shield IV
4050 Magicka
Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1365 damage. This portion of the ability scales off your Max Health. You also gain Major Mending, increasing your healing done by 16% for 6.7 seconds.
Increases duration of Major Mending.


30
Petrify IV
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1161 Flame Damage. This stun cannot be blocked or dodged.

30
Fossilize IV
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1199 Flame Damage and are immobilized for 3 seconds. This stun cannot be blocked or dodged.
Immobilizes the enemy after the stun ends.

30
Shattering Rocks IV
4050 Magicka
Encase an enemy in molten rock, stunning them for 2.5 seconds. When the stun ends, they take 1199 Flame Damage and you are healed for 2323 Health. This stun cannot be blocked or dodged.
When the stun ends, you are also healed.


42
Ash Cloud IV
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 434 Health every 1 second.

42
Cinder Storm IV
351 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, reducing enemy Movement Speed by 70% and healing you and your allies for 674 every 1 second.
Heals for significantly more.

42
Eruption IV
270 Magicka
Summon a scorching cloud of ash at the target location for 15 seconds, dealing 1799 Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing 319 Flame Damage in the area every 1 second. The eruptive damage can occur once every 10 seconds.
Damages instead of healing. Deals some damage instantly and reduces the cost.
PASSIVES


18
Eternal Mountain II
Increases duration of your Earthen Heart abilities by 20%.

8
Eternal Mountain I
Increases duration of your Earthen Heart abilities by 10%.

18
Eternal Mountain II
Increases duration of your Earthen Heart abilities by 20%.


27
Battle Roar II
When you cast an Ultimate ability, you restore 50 Health, 50 Magicka, and 50 Stamina for each point of the Ultimate spent.

14
Battle Roar I
When you cast an Ultimate ability, you restore 25 Health, 25 Magicka, and 25 Stamina for each point of the Ultimate spent.

27
Battle Roar II
When you cast an Ultimate ability, you restore 50 Health, 50 Magicka, and 50 Stamina for each point of the Ultimate spent.


36
Mountain's Blessing II
When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.

22
Mountain's Blessing I
When you cast an Earthen Heart ability, you and your group members gain Minor Brutality for 10 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 2 Ultimate. This effect can occur once every 6 seconds.

36
Mountain's Blessing II
When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.


50
Helping Hands II
When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability and must cost more than the restored value.

39
Helping Hands I
When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability, must cost more than the restored value, and can occur once every 2 seconds.

50
Helping Hands II
When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability and must cost more than the restored value.
Assassination
ULTIMATES


12
Death Stroke IV
70 Ultimate
Ravage an enemy with a swift strike, dealing 3716 Magic Damage and causing them to take 20% more damage from your attacks for 8 seconds.

12
Incapacitating Strike IV
70 Ultimate
Ravage an enemy with a swift strike, dealing 3718 Disease Damage and causing them to take 20% more damage from your attacks for 8 seconds. If cast with 120 or more Ultimate, the enemy is stunned for 3 seconds. While slotted you gain Reave, which restores 100 Magicka and Stamina when you deal damage with a Light or Heavy Attack.
Deals Disease Damage. If cast with higher Ultimate, stuns the target. While slotted, your damaging Light and Heavy Attacks restore resources.

12
Soul Harvest IV
70 Ultimate
Ravage an enemy with a spinning attack, dealing 3718 Magic Damage and increasing your damage against them by 20% for 8 seconds. Also afflicts the enemy with Major Defile, reducing their healing received and Health Recovery by 16%. While slotted, any time you kill an enemy you gain 10 Ultimate.
Also afflicts the enemy with Major Defile, reducing their Healing Received. While slotted, any time you kill an enemy you gain Ultimate.
SKILLS


1
Assassin's Blade IV
2430 Magicka
Thrust a magic blade with lethal precision to stab an enemy, dealing 1161 Magic Damage. Deals 300% more damage to enemies below 25% Health.

1
Killer's Blade IV
2066 Stamina
Thrust a caustic blade with lethal precision to stab an enemy, dealing 1161 Disease Damage. Deals up to 400% more damage to enemies with less than 50% Health. Heals you for 2399 if the enemy dies within 2 seconds of being struck.
Converts into a Stamina ability, deals Disease Damage, and now scales linearly based on missing Health rather than a flat value. Also heals you if the target dies within two seconds of use.

1
Impale IV
2430 Magicka
Throw a magic blade with lethal precision to strike an enemy, dealing 1161 Magic Damage. Deals 330% more damage to enemies below 25% Health.
Allows you to use the ability at range and increases the execute multiplier.


4
Teleport Strike IV
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1392 Magic Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.

4
Lotus Fan IV
3780 Magicka
Flash through the shadows and ambush an enemy, dealing 1393 Magic Damage. After teleporting you unleash a fan of knives, dealing an additional 3340 Magic Damage over 20 seconds to the target and nearby enemies. All enemies hit are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.
Targets in an area around the enemy take damage and are afflicted with Minor Vulnerability.

4
Ambush IV
3213 Stamina
Flash through the shadows and ambush an enemy, dealing 1438 Physical Damage and afflicting them with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. Also grants you Empower and Minor Berserk for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 5%.
Converts to a Stamina ability and deals Physical Damage. Also grants you Empower and Minor Berserk.


20
Blur IV
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.

20
Mirage IV
3510 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion and Minor Resolve, reducing damage from area attacks by 20% and increasing your Physical and Spell Resistance by 2974 for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants Minor Resolve, increasing your Physical and Spell Resistance. Reduces the cost as the ability ranks up.

20
Phantasmal Escape IV
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Grants snare and immobilization immunity for a short duration.


30
Mark Target IV
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health. You can only have one Mark Target active at a time.

30
Piercing Mark IV
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 1 minute. You can detect marked enemies even if they use stealth or invisibility for 3 seconds. When a marked enemy dies, you heal to full Health. You can only have one Piercing Mark active at a time.
Ability has an increased duration, and you can see the target if they use stealth or invisibility.

30
Reaper's Mark IV
2700 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 20 seconds. When a marked enemy dies, you heal to full Health and gain Major Berserk, increasing your damage done by 10% for 10 seconds. You can only have one Reaper's Mark active at a time.
If the marked enemy dies, you gain Major Berserk, increasing your damage done.


42
Grim Focus IV
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Grim Focus, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4182 Magic Damage, and heal for 33% of the damage dealt if you are within melee range.

42
Relentless Focus IV
1377 Stamina
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Relentless Focus, increasing your Weapon and Spell Damage by 80 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4183 Disease Damage, and heal for 33% of the damage dealt if you are within melee range.
Converts into a Stamina ability and deals Disease Damage. Increases the amount of Weapon and Spell Damage each stack grants, and reduces the cost.

42
Merciless Resolve IV
1890 Magicka
When slotted on either bar, you focus with lethal intent, causing your Light and Heavy Attacks to generate a stack of Merciless Resolve, increasing your Weapon and Spell Damage by 60 up to 5 times. Fully-charged Heavy Attacks grant two stacks. When at full stacks, you can consume them all to fire a spectral arrow to deal 4752 Magic Damage, and heal for 50% of the damage dealt if you are within melee range.
Increases the damage and healing of the spectral arrow.
PASSIVES


18
Master Assassin II
Increases your Physical and Spell Penetration against enemies you are flanking by 2974. Increases the duration of the stun from Sneak by 100%.

8
Master Assassin I
Increases your Physical and Spell Penetration against enemies you are flanking by 1487. Increases the duration of the stun from Sneak by 100%.

18
Master Assassin II
Increases your Physical and Spell Penetration against enemies you are flanking by 2974. Increases the duration of the stun from Sneak by 100%.


27
Executioner II
When an enemy dies within 2 seconds of being damaged by you, you restore 1000 Magicka and Stamina.

14
Executioner I
When an enemy dies within 2 seconds of being damaged by you, you restore 500 Magicka and Stamina.

27
Executioner II
When an enemy dies within 2 seconds of being damaged by you, you restore 1000 Magicka and Stamina.


36
Pressure Points II
Increases your Weapon and Spell Critical ratings by 438 for each Assassination ability slotted. Current bonus: 0.

22
Pressure Points I
Increases your Weapon and Spell Critical ratings by 219 for each Assassination ability slotted. Current bonus: 0.

36
Pressure Points II
Increases your Weapon and Spell Critical ratings by 438 for each Assassination ability slotted. Current bonus: 0.


50
Hemorrhage II
Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.

39
Hemorrhage I
Increases your Critical Damage by 5%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 10 seconds.

50
Hemorrhage II
Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.
Shadow
ULTIMATES


12
Consuming Darkness IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.

12
Bolstering Darkness IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70% and granting you and your allies Major Protection for 10 seconds, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Major Protection persists after leaving the area.

12
Veil of Blades IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70%, dealing 1438 Magic Damage to them every 1 second, and granting you and your allies Major Protection, reducing your damage taken by 10%. Allies in the area can activate the Hidden Refresh synergy, granting them invisibility, increasing their Movement Speed by 70%, and healing them for 9110 Health over 4 seconds.
Enemies in the area take damage over time.
SKILLS


1
Veiled Strike IV
2295 Magicka
Slash an enemy, dealing 2323 Magic Damage. If you strike an enemy from their flank you set them Off Balance.

1
Surprise Attack IV
2295 Stamina
Slash an enemy, dealing 2399 Physical Damage and applying the Sundered status effect. If you strike an enemy from their flank you set them Off Balance. This attack will also be guaranteed to be a Critical Strike, up to once every 3 seconds.
Converts to a Stamina ability and deals Physical Damage. Always applies the Sundered status effect and deals guaranteed critical damage when flanking an enemy.

1
Concealed Weapon IV
2295 Magicka
Slash an enemy, dealing 2323 Magic Damage. If you strike an enemy from their flank you set them Off Balance. When you leave Sneak, invisibility, or cast Concealed Weapon while under the effects of Major Expedition while in combat, gain Major Berserk for 10 seconds, increasing your damage done by 10%. While slotted, you gain Minor Expedition, increasing your Movement Speed by 15%.
While slotted you gain Minor Expedition. Leaving Sneak, invisibility, or casting the ability while Major Expedition is active increases your damage done.


4
Shadow Cloak IV
4050 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.

4
Shadowy Disguise IV
3780 Magicka
Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Guarantees a Critical Strike on your next attack. Cost decreases as the ability ranks up.

4
Dark Cloak IV
4050 Magicka
Shroud yourself in protective shadow to heal for 853 Health every 1 second, over 3 seconds, increasing by an additional 150% when you are not moving. This portion of the ability scales off your Max Health. While slotted on either bar, you gain Minor Protection, reducing your damage taken by 5%.
No longer grants invisibility. Now heals over time based on your Max Health, and grants Minor Protection rather than Major Prophecy and Savagery.


20
Path of Darkness IV
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30%. Effect persists for 4 seconds after leaving the path.

20
Twisting Path IV
2700 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, increasing Movement Speed by 30% which persists for 4 seconds after leaving the path. Deals 377 Magic Damage to enemies in the target area every 1 second.
Reduces the cost and the path affects a larger conal area and deals damage.

20
Refreshing Path IV
3510 Magicka
Create a corridor of shadows for 10 seconds, granting you and allies in the area Major Expedition, Minor Endurance, and Minor Intellect, increasing Movement Speed by 30%, as well as Stamina and Magicka Recovery by 15%. Effect persists for 4 seconds after leaving the path. Heals 435 Health to you and allies in the area every 1 second.
Path also heals you and your allies and increases their Magicka and Stamina Recovery.


30
Aspect of Terror IV
3780 Magicka
Summon a dark spirit to terrify nearby enemies, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.

30
Mass Hysteria IV
3780 Magicka
Summon a dark spirit to terrify all nearby enemies, causing them to cower in fear for 3 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
The ability no longer has a cap of how many targets it can affect and the fear increases in duration as the ability ranks up.

30
Manifestation of Terror IV
3240 Magicka
Conceal a sinister trap at the target location, which takes 2 seconds to arm and lasts for 20 seconds. When the trap is triggered, up to 6 enemies in the area become terrified, causing them to cower in fear for 2 seconds and be afflicted with Major Cowardice for 10 seconds, reducing their Weapon and Spell Damage by 430.
Reduces the cost and creates a trap at your target location instead, which fears enemies when triggered.


42
Summon Shade IV
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 462 Magic Damage once every 2 seconds, and inflicts Minor Maim for 4 seconds, reducing the enemy's damage done by 5%.

42
Dark Shade IV
2970 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 20 seconds. The shade slashes at an enemy, dealing 623 Magic Damage and occasionally whirlwinds all enemies around it, dealing 623 Magic Damage once every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds.
Shade deals increased damage, and occasionally casts an area of effect attack.

42
Shadow Image IV
3780 Magicka
Summon a shade version of yourself to stay in place and attack an enemy from range for 20 seconds. The shade shoots at an enemy, dealing 478 Magic Damage every 2 seconds, and inflicts Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. While the shade is summoned, you can activate this ability again for no cost to teleport to the shade's location.
The summoned shade now is stationary and attacks from a range but costs more. Activating the ability again while the shade is active allows you to teleport to its position.
PASSIVES


18
Refreshing Shadows II
Increases your Health, Stamina, and Magicka Recovery by 15%.

8
Refreshing Shadows I
Increases your Health, Stamina, and Magicka Recovery by 7%.

18
Refreshing Shadows II
Increases your Health, Stamina, and Magicka Recovery by 15%.


27
Shadow Barrier II
Casting a Shadow ability grants you Major Resolve for 6 seconds, increasing your Physical and Spell Resistance by 5948. This duration is increased by 25% for each piece of Heavy Armor equipped. Current Bonus: 0%. Current Duration: 6 seconds

14
Shadow Barrier I
Casting a Shadow ability grants you Major Resolve for 3 seconds, increasing your Physical and Spell Resistance by 5948. This duration is increased by 25% for each piece of Heavy Armor equipped. Current Bonus: 0%. Current Duration: 3 seconds.

27
Shadow Barrier II
Casting a Shadow ability grants you Major Resolve for 6 seconds, increasing your Physical and Spell Resistance by 5948. This duration is increased by 25% for each piece of Heavy Armor equipped. Current Bonus: 0%. Current Duration: 6 seconds


36
Dark Vigor II
Increases your Max Health by 3% for each Shadow ability slotted. Current bonus: 0%.

22
Dark Vigor I
Increases your Max Health by 2% for each Shadow ability slotted. Current bonus: 0%.

36
Dark Vigor II
Increases your Max Health by 3% for each Shadow ability slotted. Current bonus: 0%.


50
Dark Veil II
Increases the duration of your non-invisibility based Shadow abilities by 2 seconds.

39
Dark Veil I
Increases the duration of your non-invisibility based Shadow abilities by 1 second.

50
Dark Veil II
Increases the duration of your non-invisibility based Shadow abilities by 2 seconds.
Siphoning
ULTIMATES


12
Soul Shred IV
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3486 Magic Damage and stunning them for 4 seconds. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.

12
Soul Siphon IV
150 Ultimate
Sanctify your soul and the souls of nearby allies with a night rune, healing for 3600 Health and an additional 9384 Health over 4 seconds. You and your allies will also receive Major Vitality, increasing your healing received by 16% for 4 seconds. An ally can target a nearby enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
Heals you and your allies instead of damaging and stunning enemies.

12
Soul Tether IV
150 Ultimate
Ravage nearby enemies' souls with a night rune, dealing 3600 Magic Damage, healing for half the damage, and stunning them for 4 seconds. Ravaged enemies are tethered to you for 8 seconds, and while they remain within 10 meters, you siphon 627 Health from them every second. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 3122 Magic Damage to them and healing for the damage caused.
You heal for half the initial damage caused, and enemies hit are tethered to you. You deal constant damage and heal while tethered.
SKILLS


1
Strife IV
2700 Magicka
Steal an enemy's life force, dealing 1548 Magic Damage and healing you or a nearby ally for 50% of the damage inflicted every 2 seconds for 10 seconds.

1
Funnel Health IV
2700 Magicka
Steal an enemy's life force, dealing 1600 Magic Damage and healing you or 2 other nearby allies for 50% of the damage inflicted every 2 seconds for 10 seconds.
Heals an additional target.

1
Swallow Soul IV
2700 Magicka
Steal an enemy's life force, dealing 2160 Magic Damage and healing you for 35% of the damage inflicted every 2 seconds for 10 seconds.
Increases the damage done but reduces the healing caused. Heal only targets yourself.


4
Malevolent Offering IV
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3486 Health, while draining 1080 Health from yourself over 3 seconds.

4
Shrewd Offering IV
2970 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3485 Health, while draining 810 Health from yourself over 2 seconds.
Reduces the Magicka cost and the duration of the Health cost.

4
Healthy Offering IV
3510 Magicka
Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3600 Health, while draining 1080 Health from yourself over 3 seconds. After casting, gain Minor Mending for 10 seconds, increasing your healing done by 8%.
Grants you Minor Mending after casting, increasing your healing done.


20
Cripple IV
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4631 Magic Damage over 20 seconds and reducing their Movement Speed by 30% for 4 seconds.

20
Debilitate IV
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 4785 Magic Damage over 20 seconds and reducing their Movement Speed by 50% for 4 seconds. Each tick applies the Overcharged status effect, inflicting Minor Magickasteal for 4 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging the target.
Increases the snare potency and each tick applies the Overcharged status effect.

20
Crippling Grasp IV
2700 Magicka
Sap an enemy's agility and wrack them with pain, dealing 1199 Magic Damage and an additional 4350 Magic Damage over 20 seconds, immobilizing them for 2 seconds, and reducing their Movement Speed by 30% for 4 seconds.
Converts some of the damage over time into more up front damage, immobilizes the enemy on impact, and reduces the cost.


30
Siphoning Strikes IV
1350 Magicka
Imbue your weapons with soul-stealing power, causing your Light and Heavy Attacks to heal you for 1440 Health for 20 seconds. Fully-charged Heavy Attacks restore twice the value.

30
Leeching Strikes IV
878 Stamina
Imbue your weapons with soul-stealing power, causing your Light and Heavy Attacks to heal you for 1452 Health and restore 106 Stamina for 20 seconds. Fully-charged Heavy Attacks restore twice the value. You restore up to 4270 additional Stamina when the effect ends, based on the length of time Leeching Strikes was active.
Converts into a Stamina ability. Restores Stamina when you Light and Heavy Attack and when the effect ends.

30
Siphoning Attacks IV
1080 Magicka
Imbue your weapons with soul-stealing power, causing your Light and Heavy Attacks to heal you for 1452 Health and restore 106 Magicka for 20 seconds. Fully-charged Heavy Attacks restore twice the value. You restore up to 4270 additional Magicka when the effect ends, based on the length of time Siphoning Attacks was active.
Restores Magicka when you Light and Heavy Attack and when the effect ends.


42
Drain Power IV
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.

42
Power Extraction IV
2983 Stamina
Siphon the vigor from your enemies' blood, dealing 1742 Disease Damage to all nearby enemies. If an enemy is hit you gain Major Brutality and Sorcery, and Minor Courage increasing your Weapon and Spell Damage by 20% and 215 for 30 seconds. Enemies hit have Minor Cowardice applied to them for 10 seconds, reducing their Weapon and Spell Damage by 215.
Converts to a Stamina ability that deals Disease Damage. Applies Minor Cowardice to enemies hit and grants Minor Courage to you.

42
Sap Essence IV
3510 Magicka
Siphon the vigor from your enemies' blood, dealing 1742 Magic Damage to all nearby enemies and healing you and your allies for 599 plus 20% more for each enemy hit. If an enemy is hit, you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 30 seconds.
Also heals you and your allies. Heal is stronger for each enemy hit.
PASSIVES


18
Catalyst II
After drinking a potion you gain 20 Ultimate.

8
Catalyst I
After drinking a potion you gain 10 Ultimate.

18
Catalyst II
After drinking a potion you gain 20 Ultimate.


27
Magicka Flood II
Increases your Max Magicka by 8% while a Siphoning ability is slotted.

14
Magicka Flood I
Increases your Max Magicka by 4% while a Siphoning ability is slotted.

27
Magicka Flood II
Increases your Max Magicka by 8% while a Siphoning ability is slotted.


36
Soul Siphoner II
Increases your healing done by 3% for each Siphoning ability slotted. Current bonus: 0%.

22
Soul Siphoner I
Increases your healing done by 2% for each Siphoning ability slotted. Current bonus: 0%.

36
Soul Siphoner II
Increases your healing done by 3% for each Siphoning ability slotted. Current bonus: 0%.


50
Transfer II
Casting a Siphoning ability while in combat generates 2 Ultimate. This effect can occur once every 4 seconds.

39
Transfer I
Casting a Siphoning ability while in combat generates 1 Ultimate. This effect can occur once every 4 seconds.

50
Transfer II
Casting a Siphoning ability while in combat generates 2 Ultimate. This effect can occur once every 4 seconds.
Daedric Summoning
ULTIMATES


12
Summon Storm Atronach IV
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.

12
Greater Storm Atronach IV
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1509 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
Increases the health and damage of the atronach.

12
Summon Charged Atronach IV
200 Ultimate
Summon an immobile storm atronach at the target location. Its arrival deals 2323 Shock Damage and stuns enemies for 3 seconds. The atronach calls upon a lightning storm every 2 seconds, dealing 2323 Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
The atronach now uses a powerful area of effect attack, which always applies Concussion.
SKILLS


1
Summon Unstable Familiar IV
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 347 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 421 Shock Damage every 2 seconds for 20 seconds to enemies near them. The familiar remains until killed or unsummoned.

1
Summon Unstable Clannfear IV
3510 Magicka
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4320 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
Summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.

1
Summon Volatile Familiar IV
3510 Magicka
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 358 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 435 Shock Damage every 2 seconds for 20 seconds to enemies near them. The second hit stuns enemies hit for 3 seconds. The familiar remains until killed or unsummoned.
You summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.


4
Daedric Curse IV
2970 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.

4
Daedric Prey IV
2160 Magicka
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. While the curse is active, your pets deal an additional 45% damage to the target. You can have only one Daedric Prey active at a time.
Reduces the cost and your pets deal additional damage to the cursed target.

4
Haunting Curse IV
2970 Magicka
Curse an enemy with a destructive rune, dealing 2999 Magic Damage to the target and 1379 Magic Damage to all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing 2999 Magic Damage to the target and 1379 Magic Damage to all other nearby enemies after an additional 8.5 seconds. You can have only one Haunting Curse active at a time.
The curse will continue to haunt the enemy and explode a second time.


20
Summon Winged Twilight IV
3510 Magicka
Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the winged twilight's special ability for 4590 Magicka, causing it to heal a friendly target for 3486 and itself for 1742. The winged twilight remains until killed or unsummoned.

20
Summon Twilight Tormentor IV
3510 Magicka
Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals 478 Shock Damage and its kick deals 478 Shock Damage. Once summoned, you can activate the twilight tormentor's special ability for 2700 Magicka, causing it to deal 60% more damage to enemies above 50% Health for 20 seconds. The twilight tormentor remains until killed or unsummoned.
You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.

20
Summon Twilight Matriarch IV
3510 Magicka
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the twilight matriarch's special ability for 4590 Magicka, causing it to heal 2 friendly targets for 3600 and itself for 1799. The twilight matriarch remains until killed or unsummoned.
You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.


30
Conjured Ward IV
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 6 seconds. This ability scales off the higher of your Max Health or Magicka and is capped at 55% of your Max Health.

30
Hardened Ward IV
4320 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 7323 damage for 6 seconds. This ability scales off the higher of your Max Health or Magicka and is capped at 72% of your Max Health.
Damage shield absorbs more and has a higher capped value.

30
Regenerative Ward IV
3780 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 10 seconds. This ability scales off the higher of your Max Health or Magicka and is capped at 55% of your Max Health. Also grants Minor Intellect and Minor Endurance to you and nearby allies for 10 seconds, increasing your Magicka and Stamina Recovery by 15%.
Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect and Endurance.


42
Bound Armor IV
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 36% for 3 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%.

42
Bound Armaments IV
1377 Stamina
While slotted on either ability bar, your Light and Heavy Attacks summon a Bound weapon for 10 seconds, up to 4 times. Fully-charged Heavy Attacks grant two stacks. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 863 Physical Damage every 0.3 seconds. While slotted, your Max Stamina is increased by 8%.
Converts into a Stamina ability. Light and Heavy attacks summon Bound weapons that can be used to attack your current target. No longer grants block mitigation.

42
Bound Aegis IV
4050 Magicka
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 40% for 5 seconds. While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by 2974 and reducing your damage taken by 5%.
Passively grants Minor Resolve while slotted. Increases the potency and duration of the block mitigation.
PASSIVES


18
Rebate II
You restore 300 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.

8
Rebate I
You restore 150 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.

18
Rebate II
You restore 300 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.


27
Power Stone II
Reduces the cost of your Ultimate abilities by 15%.

14
Power Stone I
Reduces the cost of your Ultimate abilities by 8%.

27
Power Stone II
Reduces the cost of your Ultimate abilities by 15%.


36
Daedric Protection II
Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability slotted.

22
Daedric Protection I
Increases your Health and Stamina Recovery by 10% while you have a Daedric Summoning ability slotted.

36
Daedric Protection II
Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability slotted.


50
Expert Summoner II
Increases your Max Health by 8% while you have a Daedric Summoning ability active on yourself.

39
Expert Summoner I
Increases your Max Health by 4% while you have a Daedric Summoning ability active on yourself.

50
Expert Summoner II
Increases your Max Health by 8% while you have a Daedric Summoning ability active on yourself.
Dark Magic
ULTIMATES


12
Negate Magic IV
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.

12
Suppression Field IV
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also damages enemies for 1038 Magic Damage every 1 second.
The globe also damages enemies standing inside it.

12
Absorption Field IV
225 Ultimate
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also heals you and your allies for 1038 Health every 1 second.
The globe also heals you and your allies standing inside it.
SKILLS


1
Crystal Shard IV
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2404 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.

1
Crystal Weapon IV
2295 Stamina
Encase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 1000 for 5 seconds. The first hit deals 2091 Physical Damage and the second deals 836 Physical Damage. After casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor.

1
Crystal Fragments IV
2700 Magicka
Conjure dark crystals to bombard an enemy, dealing 2483 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less. While slotted casting a non-Ultimate ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much.
Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.


4
Encase IV
4050 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. If no enemies are immobilized, you restore 2851 Magicka.

4
Shattering Prison IV
4050 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. The shards deal 1799 Magic Damage when the effect ends. If no enemies are immobilized, you restore 2673 Magicka.
Deals damage when effect ends.

4
Restraining Prison IV
4050 Magicka
Call forth Daedric shards from the earth to immobilize enemies in front of you for 6 seconds. If no enemies are immobilized, you restore 2673 Magicka. Hitting an enemy grants you Major Vitality, increasing your healing received by 16% for 2 seconds plus 1 extra second per enemy in the area, up to a maximum of 6 enemies.
Gain Major Vitality, increasing healing received. Increases immobilize duration as the ability ranks up.


20
Rune Prison IV
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.

20
Rune Cage IV
3510 Magicka
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals 1799 Magic Damage if the stun lasts the full duration. This stun cannot be blocked.
Deals damage when effect completes.

20
Defensive Rune IV
3510 Magicka
Place a rune of protection on yourself for 2 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds. This stun cannot be blocked.
Cast spell on self, stunning the next enemy who attacks you.


30
Dark Exchange IV
3240 Stamina
Bargain with darkness to restore 8000 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.

30
Dark Deal IV
2700 Magicka
Bargain with darkness to restore 8000 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 10 seconds. The exchange also grants you Minor Berserk and Minor Force for 10 seconds, increasing your damage done by 5% and Critical Damage by 10%.
Converts Magicka into Health and Stamina instead. Reduces the cost, the times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.

30
Dark Conversion IV
3240 Stamina
Bargain with darkness to restore 10000 Health and 4500 Magicka instantly, and an additional 3000 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
Increases the amount of Health and Magicka restored.


42
Daedric Mines IV
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2613 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.

42
Daedric Tomb IV
5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds. When a mine is triggered it explodes, dealing 2700 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
You place the mines at a target location instead of around you. The mines arm instantly.

42
Daedric Minefield IV
5400 Magicka
Surprise your foes by placing 5 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2700 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
You place 5 mines around you instead of 3.
PASSIVES


18
Unholy Knowledge II
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.

8
Unholy Knowledge I
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 3%.

18
Unholy Knowledge II
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.


27
Blood Magic II
When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect can occur once every half second and scales off your Max Health.

14
Blood Magic I
When you hit an enemy with a directly applied Dark Magic ability, you heal for 800. This effect can occur once every half second and scales off your Max Health.

27
Blood Magic II
When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect can occur once every half second and scales off your Max Health.


36
Persistence II
After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.

22
Persistence I
After blocking an attack, your next Health, Magicka, or Stamina ability costs 7% less.

36
Persistence II
After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.


50
Exploitation II
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.

39
Exploitation I
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 10 seconds.

50
Exploitation II
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.
Storm Calling
ULTIMATES


12
Overload IV
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2323 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2090 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.

12
Power Overload IV
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2640 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for 2375 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
Increase range of Light Attacks and radius of Heavy Attacks. Increases damage.

12
Energy Overload IV
25 Ultimate
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2399 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2160 Shock Damage. The attacks restore 1200 Magicka and Stamina, and deplete Ultimate until you run out, or the ability is toggled off.
While active your Light and Heavy Attacks restore Magicka and Stamina.
SKILLS


1
Mages' Fury IV
2430 Magicka
Call down lightning to strike an enemy, dealing 870 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 695 Shock Damage to other enemies nearby.

1
Mages' Wrath IV
2430 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and all nearby enemies.
Significantly increases the damage dealt to other enemies nearby.

1
Endless Fury IV
2160 Magicka
Call down lightning to strike an enemy, dealing 871 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 696 Shock Damage to other enemies nearby. If any enemy is killed within 5 seconds of being hit with this ability, you restore 4860 Magicka.
Reduces the cost and restores Magicka if the target dies after this ability dealt damage to them.


4
Lightning Form IV
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 462 Shock Damage every 2 seconds for 20 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948.

4
Hurricane IV
2295 Stamina
Manifest yourself as pure air, buffeting nearby enemies with wind dealing 478 Physical Damage every 2 seconds for 20 seconds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.

4
Boundless Storm IV
2700 Magicka
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 463 Shock Damage every 2 seconds for 30 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. Activating this grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.
Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.


20
Lightning Splash IV
2970 Magicka
Create a nexus of storm energy at the target location, dealing 280 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.

20
Liquid Lightning IV
2970 Magicka
Create a nexus of storm energy at the target location, dealing 281 Shock Damage to enemies in the area every 1 second for 15 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the duration.

20
Lightning Flood IV
2970 Magicka
Create a nexus of storm energy at the target location, dealing 377 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Increases the radius and damage.


30
Surge IV
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.

30
Power Surge IV
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 33 seconds. While active, activating a Critical heal causes the ability to heal you and your allies around you for 2550 Health. This effect can occur once every 3 seconds.
The heal now heals in an area around you but with a longer cooldown, and only triggers off Critical healing.

30
Critical Surge IV
4050 Magicka
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 3300 Health. This effect can occur once every 1 second.
Increases the healing.


42
Bolt Escape IV
3780 Magicka
Transform yourself into pure energy and flash forward, stunning enemies near your final location for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.

42
Streak IV
3780 Magicka
Transform yourself into pure energy and flash forward, dealing 1438 Shock Damage to enemies in your wake and stunning them for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
Now deals damage and stuns enemies between your beginning and final location.

42
Ball of Lightning IV
3780 Magicka
Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 seconds. A ball of lightning is created at your end point, which intercepts up to 1 projectile attack made against you every 1 second for 3 seconds. Casting again within 4 seconds costs 33% more Magicka.
Creates a ball of lightning that protects you from projectiles, but no longer stuns enemies. Grants brief snare and immobilization immunity after casting.
PASSIVES


18
Capacitor II
Increases your Magicka Recovery by 10%.

8
Capacitor I
Increases your Magicka Recovery by 5%.

18
Capacitor II
Increases your Magicka Recovery by 10%.


27
Energized II
Increases your Physical and Shock Damage by 5%.

14
Energized I
Increases your Physical and Shock Damage by 3%.

27
Energized II
Increases your Physical and Shock Damage by 5%.


36
Amplitude II
Increases your damage done against enemies by 1% for every 10% current Health they have.

22
Amplitude I
Increases your damage done against enemies by 1% for every 20% current Health they have.

36
Amplitude II
Increases your damage done against enemies by 1% for every 10% current Health they have.


50
Expert Mage II
Increases your Weapon and Spell Damage by 2% for each Sorcerer ability slotted. Current bonus: 0%.

39
Expert Mage I
Increases your Weapon and Spell Damage by 1% for each Sorcerer ability slotted. Current bonus: 0%.

50
Expert Mage II
Increases your Weapon and Spell Damage by 2% for each Sorcerer ability slotted. Current bonus: 0%.
Aedric Spear
ULTIMATES


12
Radial Sweep IV
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2323 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds.

12
Everlasting Sweep IV
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2399 Physical Damage to all nearby enemies and an additional 1161 Physical Damage every 2 seconds for 10 seconds. The duration is extended by 2 seconds for each enemy hit.
Deals Physical Damage and increases the duration, which further increases for each enemy hit.

12
Crescent Sweep IV
75 Ultimate
Swing your Aedric spear around with holy vengeance, dealing 2399 Magic Damage to all nearby enemies and an additional 1161 Magic Damage every 2 seconds for 6 seconds. Enemies in your path will be hit for 60% more damage.
Deals additional damage to enemies in front of you.
SKILLS


1
Puncturing Strikes IV
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 889 Magic Damage to the closest enemy and 462 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.

1
Biting Jabs IV
2295 Stamina
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 919 Physical Damage to the closest enemy and 599 Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds.
Converts into a Stamina ability and deals Physical Damage. Grants you Major Brutality and Sorcery after casting and increases the damage done of the area of effect.

1
Puncturing Sweep IV
2295 Magicka
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 919 Magic Damage to the closest enemy and 478 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. You heal for 33% of the damage done with this ability.
You heal for a percentage of the damage done.


4
Piercing Javelin IV
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1392 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked.

4
Aurora Javelin IV
3780 Magicka
Hurl your spear at an enemy with godlike strength, dealing 1438 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked. The spear deals an additional 2% damage for every 1 meter you are away from the target, up to a maximum of 40%.
Deals additional damage based on the distance the spear travels.

4
Binding Javelin IV
3213 Stamina
Hurl your spear at an enemy with godlike strength, dealing 1393 Physical Damage and stunning them for 4 seconds. This ability ignores the enemy's Resistances and cannot be blocked.
Converts into a Stamina ability and deals Physical Damage. Stuns the enemy for longer instead of knocking back.


20
Focused Charge IV
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1392 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.

20
Explosive Charge IV
3510 Magicka
Charge with your divine lance to impale all enemies in the area, dealing 1799 Magic Damage and gaining Major Protection for 10 seconds, reducing your damage taken by 10%. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds.
Deals increased damage and interrupts all enemies near the point of impact. Increases duration of Major Protection.

20
Toppling Charge IV
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1438 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted.
Always stuns the enemy and sets them Off Balance, regardless if they are casting.


30
Spear Shards IV
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 134 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.

30
Luminous Shards IV
2700 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 1742 Magic Damage to enemies in the area and an additional 135 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Holy Shards synergy, which restores 3960 Magicka and Stamina.
The synergy grants both Magicka and Stamina instead of whichever is lowest. Reduces cost as the ability ranks up.

30
Blazing Spear IV
2970 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 2339 Magic Damage to enemies in the area and an additional 181 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Increases the damage dealt.


42
Sun Shield IV
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.

42
Radiant Ward IV
4050 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 20%.
Has reduced cost, and the shield is strengthened further for each enemy hit.

42
Blazing Shield IV
4320 Magicka
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 30% of the damage it absorbed to nearby enemies.
No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius.
PASSIVES


18
Piercing Spear II
Increases your Critical Damage by 10%. Increases your damage done to blocking targets by 10%.

8
Piercing Spear I
Increases your Critical Damage by 5%. Increases your damage done to blocking targets by 5%.

18
Piercing Spear II
Increases your Critical Damage by 10%. Increases your damage done to blocking targets by 10%.


27
Spear Wall II
Gain Minor Protection for 6 seconds, reducing damage taken by 5%.

14
Spear Wall I
Gain Minor Protection for 3 seconds, reducing damage taken by 5%.

27
Spear Wall II
Gain Minor Protection for 6 seconds, reducing damage taken by 5%.


36
Burning Light II
When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 898 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.

22
Burning Light I
When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 448 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.

36
Burning Light II
When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 898 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.


50
Balanced Warrior II
Increases your Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.

39
Balanced Warrior I
Increases your Weapon and Spell Damage by 3% and Physical and Spell Resistance by 660.

50
Balanced Warrior II
Increases your Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.
Dawn's Wrath
ULTIMATES


12
Nova IV
250 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.

12
Solar Prison IV
250 Ultimate
Call down a fragment of the sun, dealing 1199 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds.
The synergy deals more damage and stuns for longer.

12
Solar Disturbance IV
225 Ultimate
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Reduces the cost and Major Maim stays on enemies after leaving the area.
SKILLS


1
Sun Fire IV
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 3470 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.

1
Vampire's Bane IV
2970 Magicka
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 5370 Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Increases the duration.

1
Reflective Light IV
2970 Magicka
Blast up to three enemies with a charge of radiant heat, dealing 1199 Flame Damage, an additional 3470 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.


4
Solar Flare IV
2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.

4
Dark Flare IV
2430 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2483 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and Health Recovery by 16% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Reduces cost and applies Major Defile to the target and nearby enemies, reducing their healing received.

4
Solar Barrage IV
2700 Magicka
Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.
Deals damage in multiple blasts as damage over time around you instead of at a single enemy.


20
Backlash IV
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.

20
Purifying Light IV
2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 599 Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.

20
Power of the Light IV
1337 Stamina
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately, marking them for 6 seconds, and applying Minor Breach for 10 seconds, reducing their Armor by 2974. After the duration ends, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time.
Converts into a Stamina ability and deals Physical Damage, and applies Minor Breach to the enemy.


30
Eclipse IV
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.

30
Living Dark IV
4050 Magicka
Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second.
You now apply the ability to yourself. Heals you when you take direct damage instead. Melee attackers are snared.

30
Unstable Core IV
4320 Magicka
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 449 Magic Damage, their second attack immobilizes them for 3 seconds and deals 898 Magic Damage, and their third attack stuns them for 3 seconds and deals 1799 Magic Damage. The effects can activate once every 1 second.
Deals damage to the attacker and anyone near them when they trigger any of the effects.


42
Radiant Destruction IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3120 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.

42
Radiant Glory IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 17% of the damage inflicted.
You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.

42
Radiant Oppression IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.
Increases the amount of bonus damage dealt to low health targets.
PASSIVES


18
Enduring Rays II
Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.

8
Enduring Rays I
Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 1 second.

18
Enduring Rays II
Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.


27
Prism II
Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds.

14
Prism I
Casting a Dawn's Wrath ability while in combat generates 2 Ultimate. This effect can occur once every 6 seconds.

27
Prism II
Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds.


36
Illuminate II
Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.

22
Illuminate I
Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 10 seconds, increasing your Spell Damage by 10%.

36
Illuminate II
Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.


50
Restoring Spirit II
Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.

39
Restoring Spirit I
Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 2%.

50
Restoring Spirit II
Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
Restoring Light
ULTIMATES


12
Rite of Passage IV
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2787 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.

12
Remembrance IV
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 4 seconds. Gain Major Protection, reducing damage you take by 10% for 10 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
Gain Major Protection after casting, reducing your damage taken.

12
Practiced Incantation IV
125 Ultimate
Channel the grace of the gods, healing you and nearby allies for 2788 Health every 1 second for 8 seconds. While channeling this ability, you gain immunity to all disabling effects.
Increases the duration of the channel and allows you move at a reduced rate while channeling.
SKILLS


1
Rushed Ceremony IV
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3486 Health.

1
Honor The Dead IV
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Healing anyone who is below 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
Refunds part of the ability's cost when used to heal an injured target.

1
Breath of Life IV
4590 Magicka
Beacon your inner light, healing yourself or a wounded ally in front of you for 3485 Health. Also heals one other injured target for 1199 Health.
Heals a second target for one third the amount.


4
Healing Ritual IV
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2613 Health.

4
Ritual of Rebirth IV
5265 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. You heal a single ally outside this ability's radius for an additional 2700 Health.
You heal a single ally outside the ability's radius.

4
Hasty Prayer IV
4995 Magicka
Focus your spiritual devotion, healing you and nearby allies for 2614 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.


20
Restoring Aura IV
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 20 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.

20
Radiant Aura IV
0 Magicka
Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 minute, increasing your Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects.
Increases the radius and duration.

20
Repentance IV
0 Magicka
Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina to you for each corpse nearby. While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.


30
Cleansing Ritual IV
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 843 Health every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.

30
Ritual of Retribution IV
4050 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 435 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.

30
Extended Ritual IV
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for 844 Health every 2 seconds for 30 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
Increases the duration and the amount of harmful effects cleansed from yourself.


42
Rune Focus IV
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.

42
Channeled Focus IV
1080 Magicka
Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the duration and causes you to restore Magicka over the duration.

42
Restoring Focus IV
918 Stamina
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. While the rune is active you heal for 413 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the healing done and causes you to restore Stamina over the duration.
PASSIVES


18
Mending II
Increases the healing effects from your Restoring Light abilities by up to 12%, in proportion to the severity of the target's wounds.

8
Mending I
Increases the healing effects from your Restoring Light abilities by up to 6%, in proportion to the severity of the target's wounds.

18
Mending II
Increases the healing effects from your Restoring Light abilities by up to 12%, in proportion to the severity of the target's wounds.


27
Sacred Ground II
While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.

14
Sacred Ground I
While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect and for up to 2 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.

27
Sacred Ground II
While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.


36
Light Weaver II
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.

22
Light Weaver I
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 1 Ultimate. While you are channeling Rite of Passage, you gain 16500 Physical and Spell Resistance.

36
Light Weaver II
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.


50
Master Ritualist II
Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.

39
Master Ritualist I
Increases resurrection speed by 10%. Resurrected allies return with 50% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.

50
Master Ritualist II
Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.
Two Handed
ULTIMATES


50
Berserker Strike IV
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3486 Physical Damage to them and all nearby enemies. This attack ignores the target's Physical Resistance, and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds.

50
Onslaught IV
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3485 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Penetration for your direct damage attacks equal to 100% of the amount ignored from the initial target for 5 seconds.
Now grants Penetration for your direct damage attacks rather than Resistances, but for a shorter duration.

50
Berserker Rage IV
150 Ultimate
Strike at an enemy with a vicious blow, dealing 3600 Physical Damage to them and all nearby enemies. This attack ignores the target's Resistance and grants you Physical and Spell Resistance equal to the amount ignored from the initial target for 8 seconds. You are immune to all disabling, snare, and immobilization effects for the duration.
You are immune to all disabling, snare, and immobilization effects for the duration.
SKILLS


2
Uppercut IV
2700 Stamina
Slam an enemy with an upward swing, dealing 2672 Physical Damage.

2
Dizzying Swing IV
2700 Stamina
Slam an enemy with an upward swing, dealing 2760 Physical Damage and setting them Off Balance for 7 seconds. Hitting an enemy that is already Off Balance stuns them for 2 seconds. Targets that are immune to Off Balance are snared by 40% for 2 seconds.
Also sets the enemy Off Balance. Hitting Off Balance enemies stuns them. Enemies that are immune to Off Balance are snared.

2
Wrecking Blow IV
2700 Stamina
Slam an enemy with an upward swing, dealing 2760 Physical Damage. Grants you Empower and Major Berserk for 3 seconds, increasing the damage of your Heavy Attacks against monsters by 70% and your damage done by 10%.
Grants you Empower and Major Berserk after casting.


4
Critical Charge IV
3780 Stamina
Launch across the earth and smash an enemy, dealing 1392 Physical Damage. This attack is always a Critical Strike.

4
Stampede IV
4590 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage to them and all nearby enemies. This attack is always a Critical Strike. After reaching your target, you sunder the ground beneath you, dealing 319 Physical Damage to all enemies in the area every 1 second for 15 seconds.
Increases the cost and the charge now deals damage in an area around the target, and leaves residual damage at the impact area.

4
Critical Rush IV
3240 Stamina
Launch across the earth and smash an enemy, dealing 1393 Physical Damage. Deals up to 50% more damage based on the distance traveled. This attack is always a Critical Strike.
Deals more damage based on the distance traveled. Reduces the cost.


14
Cleave IV
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1742 damage for 6 seconds.

14
Carve IV
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Bleed Damage to enemies in front of you, and causing them to bleed for an additional 2868 Bleed Damage over 12 seconds. Hitting a target that is already bleeding from this ability extends the duration by 10 seconds, up to a maximum of 32. You also gain a damage shield that absorbs 1742 damage for 6 seconds.
Converts into Bleed Damage and applies a bleed over time to enemies hit.

14
Brawler IV
3510 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you. You also gain a damage shield that absorbs 1799 damage for 6 seconds. Each enemy hit increases the damage shield's strength by 50%, up to 300%.
Damage shield now increases in strength for each enemy hit.


20
Reverse Slash IV
2430 Stamina
Spin around and strike an enemy down, dealing 1161 Physical Damage. Deals up to 300% more damage to enemies with less than 50% Health.

20
Reverse Slice IV
2430 Stamina
Spin around and strike an enemy down, dealing 1199 Physical Damage to them and all nearby enemies. Deals up to 300% more damage to enemies with less than 50% Health.
Now deals its damage in an area around the initial target as well.

20
Executioner IV
2160 Stamina
Spin around and strike an enemy down, dealing 1161 Physical Damage. Deals up to 400% more damage to enemies with less than 50% Health.
Increases the amount of bonus damage dealt to low health targets. Reduces the cost.


38
Momentum IV
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds.

38
Forward Momentum IV
3240 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 40 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Reduces the cost, increases the duration, and provides a brief immunity to snares and immobilizations.

38
Rally IV
3780 Stamina
Focus your strength and resolve to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds. You heal for 1199 Health when Rally ends. The final heal is increased by 15% every 1 second, up to a maximum of 300%.
Also heals you when the effect expires.
PASSIVES


34
Forceful II
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.

5
Forceful I
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 50% of the damage inflicted to the primary target.

34
Forceful II
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.


25
Heavy Weapons II
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Armor Penetration by 2974.

10
Heavy Weapons I
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 129. Axes increase your Critical Damage done by 6%. Maces increase your Offensive Penetration by 1487.

25
Heavy Weapons II
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Armor Penetration by 2974.


28
Balanced Blade II
Reduces the Stamina cost of your Two-Handed abilities by 15%.

17
Balanced Blade I
Reduces the Stamina cost of your Two-Handed abilities by 7%.

28
Balanced Blade II
Reduces the Stamina cost of your Two-Handed abilities by 15%.


46
Follow Up II
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.

30
Follow Up I
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 5% for 4 seconds.

46
Follow Up II
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.


50
Battle Rush II
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.

41
Battle Rush I
Increases your Stamina Recovery by 15% for 10 seconds after killing a target.

50
Battle Rush II
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.
One Hand and Shield
ULTIMATES


50
Shield Wall IV
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 6 seconds.

50
Spell Wall IV
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost and reflect all projectiles cast at you for 7 seconds.
You also reflect all projectiles cast at you.

50
Shield Discipline IV
135 Ultimate
Reinforce your shield, allowing you to automatically block all attacks at no cost for 8 seconds. Your One Hand and Shield abilities cost nothing while this effect persists.
Your One Hand and Shield abilities cost nothing while active.
SKILLS


2
Puncture IV
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1161 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds.

2
Ransack IV
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1199 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds. You also gain Minor Protection, reducing your damage taken by 5% for 15 seconds.
You also gain Minor Protection, reducing your damage taken.

2
Pierce Armor IV
1350 Stamina
Thrust your weapon with disciplined precision at an enemy, dealing 1199 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Minor Breach and Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.
Also inflicts Minor Breach, further reducing the enemy's Resistances.


4
Low Slash IV
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1392 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds.

4
Deep Slash IV
2970 Stamina
Surprise an enemy with a sweeping lunge, dealing 1799 Physical Damage to them and other nearby enemies, afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. Enemies hit also have their Movement Speed reduced by 30% for 4 seconds.
Increases the damage dealt. Now hits all targets near the initial enemy hit, and snares them.

4
Heroic Slash IV
2970 Stamina
Surprise an enemy with a deep lunge, dealing 1438 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 15 seconds. You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 15 seconds.
You gain Minor Heroism, increasing your Ultimate generation.


14
Defensive Posture IV
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast.

14
Defensive Stance IV
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Max Health. You reflect the next harmful direct damage projectile cast at you. This effect can occur once per cast. While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.
While slotted, you reduce the cost of block and increase the amount of damage you can block.

14
Absorb Missile IV
4320 Stamina
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. While the shield persists, you are healed for 2560 Health the next time a harmful direct damage projectile hits you. This effect can occur once per cast. This ability scales off your Max Health.
Projectiles that are absorbed by the damage shield heal you, rather than reflect.


20
Shield Charge IV
3780 Stamina
Rush an enemy and ram them, dealing 1392 Physical Damage and stunning them for 3 seconds.

20
Shielded Assault IV
3780 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3 seconds. You gain a damage shield after the attack, absorbing 5121 damage for 6 seconds. This portion of the ability scales off your Max Health.
Gain a damage shield after the attack.

20
Invasion IV
3510 Stamina
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 4 seconds. Stuns up to 50% longer based on the distance traveled.
Stuns longer based on the distance traveled. Reduces the cost.


38
Power Bash IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 2323 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.

38
Reverberating Bash IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 1161 Physical Damage and stunning them for 3 seconds. After the stun ends, the enemy takes an additional 1161 Physical Damage. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Initial damage is halved, but stuns the target. After the stun ends, the enemy takes the damage again.

38
Power Slam IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 2399 Physical Damage. While slotted, blocking any attack grants you Resentment, which reduces the cost of your next Power Slam cast within 10 seconds by 50%. This ability's damage is considered Bash damage and interrupts the enemy if they are casting.
Blocking any attack reduces the cost of your next Power Slam.
PASSIVES


34
Fortress II
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.

5
Fortress I
Reduces the Stamina cost of your One Hand and Shield abilities by 7% and reduces the cost of blocking by 18%.

34
Fortress II
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.


25
Sword and Board II
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.

10
Sword and Board I
Increases your Weapon and Spell Damage by 3% and the amount of damage you can block by 10%.

25
Sword and Board II
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.


28
Deadly Bash II
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.

17
Deadly Bash I
Improves your standard Bash attacks, causing them to deal 250 more damage and cost 25% less Stamina.

28
Deadly Bash II
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.


46
Deflect Bolts II
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.

30
Deflect Bolts I
Increases the amount of damage you can block from projectiles and ranged attacks by 6%.

46
Deflect Bolts II
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.


50
Battlefield Mobility II
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%

41
Battlefield Mobility I
Reduces the Movement Speed penalty of Bracing. Current penalty: 48%

50
Battlefield Mobility II
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%
Dual Wield
ULTIMATES


50
Lacerate IV
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6960 Bleed Damage over 8 seconds and healing you for 50% of the damage done.

50
Rend IV
150 Ultimate
Slash enemies in front of you, causing them to bleed for 12942 Bleed Damage over 16 seconds and healing you for 50% of the damage done.
Increases the duration.

50
Thrive in Chaos IV
150 Ultimate
Slash enemies in front of you, causing them to bleed for 6965 Bleed Damage over 8 seconds and healing you for 50% of the damage done. Each enemy hit increases your damage done by 6% for the duration. This effect can stack up to 6 times.
Converts into a conal attack. Each enemy hit increases your damage done.
SKILLS


2
Flurry IV
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 667 Physical Damage.

2
Rapid Strikes IV
2430 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 689 Physical Damage. Each hit increases the damage of the subsequent hit by 5%.
Reduces the cost and each hit increases the damage of the subsequent hit.

2
Bloodthirst IV
2700 Stamina
Flood an enemy with steel, battering them with four consecutive attacks that each deal 689 Bleed Damage and heal you for 33% of the damage caused.
Converts into Bleed Damage and heals you for a percentage of the damage caused.


4
Twin Slashes IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds.

4
Rending Slashes IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 718 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. You also reduce their Movement Speed by 30% for 4 seconds.
Increases the initial damage, applies the Hemorrhaging status effect, and reduces the enemy's Movement Speed.

4
Blood Craze IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Bleed Damage with each weapon and causing them to bleed for an additional 3470 Bleed Damage over 20 seconds. You heal for 358 Health anytime this ability deals damage.
Whenever an enemy is damaged from the attack you are healed.


14
Whirlwind IV
3510 Stamina
Launch yourself into a lethal spin, dealing 1742 Physical Damage to nearby enemies.

14
Whirling Blades IV
3510 Stamina
Launch yourself into a lethal spin, dealing 1799 Physical Damage to nearby enemies. Deals up to 100% more damage to enemies with less than 50% Health.
Ability deals more damage the less Health enemies have.

14
Steel Tornado IV
3240 Stamina
Launch yourself into a lethal spin, releasing a flurry of blades around you that deals 1742 Physical Damage to nearby enemies.
Increases the radius. Reduces cost as ability ranks up.


20
Blade Cloak IV
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 421 Physical Damage to all enemies within 5 meters.

20
Quick Cloak IV
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 30 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 422 Physical Damage to all enemies within 5 meters. You also gain Major Expedition for 4 seconds, increasing your Movement Speed by 30%.
Increases duration and grants Major Expedition for a short duration after casting.

20
Deadly Cloak IV
3780 Stamina
Envelop yourself in a protective cloak of razors, gaining Major Evasion for 20 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 566 Physical Damage to all enemies within 5 meters.
Increases the damage done.


38
Hidden Blade IV
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1392 Physical Damage and granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds.

38
Shrouded Daggers IV
3780 Stamina
Fire a secret dagger from your sleeve that bounces up to 3 times to nearby enemies, dealing 1799 Physical Damage per hit. If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
Increases the damage, and the dagger now bounces up to a total of three times.

38
Flying Blade IV
3780 Stamina
Fire a secret dagger from your sleeve at an enemy, dealing 1438 Physical Damage and marking them for 5 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. Reactivating this ability on them allows you to jump to a marked enemy free of cost, dealing 2160 Physical Damage. Casting grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 40 seconds.
Casting the ability again against the same target causes you to jump to them. Extends the duration of Major Brutality and Sorcery.
PASSIVES


30
Slaughter II
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.

5
Slaughter I
Increases damage with Dual Wield abilities by 10% against enemies with under 25% Health.

30
Slaughter II
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.


17
Dual Wield Expert II
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.

10
Dual Wield Expert I
Increases Weapon and Spell Damage by 3% of off-hand weapon's damage.

17
Dual Wield Expert II
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.


34
Controlled Fury II
Reduces the Stamina cost of Dual Wield abilities by 15%.

25
Controlled Fury I
Reduces the Stamina cost of Dual Wield abilities by 7%.

34
Controlled Fury II
Reduces the Stamina cost of Dual Wield abilities by 15%.


46
Ruffian II
Gives you a 15% damage bonus when attacking stunned, immobilized, disoriented, or silenced enemies.

28
Ruffian I
Gives you an 8% damage bonus when attacking stunned, immobilized, disoriented, or silenced enemies.

46
Ruffian II
Gives you a 15% damage bonus when attacking stunned, immobilized, disoriented, or silenced enemies.


50
Twin Blade and Blunt II
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.

41
Twin Blade and Blunt I
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 3%. Each mace increases your Offensive Penetration by 743. Each sword increases your Weapon and Spell Damage by 64. Each dagger increases your Critical Chance rating by 328.

50
Twin Blade and Blunt II
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.
Bow
ULTIMATES


50
Rapid Fire IV
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Physical Damage over 4 seconds. You can move at full speed and are immune to all disabling effects while channeling this attack.

50
Toxic Barrage IV
175 Ultimate
Unleash a barrage of arrows at an enemy, dealing 17420 Poison Damage over 4 seconds. After dealing damage you poison the enemy, dealing an additional 8995 Poison Damage over 8 seconds after a 1 second delay. You can move at full speed and are immune to all disabling effects while channeling this attack.
Deals Poison Damage. Dealing damage with the attack injects them with poison, dealing additional damage over time.

50
Ballista IV
175 Ultimate
Summon a turret to unleash a barrage of arrows at an enemy, dealing 15587 Physical Damage over 5 seconds.
Summon a turret to channel the attack for you, but for less damage.
SKILLS


2
Snipe IV
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage.

2
Lethal Arrow IV
2700 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2483 Poison Damage and applying the Poisoned status effect. Also afflicts enemy with Minor Defile, which reduces their healing received and Health Recovery by 8% for 4 seconds.
Deals Poison Damage and always applies the Poisoned status effect. Also applies Minor Defile to the enemy, reducing their healing received.

2
Focused Aim IV
2430 Stamina
Plant a masterfully aimed arrow in an enemy's vital spot, dealing 2404 Physical Damage. Also inflicts Minor Breach on the enemy, reducing their Physical and Spell Resistance by 2974 for 10 seconds.
Increases the range. Enemies who are hit are inflicted with Minor Breach, reducing their Physical and Spell Resistance. Reduces cost as ability ranks up.


4
Volley IV
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 342 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.

4
Endless Hail IV
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 343 Physical Damage to enemies in the target area every 1 second for 13 seconds, after a 2 second delay.
Increases the duration.

4
Arrow Barrage IV
2700 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 460 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
Increases the radius and damage done.


14
Scatter Shot IV
3780 Stamina
Blast an enemy with an explosive arrow, dealing 1392 Physical Damage, knocking them back 8 meters.

14
Magnum Shot IV
3510 Stamina
Blast an enemy with an explosive arrow, dealing 1727 Physical Damage and knocking them back 8 meters.
Deals increased damage and reduces the cost.

14
Draining Shot IV
3780 Stamina
Blast an enemy with an enchanted arrow, dealing 1393 Physical Damage and reducing their Movement Speed by 60% for 3 seconds. If the enemy is hit, you heal for 2399.
Heals you if enemy is successfully hit, but snares them instead of stunning.


20
Arrow Spray IV
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you.

20
Bombard IV
3240 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you. Enemies hit are immobilized for 4 seconds.
Immobilizes enemies hit and reduces the cost as the ability ranks up.

20
Acid Spray IV
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Poison Damage to enemies in front of you, and dealing an additional 1635 Poison Damage over 5 seconds.
Deals Poison Damage and adds additional damage over time.


38
Poison Arrow IV
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds.

38
Venom Arrow IV
2430 Stamina
Shoot an arrow coated in Shadowscale poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. After casting you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage for 20 seconds.
Interrupts enemies hit if they are casting. Grants Major Brutality and Sorcery after casting. Reduces cost as ability ranks up.

38
Poison Injection IV
2700 Stamina
Shoot an arrow coated in Baandari poison at an enemy, dealing 1161 Poison Damage and an additional 3470 Poison Damage over 20 seconds. Deals up to 120% more damage to enemies under 50% Health.
Deals additional damage to low Health enemies.
PASSIVES


34
Vinedusk Training II
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.

5
Vinedusk Training I
Increases your damage done by 2% against enemies 15 meters or closer. Increases your Critical Chance rating by 657 against enemies further than 15 meters.

34
Vinedusk Training II
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.


25
Accuracy II
Increases your Critical Chance rating by 1314.

10
Accuracy I
Increases your Critical Chance rating by 657.

25
Accuracy II
Increases your Critical Chance rating by 1314.


28
Ranger II
Reduces the Stamina cost of Bow abilities by 15%.

17
Ranger I
Reduces the Stamina cost of Bow abilities by 7%.

28
Ranger II
Reduces the Stamina cost of Bow abilities by 15%.


46
Hawk Eye II
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.

30
Hawk Eye I
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 2% for 5 seconds, stacking up to 5 times.

46
Hawk Eye II
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.


50
Hasty Retreat II
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.

41
Hasty Retreat I
Grants you Major Expedition for 2 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.

50
Hasty Retreat II
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.
Destruction Staff
ULTIMATES


50
Elemental Storm IV
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 1742 Magic Damage every 1 second for 7 seconds.

50
Elemental Rage IV
250 Ultimate
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing 2249 Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
Increases the damage and gains a new effect depending on your staff type.

50
Eye of the Storm IV
250 Ultimate
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing 1799 Magic Damage every 1 second for 7 seconds.
The storm is cast above you instead, and follows you wherever you move.
SKILLS


2
Force Shock IV
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 695 Flame Damage, 695 Frost Damage, and 695 Shock Damage.

2
Crushing Shock IV
2430 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Enemies hit while casting are interrupted, set Off Balance, and stunned for 3 seconds.
Interrupts spells, putting the caster Off Balance. Reduces cost as ability ranks up.

2
Force Pulse IV
2700 Magicka
Focus all the elemental energies with your staff and blast an enemy for 696 Flame Damage, 696 Frost Damage, and 696 Shock Damage. Up to 2 nearby enemies will take 2399 Magic Damage if they were already afflicted with a status effect.
Damages nearby enemies if they are under the effects of a status effect.


4
Wall of Elements IV
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 280 Magic Damage to enemies in the target area every 1 second. Wall of Fire deals additional damage to Burning enemies. Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Wall of Storms sets Concussed enemies Off Balance.

4
Unstable Wall of Elements IV
2970 Magicka
Create an unstable elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second before exploding for an additional 1199 Magic Damage. Unstable Wall of Fire deals additional damage to Burning enemies. Unstable Wall of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Unstable Wall of Storms sets Concussed enemies Off Balance.
The wall explodes when it expires, dealing additional damage.

4
Elemental Blockade IV
2970 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 281 Magic Damage to enemies in the target area every 1 second. Blockade of Fire deals additional damage to Burning enemies. Blockade of Frost costs more, but snares and reduces armor against Chilled enemies and grants damage shields. Blockade of Storms sets Concussed enemies Off Balance.
Increases the size and duration of the wall.


14
Destructive Touch IV
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.

14
Destructive Clench IV
2970 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage. The initial hit always applies the element's status effect. Flame Clench also knocks the enemy back. Frost Clench deals less damage, has increased range, applies Major Maim, immobilizes, and taunts the enemy. Shock Clench converts the attack into an area of effect explosion.
Converts the damage over time into a new effect based on your staff type.

14
Destructive Reach IV
2700 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 3470 Magic Damage over 20 seconds. The initial hit always applies the element's status effect.
Increases the range. Reduces the cost as the ability ranks up.


20
Weakness to Elements IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948.

20
Elemental Susceptibility IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 30 seconds, reducing their Physical and Spell Resistance by 5948. Every 7.5 seconds the enemy is afflicted with the Burning, Chilled, and Concussion status effect.
Applies each elemental status effect periodically while active and increases the range.

20
Elemental Drain IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 1 minute, reducing their Physical and Spell Resistance by 5948. Also applies Minor Magickasteal to the enemy for 1 minute, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy and greatly increases the duration.


38
Impulse IV
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies. Fire Impulse hits Burning enemies with Impulse Afterburn, which deals more damage based on their missing Health. Frost Impulse also provides Minor Protection. Shock Impulse's damage increases based on the number of enemies hit.

38
Elemental Ring IV
3780 Magicka
Release a surge of elemental energy, dealing 1799 Magic Damage to enemies at the target location. Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health. Frost Ring also provides Minor Protection. Shock Ring's damage increases based on the number of enemies hit.
Deals damage at a target location instead of around you.

38
Pulsar IV
3780 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies and afflicting them with Minor Mangle, reducing their Max Health by 10% for 10 seconds. Flame Pulsar hits Burning enemies with Pulsar Afterburn, which deals more damage based on their missing Health. Frost Pulsar also provides Minor Protection. Storm Pulsar's damage increases based on the number of enemies hit.
Applies Minor Mangle to non-boss enemies, reducing their Max Health. Triples the innate chance to apply the respective status effect.
PASSIVES


34
Tri Focus II
Fully-charged Inferno Staff Heavy Attacks deal an additional 4480 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.

5
Tri Focus I
Fully-charged Inferno Staff Heavy Attacks deal an additional 2230 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 50% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 2640 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.

34
Tri Focus II
Fully-charged Inferno Staff Heavy Attacks deal an additional 4480 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.


17
Penetrating Magic II
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.

10
Penetrating Magic I
Your Destruction Staff abilities ignore 1487 of the enemy's Spell Resistance.

17
Penetrating Magic II
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.


30
Elemental Force II
Increases your chance to apply status effects by 100%.

25
Elemental Force I
Increases your chance to apply status effects by 50%.

30
Elemental Force II
Increases your chance to apply status effects by 100%.


46
Ancient Knowledge II
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.

28
Ancient Knowledge I
Inferno Staves increases your damage done with damage over time and Status Effects by 6%. Lightning Staves increases your damage done with direct damage and channeled effects by 6%. Ice Staves reduce the cost of blocking by 18% and increases the amount of damage you block by 10%.

46
Ancient Knowledge II
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.


50
Destruction Expert II
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.

41
Destruction Expert I
When you kill an enemy with a Destruction Staff ability, you restore 1800 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 900 Magicka. This effect can occur once every 10 seconds.

50
Destruction Expert II
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.
Restoration Staff
ULTIMATES


50
Panacea IV
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2904 Health every 1 second for 5 seconds.

50
Life Giver IV
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or an ally for 2999 Health every 1 second for 5 seconds. When you activate this ability you automatically cast Regeneration, Blessing of Protection, and Steadfast Ward at no cost. These will update based on which morph of each ability you have taken.
Also automatically casts Regeneration, Blessing of Protection, and Steadfast Ward.

50
Light's Champion IV
125 Ultimate
Release the rejuvenating energies of your staff to swirl around you, healing you or a nearby ally for 2904 Health every 1 second for 5 seconds. Any friendly target you heal gains Major Force for 8 seconds, increasing their Critical Damage by 20%.
Any friendly target healed gains Major Force, increasing Critical Damage dealt.
SKILLS


2
Grand Healing IV
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4631 Health over 10 seconds.

2
Illustrious Healing IV
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 5486 Health over 15 seconds.
Increases the duration.

2
Healing Springs IV
3510 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 4642 Health over 10 seconds. Increases your Magicka Recovery by 15 for each target affected, stacking up to 20 times.
You gain Magicka Recovery for each target healed.


4
Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3480 Health over 10 seconds.

4
Rapid Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 3594 Health over 5 seconds. The healing increases by up to 50% more on targets under 100% Health.
The healing happens faster over a shorter duration and increases in healing on low Health targets.

4
Radiating Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or up to 3 nearby allies for 3594 over 10 seconds.
Heals two additional targets.


14
Blessing of Protection IV
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2613 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 10 seconds.

14
Blessing Of Restoration IV
4860 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2970 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 20 seconds.
Increases the size, healing done, and duration.

14
Combat Prayer IV
4590 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2784 Health. Also grants Minor Berserk and Minor Resolve increasing you and your allies' damage done by 5% and Physical Resistance and Spell Resistance by 2974 for 10 seconds.
Also grants Minor Berserk, increasing you and your allies' damage done. Cost decreases as ability ranks up.


20
Steadfast Ward IV
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.

20
Ward Ally IV
4320 Magicka
Call on your staff's strength to protect you and the lowest health ally around you with a damage shield that absorbs 2323 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
Cast two shields instead of one, with one shield always on yourself. Reduces the cost as the ability ranks up.

20
Healing Ward IV
4590 Magicka
Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs 2399 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds. While the shield persists, the target is healed for 33% of the shield's remaining strength every second.
Heals target based on the shield's strength every second it persists.


38
Force Siphon IV
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 24 seconds, healing you and your allies for 600 Health every 1 second when damaging them.

38
Siphon Spirit IV
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 30 seconds, healing you and your allies for 600 Health every 1 second when damaging them. Also applies Minor Magickasteal to the enemy for 30 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy.

38
Quick Siphon IV
0 Magicka
Focus your staff's power to apply Minor Lifesteal to an enemy for 30 seconds, healing you and your allies for 600 Health every 1 second when damaging them. When you or an ally hits the target, they gain Minor Expedition, which increases their Movement Speed by 15% for 4 seconds.
Allies who hit the enemy target also gain Minor Expedition.
PASSIVES


34
Essence Drain II
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 15 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.

5
Essence Drain I
You gain Major Mending for 2 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 12 meters of the target for 25% of the damage inflicted by the final hit of a fully-charged Heavy Attack.

34
Essence Drain II
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 15 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.


17
Restoration Expert II
Increases your healing by 15% on allies under 30% Health.

10
Restoration Expert I
Increases your healing by 8% on allies under 30% Health.

17
Restoration Expert II
Increases your healing by 15% on allies under 30% Health.


30
Cycle of Life II
Your fully-charged Heavy Attacks restore 30% more Magicka.

25
Cycle of Life I
Your fully-charged Heavy Attacks restore 15% more Magicka.

30
Cycle of Life II
Your fully-charged Heavy Attacks restore 30% more Magicka.


46
Absorb II
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.

28
Absorb I
Restores 300 Magicka whenever you block an attack. This effect can occur once every .25 seconds.

46
Absorb II
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.


50
Restoration Master II
Increases healing with Restoration Staff spells by 5%.

41
Restoration Master I
Increases healing with Restoration Staff spells by 3%.

50
Restoration Master II
Increases healing with Restoration Staff spells by 5%.
Light Armor
SKILLS


22
Annulment IV
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health.

22
Dampen Magic IV
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 60% of your Max Health. Each piece of Light Armor worn increases the amount of damage absorbed by 6%.
Each piece of Light Armor worn increases damage absorbed. Increases shield cap value.

22
Harness Magicka IV
4590 Magicka
Convert a portion of your Magicka into a protective ward, gaining a damage shield that absorbs 3718 damage for 6 seconds. Damage shield strength capped at 50% of your Max Health. While active, whenever the shield absorbs damage, you restore 229 Magicka. Each piece of Light Armor worn increases the Magicka restored by 33%. This effect can occur up to 3 times.
Restores Magicka whenever you absorb damage.
PASSIVES

1
Light Armor Bonuses
Each piece of Light Armor does the following: Reduces damage taken from Magical attacks by 1% Reduces the cost of Roll Dodge by 3% Reduces the Movement Speed penalty of Sneak by 5% Reduces the cost of Break Free by 5% Reduces the cost of Bash by 3%

1
Light Armor Penalties
Each piece of Light Armor does the following: Increases damage taken from Martial attacks by 1% Increases the cost of Block by 3% Decreases damage done with Bash by 1%


30
Grace III
Reduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 3% for each piece of Light Armor worn. Current bonus: 0%.

2
Grace I
Reduces the effectiveness of snares applied to you by 1% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 1% for each piece of Light Armor worn. Current bonus: 0%.

10
Grace II
Reduces the effectiveness of snares applied to you by 2% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 2% for each piece of Light Armor worn. Current bonus: 0%.

30
Grace III
Reduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Current bonus: 0%. Reduces the cost of Sprint by 3% for each piece of Light Armor worn. Current bonus: 0%.


18
Evocation II
Increases your Magicka Recovery by 4% for each piece of Light Armor equipped. Current bonus: 0%. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped. Current bonus: 0%.

6
Evocation I
Increases your Magicka Recovery by 2% for each piece of Light Armor equipped. Current bonus: 0%. Reduces the Magicka cost of your abilities by 1% for each piece of Light Armor equipped. Current bonus: 0%.

18
Evocation II
Increases your Magicka Recovery by 4% for each piece of Light Armor equipped. Current bonus: 0%. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped. Current bonus: 0%.


34
Spell Warding II
Increases your Spell Resistance by 726 for each piece of Light Armor equipped. Current bonus: 0.

14
Spell Warding I
Increases your Spell Resistance by 363 for each piece of Light Armor equipped. Current bonus: 0.

34
Spell Warding II
Increases your Spell Resistance by 726 for each piece of Light Armor equipped. Current bonus: 0.


46
Prodigy II
Increases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped. Current bonus: 0.

38
Prodigy I
Increases your Weapon and Spell Critical rating by 109 for each piece of Light Armor equipped. Current bonus: 0.

46
Prodigy II
Increases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped. Current bonus: 0.


50
Concentration II
Increases your Physical and Spell Penetration by 939 for each piece of Light Armor worn. Current bonus: 0

42
Concentration I
Increases your Physical and Spell Penetration by 469 for each piece of Light Armor worn. Current bonus: 0

50
Concentration II
Increases your Physical and Spell Penetration by 939 for each piece of Light Armor worn. Current bonus: 0
Medium Armor
SKILLS


22
Evasion IV
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 20 seconds.

22
Shuffle IV
2943 Stamina
Shroud yourself in mist to gain Major Evasion, decreasing damage from area attacks by 20% for 20 seconds. Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations for 1 second.
Each piece of Medium Armor worn removes and grants immunity to snares and immobilizations.

22
Elude IV
3213 Stamina
Shroud yourself in mist to gain Major Evasion, reducing damage from area attacks by 20% for 16 seconds. While this effect is active, when you take damage from a direct area of effect attack you gain Major Expedition for 0 seconds, increasing your Movement Speed by 30%. Each piece of Medium Armor worn increases the duration of this ability.
When you take area damage, you gain Major Expedition. Each piece of Medium Armor worn increases the duration of this ability.
PASSIVES

1
Medium Armor Bonuses
Each piece of Medium Armor does the following: Reduces the cost of Sprint by 1% Reduces the cost of Sneak by 5% Reduces the cost of Block by 3% Reduces damage taken from Area of Effect attacks by 2% for 2 seconds after you use Roll Dodge Increases Movement Speed by 2% while immune to crowd control


30
Dexterity III
Increases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped. Current bonus: 0%.

2
Dexterity I
Increases your Critical Damage and Healing done rating by 1% for every 2 pieces of Medium Armor equipped. Current bonus: 0%.

10
Dexterity II
Increases your Critical Damage and Healing done rating by 1% for every piece of Medium Armor equipped. Current bonus: 0%.

30
Dexterity III
Increases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped. Current bonus: 0%.


18
Wind Walker II
Increases your Stamina Recovery by 4% per piece of Medium Armor equipped. Current bonus: 0%. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped. Current bonus: 0%.

6
Wind Walker I
Increases your Stamina Recovery by 2% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the Stamina cost of your abilities by 1% for each piece of Medium Armor equipped. Current bonus: 0%.

18
Wind Walker II
Increases your Stamina Recovery by 4% per piece of Medium Armor equipped. Current bonus: 0%. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped. Current bonus: 0%.


34
Improved Sneak II
Reduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped. Current bonus: 0%.

14
Improved Sneak I
Reduces the cost of Sneak by 4% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the size of your detection area while Sneaking by 3% for each piece of Medium Armor equipped. Current bonus: 0%.

34
Improved Sneak II
Reduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped. Current bonus: 0%.


46
Agility II
Increases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn. Current bonus: 0%.

38
Agility I
Increases your Weapon and Spell Damage by 1% for each piece of Medium Armor worn. Current bonus: 0%.

46
Agility II
Increases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn. Current bonus: 0%.


50
Athletics II
Increases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped. Current bonus: 0%.

42
Athletics I
Increases the Movement Speed bonus of Sprint by 2% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the cost of Roll Dodge by 2% for each piece of Medium Armor equipped. Current bonus: 0%.

50
Athletics II
Increases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Current bonus: 0%. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped. Current bonus: 0%.
Heavy Armor
SKILLS


22
Unstoppable IV
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.

22
Unstoppable Brute IV
2943 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While this effect persists, each piece of Heavy Armor worn decreases the cost of Break Free by 5%. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration.
Decreases the cost as the ability ranks up. While active, each piece of Heavy Armor worn decreases the cost of Break Free.

22
Immovable IV
3213 Stamina
Intensify your physical presence to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 23 seconds. Also grants you immunity to knockback and disabling effects for 6 seconds, but reduces your Movement Speed by 65% for the duration. Each piece of Heavy Armor worn increases the amount of damage you block and the potency of the snare by 5%.
Each piece of Heavy Armor worn increases the amount of damage you can block, but also increases the snare strength. Increases duration of Major Resolve as the ability ranks up.
PASSIVES

1
Heavy Armor Bonuses
Each piece of Heavy Armor does the following: Reduces damage taken from Martial attacks by 1% Increases the amount of damage blocked by 1% Increases damage done with Bash by 30 Reduces your damage taken while immune to crowd control by 1%

1
Heavy Armor Penalties
Each piece of Heavy Armor does the following: Increases damage taken from Magical attacks by 1% Reduces the Movement Speed bonus of Sprint by 1% Increases the cost of Roll Dodge by 3% Increases the size of your detection area while Sneaking by 10%


30
Resolve III
Increases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped. Current bonus: 0.

2
Resolve I
Increases your Physical and Spell Resistance by 114 for each piece of Heavy Armor equipped. Current bonus: 0.

10
Resolve II
Increases your Physical and Spell Resistance by 229 for each piece of Heavy Armor equipped. Current bonus: 0.

30
Resolve III
Increases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped. Current bonus: 0.


18
Constitution II
Increases your Health Recovery by 4% for each piece of Heavy Armor equipped. Current bonus: 0%. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds. Current bonus: 0.

6
Constitution I
Increases your Health Recovery by 2% for each piece of Heavy Armor equipped. Current bonus: 0%. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 8 seconds. Current bonus: 0.

18
Constitution II
Increases your Health Recovery by 4% for each piece of Heavy Armor equipped. Current bonus: 0%. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds. Current bonus: 0.


34
Juggernaut II
Increases your Max Health by 2% for each piece of Heavy Armor equipped. Current bonus: 0%.

14
Juggernaut I
Increases your Max Health by 1% for each piece of Heavy Armor equipped. Current bonus: 0%.

34
Juggernaut II
Increases your Max Health by 2% for each piece of Heavy Armor equipped. Current bonus: 0%.


46
Revitalize II
Increases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn. Current bonus: 0%

38
Revitalize I
Increases the Magicka or Stamina your Heavy Attacks restore by 2% for each piece of Heavy Armor worn. Current bonus: 0%

46
Revitalize II
Increases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn. Current bonus: 0%


50
Rapid Mending II
Increases your healing received by 1% for each piece of Heavy Armor worn. Current bonus: 0%

42
Rapid Mending I
Increases your healing received by 1% for every 2 pieces of Heavy Armor worn. Current bonus: 0%

50
Rapid Mending II
Increases your healing received by 1% for each piece of Heavy Armor worn. Current bonus: 0%
Excavation
PASSIVES


6
Hand Brush II
Removes 1 layer of soil or rock from a 1x1 area. Generates: 1 Intuition Maximum Intuition: 4.

1
Hand Brush I
Removes 1 layer of soil or rock from a 1x1 area. Generates: 1 Intuition Maximum Intuition: 2.

6
Hand Brush II
Removes 1 layer of soil or rock from a 1x1 area. Generates: 1 Intuition Maximum Intuition: 4.


5
Augur II
Indicates how near the Antiquity is to the selected location. Can only be used a limited number of times, based on the Antiquity's Difficulty. Works on the lowest six layers of dirt and rocks. Cannot detect Bonus Loot. Using Augur does not consume a turn.

1
Augur I
Indicates how near the Antiquity is to the selected location. Can only be used a limited number of times, based on the Antiquity's Difficulty. Only works on the lowest three layers of dirt and rocks. Cannot detect Bonus Loot. Using Augur does not consume a turn.

5
Augur II
Indicates how near the Antiquity is to the selected location. Can only be used a limited number of times, based on the Antiquity's Difficulty. Works on the lowest six layers of dirt and rocks. Cannot detect Bonus Loot. Using Augur does not consume a turn.


7
Trowel II
Removes 3 layers of dirt or rock from a 1x1 area. Costs 2 Intuition to use. Can safely trigger Fissures to create explosive chain reactions.

2
Trowel I
Removes 3 layers of dirt or rock from a 1x1 area. Costs 2 Intuition to use.

7
Trowel II
Removes 3 layers of dirt or rock from a 1x1 area. Costs 2 Intuition to use. Can safely trigger Fissures to create explosive chain reactions.


4
Keen Eye: Dig Sites II
Antiquity Dig Sites will be easier to see when you are 30 meters or closer.

2
Keen Eye: Dig Sites I
Antiquity Dig Sites will be easier to see when you are 20 meters or closer.

4
Keen Eye: Dig Sites II
Antiquity Dig Sites will be easier to see when you are 30 meters or closer.


10
Excavator's Reserves II
Further increases the amount of time you have available when excavating a dig site.

3
Excavator's Reserves I
Increases the amount of time you have available when excavating a dig site.

10
Excavator's Reserves II
Further increases the amount of time you have available when excavating a dig site.


8
Heavy Shovel II
Removes 1 layer of dirt and rocks from up to a 3x3 area. The shovel only affects a single contiguous height of dirt and rocks. Costs 2 Intuition to use. Has a chance to consume no Intuition on use.

4
Heavy Shovel I
Removes 1 layer of dirt and rocks from up to a 3x3 area. The shovel only affects a single contiguous height of dirt and rocks. Costs 2 Intuition to use.

8
Heavy Shovel II
Removes 1 layer of dirt and rocks from up to a 3x3 area. The shovel only affects a single contiguous height of dirt and rocks. Costs 2 Intuition to use. Has a chance to consume no Intuition on use.


9
Keen Eye: Treasure Chests II
Treasure Chests will be easier to see when you are 30 meters or closer.

7
Keen Eye: Treasure Chests I
Treasure Chests will be easier to see when you are 20 meters or closer.

9
Keen Eye: Treasure Chests II
Treasure Chests will be easier to see when you are 30 meters or closer.
Legerdemain
PASSIVES


16
Improved Hiding IV
Reduces the cost of Sneak by 40%.

1
Improved Hiding I
Reduces the cost of Sneak by 10%.

6
Improved Hiding II
Reduces the cost of Sneak by 20%.

11
Improved Hiding III
Reduces the cost of Sneak by 30%.

16
Improved Hiding IV
Reduces the cost of Sneak by 40%.


17
Light Fingers IV
Increases your chances of successfully Pickpocketing by 50%

2
Light Fingers I
Increases your chance of successfully Pickpocketing by 10%.

7
Light Fingers II
Increases your chance of successfully Pickpocketing by 20%.

12
Light Fingers III
Increases your chances of successfully Pickpocketing by 35%

17
Light Fingers IV
Increases your chances of successfully Pickpocketing by 50%


18
Trafficker IV
Increases the number of fence interactions you can use each day by 180%.

3
Trafficker I
Increases the number of fence interactions you can use each day by 120%.

8
Trafficker II
Increases the number of fence interactions you can use each day by 140%.

13
Trafficker III
Increases the number of fence interactions you can use each day by 160%.

18
Trafficker IV
Increases the number of fence interactions you can use each day by 180%.


19
Locksmith IV
Improves your chances of forcing locks by 70%.

5
Locksmith I
Improves your chances of forcing locks by 10%.

9
Locksmith II
Improves your chances of forcing locks by 25%.

14
Locksmith III
Improves your chances of forcing locks by 45%.

19
Locksmith IV
Improves your chances of forcing locks by 70%.


20
Kickback IV
Reduces bounties you willingly pay to guards and fences by 40%.

6
Kickback I
Reduces bounties you willingly pay to guards and fences by 10%.

10
Kickback II
Reduces bounties you willingly pay to guards and fences by 20%.

15
Kickback III
Reduces bounties you willingly pay to guards and fences by 30%.

20
Kickback IV
Reduces bounties you willingly pay to guards and fences by 40%.
Scrying
PASSIVES

1
Scry
Adds the selected contiguous group of facets to your area of control. Consumes 1 turn.


10
Antiquarian Insight V
Allows you to scry for Antiquities of up to Ultimate difficulty.

1
Antiquarian Insight I
Allows you to scry for Antiquities of up to Simple difficulty.

3
Antiquarian Insight II
Allows you to scry for Antiquities of up to Intermediate difficulty.

5
Antiquarian Insight III
Allows you to scry for Antiquities of up to Advanced difficulty.

7
Antiquarian Insight IV
Allows you to scry for Antiquities of up to Master difficulty.

10
Antiquarian Insight V
Allows you to scry for Antiquities of up to Ultimate difficulty.


5
Scrier's Patience II
Grants you two additional turns of Scrying.

2
Scrier's Patience I
Grants you an additional turn of Scrying.

5
Scrier's Patience II
Grants you two additional turns of Scrying.


6
Coalescence II
Unites a hexagonal cluster of facets in the Antiquarian's Eye, converting the symbols to match that of the central facet. New Effect: The ability's range increases by one facet, creating a snowflake-like pattern. Consumes 1 Magicka Charge.

2
Coalescence I
Unites a hexagonal cluster of facets in the Antiquarian's Eye, converting the symbols to match that of the central facet. Consumes 1 Magicka Charge.

6
Coalescence II
Unites a hexagonal cluster of facets in the Antiquarian's Eye, converting the symbols to match that of the central facet. New Effect: The ability's range increases by one facet, creating a snowflake-like pattern. Consumes 1 Magicka Charge.


8
Future Focus II
Grants you two additional Magicka Charges for use in Scrying.

4
Future Focus I
Grants you an additional Magicka Charge for use in Scrying.

8
Future Focus II
Grants you two additional Magicka Charges for use in Scrying.


8
Dilation II
Claim all facets of the selected type that touch your area of control, as well as matching facets directly adjacent. New Effect: Dilation now claims ALL contiguous facets of the same type. Consumes 1 Magicka Charge.

4
Dilation I
Claim all facets of the selected type that touch your area of control, as well as matching facets directly adjacent. Consumes 1 Magicka Charge.

8
Dilation II
Claim all facets of the selected type that touch your area of control, as well as matching facets directly adjacent. New Effect: Dilation now claims ALL contiguous facets of the same type. Consumes 1 Magicka Charge.


9
Farsight II
Claim a line of facets, stretching out from your area of control. New Effect: Range increased from 4 facets to 6. Consumes 1 Magicka Charge.

6
Farsight I
Claim a line of facets, stretching out from your area of control. Consumes 1 Magicka Charge.

9
Farsight II
Claim a line of facets, stretching out from your area of control. New Effect: Range increased from 4 facets to 6. Consumes 1 Magicka Charge.

9
Preemptive Power
Start each Scrying attempt with an additional row of facets already claimed.
Soul Magic
ULTIMATES


6
Soul Strike IV
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14808 Magic Damage over 5 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.

6
Soul Assault IV
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 20400 Magic Damage over 6 seconds. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Increases the duration of the channel and number of ticks.

6
Shatter Soul IV
175 Ultimate
Burn an enemy from the inside with soulfire, dealing 14814 Magic Damage over 5 seconds. Upon completion, the soulfire overflows and explodes from the enemy, dealing 2399 Magic Damage to all enemies near them. While channeling this ability, you gain immunity to all disabling effects. Enemies affected by this ability are revealed for 3 seconds and may not enter stealth or invisibility.
Upon completion, deals damage to all enemies near your target.
SKILLS


1
Soul Trap IV
2700 Magicka
Lay claim to an enemy's soul, dealing 4631 Magic Damage over 20 seconds. Fills an empty Soul Gem if an affected enemy dies.

1
Soul Splitting Trap IV
2430 Magicka
Lay claim to enemy souls, dealing 2316 Magic Damage to your target and any other nearby enemies over 10 seconds. Fills an empty Soul Gem if an affected enemy dies.
Affects additional enemies near your initial target, but for a shorter duration. Reduces the cost as the ability ranks up.

1
Consuming Trap IV
2700 Magicka
Lay claim to an enemy's soul, dealing 4642 Magic Damage over 20 seconds. If an affected enemy dies, you fill an empty Soul Gem, heal for 3200 Health, and restore 2400 Magicka and 2400 Stamina. This portion of the ability scales off your Max Health, Magicka, and Stamina.
Also restore Health, Magicka, and Stamina if enemy dies while affected.
PASSIVES


3
Soul Summons II
Allows you to revive once every 1 hour without spending a Soul Gem.

2
Soul Summons I
Allows you to revive once every 2 hours without spending a Soul Gem.

3
Soul Summons II
Allows you to revive once every 1 hour without spending a Soul Gem.


4
Soul Shatter II
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.

2
Soul Shatter I
When your Health drops below 20% your soul explodes, dealing 800 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.

4
Soul Shatter II
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.


5
Soul Lock II
Killing an enemy has a 10% chance of automatically filling an empty Soul Gem.

3
Soul Lock I
Killing an enemy has a 5% chance of automatically filling an empty Soul Gem.

5
Soul Lock II
Killing an enemy has a 10% chance of automatically filling an empty Soul Gem.
Vampire
ULTIMATES


5
Blood Scion IV
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls.

5
Swarming Scion IV
335 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. Bats also swarm around you and shred enemies that come close, dealing 870 Magic Damage every 1 second.
Bats swarm around you and deal damage to enemies that come close.

5
Perfect Scion IV
320 Ultimate
Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. You also ascend to Vampire Stage 5, which grants all the benefits of Vampire Stage 4 with none of the drawbacks.
You ascend to Vampire Stage 5.
SKILLS


1
Eviscerate IV
2295 Magicka
Rend an enemy, dealing 2323 Magic Damage. Deals up to 33% more damage based on your missing Health.

1
Blood for Blood IV
2295 Health
Rend an enemy, dealing 2323 Magic Damage. Deals up to 75% more damage based on your missing Health. After you cast this ability, you cannot be healed by allies for 3 seconds.
Costs Health to cast, but greatly increases the execute scaling. After casting the ability, you cannot be healed by allies for a short duration.

1
Arterial Burst IV
2295 Magicka
Rend an enemy, dealing 2399 Magic Damage. Deals up to 33% more damage based on your missing Health. If you use this ability while you are under 50% Health, it will always be a Critical Strike.
Will always be a Critical Strike if you cast it while under half Health.


2
Blood Frenzy IV
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.

2
Simmering Frenzy IV
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 80 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
Increases the Weapon and Spell Damage granted per stack.

2
Sated Fury IV
700 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 300 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. When toggled off, you heal for 33% of the total Health cost you spent while active.
Reduces the ramping Health cost and when you toggle the ability off, you heal for a portion of the Health cost you spent.


4
Vampiric Drain IV
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds.

4
Drain Vigor IV
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and restoring 10% of your missing Stamina every 1 second for 3 seconds.
Restores a portion of your missing Stamina.

4
Exhilarating Drain IV
4320 Magicka
Siphon away your enemies' vitality, dealing 870 Magic Damage, healing you for 25% of your missing Health, and generating 5 Ultimate every 1 second for 3 seconds.
Generates Ultimate.


6
Mesmerize IV
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.

6
Hypnosis IV
3510 Magicka
Subdue enemies around you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
Affects all enemies around you.

6
Stupefy IV
3780 Magicka
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked. After the stun ends they remain stupefied, reducing their Movement Speed by 53% for 5 seconds.
Enemies are snared after the stun ends.


9
Mist Form IV
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka.

9
Elusive Mist IV
3780 Magicka
Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. You gain Major Expedition and Major Evasion for 4 seconds after reappearing, increasing your Movement Speed by 30% and reducing damage from area attacks by 20%. Casting again within 4 seconds costs 33% more Magicka.
Grants you Major Expedition and Major Evasion after reappearing.

9
Blood Mist IV
3780 Magicka
Dissolve into a bloody mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Upon activation you drain the blood of those around you for 20 seconds, dealing 435 Magic Damage every 2 seconds to enemies and healing you for 45% of the damage caused. Casting again within 4 seconds costs 33% more Magicka.
Deals damage to enemies around you and heals for a portion of the damage caused for a duration after casting.
PASSIVES

1
Feed
Allows you to feed on an unsuspecting target, killing them and increasing your Vampire Stage. Higher Stages make you a stronger Vampire at the cost of your humanity. Stages decrease over long periods of time. Stage 1/2/3/4 Health Recovery: -10%/-30%/-60%/-100% Flame Damage Taken: +5%/+8%/+13%/+20% Regular Ability Costs: +3%/+5%/+8%/+12% Vampire Ability Costs: -6%/-10%/-16%/-24%


7
Dark Stalker II
Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 50%.

3
Dark Stalker I
Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 25%.

7
Dark Stalker II
Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 50%.


8
Strike from the Shadows II
When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 300 for 6 seconds.

4
Strike from the Shadows I
When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 150 for 6 seconds.

8
Strike from the Shadows II
When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 300 for 6 seconds.


9
Undeath II
Reduces your damage taken by up to 30% based on your missing Health.

6
Undeath I
Reduces your damage taken by up to 15% based on your missing Health.

9
Undeath II
Reduces your damage taken by up to 30% based on your missing Health.

6
Blood Ritual
Allows you to infect another player with Noxiphilic Sanguivoria once every week by returning to the Vampire ritual site. Players already infected with Lycanthropy cannot be infected with Noxiphilic Sanguivoria.


10
Unnatural Movement II
Reduces the cost of Sprint by 50%. If you continuously Sprint for 3 seconds you automatically become invisible.

7
Unnatural Movement I
Reduces the cost of Sprint by 25%. If you continuously Sprint for 6 seconds you automatically become invisible.

10
Unnatural Movement II
Reduces the cost of Sprint by 50%. If you continuously Sprint for 3 seconds you automatically become invisible.
Werewolf
ULTIMATES


1
Werewolf Transformation IV
325 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While Transformed your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.

1
Pack Leader IV
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed your Max Stamina is increased by 30%, you take 10% less damage, and you summon two direwolves. You also grant yourself and nearby group members Minor Courage, increasing their Weapon and Spell Damage by 215. While slotted, your Stamina Recovery is increased by 15%.
Reduces your damage taken, grants you and your group Minor Courage, and summons two direwolves to fight by your side.

1
Werewolf Berserker IV
300 Ultimate
Transform into a beast, fearing nearby enemies for 3 seconds. While transformed, your Light Attacks apply a bleed for 3716 Bleed Damage over 4 seconds, your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
Augments your Light Attacks to gain a bleed, and your Heavy Attacks deal damage in a cone in front of you.
SKILLS


2
Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage. Activating the ability again within the next 5 seconds causes you to cast Carnage. Carnage causes the enemy to bleed for 1296 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health.

2
Brutal Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1799 Bleed Damage to them and to other nearby enemies. Activating the ability again within the next 5 seconds causes you to cast Brutal Carnage. Brutal Carnage causes the enemies to bleed for 1302 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health. Increases your Weapon and Spell Damage by 100 for each enemy hit, up to a maximum of 6 times.
Deals additional damage to other nearby enemies. Carnage now hits in a cone and increases your Weapon and Spell Damage every time you apply it to an enemy.

2
Feral Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Bleed Damage. Activating the ability again within the next 5 seconds causes you to cast Feral Carnage. Feral Carnage causes the enemy to bleed for 1302 Bleed Damage over 10 seconds and deals up to 450% more damage to enemies under 100% Health. Dealing damage with either attack restores 100 Stamina and extends your Werewolf Transformation by 1 second.
You restore Stamina and extend your Werewolf Transformation whenever you deal damage with the ability.


4
Hircine's Bounty IV
5737 Magicka
Invoke the Huntsman's blessing, healing you for 6198 Health. This ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.

4
Hircine's Rage IV
5063 Magicka
Invoke the Huntsman's blessing, healing you for 6197 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina and gain Major Berserk, increasing your damage done by 10% for 10 seconds, but you also take 5% more damage. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Reduces the cost. If cast at full Health, gain Major Berserk for a short duration after casting, but also increase your damage taken.

4
Hircine's Fortitude IV
5737 Magicka
Invoke the Huntsman's blessing, healing you for 8002 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. You also gain Minor Endurance and Minor Fortitude, increasing your Health and Stamina Recovery by 15% for 20 seconds. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the healing done and grants you Minor Endurance and Fortitude after casting.


5
Roar IV
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.

5
Ferocious Roar IV
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your Heavy Attacks also are 33% faster for 10 seconds after casting. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Increases the speed of your Heavy Attacks after casting.

5
Deafening Roar IV
4303 Stamina
Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, reducing their Physical and Spell Resistance by 5948 and damage done by 5% for 10 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
Applies Major Breach and Minor Maim to enemies, reducing their Resistances and damage done.


6
Piercing Howl IV
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are facing you take 10% more damage from this attack.

6
Howl of Despair IV
2869 Stamina
Crush an enemy with a deafening howl, dealing 2999 Physical Damage. Enemies who are facing you take 10% more damage from this attack. You or an ally targeting the enemy can activate the Feeding Frenzy synergy, which grants them Empower and Minor Force for 10 seconds, increasing their damage done with Heavy Attacks against monsters by 70% and their Critical Damage by 10%.
Grants a synergy to you or allies that grants them Empower and Minor Force.

6
Howl of Agony IV
2869 Stamina
Crush an enemy with a deafening howl, dealing 2904 Physical Damage. Enemies who are feared or facing you take 25% more damage from this attack.
Bonus damage to targets facing you increases, and also works on feared enemies.


9
Infectious Claws IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Enemies hit by the initial hit are afflicted with the Diseased status effect.

9
Claws of Anguish IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Afflicts enemies with Major Defile for 4 seconds, reducing their healing received by 16% and Health Recovery by 16%. Enemies hit by any part of the ability are afflicted with the Diseased status effect.
Afflicts enemies with Major Defile and each tick now also applies the Diseased status effect.

9
Claws of Life IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2249 Disease Damage and an additional 3620 Disease Damage over 20 seconds. You are healed for 66% of the damage over time caused. Enemies hit by the initial hit are afflicted with the Diseased status effect.
The damage over time heals you for a portion of the damage caused.
PASSIVES

1
Devour
Allows you to devour corpses to increase the duration of your Werewolf Transformation and restore your Health. Every second you spend devouring a corpse adds 3 seconds to the duration of your Werewolf Transformation and restores 8% of your Max Health. Each corpse can be devoured for up to 4 seconds.


7
Pursuit II
Increases your Movement Speed by 30%. Increases the Stamina your Heavy Attacks restore by 50%.

3
Pursuit I
Increases your Movement Speed by 15%. Increases the Stamina your Heavy Attacks restore by 25%.

7
Pursuit II
Increases your Movement Speed by 30%. Increases the Stamina your Heavy Attacks restore by 50%.


8
Blood Rage II
When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds. This effect can occur once every 5 seconds.

4
Blood Rage I
When you deal damage, the duration of your Werewolf Transformation is increased by 2 seconds. This effect can occur once every 5 seconds.

8
Blood Rage II
When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds. This effect can occur once every 5 seconds.


9
Savage Strength II
Increases your Weapon and Spell Damage by 18%. Grants you Major Resolve, increasing your Physical and Spell Resistance by 5948.

6
Savage Strength I
Increases your Weapon and Spell Damage by 9%. Grants you Major Resolve, increasing your Physical and Spell Resistance by 5948.

9
Savage Strength II
Increases your Weapon and Spell Damage by 18%. Grants you Major Resolve, increasing your Physical and Spell Resistance by 5948.

6
Bloodmoon
Allows you to infect another player with Lycanthropy once every week by returning to the Werewolf ritual site. Players already infected with Noxiphilic Sanguivoria cannot be infected with Lycanthropy.


10
Call of the Pack II
Reduces the cost of remaining in your Werewolf Transformation by 20% for each transformed werewolf or direwolf in your group, including yourself, up to a maximum of 80%.

7
Call of the Pack I
Reduces the cost of remaining in your Werewolf Transformation by 10% for each transformed werewolf or direwolf in your group, including yourself, up to a maximum of 40%.

10
Call of the Pack II
Reduces the cost of remaining in your Werewolf Transformation by 20% for each transformed werewolf or direwolf in your group, including yourself, up to a maximum of 80%.
Dark Brotherhood
PASSIVES

1
Blade of Woe
Call the weapon of the Dark Brotherhood to your hand and deliver a killing blow to an unsuspecting target. Experience from this target is reduced by 75%. This ability does not work on players or difficult targets.


11
Scales of Pitiless Justice IV
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 50%.

2
Scales of Pitiless Justice I
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 20%.

5
Scales of Pitiless Justice II
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 30%.

8
Scales of Pitiless Justice III
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 40%.

11
Scales of Pitiless Justice IV
Bounty and Heat resulting from a witnessed Murder or Assault is reduced by 50%.


12
Padomaic Sprint IV
Grants Major Expedition, increasing your Movement Speed by 30% for 12 seconds after killing an enemy with Blade of Woe.

3
Padomaic Sprint I
Grants Major Expedition, increasing your Movement Speed by 30% for 6 seconds after killing an enemy with Blade of Woe.

6
Padomaic Sprint II
Grants Major Expedition, increasing your Movement Speed by 30% for 8 seconds after killing an enemy with Blade of Woe.

9
Padomaic Sprint III
Grants Major Expedition, increasing your Movement Speed by 30% for 10 seconds after killing an enemy with Blade of Woe.

12
Padomaic Sprint IV
Grants Major Expedition, increasing your Movement Speed by 30% for 12 seconds after killing an enemy with Blade of Woe.

4
Shadowy Supplier
A contact from the Brotherhood provides beneficial items once per day. This contact is located in Outlaw Refuges, the Gold Coast Dark Brotherhood Sanctuary, and the Hew's Bane Thieves Den.

7
Shadow Rider
Aggression radius from hostile monsters is decreased by 50% while mounted.

10
Spectral Assassin
15% chance to shroud you when using the Blade of Woe, shielding you from being witnessed and receiving a Bounty.
Fighters Guild
ULTIMATES


10
Dawnbreaker IV
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds.

10
Flawless Dawnbreaker IV
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 2904 Physical Damage to enemies in front of you and an additional 3483 Physical Damage over 6 seconds. After activating, your Weapon and Spell Damage is increased by 300 for 20 seconds.
After activating, your Weapon and Spell Damage is increased.

10
Dawnbreaker of Smiting IV
125 Ultimate
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 3600 Physical Damage to enemies in front of you, an additional 4314 Physical Damage over 6 seconds, and stunning them for 2 seconds.
Increases the damage and stuns enemies hit.
SKILLS


2
Silver Bolts IV
2700 Stamina
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2090 Physical Damage.

2
Silver Shards IV
2700 Stamina
Fire an augmented Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2091 Physical Damage. Fires additional bolts at other enemies near the initial target for 22% less damage.
Fires additional bolts at other enemies near the initial target for less damage.

2
Silver Leash IV
3780 Stamina
Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing 1438 Physical Damage, taunting them for 15 seconds if they are not already taunted, and reducing their Movement Speed by 30% for 4 seconds.
Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them.


4
Circle of Protection IV
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%.

4
Turn Evil IV
3780 Stamina
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 5% and increasing your Stamina Recovery by 15%. Upon activation, enemies in the area are feared for 4 seconds.
Enemies in the initial area upon activation are feared.

4
Ring of Preservation IV
3780 Stamina
Brand the earth at your location with a rune of protection for 10 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing damage taken by 5% and increasing Stamina Recovery by 15%, and are healed for 435 Health every 1 second.
The rune now heals allies inside for the duration, but the rune lasts half as long.


6
Expert Hunter IV
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.

6
Evil Hunter IV
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While active, increases the damage of your Stamina costing Fighters Guild abilities by 25%. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
While active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal.

6
Camouflaged Hunter IV
5130 Stamina
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also gain Minor Berserk for 5 seconds after dealing Critical Damage from an enemy's flank.
While slotted, dealing Critical Damage from the flank of an enemy grants Minor Berserk.


8
Trap Beast IV
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.

8
Barbed Trap IV
3240 Stamina
Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1199 Bleed Damage, an additional 3580 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. The damage has a higher chance to apply the Hemorrhaging status effect. Enemies who activate the trap are immobilized for 2 seconds.
Decuples the chance of applying the Hemorrhaging status effect.

8
Lightweight Beast Trap IV
2970 Stamina
Launch a sharpened blade trap at a target location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1161 Bleed Damage, an additional 3470 Bleed Damage over 20 seconds, and grants you Minor Force, increasing your Critical Damage by 10% for the duration. Enemies who activate the trap are immobilized for 2 seconds.
The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up.
PASSIVES

1
Intimidating Presence
Allows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%.


7
Slayer III
Increases your Weapon and Spell Damage by 3% for each Fighters Guild ability slotted. Current bonus: 0%.

3
Slayer I
Increases your Weapon and Spell Damage by 1% for each Fighters Guild ability slotted. Current bonus: 0%.

6
Slayer II
Increases your Weapon and Spell Damage by 2% for each Fighters Guild ability slotted. Current bonus: 0%

7
Slayer III
Increases your Weapon and Spell Damage by 3% for each Fighters Guild ability slotted. Current bonus: 0%.


10
Banish the Wicked III
You generate 3 Ultimate whenever you kill an enemy.

5
Banish the Wicked I
You generate 1 Ultimate whenever you kill an enemy.

9
Banish the Wicked II
You generate 2 Ultimate whenever you kill an enemy.

10
Banish the Wicked III
You generate 3 Ultimate whenever you kill an enemy.

7
Skilled Tracker
Your Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves.

9
Bounty Hunter
Allows you to accept bounty quests from the Fighters Guild in Cyrodiil.
Mages Guild
ULTIMATES


10
Meteor IV
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4065 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds.

10
Ice Comet IV
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4620 Frost Damage to all enemies in the area, knocking them down, stunning them for 2 seconds, and reducing their Movement Speed by 50% for 5 seconds. After impact, enemies in the target area take 1319 Frost Damage every 1 second for 11 seconds.
Increases the damage, deals Frost Damage, and reduces the Movement Speed of enemies hit.

10
Shooting Star IV
200 Ultimate
Call a comet down from the constellations to blast an enemy, dealing 4067 Flame Damage to all enemies in the area, knocking them down, and stunning them for 2 seconds. After impact, enemies in the target area take 1161 Flame Damage every 1 second for 11 seconds. You generate 12 Ultimate for each enemy hit by the initial blast.
You generate Ultimate for each enemy hit by the initial blast.
SKILLS


2
Magelight IV
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.

2
Inner Light IV
5130 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629 and your Max Magicka is increased by 5%.
Also increases your Max Magicka while slotted.

2
Radiant Magelight IV
4860 Magicka
Summon a mote of magelight, revealing stealthed and invisible enemies around you for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629. You also prevent the stun from stealth attacks for you and nearby allies.
Increases the radius of the reveal. You and nearby allies cannot be stunned from sneak attacks while slotted. Reduces the cost as the ability ranks up.


4
Entropy IV
2700 Magicka
Bind an enemy with chaotic magic, dealing 4631 Magic Damage over 20 seconds.

4
Degeneration IV
2430 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds. Excess magic spills out from them, granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
You gain Major Brutality and Sorcery for a time after casting. Reduces the cost as the ability ranks up.

4
Structured Entropy IV
2700 Magicka
Bind an enemy with chaotic magic, dealing 4642 Magic Damage over 20 seconds, and healing you for 435 every 2 seconds.
Adds a heal over time when the damage over time is active.


6
Fire Rune IV
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage.

6
Volcanic Rune IV
2970 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage, knocks them into the air, and stuns them for 3 seconds.
The rune knocks enemies into the air and stuns them. Reduces the cost as the ability ranks up.

6
Scalding Rune IV
3240 Magicka
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage and an additional 2871 Flame Damage over 22 seconds.
The rune also deals additional damage over time.


8
Equilibrium IV
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.

8
Spell Symmetry IV
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, the cost of your next Magicka ability is reduced by 33% for 5 seconds. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, the cost of your next Magicka ability is reduced.

8
Balance IV
6000 Health
Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for 25 seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
After the exchange is complete, you gain Major Resolve, increasing your Physical and Spell Resistance.
PASSIVES

1
Persuasive Will
Allows you to Persuade NPCs in conversation.


5
Mage Adept II
Reduces the Magicka and Health cost of your Mages Guild abilities by 15%.

3
Mage Adept I
Reduces the Magicka and Health cost of your Mages Guild abilities by 8%.

5
Mage Adept II
Reduces the Magicka and Health cost of your Mages Guild abilities by 15%.


7
Everlasting Magic II
Increases the duration of your Mages Guild abilities by 20%.

5
Everlasting Magic I
Increases the duration of your Mages Guild abilities by 10%.

7
Everlasting Magic II
Increases the duration of your Mages Guild abilities by 20%.


9
Magicka Controller II
Increases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted. Current bonus: 0%.

7
Magicka Controller I
Increases your Max Magicka and Magicka Recovery by 1% for each Mages Guild ability slotted. Current bonus: 0%.

9
Magicka Controller II
Increases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted. Current bonus: 0%.


10
Might of the Guild II
Casting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 70% for 10 seconds.

9
Might of the Guild I
Casting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 70% for 5 seconds.

10
Might of the Guild II
Casting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 70% for 10 seconds.
Psijic Order
ULTIMATES


10
Undo IV
165 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago.

10
Precognition IV
150 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. You can cast this ability while you are crowd controlled and it automatically grants you Crowd Control Immunity.
You can cast the ability while crowd controlled and will automatically gain Crowd Control Immunity.

10
Temporal Guard IV
150 Ultimate
Step backwards in time, resetting your Health, Magicka, Stamina, and position to what they were 4 seconds ago. While slotted you gain Minor Protection, reducing your damage taken by 5%.
While slotted your damage taken is reduced.
SKILLS


2
Time Stop IV
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes.

2
Borrowed Time IV
7830 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area during the channel before finally stunning them in place for 3 seconds when the channel completes. Enemies that are stunned gain 5000 Heal Absorption for 3 seconds, negating the next 5000 points of healing done.
Negates healing done on enemies that are stunned.

2
Time Freeze IV
7560 Magicka
Freeze the passage of time at the target location, gradually reducing the Movement Speed of enemies in the area over 4 seconds before finally stunning them in place for 3 seconds when the duration completes.
Removes the cast time, but it takes longer to stun enemies. Reduces the cost as the ability ranks up.


3
Imbue Weapon IV
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2090 Physical Damage. If the power is not consumed in time, you restore 1620 Stamina.

3
Elemental Weapon IV
2700 Magicka
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2160 Magic Damage and apply the Burning, Concussion, or Chill elemental status effect. If the power is not consumed in time, you restore 1620 Magicka.
Converts into a Magicka ability and deals Magic Damage. Applies a random status effect.

3
Crushing Weapon IV
2700 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2160 Physical Damage and applying Major Breach to the target, reducing their Physical and Spell Resistance by 5948 for 5 seconds. If the power is not consumed in time, you restore 1620 Stamina.
Applies Major Breach to the enemy, reducing their Physical and Spell Resistance.


5
Accelerate IV
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.

5
Channeled Acceleration IV
3510 Magicka
Bend time and space around you to gain Major Expedition for 12 seconds and Minor Force for 1 minute, increasing your Movement Speed by 30% and Critical Damage by 10%.
Triples the duration, but adds a cast time.

5
Race Against Time IV
3780 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 20 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Grants immunity to snares and immobilizations for a short duration.


6
Mend Wounds IV
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can only be used on allies. Your Light Attacks heal for 941. Your Heavy Attacks heal for 834 every 1 second, and restore 1155 Magicka to you for successfully healing.

6
Mend Spirit IV
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that only can be used on allies. Your Light Attacks heal for 972. Your Heavy Attacks heal for 863 every 1 second, and restore 1155 Magicka to you for successfully healing. After you heal an ally you grant them Major Resolve, increasing their Physical and Spell Resistance by 5948 for 5 seconds.
Increases your ally's Physical and Spell Resistance while you heal them.

6
Symbiosis IV
0 Magicka
Invoke the Rites of Moawita, replacing your Light and Heavy Attacks with healing abilities that can be used on allies. Your Light Attacks heal for 972. Your Heavy Attacks heal for 863 every 1 second, and restore 1155 Magicka to you for successfully healing. You heal yourself for 50% of the amount of healing done to the ally.
You heal yourself for a percentage of the healing done to the ally.


8
Meditate IV
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1500 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.

8
Deep Thoughts IV
0 Magicka
Focus your body and mind into a meditative state, healing for 1500 Health and restoring 1900 Magicka and Stamina every 1 second. You will remain in a meditative state until you toggle this ability off or are interrupted.
Increases the amount of Magicka and Stamina restored.

8
Introspection IV
0 Magicka
Focus your body and mind into a meditative state, healing for 1800 Health and restoring 1500 Magicka and Stamina every 1 second. Maintaining the channel increases the Health restored by 10% every tick, up to a maximum of 50%. You will remain in a meditative state until you toggle this ability off or are interrupted.
Maintaining the channel increases the amount of Health restored.
PASSIVES

1
See the Unseen
The insight you have gained from the Psijic Order grants you vision of the spiritual world. You can now interact with rifts all throughout Tamriel.


5
Clairvoyance II
Reduces the cost of your Psijic Order abilities by 15%.

3
Clairvoyance I
Reduces the cost of your Psijic Order abilities by 8%.

5
Clairvoyance II
Reduces the cost of your Psijic Order abilities by 15%.


7
Spell Orb II
When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.

4
Spell Orb I
When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 562 Magic Damage. This effect scales off your highest offensive stats.

7
Spell Orb II
When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.


8
Concentrated Barrier II
While you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.

6
Concentrated Barrier I
While you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 2500 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.

8
Concentrated Barrier II
While you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.

9
Deliberation
While you are casting or channeling a Psijic Order ability you reduce your damage taken by 30%.
Thieves Guild
PASSIVES

1
Finders Keepers
Thieves Troves are caches that are located all over Tamriel. They can only be opened by members of the Thieves Guild.


11
Swiftly Forgotten IV
Bounty is decreased by 115 after 3 minutes. Heat is decreased by 64 after 3 seconds.

2
Swiftly Forgotten I
Bounty is decreased by 46 after 3 minutes. Heat is decreased by 36 after 3 seconds.

5
Swiftly Forgotten II
Bounty is decreased by 69 after 3 minutes. Heat is decreased by 46 after 3 seconds.

8
Swiftly Forgotten III
Bounty is decreased by 92 after 3 minutes. Heat is decreased by 55 after 3 seconds.

11
Swiftly Forgotten IV
Bounty is decreased by 115 after 3 minutes. Heat is decreased by 64 after 3 seconds.


12
Haggling IV
Stolen items sold at a fence are worth 10% more. Does not apply to Laundering.

3
Haggling I
Stolen items sold at a fence are worth 2% more. Does not apply to Laundering.

6
Haggling II
Stolen items sold at a fence are worth 4% more. Does not apply to Laundering.

9
Haggling III
Stolen items sold at a fence are worth 7% more. Does not apply to Laundering.

12
Haggling IV
Stolen items sold at a fence are worth 10% more. Does not apply to Laundering.

4
Clemency
When a guard accosts you, you may use Clemency once per day. If used, the Guard will not arrest you or take your money and stolen goods. Additionally, Guards will not attempt to accost you for 1 minute after you use Clemency unless you commit other crimes.

7
Timely Escape
When you have Bounty and are in combat, you have a chance to spot a "Footpad" in a town with a Refuge. Interacting with the Footpad will transport the player safely into the nearest Refuge.

10
Veil of Shadows
Decreases detection range of Witnesses and Guards by 10%. Witnesses and Guards are thus less likely to notice criminal actions, though this has no impact on the range from which Guards will accost you.
Undaunted
SKILLS


1
Blood Altar IV
4320 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.

1
Sanguine Altar IV
2160 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Funnel synergy, healing for 40% of their Max Health.
Increases the duration and reduces the cost.

1
Overflowing Altar IV
4050 Health
Sacrifice your life essence to conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them. Allies in the area can activate the Blood Feast synergy, healing for 65% of their Max Health.
The synergy heals allies for more. Reduces the cost as the ability ranks up.


2
Trapping Webs IV
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Spawn Broodling synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.

2
Shadow Silk IV
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1799 Physical Damage. After 10 seconds the webs explode, dealing 2399 Poison Damage to enemies within. A ranged ally can activate the Black Widow synergy on an affected enemy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage and can poison them for 4488 Poison Damage over 10 seconds.
The synergy summons a more powerful spider, which deals additional damage over time.

2
Tangling Webs IV
2984 Stamina
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Arachnophobia synergy on an affected enemy, dealing 2249 Poison Damage to them, fearing them for 4 seconds, and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
The synergy also fears the enemy.


3
Inner Fire IV
2700 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1161 Magic Damage and taunting them to attack you for 15 seconds. A ranged ally targeting the taunted enemy has a 50% chance to activate the Radiate synergy, dealing 1344 Magic Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.

3
Inner Rage IV
2700 Magicka
Ignite the fires of hate in an enemy's heart, dealing 1199 Magic Damage and taunting them to attack you for 15 seconds. A ranged ally targeting the taunted enemy can activate the Radiate synergy, dealing 1344 Magic Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
The synergy will now always apply to the target, instead of having a chance.

3
Inner Beast IV
2295 Stamina
Ignite the fires of hate in an enemy's heart, dealing 1161 Physical Damage and taunting them to attack you for 15 seconds. The enemy takes 10% more damage from your attacks while this effect persists if they are not a player. A ranged ally targeting the enemy has a 50% chance to activate the Radiate synergy, dealing 1344 Magic Damage to them over 3 seconds then an additional 2249 Flame Damage to them and other nearby enemies.
Converts into a Stamina ability and deals Physical Damage. The enemy takes more damage from your attacks while active if they are not a player.


4
Bone Shield IV
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.

4
Spiked Bone Shield IV
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 4958 damage for 6 seconds and returns 100% of direct damage absorbed back to the enemy. This ability scales off your Max Health. An ally near you can activate the Bone Wall synergy, granting the ally and up to 5 other allies a damage shield equal to 30% of their Max Health for 6 seconds.
Absorbing direct damage causes you to deal a portion of the damage back to enemies if they are in melee range.

4
Bone Surge IV
3672 Stamina
Surround yourself with a whirlwind of bones, gaining a damage shield that absorbs up to 5121 damage for 6 seconds. This ability scales off your Max Health. An ally near you can activate the Spinal Surge synergy, granting the ally and up to 5 other allies a damage shield that absorbs up to 30% of their Max Health for 6 seconds and Major Vitality, increasing their healing received by 16%.
Upgrades the synergy to grant Major Vitality.


5
Necrotic Orb IV
2970 Magicka
Project a globe of annihilation that slowly floats forward for 10 seconds, dealing 316 Magic Damage every 1 second to nearby enemies. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.

5
Mystic Orb IV
2970 Magicka
Project a globe of annihilation that slowly floats forward, dealing 326 Magic Damage every 1 second to nearby enemies. While the orb is active you gain 100 Health, Magicka, and Stamina Recovery. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 2249 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
Increases your Health, Magicka, and Stamina Recovery while active.

5
Energy Orb IV
3780 Magicka
Project a globe of regeneration that slowly floats forward, healing for 489 Health every 1 second to you and nearby allies. An ally near the globe can activate the Healing Combustion synergy, causing the orb to explode and heal for 2249 Health to nearby allies and restoring 3960 Magicka or Stamina to the activator, whichever maximum is higher.
The orb heals allies instead of damaging enemies and moves faster.
PASSIVES


8
Undaunted Command II
Activating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.

6
Undaunted Command I
Activating a synergy restores 2% of your Max Health, Stamina, and Magicka. Current Bonus: 320 Health, 240 Stamina, and 240 Magicka.

8
Undaunted Command II
Activating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.


9
Undaunted Mettle II
Increases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped. Current bonus: 0%.

7
Undaunted Mettle I
Increases your Max Health, Stamina, and Magicka by 1% per type of Armor (Heavy, Medium, Light) that you have equipped. Current bonus: 0%.

9
Undaunted Mettle II
Increases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped. Current bonus: 0%.
Assault
ULTIMATES


4
War Horn IV
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds.

4
Aggressive Horn IV
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain Major Force, increasing your Critical Damage by 20% for 10 seconds.
You and your allies gain Major Force for a brief period after activation.

4
Sturdy Horn IV
250 Ultimate
Sound a war horn to rally your forces, increasing you and your group's Max Magicka and Max Stamina by 10% for 30 seconds. You and your allies gain 1320 Critical Resistance for 10 seconds, reducing incoming Critical Damage by 20%.
You and your allies take less damage from critical attacks for a brief period after activation.
SKILLS


2
Vigor IV
2984 Stamina
Let loose a battle cry, instilling yourself and nearby allies with resolve and healing them for 3480 Health over 10 seconds.

2
Echoing Vigor IV
2984 Stamina
Let loose a battle cry, instilling you and your allies with resolve and healing for 3480 Health over 16 seconds.
Increases the radius. Increases the duration as the ability ranks up.

2
Resolving Vigor IV
2984 Stamina
Let loose a battle cry, instilling yourself with resolve and healing for 5388 Health over 5 seconds. After casting you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974, for 20 seconds.
The heal over time now happens faster over a shorter duration, heals for more, increases your Armor, but now only targets yourself.


5
Rapid Maneuver IV
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds.

5
Retreating Maneuver IV
6426 Stamina
Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds. Attacks from behind deal 15% less damage while this effect persists.
Attacks made against you from behind deal less damage while this effect persists.

5
Charging Maneuver IV
6156 Stamina
Mobilize your forces, granting Major and Minor Expedition to you and your group, increasing your Movement Speed by 30% and 15% respectively, for 8 seconds.
Also grants Minor Expedition, increasing your Movement Speed further. Reduces the cost as the ability ranks up.


6
Caltrops IV
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 280 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%.

6
Anti-Cavalry Caltrops IV
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. The caltrops also drain the Mount Stamina of any enemy in the area.
Increases the duration and drains the Mount Stamina of any enemy in the area.

6
Razor Caltrops IV
2295 Stamina
Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 4.1 seconds.
Applies Major Breach to damaged enemies, reducing their Resistances.


7
Magicka Detonation IV
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 434 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.

7
Inevitable Detonation IV
3510 Magicka
Curse an enemy with a magical bomb that explodes after 4 seconds, dealing 449 Magic Damage to all enemies in the area. If the bomb is dispelled or removed early, the explosion is triggered immediately. Each enemy within the bomb's radius increases the damage by 100%.
If the bomb is dispelled or removed early, the explosion is triggered immediately.

7
Proximity Detonation IV
3510 Magicka
Activate a magical bomb on yourself that explodes after 8 seconds, dealing 449 Magic Damage to all enemies in the area. Each enemy within the bomb's radius increases the damage by 100%, including the original target.
You become the center of the detonation. Removes cast time, but doubles the duration it takes to detonate.
PASSIVES


9
Continuous Attack II
Increases your Weapon and Spell Damage by 10% and Magicka and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Major Gallop at all times, increasing your Mount Speed by 30%.

3
Continuous Attack I
Increases your Weapon and Spell Damage by 5% and Magicka and Stamina Recovery by 10% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Major Gallop at all times, increasing your Mount Speed by 30%.

9
Continuous Attack II
Increases your Weapon and Spell Damage by 10% and Magicka and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Major Gallop at all times, increasing your Mount Speed by 30%.


10
Reach II
Increases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.

5
Reach I
Increases the range of long-range abilities by 2 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.

10
Reach II
Increases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.


10
Combat Frenzy II
You generate 20 Ultimate when you kill an enemy player.

8
Combat Frenzy I
You generate 10 Ultimate when you kill an enemy player.

10
Combat Frenzy II
You generate 20 Ultimate when you kill an enemy player.
Emperor
PASSIVES

1
Emperor
Increases your Max Health, Magicka, and Stamina while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 38% 2 Keeps: 45% 3 Keeps: 53% 4 Keeps: 60% 5 Keeps: 68% 6 Keeps: 75%

1
Monarch
Increases your healing received while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 25% 2 Keeps: 30% 3 Keeps: 35% 4 Keeps: 40% 5 Keeps: 45% 6 Keeps: 50%

1
Authority
Increases your Ultimate generation while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%

1
Domination
Increases your Health, Magicka, and Stamina Recovery while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%

1
Tactician
Increases your damage done with Siege Weapons to Keeps and other Siege Weapons while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%
Support
ULTIMATES


6
Barrier IV
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11621 damage for 30 seconds.

6
Reviving Barrier IV
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage for 30 seconds. The wards also heal you and your group members for 5370 Health over 15 seconds.
Shielded targets heal over time.

6
Replenishing Barrier IV
250 Ultimate
Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11620 damage. Each time a ward dissolves, you restore 4 Ultimate and 1000 Magicka.
Each time a ward dissolves you restore Ultimate and Magicka.
SKILLS


2
Siege Shield IV
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies.

2
Siege Weapon Shield IV
8100 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. The sphere also protects you and your allies' siege weapons, reducing damage from enemy siege weapons by 75%.
Your and allied siege weapons in the bubble take reduced damage from other siege weapons.

2
Propelling Shield IV
7830 Magicka
Create a protective sphere over your location that reduces damage taken from siege weapons by 50% for you and nearby allies. Also increases the range of abilities with a range greater than 20 meters by 7 meters. Does not affect Leap, Move Position, and Pull abilities.
Costs less and allies in the shield gain increased range.


4
Purge IV
7830 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.

4
Efficient Purge IV
5400 Magicka
Cleanse yourself and your group, removing up to 3 negative effects immediately.
Reduces the cost.

4
Cleanse IV
7830 Magicka
Cleanse yourself and your group, removing 3 negative effects immediately. For every negative effect removed, the target is healed for 5% of their Max Health.
If a negative effect is removed, the target is healed.


5
Guard IV
3402 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. The bond will remain until you recast the spell or move more than 15 meters away from your ally.

5
Mystic Guard IV
3132 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Vitality, increasing your healing received by 8%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Vitality, increasing your healing received.

5
Stalwart Guard IV
3132 Stamina
Create a lifebond between you and an allied player. While bonded, 30% of the damage they take is instead redistributed to you. You and your bonded ally also gain Minor Force, increasing your Critical Damage by 10%. The bond will remain until you recast the spell or move more than 15 meters away from your ally.
You and your bonded ally also gain Minor Force, increasing your Critical Damage.


7
Revealing Flare IV
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.

7
Lingering Flare IV
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 10 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
The flare lasts longer.

7
Blinding Flare IV
5130 Magicka
Launch a blinding flare, revealing stealthed and invisible enemies in the target area for 5 seconds. Exposed enemies are stunned for 4 seconds, and cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Protection, reducing your damage taken by 10%.
Exposed enemies are also stunned.
PASSIVES


9
Magicka Aid II
Increases your Magicka Recovery by 10% for each Support ability slotted. Current bonus: 0%.

3
Magicka Aid I
Increases your Magicka Recovery by 5% for each Support ability slotted. Current bonus: 0%.

9
Magicka Aid II
Increases your Magicka Recovery by 10% for each Support ability slotted. Current bonus: 0%.


10
Combat Medic II
Increases your healing done by 20% when you are near a Keep.

5
Combat Medic I
Increases your healing done by 10% when you are near a Keep.

10
Combat Medic II
Increases your healing done by 20% when you are near a Keep.


10
Battle Resurrection II
Reduces the time it takes you to resurrect another player by 30% while you are in a PvP area.

8
Battle Resurrection I
Reduces the time it takes you to resurrect another player by 15% while you are in a PvP area.

10
Battle Resurrection II
Reduces the time it takes you to resurrect another player by 30% while you are in a PvP area.
Volendrung
ULTIMATES


1
Ruinous Cyclone IV
Turn into a living cyclone, dealing 7875 Physical Damage every 0.5 seconds for 7 seconds in an 8 meter radius, while pulling all enemies within 15 meters closer to you.
SKILLS


1
Rourken's Rebuke IV
Batter foes in an arc in front of you, dealing 9055 Physical Damage, knocking enemies back 4 meters, and stunning them for 4 seconds.


1
Accursed Charge IV
Spring across the battlefield to smash an enemy, dealing 6300 Physical Damage.


1
Malacath's Vengeance IV
Swing Volendrung in a mighty downward blow, dealing 12075 Physical Damage to a single target.


1
Pariah's Resolve IV
Channel Volendrung's power to grant you and nearby group members Major Brutality, Major Sorcery, Major Endurance, and Major Expedition for 20 seconds, increasing your Weapon and Spell Damage by 20%, your Stamina Recovery by 30%, and your Movement Speed by 30%. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.


1
Sundering Swing IV
Smash Volendrung into a structure, dealing 10000 Physical Damage every 0.8 seconds for 3 seconds.
Curative Runeforms
ULTIMATES


12
Vitalizing Glyphic IV
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 927 Health every 1 second in proportion to its Health.

12
Glyphic of the Tides IV
200 Ultimate
Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 53% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 928 Health every 1 second in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%.
The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.

12
Resonating Glyphic IV
200 Ultimate
Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200 Weapon and Spell Damage and heals you and your allies around it for up to 958 Health every 1 second in proportion to its Health.
Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.
SKILLS


1
Runemend IV
4590 Magicka
Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.

1
Evolving Runemend IV
4590 Magicka
Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1161 Health three times, an additional 1302 Health over 6 seconds, and generate Crux. Each active Crux reduces the cost of this ability by 3%.
Heals for an additional amount over time.

1
Audacious Runemend IV
4590 Magicka
Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for 1199 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 6 seconds, generating 1 Ultimate every 1.5 seconds. Each active Crux reduces the cost of this ability by 3%.
Healing low Health targets grants them Ultimate.


4
Remedy Cascade IV
720 Magicka
Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for 11310 Health over 4.5 seconds. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.

4
Cascading Fortune IV
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11674 Health over 4.5 seconds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
Heals for more on low Health targets.

4
Curative Surge IV
720 Magicka
Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for 11674 Health over 4.5 seconds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 728 Magicka and Stamina per Crux spent to your allies over 4.5 seconds.
The beam gradually heals for more the longer you channel it.


20
Chakram Shields IV
4590 Magicka
Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3159 damage for 6 seconds. Discs prefer your reticle target, or low-Health targets without shields.

20
Chakram of Destiny IV
4320 Magicka
Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3160 damage for 6 seconds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields.
Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.

20
Tidal Chakram IV
4590 Magicka
Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3264 damage for 6 seconds. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 second per Crux spent. Discs prefer your reticle target, or low-Health targets without shields.
Consumes Crux to heal based on the shield's strength every second it persists.


30
Arcanist's Domain IV
3780 Magicka
Draw forth your tome and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%.

30
Zenas' Empowering Disc IV
3780 Magicka
Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 10 seconds after leaving the vortex.
The effects remain on you and your allies for a short duration after leaving the area.

30
Reconstructive Domain IV
3780 Magicka
Draw forth your tome and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. The vortex also heals you and your allies for 4631 Health over 20 seconds.
Heals you and your allies in the area over time.


42
Apocryphal Gate IV
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.

42
Fleet-Footed Gate IV
3780 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 5 seconds, increasing your Movement Speed by 30%. Fleet-Footed Gate generates Crux each time you teleport.
Increases your Movement Speed after teleporting.

42
Passage Between Worlds IV
3510 Magicka
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport.
Grants a synergy to allies allowing them to teleport from one portal to the other.
PASSIVES


18
Healing Tides II
Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.

8
Healing Tides I
Your mastery of weaving fate and abyssal water increases your healing done by 1% for each active Crux.

18
Healing Tides II
Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.


27
Hideous Clarity II
You've stared too long into the abyss. When you generate Crux, you restore 225 Magicka or Stamina, whichever maximum is higher.

14
Hideous Clarity I
You've stared too long into the abyss. When you generate Crux, you restore 112 Magicka or Stamina, whichever maximum is higher.

27
Hideous Clarity II
You've stared too long into the abyss. When you generate Crux, you restore 225 Magicka or Stamina, whichever maximum is higher.


36
Erudition II
Knowledge is power. Your excessive scholarship increases your Magicka and Stamina Recovery by 18%.

22
Erudition I
Knowledge is power. Your excessive scholarship increases your Magicka and Stamina Recovery by 9%.

36
Erudition II
Knowledge is power. Your excessive scholarship increases your Magicka and Stamina Recovery by 18%.


50
Intricate Runeforms II
Your status as illuminatus reduces the cost and increases the strength of your damage shields by 10%.

39
Intricate Runeforms I
Your status as illuminatus reduces the cost and increases the strength of your damage shields by 5%.

50
Intricate Runeforms II
Your status as illuminatus reduces the cost and increases the strength of your damage shields by 10%.
Herald of the Tome
ULTIMATES


12
The Unblinking Eye IV
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds and deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam can be repositioned by recasting The Unblinking Eye.

12
The Tide King's Gaze IV
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 8 seconds that deals 1151 Magic Damage to enemies within 5 meters every 0.5 seconds. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain.
Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.

12
The Languid Eye IV
175 Ultimate
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds that deals 1115 Magic Damage to enemies within 5 meters every 0.5 seconds and snares them by 50% for 3 seconds. Every 0.5 seconds, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye.
Also applies a snare to enemies hit and damage increases over time.
SKILLS


1
Runeblades IV
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 695 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.

1
Writhing Runeblades IV
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 718 Magic Damage three times and generating Crux. This ability gains between 1095 and 2191 Weapon and Spell Critical rating and deals 3% increased damage for each active Crux when cast.
Has increased Critical Chance for each active Crux.

1
Escalating Runeblades IV
2700 Magicka
Craft a series of Apocryphal runes before launching them at a foe, dealing 696 Magic Damage, 766 Magic Damage, and 917 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast.
Deals increased damage and the last rune deals damage in an area.


4
Fatecarver IV
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 879 Magic Damage every 0.3 seconds. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.

4
Exhausting Fatecarver IV
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 878 Magic Damage every 0.3 seconds and snaring enemies hit by 15%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by 0.3 seconds, and snare by 15% per Crux spent.
Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.

4
Pragmatic Fatecarver IV
450 Magicka
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 878 Magic Damage every 0.3 seconds. While channeling, you also gain a damage shield that absorbs up to 3725 damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 16% per Crux spent.
Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.


20
Abyssal Impact IV
2984 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 1939 Physical Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink.

20
Cephaliarch's Flail IV
2714 Stamina
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
On cast you heal yourself and generate Crux. You deal increased damage to enemies below half health.

20
Tentacular Dread IV
3510 Magicka
Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 2002 Frost Damage. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 20% and damage to foes drenched in Abyssal Ink by 2% per Crux spent.
Converts into a Magicka ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.


30
Tome-Bearer's Inspiration IV
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.

30
Inspired Scholarship IV
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 3 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 935 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
Increases the frequency of damage.

30
Recuperative Treatise IV
4455 Magicka
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage, restores 600 Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
When dealing damage, restore Magicka and Stamina.


42
The Imperfect Ring IV
3510 Magicka
Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4631 Magic Damage over 20 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.

42
Rune of Displacement IV
3510 Magicka
Summon a discharging rune under an enemy. After 2 seconds the rune pulses, pulling in foes between 2 to 8 meters and etching them with scrawled glyphs that deal 4780 Magic Damage over 18 seconds. An ally near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Places a rune under the target that deals damage and pulls nearby enemies after a delay.

42
Fulminating Rune IV
3510 Magicka
Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing 4642 Magic Damage over 20 seconds. The rune lingers on the initial target for 6 seconds before detonating, dealing 1438 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 6 seconds. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing 2698 Frost Damage to enemies within 7 meters.
Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
PASSIVES


18
Fated Fortune II
Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.

8
Fated Fortune I
Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 6% for 7 seconds.

18
Fated Fortune II
Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.


27
Harnessed Quintessence II
You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.

14
Harnessed Quintessence I
You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 2% for 10 seconds.

27
Harnessed Quintessence II
You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.


36
Psychic Lesion II
Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 75%.

22
Psychic Lesion I
Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 7% and Status Effect Chance by 37%.

36
Psychic Lesion II
Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 75%.


50
Splintered Secrets II
What they don't know can kill them. Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted. Current bonus: 0.

39
Splintered Secrets I
What they don't know can kill them. Increase your Physical and Spell Penetration by 495 per Herald of the Tome ability slotted. Current bonus: 0.

50
Splintered Secrets II
What they don't know can kill them. Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted. Current bonus: 0.
Soldier of Apocrypha
ULTIMATES


12
Gibbering Shield IV
200 Ultimate
Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31732 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.

12
Sanctum of the Abyssal Sea IV
200 Ultimate
Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 37697 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
Damage shield gains an increase in strength.

12
Gibbering Shelter IV
200 Ultimate
Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 31733 damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 4 seconds that absorbs up to 5462 damage. These shields can be applied once every 4 seconds. Both shields scale off your Max Health.
No longer deals damage to enemies and grants allies a damage shield when you are hit.
SKILLS


1
Runic Jolt IV
1620 Magicka
Craft a defensive Apocryphal rune that deals 1161 Magic Damage and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.

1
Runic Sunder IV
1377 Stamina
Craft a defensive Apocryphal rune that deals 1161 Physical Damage. The rune steals 2200 Armor and applies Minor Maim for 15 seconds, reducing their damage done by 5%. The rune also taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.

1
Runic Embrace IV
1620 Magicka
Craft a rune that deals 1161 Magic Damage and heals you for 1706 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 15 seconds, reducing enemy damage done by 5%, and healing you and your allies for 600 Health every 1 second when damaging them. The rune taunts for 15 seconds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Heal yourself and apply Minor Lifesteal.


4
Runespite Ward IV
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.

4
Spiteward of the Lucid Mind IV
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 4800 damage for 6 seconds, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself 1600 Health, scaling off your Max Health, and refund 30% of Spiteward of the Lucid Mind cost per Crux spent.
Consume Crux to refund cost.

4
Impervious Runeward IV
4320 Magicka
Like the rune knights of old, summon a shield that absorbs 9916 damage for 1 second, and then 4958 damage for 5 seconds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent.
Drastically increases the size of the damage shield for the first second.


20
Fatewoven Armor IV
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 20 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.

20
Cruxweaver Armor IV
2700 Magicka
Forge defiant runic armor around you, granting Major Resolve for 30 seconds, increasing your Armor by 5948. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds. Blows against your armor also generate Crux, up to once every 5 seconds.
Increases the duration and when damaged, creates a Crux.

20
Unbreakable Fate IV
2430 Magicka
Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 20 seconds, increasing your Armor by 5948 for 20 seconds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 2974 for 6 seconds.
Gain bonus Block Mitigation and consume Crux to increase the bonus.


30
Runic Defense IV
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.

30
Runeguard of Still Waters IV
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. After 1 second, the spellweave immobilizes enemies within 7 meters for 3 seconds. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health.
Immobilizes nearby enemies.

30
Runeguard of Freedom IV
3510 Magicka
Cast forth a complex rune granting you and your group members Minor Resolve for 20 seconds, increasing your Armor by 2974. You gain Minor Protection for 20 seconds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for 4800 Health, scaling off your Max Health, and gain 3000 Armor and Crowd Control Immunity for 6 seconds. This immunity can occur once every 30 seconds.
Also grants Armor and Crowd Control Immunity when the heal occurs.


42
Rune of Eldritch Horror IV
3780 Magicka
Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This terror applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.

42
Rune of Uncanny Adoration IV
3510 Magicka
Etch a blasphemous rune on your enemy's mind, charming them after a 1 second delay for 4 seconds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 8 seconds. This ability cannot be dodged.
Charms the target and causes them to move towards you.

42
Rune of the Colorless Pool IV
3780 Magicka
Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 20 seconds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
Applies Minor Brittle to the target.
PASSIVES


18
Aegis of the Unseen II
Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 1980.

8
Aegis of the Unseen I
Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 990.

18
Aegis of the Unseen II
Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 1980.


27
Wellspring of the Abyss II
Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 129 for each Soldier of Apocrypha ability slotted. Current bonus: 0.

14
Wellspring of the Abyss I
Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 64 for each Soldier of Apocrypha ability slotted. Current bonus: 0.

27
Wellspring of the Abyss II
Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 129 for ea