ESO Skills
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Level
Health
Magicka
Stamina
Spell Damage
Weapon Damage
Skill Coefficients
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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 2639 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 2639 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 2639 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
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. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Molten Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
While slotted, your other Ardent Flame abilities increase the damage of your next Molten Whip cast.

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 heal you for 4839 Health over 2 seconds. This effect can occur once every 3 seconds.
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 2310 Flame Damage over 10 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 2315 Poison Damage over 10 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 20% 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 2315 Flame Damage over 10 seconds. Heals you for 75% of the total damage inflicted when the effect ends. Enemies hit by the initial hit are afflicted with the Burning status effect.
Heals you for a percentage of the total damage inflicted when the effect ends.


20
Fiery Breath IV
3510 Magicka
Exhale a flaming blast to enemies in front of you, dealing 1742 Flame Damage and an additional 1735 Flame Damage over 10 seconds.

20
Noxious Breath IV
2984 Stamina
Exhale a corrosive blast to enemies in front of you, dealing 1799 Poison Damage and an additional 1790 Poison Damage over 10 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 1742 Flame Damage and an additional 1735 Flame Damage over 10 seconds. Affected enemies take more damage from all Flame Damage attacks based on your offensive stats, with a maximum of 10% bonus damage taken. Current value 2%.
Affected enemies take more damage from all Flame Damage attacks based on how high your Spell Damage is.


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

30
Empowering Chains IV
3780 Magicka
Launch a fiery chain to grasp and pull you to an enemy, dealing 1438 Flame Damage and granting you Empower for 3 seconds, increasing the damage of your Light and Heavy Attack by 40%. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
Pulls you to the enemy instead. Grants Empower after casting.

30
Unrelenting Grip IV
3780 Magicka
Launch a fiery chain to grasp and pull an enemy to you, dealing 1438 Flame Damage. 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, you gain Major Prophecy, increasing your Spell Critical rating by 2629. This ability scales with your highest offensive stats.

42
Flames of Oblivion IV
2160 Magicka
Activate an aura of flames which launches a fireball at 2 enemies every 5 seconds, dealing 1799 Flame Damage. While slotted, you gain Major Prophecy and Major Savagery, increasing your Spell and Weapon Critical ratings by 2629. This ability scales with your highest offensive stats.
Also grants Major Savagery while slotted. Hits an additional enemy.

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, you gain Major Prophecy, increasing your Spell Critical rating by 2629. This ability scales with your highest offensive stats.
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 50%. When you apply Burning to an enemy, you restore 500 Magicka. When you apply Poisoned to an enemy, you restore 500 Stamina.

8
Combustion I
Increases the damage of your Burning and Poisoned status effects by 25%. When you apply Burning to an enemy, you restore 250 Magicka. When you apply Poisoned to an enemy, you restore 250 Stamina.

18
Combustion II
Increases the damage of your Burning and Poisoned status effects by 50%. When you apply Burning to an enemy, you restore 500 Magicka. When you apply Poisoned to an enemy, you restore 500 Stamina.


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 33% 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 33% and the duration by 4 seconds.


50
World in Ruin II
Increases the damage of your Flame area of effect abilities by 6%. Decreases the cost of your Stamina Poison abilities by 25%.

39
World in Ruin I
Increases the damage of your Flame area of effect abilities by 3%. Decreases the Stamina cost of your Poison abilities by 12%.

50
World in Ruin II
Increases the damage of your Flame area of effect abilities by 6%. Decreases the cost of your Stamina Poison abilities by 25%.
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 4878 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 4228 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 405 Magic Damage to any enemy that uses a direct damage attack against you in melee range.

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 2479 damage for 6 seconds. This portion of the ability scales off your Max Health. While active, the armor returns 405 Magic Damage to any enemy that uses a direct damage attack against you in melee range.
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 spikes around you, causing enemies hit to take 2868 Magic Damage over 10 seconds. While active, the armor returns 405 Magic Damage to any enemy that uses a direct damage attack against you in melee range.
You release a spray of spikes around you, causing enemies hit to take damage over time.


4
Dark Talons IV
4050 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
4050 Magicka
Call forth talons from the ground, dealing 1799 Flame Damage to enemies near you, an additional 1808 Flame Damage over 4 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
4050 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.
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. 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 23 seconds.
You also gain Major Endurance and Minor Vitality.

20
Coagulating Blood IV
4320 Magicka
Draw on your draconic blood to heal for 3090, increasing by up to 33% 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 Max Magicka and Spell Damage.


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 2 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
4050 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Magic 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
4050 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Magic 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
4050 Magicka
Channel draconic energy to suck in the air around you, dealing 870 Magic 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 5% for each Draconic Power ability slotted. Current bonus: 0%. Increases range of your melee attacks by 2 meters. This effect only applies to instant cast attacks with a 5 meter range.

22
Elder Dragon I
Increases your Health Recovery by 2% for each Draconic Power ability slotted. Current bonus: 0%. Increases the range of your melee attacks by 1 meter. This effect only applies to instant cast attacks with a 5 meter range.

36
Elder Dragon II
Increases your Health Recovery by 5% for each Draconic Power ability slotted. Current bonus: 0%. Increases range of your melee attacks by 2 meters. This effect only applies to instant cast attacks with a 5 meter range.


50
Scaled Armor II
Increases your Spell Resistance by 3300.

39
Scaled Armor I
Increases your Spell Resistance by 1320.

50
Scaled Armor II
Increases your Spell Resistance by 3300.
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 dealt ignores enemy Physical Resistance.
Deals Poison Damage, and your direct attacks ignore Physical Resistance while active.
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 45 seconds.
Increases the duration and increases the radius.

4
Molten Armaments 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. Your own damage with Heavy Attacks is increased by 50% while active.
Your own damage with Heavy Attacks is increased.


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 5 seconds.
Increases duration of Major Mending.


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

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


42
Ash Cloud IV
5670 Magicka
Summon a scorching cloud of ash at the target location, reducing enemy Movement Speed by 70% and healing you and your allies for 394 every 1 second.

42
Cinder Storm IV
5670 Magicka
Summon a scorching cloud of ash at the target location, reducing enemy Movement Speed by 70% and healing you and your allies for 611 every 1 second.
Heals for more.

42
Eruption IV
5670 Magicka
Summon a scorching cloud of ash at the target location, reducing enemy Movement Speed by 70% and dealing 407 Flame Damage every 1 second. Deals 1799 Flame Damage immediately.
Damages instead of healing. Deals some damage instantly.
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 46 Health, 46 Magicka, and 46 Stamina for each point of the Ultimate's cost.

14
Battle Roar I
When you cast an Ultimate ability, you restore 23 Health, 23 Magicka, and 23 Stamina for each point of the Ultimate's cost.

27
Battle Roar II
When you cast an Ultimate ability, you restore 46 Health, 46 Magicka, and 46 Stamina for each point of the Ultimate's cost.


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 a non Stamina costing Earthen Heart ability, you restore 990 Stamina.

39
Helping Hands I
When you cast a non Stamina costing Earthen Heart ability, you restore 495 Stamina.

50
Helping Hands II
When you cast a non Stamina costing Earthen Heart ability, you restore 990 Stamina.
Bone Tyrant
ULTIMATES


12
Bone Goliath Transformation IV
250 Ultimate
Become a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully charged Heavy Attacks restore 800 Health. This ability scales off your Max Health.

12
Pummeling Goliath IV
250 Ultimate
Become a destructive Pummeling Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully charged Heavy Attacks restore 800 Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 1799 Physical Damage.
Gain an AoE Bash attack

12
Ravenous Goliath IV
250 Ultimate
Become a horrific Ravenous Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully charged Heavy Attacks restore 800 Health. You deal 826 Magic Damage damage to nearby enemies every second and heal for that amount. These abilities scale off your Max Health.
Gain an aura that drains nearby enemies of their health.
SKILLS


1
Death Scythe IV
3240 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.

1
Ruinous Scythe IV
2754 Stamina
Slice into your enemy's life force, dealing 1799 Physical Damage. Every third cast of this ability will set all enemies hit Off Balance. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. The healing of this ability scales off your Max Health.
Converts to a Stamina ability and deals Physical Damage. Every third cast will set enemies Off Balance.

1
Hungry Scythe IV
2970 Magicka
Slice into your enemy's life force, dealing 1742 Magic Damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy, up to five times. After dealing damage, you heal for 319 Health every 1 second over 5 seconds. The healing of this ability scales off your Max Health.
Gain a heal over time.


4
Bone Armor IV
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. Creates a corpse when the effect completes.

4
Beckoning Armor IV
2430 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 3 seconds. Creates a corpse when the effect completes.
Pulls in ranged enemies. Reduces the cost as the ability ranks up.

4
Summoner's Armor IV
2700 Magicka
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes.
Reduces the cost of your Necromancer summon abilities.


20
Bitter Harvest IV
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 660 Health every 1 second for 2 seconds per corpse consumed. This ability scales off of your Max Health. While slotted, your damage taken is reduced by 3%.

20
Deaden Pain IV
0 Magicka
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 682 Health every 1 second for 2 seconds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Gain Major Protection

20
Necrotic Potency IV
0 Magicka
Sap the lingering life from fresh corpses, granting you 6 Ultimate and healing 682 Health every 1 second for 2 seconds per additional corpse. This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.
Gain more Ultimate per corpse.


30
Bone Totem IV
4050 Magicka
Place a totem of bone at your feet that gives Minor Protection to you and your allies for 9 seconds, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.

30
Remote Totem IV
3240 Magicka
Call forth an effigy of bone that gives Minor Protection to you and your allies for 9 seconds, reducing your damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
The totem can be summoned up to 28 meters away. Reduces the cost as the ability ranks up.

30
Agony Totem IV
4050 Magicka
Summon an effigy of bone at your feet that gives Minor Protection to you and your allies for 11 seconds, reducing damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Allies can activate Pure Agony, causing enemies to take 2286 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%.
Allies can activate a synergy to damage and apply Minor Vulnerability to enemies. Increases the duration of the totem as the ability ranks up.


42
Grave Grasp IV
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each patch applies Minor Maim to enemies hit for 5 seconds, reducing their damage done by 5%.

42
Ghostly Embrace IV
3780 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 7 seconds, immobilized in the second area for 6 seconds, and stunned in the final area for 5 seconds. Each patch applies Minor Maim to enemies hit for 7 seconds, reducing their damage done by 5%.
Increases the duration of all negative effects applied.

42
Empowering Grasp IV
3510 Magicka
Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30% for 5 seconds, immobilized in the second area for 4 seconds, and stunned in the final area for 3 seconds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your Skeletal Mage and Spirit Mender by 40%. Each effect lasts 5 seconds.
Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing. Reduces cost as the ability ranks up.
PASSIVES


18
Death Gleaning II
Whenever an enemy you are in combat with dies within 28 meters of you, restore 200 Magicka and Stamina.

8
Death Gleaning I
Whenever an enemy you are in combat with dies within 28 meters of you, restore 100 Magicka and Stamina.

18
Death Gleaning II
Whenever an enemy you are in combat with dies within 28 meters of you, restore 200 Magicka and Stamina.


27
Disdain Harm II
Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.

14
Disdain Harm I
Reduce the damage you take from damage over time abilities by 7% while you have a Bone Tyrant ability active.

27
Disdain Harm II
Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.


36
Health Avarice II
Increase your Healing Received by 2% for each Bone Tyrant ability slotted. Current bonus: 0%.

22
Health Avarice I
Increase your Healing Received by 1% for each Bone Tyrant ability slotted. Current bonus: 0%.

36
Health Avarice II
Increase your Healing Received by 2% for each Bone Tyrant ability slotted. Current bonus: 0%.


50
Last Gasp II
Increase your Max Health by 1250.

39
Last Gasp I
Increases your Max Health by 625.

50
Last Gasp II
Increase your Max Health by 1250.
Grave Lord
ULTIMATES


12
Frozen Colossus IV
225 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 2787 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.

12
Pestilent Colossus IV
225 Ultimate
Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 2880, 3023, and 3175 Disease Damage with the first, second, and third smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
Deals Disease Damage. The Colossus deals more damage with each smash.

12
Glacial Colossus IV
225 Ultimate
Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 2788 Frost Damage with each smash. The final smash stuns all enemies hit for 4 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.
The final smash stuns all enemies hit.
SKILLS


1
Flame Skull IV
2700 Magicka
Lob an explosive skull at an enemy, dealing 2090 Flame Damage. Every third cast of this ability deals 20% increased damage.

1
Venom Skull IV
2295 Stamina
Lob an explosive skull at an enemy, dealing 2160 Poison Damage. Every third cast of this ability deals 20% increased damage. While slotted, casting any Necromancer ability while you are in combat will count towards the third cast.
Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.

1
Ricochet Skull IV
2700 Magicka
Lob an explosive skull at an enemy, dealing 2160 Flame Damage. Every third cast of this ability deals 20% increased damage and will bounce up to 2 times to other nearby enemies.
The third cast of the skull will bounce to other nearby enemies.


4
Blastbones IV
2700 Magicka
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3486 Flame Damage to all enemies nearby. Creates a corpse on death.

4
Blighted Blastbones IV
2295 Stamina
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Disease Damage to all enemies nearby and applying Major Defile to them for 4 seconds, reducing their healing received and Health Recovery by 16% Creates a corpse on death.
Converts into a Stamina ability and deals Disease Damage. Reduces healing received on enemies hit.

4
Stalking Blastbones IV
2700 Magicka
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Flame Damage to all enemies nearby. Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage. Creates a corpse on death.
The skeleton deals more damage the longer it chases the target.


20
Boneyard IV
3780 Magicka
Desecrate the ground at the target location, dealing 3476 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 50% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 3375 Frost Damage to enemies in the area and healing you for the damage done.

20
Unnerving Boneyard IV
3780 Magicka
Desecrate the ground at the target location, dealing 3586 Frost Damage over 10 seconds and applying Major Breach to enemies within, reducing their Physical and Spell Resistance by 5948. Consumes a corpse on cast to deal 50% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 3375 Frost Damage to enemies in the area and healing you for the damage done.
Applies Major Breach to enemies in the area, reducing their Physical and Spell Resistance.

20
Avid Boneyard IV
3780 Magicka
Desecrate the ground at the target location, dealing 3586 Frost Damage over 10 seconds. Consumes a corpse on cast to deal 50% more damage. You or an ally standing in the graveyard can activate the Grave Robber synergy, dealing 3375 Frost Damage to enemies in the area and healing you for the damage done.
You can use your own synergy.


30
Skeletal Mage IV
4320 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 16 seconds. The mage attacks the closest enemy every 2 seconds, dealing 796 Shock Damage. Creates a corpse on death.

30
Skeletal Archer IV
3672 Stamina
Unearth a skeletal archer from the dirt to fight by your side for 16 seconds. The archer attacks the closest enemy every 2 seconds, dealing 796 Physical Damage. Each time the archer deals damage, its next attack will do 5% more damage than the previous attack. Creates a corpse on death.
Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.

30
Skeletal Arcanist IV
4320 Magicka
Unearth a skeletal mage from the dirt to fight by your side for 16 seconds. The mage attacks the closest enemy every 2 seconds, dealing 822 Shock Damage to them and all other enemies nearby. Creates a corpse on death.
The mage deals damage to all enemies around the initial target.


42
Shocking Siphon IV
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4366 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse. This ability scales off your highest offensive stats. While slotted, your damage done is increased by 3%.

42
Detonating Siphon IV
0 Stamina
Violently drain the last spark of life from a corpse, dealing 4366 Disease Damage over 12 seconds to all enemies around the corpse and between you and the corpse. When the siphon ends it causes the corpse to explode, dealing an additional 1799 Disease Damage to all enemies around the corpse. This ability scales off your highest offensive stats. While slotted, your damage done is increased by 3%.
Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.

42
Mystic Siphon IV
0 Magicka
Violently drain the last spark of life from a corpse, dealing 4366 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse. This portion of the ability scales off your highest offensive stats. You also restore 1295 Magicka over 12 seconds while siphoning the corpse. While slotted, your damage done is increased by 3%.
You restore Magicka while siphoning the corpse.
PASSIVES


18
Reusable Parts II
When your Blastbones, Skeletal Mage, or Spirit Mender dies, the cost of your next Blastbones, Skeletal Mage, or Spirit Mender is reduced by 50%.

8
Reusable Parts I
When your Blastbones, Skeletal Mage, or Spirit Mender dies, the cost of your next Blastbones, Skeletal Mage, or Spirit Mender is reduced by 25%.

18
Reusable Parts II
When your Blastbones, Skeletal Mage, or Spirit Mender dies, the cost of your next Blastbones, Skeletal Mage, or Spirit Mender is reduced by 50%.


27
Death Knell II
Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability slotted. Current bonus: 0%.

14
Death Knell I
Increases your Critical Strike Chance against enemies under 25% Health by 5% for each Grave Lord ability slotted. Current bonus: 0%.

27
Death Knell II
Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability slotted. Current bonus: 0%.


36
Dismember II
While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 1500.

22
Dismember I
While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 750.

36
Dismember II
While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 1500.


50
Rapid Rot II
Increases your damage done with damage over time effects by 15%.

39
Rapid Rot I
Increases your damage done with damage over time effects by 7%.

50
Rapid Rot II
Increases your damage done with damage over time effects by 15%.
Living Death
ULTIMATES


12
Reanimate IV
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.

12
Renewing Animation IV
335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.
You restore Magicka and Stamina for each ally you attempt to resurrect.

12
Animate Blastbones IV
320 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blastbones for each corpse consumed.
You consume other corpses in the area and summon Blastbones.
SKILLS


1
Render Flesh IV
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3486 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and Health Recovery by 8%.

1
Resistant Flesh IV
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and Health Recovery by 8%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
Grant resistances to the target equal to half the amount healed.

1
Blood Sacrifice IV
4320 Magicka
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and Health Recovery by 8%. Consumes a corpse near you when cast to heal a second target.
Consumes a corpse to heal a second target.


4
Expunge IV
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.

4
Expunge and Modify IV
1940 Health
Embrace the power of death, removing up to 2 negative effects from yourself and restoring 515 Magicka and Stamina for each negative effect removed. While slotted, the cost of all your abilities are reduced by 3%.
You restore Magicka and Stamina for each negative effect removed.

4
Hexproof IV
1880 Health
Embrace the power of death, removing up to 4 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
Increases the amount of negative effects removed.


20
Life amid Death IV
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2323 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2310 Health over 5 seconds.

20
Renewing Undeath IV
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2399 Health. Consumes a corpse on cast to immediately remove up 3 negative effects and continue to heal you and your allies in the area for 2310 Health over 5 seconds.
Consuming a corpse also removes negative effects.

20
Enduring Undeath IV
3510 Magicka
Release residual fragments of fallen souls at the target location, healing you and your allies for 2399 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2310 Health over 5 seconds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 5 seconds.
Can consume multiple corpses to increase the duration of the heal over time.


30
Spirit Mender IV
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 1327 Health. Creates a corpse on death.

30
Spirit Guardian IV
4320 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 16 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 1370 Health. While active, 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death.
Some of the damage you take is transferred to the spirit instead.

30
Intensive Mender IV
2160 Magicka
Conjure a ghostly spirit to do your bidding and stay by your side for 8 seconds. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring 2742 Health. Creates a corpse on death.
The spirit heals for twice the amount, but lasts half as long and costs half as much.


42
Restoring Tether IV
0 Magicka
Siphon the last remnants of life from a corpse, healing for 5476 Health over 12 seconds to yourself and all allies between you and the corpse. This ability scales off your highest offensive stats. While slotted, your healing done is increased by 3%.

42
Braided Tether IV
0 Magicka
Siphon the last remnants of life from a corpse, healing for 5544 Health over 12 seconds to yourself, all allies around you, and all allies between you and the corpse. This ability scales off your highest offensive stats. While slotted, your healing done is increased by 3%.
Also heals allies in a radius around you.

42
Mortal Coil IV
0 Magicka
Siphon the last remnants of life from a corpse, healing for 5550 Health over 12 seconds to yourself and all allies between you and the corpse. This portion of the ability scales off your highest offensive stats. You also restore 1295 Stamina over 12 seconds while siphoning the corpse. While slotted, your healing done is increased by 3%.
You restore Stamina while siphoning the corpse.
PASSIVES


18
Curative Curse II
While you have a negative effect on you, your healing done is increased by 8%.

8
Curative Curse I
While you have a negative effect on you, your healing done is increased by 4%.

18
Curative Curse II
While you have a negative effect on you, your healing done is increased by 8%.


27
Near-Death Experience II
While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.

14
Near-Death Experience I
While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 10% in proportion to the severity of the target's wounds.

27
Near-Death Experience II
While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.


36
Corpse Consumption II
When you use an ability on a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds.

22
Corpse Consumption I
When you use an ability on a corpse, you generate 5 Ultimate. This effect can occur once every 16 seconds.

36
Corpse Consumption II
When you use an ability on a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds.


50
Undead Confederate II
While you have a Blastbones, Skeletal Mage, or Spirit Mender active, your Magicka and Stamina Recovery is increased by 200.

39
Undead Confederate I
While you have a Blastbones, Skeletal Mage, or Spirit Mender active, your Magicka and Stamina Recovery is increased by 100.

50
Undead Confederate II
While you have a Blastbones, Skeletal Mage, or Spirit Mender active, your Magicka and Stamina Recovery is increased by 200.
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 6 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 6 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 on an enemy with a negative effect active on them.
Deals Disease Damage. If cast with higher Ultimate, stuns the target. While slotted, your Light and Heavy Attacks restore resources if the enemy has a negative effect active.

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 6 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 300% more damage to enemies below 25% Health. Heals you for 3305 if the enemy dies within 2 seconds of being struck. This portion of the ability scales off your Max Health.
Converts into a Stamina ability and deals Disease Damage. 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 300% more damage to enemies below 25% Health.
Allows you to use the ability at range.


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 2155 Magic Damage over 10 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 for 3 seconds, increasing the damage of your Light and Heavy Attacks by 40%.
Converts to a Stamina ability, and grants you Empower.


20
Blur IV
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, decreasing damage from area attacks by 20% for 26 seconds.

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 26 seconds.
Grants Minor Resolve, increasing your Physical and Spell Resistance.

20
Phantasmal Escape IV
3780 Magicka
Surround yourself in a phantasmic aura to gain Major Evasion, reducing damage from area attacks by 20% for 26 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Grants snare and immobilization immunity for a short duration.


30
Mark Target IV
0 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 for 6611. This portion of the ability scales off your Max Health. You can only have one Mark Target active at a time.

30
Piercing Mark IV
0 Magicka
Expose an enemy's weaknesses to afflict them with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 30 seconds. You can detect marked enemies even if they use stealth or invisibility for 3 seconds. When a marked enemy dies, you heal for 4958. This portion of the ability scales off your Max 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
0 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 for 10243, and you gain Major Berserk, increasing your damage done by 10% for 5 seconds. This portion of the ability scales off your Max Health. You can only have one Reaper's Mark active at a time.
If the marked enemy dies, you heal for more and gain Major Berserk, increasing your damage done.


42
Grim Focus IV
2700 Magicka
Focus your senses for 40 seconds, increasing your Critical Damage and Healing by 2% with every Light or Heavy Attack, up to 5 times. While active, hitting an enemy with 5 Light or Heavy Attacks converts this ability into Assassin's Will, allowing you to fire a spectral arrow for half cost to deal 4182 Magic Damage, and healing for 33% of the damage dealt if you are within melee range.

42
Relentless Focus IV
2295 Stamina
Focus your senses for 1 minute, increasing your Critical Damage and Healing by 2% with every Light or Heavy Attack, up to 5 times. While active, hitting an enemy with 5 Light or Heavy Attacks converts this ability into Assassin's Scourge, allowing you to fire a spectral arrow for half cost that deals 4321 Disease Damage, and heals for 33% of the damage dealt if you are within melee range.
Converts into a Stamina ability and deals Disease Damage. Increases duration.

42
Merciless Resolve IV
2700 Magicka
Focus your senses for 40 seconds, increasing your Critical Damage and Healing by 2% with every Light or Heavy Attack, up to 5 times. While active, hitting an enemy with 5 Light or Heavy Attacks converts this ability into Assassin's Will, allowing you to fire a spectral arrow for half cost that deals 4752 Magic Damage, and heals for 50% of the damage dealt if you are within melee range.
The spectral bow does more damage and heals for more.
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 while inside the ring and even after leaving it, 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 remains on any friendly targets who pass through the area, persisting until the ability ends regardless of where they go.

12
Veil of Blades IV
200 Ultimate
Conjure a ring of shadow, reducing the Movement Speed of enemies by 70%, dealing 1079 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. Attacking with Veiled Strike from the flank stuns the enemy for 3 seconds and sets them Off Balance.

1
Surprise Attack IV
2295 Stamina
Slash an enemy, dealing 2323 Physical Damage and applying the Sundered status effect. Attacking with Surprise Attack from the flank stuns the enemy for 3 seconds and sets them Off Balance.
Converts to a Stamina ability. Each hit applies the Sundered status effect.

1
Concealed Weapon IV
2295 Magicka
Slash an enemy, dealing 2323 Magic Damage. Attacking with Concealed Weapon from the flank stuns the enemy for 3 seconds and sets them Off Balance. While slotted, your Movement Speed while Sneaking or invisible is increased by 25%.
While slotted, your Movement Speed while Sneaking or invisible is increased.


4
Shadow Cloak IV
4050 Magicka
Cloak yourself in shadow to become invisible for 3 seconds.

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.
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 959 every 1 second, over 6 seconds. This portion of the ability scales off your Max Health. You gain Minor Protection for 6 seconds, reducing your damage taken by 5%.
No longer grants invisibility. Heals you based on Max Health, grants Minor Protection, and lasts longer.


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

20
Twisting Path IV
3510 Magicka
Create a corridor of shadows, granting you and allies in area Major Expedition, increasing movement speed by 30%. Effect persists for 4 seconds after leaving the path. Deals 612 Magic Damage to enemies in the target area every 1 second.
Path affects a larger conal area and deals damage.

20
Refreshing Path IV
3510 Magicka
Create a corridor of shadows, granting you and allies in area Major Expedition, increasing movement speed by 30%. Effect persists for 4 seconds after leaving the path. Heals 612 Health to you and allies in area every 1 second.
Path also heals you and your allies.


30
Aspect of Terror IV
3780 Magicka
Summon a dark spirit to terrify up to 3 enemies, causing them to cower in fear for 2 seconds.

30
Mass Hysteria IV
3780 Magicka
Summon a dark spirit to terrify up to 6 enemies, causing them to cower in fear for 3 seconds.
Increases the amount of targets who can be feared.

30
Manifestation of Terror IV
3780 Magicka
Conceal two sinister traps, one at the targeted location and another next to you, which take 2 seconds to arm and last for 1 minute. When each trap is triggered, a dark spirit is summoned to terrify up to 6 enemies, causing them to cower in fear for 4 seconds.
Creates two traps instead, which fear enemies when triggered.


42
Summon Shade IV
4050 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 15 seconds. The shade slashes at an enemy, dealing 400 Magic Damage once every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. This ability scales with your highest offensive stats.

42
Dark Shade IV
4050 Magicka
Summon a shade version of yourself to attack an enemy and fight at your side for 18 seconds. The shade slashes at an enemy, dealing 830 Magic Damage and occasionally whirlwinds all enemies around it, dealing 830 Magic Damage once every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. This ability scales with your highest offensive stats.
Shade deals increased damage, and occasionally casts an area of effect attack.

42
Shadow Image IV
4050 Magicka
Summon a shade version of yourself to stay in place and attack an enemy from range for 18 seconds. The shade shoots at an enemy, dealing 414 Magic Damage every 2 seconds. The shade's attacks inflict Minor Maim, reducing the enemy's damage done by 5% for 4 seconds. While the shade is summoned, you can activate this ability again to teleport to the shade's location. This ability scales with your highest offensive stats.
The summoned shade now is stationary and attacks from a range. 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 1452 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 1498 Magic Damage and healing you or 2 other nearby allies for 50% of the damage inflicted every 2 seconds for 10 seconds.
Heals up to 2 targets instead of 1.

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.
Drastically increases damage. Heal is decreased and only targets self.


4
Malevolent Offering IV
1621 Health
Sacrifice your essence, healing an ally in front of you for 3486 Health but draining your own Health over 8 seconds.

4
Shrewd Offering IV
1315 Health
Sacrifice your essence, healing an ally in front of you for 3600 Health but draining your own Health over 8 seconds.
Reduces the cost.

4
Healthy Offering IV
1621 Health
Sacrifice your essence, healing an ally in front of you for 3600 Health but draining your own Health over 8 seconds. While your Health is being drained you gain Minor Mending, 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 3480 Magic Damage over 10 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 3594 Magic Damage over 10 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
2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 1199 Magic Damage and an additional 2900 Magic Damage over 10 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, and immobilizes the enemy on impact.


30
Siphoning Strikes IV
1350 Magicka
Imbue your weapons with soul-stealing power, causing your Light and Heavy Attacks to heal you for 1438 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 20 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 apply Minor Cowardice to them for 10 seconds, reducing their Weapon and Spell Damage by 215 and you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.
Converts to a Stamina ability that deals Disease damage. Applies Minor Cowardice to enemies hit.

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 20 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 the ally and the atronach Major Berserk, increasing their damage done by 10% for 8 seconds.

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 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting the ally and the atronach Major Berserk, increasing their damage done by 10% for 8 seconds.
Increases the health and duration 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 zaps the closest enemy, dealing 1124 Shock Damage every 1 second, and periodically deals 2323 Shock Damage to enemies around it. An ally near the atronach can activate the Charged Lightning synergy, granting the ally and the atronach Major Berserk, increasing their damage done by 10% for 8 seconds.
The atronach gains a powerful area of effect attack.
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 580 Shock Damage every 2 seconds for 10 seconds to enemies near him. 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 4500 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
You summon a clannfear. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear. The clannfear's basic attacks now scale off your Weapon Damage and Stamina.

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 599 Shock Damage every 2 seconds for 10 seconds to enemies near him. The final pulse will stun all 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 20% 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 zaps deal 347 Shock Damage and its kicks deal 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 zaps deal 718 Shock Damage and its kicks deal 718 Shock Damage. Once summoned, you can activate the twilight tormentor's special ability for 2970 Magicka, causing it to deal 53% more damage to enemies above 50% Health for 15 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 zaps deal 347 Shock Damage and its kicks deal 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 3718 damage for 6 seconds. Damage shield strength capped at 50% 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 5121 damage for 6 seconds. Damage shield strength capped at 60% of your Max Health.
Damage shield absorbs more and has a higher capped value.

30
Empowered Ward IV
3780 Magicka
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 3718 damage for 10 seconds. Damage shield strength capped at 50% of your Max Health. Also grants Minor Intellect to you and nearby allies, increasing your Magicka Recovery by 15% for 10 seconds.
Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect.


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, your Max Magicka is increased by 5%

42
Bound Armaments IV
2295 Stamina
Arm yourself with the power of Oblivion for 40 seconds, causing your Light and Heavy Attacks to summon a Bound weapon for 10 seconds, up to 4 times. You can reactivate the ability for half cost to arm the weapons, causing them to strike your target for 972 Physical Damage every 0.3 seconds. While slotted, your Max Stamina is increased by 8% and your Light Attacks deal 10% more damage.
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. Light Attacks deal more damage while slotted.

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 3 seconds. While slotted, your Max Magicka is increased by 8% and you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974.
Passively grants Minor Resolve and increases the amount of damage you can block as the ability ranks up.
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 pet active.

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

50
Expert Summoner II
Increases your Max Health by 8% while you have a Daedric Summoning pet active.
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 522 Magic Damage every 0.5 seconds.
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 522 Health every 0.5 seconds.
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 4 seconds, causing your next Light or Heavy Attack to deal an additional 2323 Physical Damage and reducing the target's Armor by 1000 for 5 seconds. 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 Light or Heavy Attack 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. Casting a Magicka ability has a 35% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost 50% less Magicka.
Casting Magicka 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 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 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 8090 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds.

30
Dark Deal IV
2430 Magicka
Bargain with darkness to restore 8090 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 20 seconds.
Reduces the cost and converts Magicka into Health and Stamina instead.

30
Dark Conversion IV
2161 Stamina
Bargain with darkness to restore 8090 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds.
Has reduced cost.


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 30 seconds. When a mine is triggered it explodes, dealing 2479 Magic Damage and immobilizing the enemy for 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 30 seconds. When a mine is triggered it explodes, dealing 2559 Magic Damage and immobilizing the enemy for 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 30 seconds. When a mine is triggered it explodes, dealing 2559 Magic Damage and immobilizing the enemy for 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 abilities by 6%.

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

18
Unholy Knowledge II
Reduces the Health, Magicka, and Stamina costs of your 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 scales off your Max Health and can occur once every 0.5 seconds.

14
Blood Magic I
When you hit an enemy with a directly applied Dark Magic ability, you heal for 800. This effect scales off your Max Health and can occur once every 0.5 seconds.

27
Blood Magic II
When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect scales off your Max Health and can occur once every 0.5 seconds.


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. Each attack restores 1161 Magicka. 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. Attacks deplete Ultimate until you run out, or the ability is toggled off.
Light and Heavy Attacks restore Magicka.
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 3093 Shock Damage to them and 673 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 3093 Shock Damage to them and 1392 Shock Damage to other enemies nearby.
Increases the damage dealt to other enemies nearby.

1
Endless Fury 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 3093 Shock Damage to them and 673 Shock Damage to other enemies nearby. If any enemy is killed within 5 seconds of being hit with this ability, you restore 4860 Magicka.
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 230 Shock Damage every 1 second for 15 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 238 Physical Damage every 1 second for 15 seconds. The winds grow in damage and size, increasing up to 150% 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 238 Shock Damage every 1 second for 23 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. Activating this grants Major Expedition for a brief period, increasing your Movement Speed 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
3780 Magicka
Create a nexus of storm energy at the target location, dealing 347 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 2249 Shock Damage to enemies around them.

20
Liquid Lightning IV
3780 Magicka
Create a nexus of storm energy at the target location, dealing 347 Shock Damage to enemies in the area every 1 second for 14 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2249 Shock Damage to enemies around them.
Increases the duration.

20
Lightning Flood IV
3780 Magicka
Create a nexus of storm energy at the target location, dealing 431 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 2249 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. This ability scales with your highest offensive stats.
You also stun enemies behind you, damaging them based on your highest stats.

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 this location as well, which absorbs incoming projectiles for 3 seconds. Casting again within 4 seconds costs 33% more Magicka.
Absorbs projectiles. Grants brief snare and immobilization immunity after casting. No longer stuns enemies.
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.
Take reduced damage for each enemy hit.

12
Empowering 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 6 seconds. The duration is extended by 2 seconds for each enemy hit. Gain Empower for the duration, increasing the damage of your Light and Heavy Attacks by 40%.
Deals Physical damage. Duration is extended for each enemy hit. Grants Empower for duration.

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
2700 Magicka
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 844 Magic Damage to the closest enemy and 324 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 1 second.

1
Biting Jabs IV
2295 Stamina
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 872 Physical Damage to the closest enemy and 334 Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 1 second. Activating this ability grants you Major Savagery, increasing your Weapon Critical rating by 2629 for 8 seconds.
Converts to a Stamina ability, and increases your Weapon Critical rating when used.

1
Puncturing Sweep IV
2700 Magicka
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 872 Magic Damage to the closest enemy and 334 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 1 second. You heal for 40% 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 attack ignores the enemy's Resistances.

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 attack ignores the enemy's Resistances. You deal 2% additional damage with the spear 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 attack ignores the enemy's Resistances.
Converts to Stamina. 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. 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. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds.
Deals damage and interrupts all enemies near the point of impact. Increases damage dealt.

20
Toppling Charge IV
3510 Magicka
Charge with your divine lance to impale an enemy, dealing 1438 Magic Damage, stunning them for 3 seconds, and setting them Off Balance. Interrupts the target if they were casting.
Always stuns the enemy and sets them Off Balance, regardless if they are casting.


30
Spear Shards IV
3780 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 172 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
3510 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 173 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Holy Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher. They also restore an additional 1980 Magicka or Stamina, whichever maximum is lower.
The synergy grants additional resources. Reduces cost as the ability ranks up.

30
Blazing Spear IV
3780 Magicka
Send your spear into the heavens to bring down a shower of divine wrath, dealing 2160 Magic Damage to enemies in the area and an additional 214 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
3980 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 9%.
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.
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 with an Aedric Spear ability 4 times in rapid succession, you deal 1348 Physical Damage or 1348 Magic Damage to your target, whichever is higher.

22
Burning Light I
When you deal damage with an Aedric Spear ability 4 times in rapid succession, you deal 673 Physical Damage or 673 Magic Damage to your target, whichever is higher.

36
Burning Light II
When you deal damage with an Aedric Spear ability 4 times in rapid succession, you deal 1348 Physical Damage or 1348 Magic Damage to your target, whichever is higher.


50
Balanced Warrior II
Increases your Weapon Damage by 6% and Spell Resistance by 2640.

39
Balanced Warrior I
Increases your Weapon Damage by 3% and Spell Resistance by 1320.

50
Balanced Warrior II
Increases your Weapon Damage by 6% and Spell Resistance by 2640.
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 2.5 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 4561 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
250 Ultimate
Call down a fragment of the sun, dealing 1199 Magic Damage every 1 second for 8 seconds to enemies in the area. Also applies Major Maim, reducing enemy damage done by 10%. Major Maim persists on enemies who leave the Nova for 4 seconds. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 2.5 seconds.
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 2310 Flame Damage over 10 seconds. Upon activation you gain Major Prophecy, increasing your 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 3346 Flame Damage over 14 seconds. Upon activation you gain Major Prophecy, increasing your Spell Critical rating by 2629.
The damage over time lasts for longer.

1
Reflective Light IV
2970 Magicka
Blast up to three enemies with a charge of radiant heat, dealing 1199 Flame Damage, an additional 2315 Flame Damage over 10 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Prophecy, increasing your 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. Also grants you Empower for 3 seconds, increasing the damage of your Light and Heavy Attacks by 40%.

4
Dark Flare IV
2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing 2483 Magic Damage. 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 3 seconds, increasing the damage of your Light and Heavy Attacks by 40%.
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 575 Magic Damage every 2 seconds for 8 seconds. While this ability is active you gain Empower, increasing the damage of your Light and Heavy Attacks by 40%.
Deals damage in multiple blasts around you instead of at a single enemy.


20
Backlash IV
2000 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage to them and copying all their damage taken from you for 6 seconds and releasing 20% of it as additional Magic Damage to them. Maximum copied damage: 7200.

20
Purifying Light IV
2000 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage to them and copying all their damage taken from you for 6 seconds and releasing 20% of it as additional Magic Damage to them. Maximum copied damage: 7200. When the effect ends, a pool of sunlight remains attached to the enemy, healing you and nearby allies for 674 Health every 2 seconds for 6 seconds.
When the effect ends, a pool of sunlight remains attached to the enemy, healing nearby allies.

20
Power of the Light IV
1700 Stamina
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage to them and copying all their damage taken from you for 6 seconds and releasing 20% of it as additional Physical Damage to them. Maximum copied damage: 7200. Targets are also afflicted with Minor Breach, reducing their Physical and Spell Resistance by 2974 for 9 seconds.
Converts into a Stamina ability and deals Physical Damage. Also applies Minor Breach to the enemy, reducing their Physical and Spell Resistance.


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
4320 Magicka
Envelop yourself in a lightless sphere for 4 seconds to protect yourself. Anytime an enemy uses a Direct Damage attack against you, the sphere lashes back, reducing their movement speed by 60% for 3 seconds and healing you for 718 Health. These effects can occur once every half second.
You now apply the ability to yourself, and heals you when you take damage. 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 use a Direct Damage attack. 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 2538 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 2619 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You heal for 20% of the damage inflicted.
You heal for a percentage of the damage inflicted.

42
Radiant Oppression IV
2950 Magicka
Burn an enemy with a ray of holy fire, dealing 2619 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. Also deals up to 20% more damage in proportion to your current Magicka.
Deals more damage in proportion to your current Magicka.
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. You cannot move while channeling, but you gain immunity to all disabling effects.
Increases the duration of the channel.
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 5 seconds.
Healed allies gain Minor Expedition for a short duration.


20
Restoring Aura IV
0 Magicka
Champion the cause of divine glory to apply Minor Magickasteal to all enemies around you for 20 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.

20
Radiant Aura IV
0 Magicka
Champion the cause of divine glory to apply Minor Magickasteal to all enemies around you for 20 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
Increases the radius.

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, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
No longer applies Minor Magickasteal on activation, 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 745 every 2 seconds for 12 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1886 Health. This ability scales with your highest offensive stats.

30
Ritual of Retribution IV
4860 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 770 Magic Damage every 2 seconds for 12 seconds and increases by 5% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1886 Health. This ability scales with your highest offensive stats.
The area now harms enemies who enter it, rather than healing allies. 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 746 Health every 2 seconds for 24 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1886 Health. This ability scales with your highest offensive stats.
Increases the duration and the amount of harmful effects cleansed from yourself.


42
Rune Focus IV
1080 Magicka
Create a rune of celestial protection. While active, the rune grants you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. Standing within the rune increases Physical Resistance and Spell Resistance granted by 50%.

42
Channeled Focus IV
1080 Magicka
Create a rune of celestial protection. While active, the rune grants you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 240 Magicka every 1 second. Standing within the rune increases Physical Resistance and Spell Resistance granted by 50%.
Restores Magicka.

42
Restoring Focus IV
920 Stamina
Create a rune of celestial protection. The rune grants you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 240 Stamina every 1 second. Standing within the rune increases Physical Resistance and Spell Resistance granted by 50%.
Restores Stamina every second.
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 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 for 3 seconds, increasing the damage of your Light and Heavy Attacks by 40%.
Grants you Empower 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
3780 Stamina
Launch across the earth and smash an enemy, dealing 1438 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 214 Physical Damage to all enemies in the area every 1 second for 10 seconds.
The charge now deals area damage, and leaves residual damage at the impact area.

4
Critical Rush IV
3780 Stamina
Launch across the earth and smash an enemy, dealing 1438 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.


14
Cleave IV
3240 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you.

14
Carve IV
3240 Stamina
Focus your strength into a mighty swing, dealing 1742 Physical Damage to enemies in front of you, and causing them to bleed for an additional 1790 Bleed Damage over 10 seconds.
Applies a bleed over time to enemies hit.

14
Brawler IV
3240 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 1626 damage for 6 seconds. Each enemy hit increases the damage shield's strength by 50%, up to 300%.
Grants a damage shield which increases in strength for each enemy hit.


20
Reverse Slash IV
2160 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
2160 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. Other enemies nearby take 78% of the damage inflicted to the primary target.
Other enemies nearby take a percentage of the damage inflicted to the primary target.

20
Executioner IV
2160 Stamina
Spin around and strike an enemy down, dealing 1199 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.


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

38
Forward Momentum IV
2700 Stamina
Focus your strength and resolve to gain Major Brutality, increasing your Weapon Damage by 20%, as well as gaining Minor Endurance, increasing your Stamina Recovery by 15% for 20 seconds. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
Reduces the cost and provides a brief immunity to snares and immobilizations.

38
Rally IV
3780 Stamina
Focus your strength and resolve to gain Major Brutality, increasing your Weapon 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 50% of the damage inflicted to the primary target.

5
Forceful I
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 25% of the damage inflicted to the primary target.

34
Forceful II
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 50% 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 284. Axes increase your Critical Damage and Critical Healing done by 8%. Maces increase your Armor Penetration by 3300.

10
Heavy Weapons I
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 142. Axes increase your Critical Damage and Critical Healing done by 4%. Maces increase your Armor Penetration by 1650.

25
Heavy Weapons II
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 284. Axes increase your Critical Damage and Critical Healing done by 8%. Maces increase your Armor Penetration by 3300.


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 next direct damage attack used within 7 seconds deals an additional 10% damage.

30
Follow Up I
When you complete a fully-charged Heavy Attack, your next direct damage attack used within 7 seconds deals an additional 5% damage.

46
Follow Up II
When you complete a fully-charged Heavy Attack, your next direct damage attack used within 7 seconds deals an additional 10% damage.


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 12 seconds.

4
Deep Slash IV
2970 Stamina
Surprise an enemy with a sweeping lunge, dealing 1799 Physical Damage to them and other nearby enemies. You reduce the Movement Speed of all enemies hit by 30% for 4 seconds. Also afflicts all enemies hit with Minor Maim, reducing their damage done by 5% for 12 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 12 seconds. You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 12 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 2479 damage for 6 seconds. This portion of the ability scales off your Max Health.
Gain a damage shield after the attack.

20
Invasion IV
3780 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.


38
Power Bash IV
2700 Stamina
Strike an enemy full-force with your shield, dealing 2323 Physical Damage.

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.
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 a stack of Resentment, which increases the damage of your next Power Slam by 5% for 5 seconds. This effect stacks up to 10 times.
Blocking any attack increases the damage of your next cast.
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 Damage by 5% and the amount of damage you can block by 20%.

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

25
Sword and Board II
Increases your Weapon 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 1500 more damage and cost 40% less Stamina.

17
Deadly Bash I
Improves your standard Bash attacks, causing them to deal 750 more damage and cost 20% less Stamina.

28
Deadly Bash II
Improves your standard Bash attacks, causing them to deal 1500 more damage and cost 40% 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 five consecutive attacks that each deal 332 Physical Damage. The final hit deals 300% more damage.

2
Rapid Strikes IV
2700 Stamina
Flood an enemy with steel, battering them with five consecutive attacks that each deal 343 Physical Damage. Each hit increases the damage of the subsequent hit by 3%. The final hit deals 300% more damage.
Each hit increases the damage of the subsequent hit.

2
Bloodthirst IV
2700 Stamina
Flood an enemy with steel, battering them with five consecutive attacks that each deal 333 Physical Damage. The final hit deals 300% more damage and heals you for 63% of the damage caused.
Heals you for a percentage of the damage caused by the final hit.


4
Twin Slashes IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 580 Physical Damage with each weapon and causing them to bleed for an additional 2310 Bleed Damage over 10 seconds.

4
Rending Slashes IV
2700 Stamina
Slice an enemy with both weapons to cause deep lacerations, dealing 718 Physical Damage with each weapon and causing them to bleed for an additional 2315 Bleed Damage over 10 seconds. You also reduce their Movement Speed by 30% for 4 seconds.
Increases the initial damage 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 Physical Damage with each weapon and causing them to bleed for an additional 2315 Bleed Damage over 10 seconds. You also heal for 2390 Health over the duration.
Also heals you while active.


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 10 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 316 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 14 seconds, reducing damage from area attacks by 20%. Every 2 seconds the shrapnel will pulse, dealing 316 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 10 seconds, reducing damage from area attacks by 20%. Every 1 second the shrapnel will pulse, dealing 326 Physical Damage to all enemies within 5 meters.
Increases the frequency of the damage pulse.


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, increasing your Weapon 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, increasing your Weapon 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. While an enemy is marked, reactivating this ability on them allows you to jump to them, dealing 1438 Physical Damage and grants you Major Brutality, increasing your Weapon Damage by 20% for 40 seconds.
Reactivate a second time to jump to the enemy, damaging them and granting you Major Brutality.
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 Damage by 6% of off-hand weapon's damage.

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

17
Dual Wield Expert II
Increases Weapon 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 and Critical Healing done by 4%. Each mace increases your Armor Penetration by 1650. Each sword increases your Weapon and Spell Damage by 142. Each dagger increases your Critical Chance rating by 812.

41
Twin Blade and Blunt I
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage and Critical Healing done by 2%. Each mace increases your Armor Penetration by 825. Each sword increases your Weapon and Spell Damage by 71. Each dagger increases your Critical Chance rating by 405.

50
Twin Blade and Blunt II
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage and Critical Healing done by 4%. Each mace increases your Armor Penetration by 1650. Each sword increases your Weapon and Spell Damage by 142. Each dagger increases your Critical Chance rating by 812.
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
3510 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 386 Physical Damage to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.

4
Endless Hail IV
3510 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 386 Physical Damage to enemies in the target area every 1 second for 12 seconds, after a 2 second delay.
Increases the duration.

4
Arrow Barrage IV
3510 Stamina
Launch a multitude of arrows into the sky to rain down, dealing 478 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
3510 Stamina
Fire a burst of arrows in one shot, dealing 1742 Physical Damage to enemies in front of you. Enemies afflicted are immobilized and have their Movement Speed reduced by 40% for 4 seconds.
Snares and immobilizes enemies hit.

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 1296 Poison Damage over 4 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 2310 Poison Damage over 10 seconds.

38
Venom Arrow IV
2430 Stamina
Shoot an arrow coated in Shadowscale poison at an enemy, dealing 1161 Poison Damage and an additional 2315 Poison Damage over 10 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds.
If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned. 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 2315 Poison Damage over 10 seconds. Deals up to 100% more damage to enemies under 50% Health.
Deals additional damage to low health enemies.
PASSIVES


34
Long Shots II
Gives you a damage bonus of up to 12% against enemies at longer range.

5
Long Shots I
Gives you a damage bonus of up to 6% against enemies at longer range.

34
Long Shots II
Gives you a damage bonus of up to 12% against enemies at longer range.


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.

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.
Increases the damage and gains a new effect depending on your staff type.
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.

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 Burning, Chilled, or Concussed status effects.
Damages nearby enemies that are burning, chilled, or concussed.


4
Wall of Elements IV
3780 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 306 Magic Damage to enemies in the target area every 1 second. Wall of Fire deals additional damage to Burning enemies. Wall of Frost deals less damage but grants damage shields and immobilizes Chilled enemies. Wall of Storms sets Concussed enemies Off Balance.

4
Unstable Wall of Elements IV
3780 Magicka
Create an unstable elemental barrier in front of you, dealing 316 Magic Damage to enemies in the target area every 1 second before exploding for an additional 1799 Magic Damage. Unstable Wall of Fire deals additional damage to Burning enemies. Unstable Wall of Frost deals less damage, but grants damage shields and immobilizes Chilled enemies. Unstable Wall of Storms sets Concussed enemies Off Balance.

4
Elemental Blockade IV
3780 Magicka
Slam your staff down to create an elemental barrier in front of you, dealing 316 Magic Damage to enemies in the target area every 1 second. Blockade of Fire deals additional damage to Burning enemies. Blockade of Frost deals less damage, but grants damage shields and immobilizes Chilled enemies. Blockade of Storms sets Concussed enemies Off Balance.
The wall explodes when it expires, dealing additional damage.


14
Destructive Touch IV
2700 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 2310 Magic Damage over 10 seconds.

14
Destructive Clench IV
2700 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage. Flame Clench also knocks the enemy back. Frost Clench also immobilizes and taunts the enemy. Shock Clench converts the attack into an area of effect explosion.

14
Destructive Reach IV
2430 Magicka
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 2315 Magic Damage over 10 seconds.
Converts the damage over time into a new effect based on your staff type.


20
Weakness to Elements IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 20 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 20 seconds, reducing their Physical and Spell Resistance by 5948. Any damage you deal to the enemy refreshes this effect to its maximum duration.
Increases the range. Any damage you deal to the enemy refreshes the effect to its maximum duration.

20
Elemental Drain IV
0 Magicka
Send the elements to sap an enemy's defenses and afflict them with Major Breach for 23 seconds, reducing their Physical and Spell Resistance by 5948. Also applies Minor Magickasteal to the enemy for 23 seconds, causing you and your allies to restore 168 Magicka every 1 second when damaging them.
Also applies Minor Magickasteal to the enemy.


38
Impulse IV
3510 Magicka
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies. Fire Impulse deals additional damage to Burning and low health enemies. Frost Impulse also provides Minor Protection. Shock Impulse's damage increases based on the number of enemies hit.

38
Elemental Ring IV
3510 Magicka
Release a surge of elemental energy, dealing 1799 Magic Damage to enemies at the target location. Fire Ring deals additional damage to Burning and low health enemies. Frost Ring also provides Minor Protection. Shock Ring's damage increases based on the number of enemies hit.

38
Pulsar IV
3510 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. Fire Pulsar deals additional damage to Burning and low health enemies. Frost Pulsar also provides Minor Protection. Storm Pulsar's damage increases based on the number of enemies hit.
Deals damage at a target location instead of around you.
PASSIVES


34
Tri Focus II
Fully-charged Inferno Staff Heavy Attacks deal 12% additional damage. Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grants you a damage shield that absorbs 4000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.

5
Tri Focus I
Fully-charged Inferno Staff Heavy Attacks deal 6% additional damage. 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 2000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.

34
Tri Focus II
Fully-charged Inferno Staff Heavy Attacks deal 12% additional damage. Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grants you a damage shield that absorbs 4000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.


17
Penetrating Magic II
Your Destruction Staff abilities ignore 10% of the enemy's Spell Resistance.

10
Penetrating Magic I
Your Destruction Staff abilities ignore 5% of the enemy's Spell Resistance.

17
Penetrating Magic II
Your Destruction Staff abilities ignore 10% of the enemy's Spell Resistance.


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

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

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


46
Ancient Knowledge II
Equipping an Inferno Staff increases your damage done with single target abilities by 8%. Equipping a Lightning Staff increases your damage done with area of effect abilities by 8%. 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
Equipping an Inferno Staff increases your damage done with single target abilities by 4%. Equipping a Lightning Staff increases your damage done with area of effect abilities by 4%. Equipping an Ice Staff reduces the cost of blocking by 18% and increases the amount of damage you block by 10%.

46
Ancient Knowledge II
Equipping an Inferno Staff increases your damage done with single target abilities by 8%. Equipping a Lightning Staff increases your damage done with area of effect abilities by 8%. 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
2808 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 386 Health and an additional 386 Health every 1 second for 8 seconds.

2
Illustrious Healing IV
2808 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 580 Health and an additional 580 Health every 1 second for 12 seconds.
Increases the healing done and duration.

2
Healing Springs IV
2808 Magicka
Summon restoring spirits with your staff, healing you and your allies in the target area for 386 Health and an additional 386 Health every 1 second for 8 seconds. You restore 30 Magicka every time you or an ally is healed.
You restore Magicka for each friendly target healed.


4
Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 5802 Health over 10 seconds.

4
Rapid Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or a nearby ally for 5988 Health over 5 seconds.
The heal over time is shorter, but ticks faster.

4
Radiating Regeneration IV
2700 Magicka
Share your staff's life-giving energy, healing you or up to 3 nearby allies for 5988 over 10 seconds.
Heals two additional targets.


14
Blessing of Protection IV
3510 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 1917 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 8 seconds.

14
Blessing Of Restoration IV
3510 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 2640 Health. Also grants Minor Resolve, increasing you and your allies' Physical Resistance and Spell Resistance by 2974 for 16 seconds.
Increases the size, healing done, and duration.

14
Combat Prayer IV
3240 Magicka
Slam your staff down to activate its blessings, healing you and your allies in front of you for 1916 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 8 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
4590 Magicka
Call on your staff's strength to protect you and 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.
Cast two shields instead of one, with one shield always on yourself.

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 3 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally near the target for 30% of the damage inflicted by the final hit of a fully-charged Heavy Attack.

5
Essence Drain I
You gain Major Mending for 1.5 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally near the target for 15% of the damage inflicted by the final hit of a fully-charged Heavy Attack.

34
Essence Drain II
You gain Major Mending for 3 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally near the target for 30% 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 540 Magicka when you block a spell.

28
Absorb I
Restores 288 Magicka when you block a spell.

46
Absorb II
Restores 540 Magicka when you block a spell.


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 Spell Critical rating by 219 for each piece of Light Armor equipped. Current bonus: 0.

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

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


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

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

50
Concentration II
Increases your 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 Weapon Critical rating by 219 for each piece of Medium Armor equipped. Current bonus: 0.

2
Dexterity I
Increases your Weapon Critical rating by 73 for each piece of Medium Armor equipped. Current bonus: 0.

10
Dexterity II
Increases your Weapon Critical rating by 146 for each piece of Medium Armor equipped. Current bonus: 0.

30
Dexterity III
Increases your Weapon Critical rating by 219 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%.

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 Damage by 2% for each piece of Medium Armor worn. Current bonus: 0%.

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

46
Agility II
Increases your Weapon 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 3% 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%
Animal Companions
ULTIMATES


12
Feral Guardian IV
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 717 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2875 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3253 Magic Damage. Deals 100% more damage to enemies below 25% Health.

12
Eternal Guardian IV
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 741 Magic Damage, and sometimes swipes all enemies in front of it, dealing 2970 Magic Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Wrath for 75 Ultimate, causing the grizzly to maul an enemy for 3360 Magic Damage. Deals 100% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute.
The grizzly instantly respawns when it dies.

12
Wild Guardian IV
0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 778 Physical Damage, and sometimes swipes all enemies in front of it, dealing 3120 Physical Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Savagery for 75 Ultimate, causing the grizzly to maul an enemy for 3528 Physical Damage. Deals 100% more damage to enemies below 25% Health.
Increases the damage and converts it into Physical Damage.
SKILLS


1
Dive IV
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2090 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds.

1
Cutting Dive IV
2295 Stamina
Command a cliff racer to dive bomb an enemy, dealing 2091 Physical Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. If the enemy is already Off Balance, the cliff racer rips through them, causing them to bleed for 2149 Bleed Damage over 7 seconds. This effect can stack.
Converts into a Stamina ability that deals Physical Damage. If the enemy is already Off Balance, the attack causes them to bleed over time.

1
Screaming Cliff Racer IV
2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 2160 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. Deals up to 15% more damage based on how far away the enemy is.
Deals more damage based on how far away the enemy is.


4
Scorch IV
2430 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 3137 Magic Damage to enemies in front of you.

4
Subterranean Assault IV
2066 Stamina
Stir a group of shalk that attack after 3 seconds, dealing 3240 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow again for 3 seconds and then resurface again, dealing 3240 Poison Damage to enemies in front of you.
Converts to a Stamina ability and deals Poison Damage. The shalk burrow after attacking, and attack again after a delay.

4
Deep Fissure IV
2430 Magicka
Stir a group of shalk that attack after 3 seconds, dealing 3240 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major Breach, reducing their Physical and Spell Resistance by 5948 for 6 seconds.
Applies Major Breach to enemies hit, reducing their Physical and Spell Resistance.


20
Swarm IV
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 3480 Magic Damage over 10 seconds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.

20
Fetcher Infection IV
2970 Magicka
Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 3594 Magic Damage over 10 seconds. Every second cast of this ability deals 50% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
Every second cast deals increased damage.

20
Growing Swarm IV
2525 Stamina
Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for 3594 Bleed Damage over 10 seconds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take 398 Bleed Damage every 2 seconds for the duration.
Converts into a Stamina ability that deals bleed damage. Deals additional damage to nearby enemies of the affected target.


30
Betty Netch IV
0 Magicka
Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 22 seconds. Every 5 seconds, the netch removes 1 negative effect from you.

30
Blue Betty IV
0 Magicka
Call a betty netch to your side, which restores 4416 Magicka to you over 25 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Magicka every second while active.

30
Bull Netch IV
0 Stamina
Call a bull netch to your side, which restores 4416 Stamina to you over 25 seconds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 seconds, the netch removes 1 negative effect from you.
Restores Stamina every second while active.


42
Falcon's Swiftness IV
3240 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%.

42
Deceptive Predator IV
2700 Magicka
Invoke the spirit of agility to gain Major Expedition for 6 seconds, increasing your Movement Speed by 30%. While slotted gain Minor Evasion, reducing damage from area attacks by 10%.
Grants Minor Evasion.

42
Bird of Prey IV
2700 Magicka
Invoke the spirit of agility to gain Major Expedition 6 seconds, increasing your Movement Speed by 30%. While slotted gain Minor Berserk, increasing your damage done by 5%.
Grants Minor Berserk.
PASSIVES


18
Bond With Nature II
Anytime one of your Animal Companion skills end, you are healed for 1260 Health.

8
Bond With Nature I
Anytime one of your Animal Companion skills end, you are healed for 630 Health.

18
Bond With Nature II
Anytime one of your Animal Companion skills end, you are healed for 1260 Health.


27
Savage Beast II
When you cast an Animal Companions ability while you are in combat, you generate 4 Ultimate. This effect can occur once every 8 seconds.

14
Savage Beast I
When you cast an Animal Companions ability while you are in combat, you generate 2 Ultimate. This effect can occur once every 8 seconds.

27
Savage Beast II
When you cast an Animal Companions ability while you are in combat, you generate 4 Ultimate. This effect can occur once every 8 seconds.


36
Flourish II
Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.

22
Flourish I
Increases your Magicka and Stamina recovery by 6% if an Animal Companion ability is slotted.

36
Flourish II
Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.


50
Advanced Species II
Increases your damage done by 2% for each Animal Companion ability slotted. Current Bonus: 0%.

39
Advanced Species I
Increases your damage done by 1% for each Animal Companion ability slotted. Current Bonus: 0%.

50
Advanced Species II
Increases your damage done by 2% for each Animal Companion ability slotted. Current Bonus: 0%.
Green Balance
ULTIMATES


12
Secluded Grove IV
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2787 Health. The forest continues to heal you and your allies in the area for 927 Health every 1 second for 6 seconds.

12
Enchanted Forest IV
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2880 Health. The forest continues to heal you and your allies in the area for 958 Health every 1 second for 6 seconds. You generate 20 Ultimate if the initial heal is used on a friendly target under 50% Health.
Generate Ultimate if the initial heal is used on a low health target.

12
Healing Thicket IV
90 Ultimate
Swell a healing forest at the target location, instantly healing the most injured friendly target for 2880 Health. The forest continues to heal you and your allies in the area for 958 every 1 second for 6 seconds. The healing over time will continue to heal you or your allies for 4 seconds after leaving the forest.
The healing over time will continue to heal you and your allies after leaving the area.
SKILLS


1
Fungal Growth IV
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2323 Health.

1
Enchanted Growth IV
4590 Magicka
Seed a large area of mushrooms in front of you, healing you and your allies for 2399 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Magicka and Stamina Recovery by 15% for 20 seconds.
Affected targets have increased Magicka and Stamina Recovery.

1
Soothing Spores IV
3901 Stamina
Seed a large area of mushrooms in front of you, healing you and your allies for 2399 Health. Heals for 15% more on allies that are within 8 meters of you.
Converts into a Stamina ability. Allies near you are healed for more.


4
Healing Seed IV
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3486 Health. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.

4
Budding Seeds IV
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3485 Health. While the field grows, you and allies are healed for 398 Health every 1 second. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.

4
Corrupting Pollen IV
2430 Magicka
Summon a field of flowers which blooms after 6 seconds, healing you and allies in the area for 3600 Health. Enemies who enter the field are afflicted with Major Defile, reducing their healing received by 16%. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
Enemies in the field receive less healing.


20
Living Vines IV
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 695 Health each time they take damage. This effect can occur once every 1 second.

20
Leeching Vines IV
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 718 Health each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging that enemy.
Minor Lifesteal is applied attackers.

20
Living Trellis IV
2700 Magicka
Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 718 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 1742 Health.
Heals when effect ends.


30
Lotus Flower IV
2970 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 20 seconds.

30
Green Lotus IV
2700 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 20 seconds. You gain Major Savagery, increasing your Weapon Critical rating by 2629 for 20 seconds.
Grants Weapon Critical rating.

30
Lotus Blossom IV
2700 Magicka
Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 20 seconds. You gain Major Prophecy, increasing your Spell Critical rating by 2629 for 20 seconds
Caster gains spell critical.


42
Nature's Grasp IV
4050 Magicka
Launch a vine to swing yourself to an ally, healing them for 5786 Health over 10 seconds. Gain 3 Ultimate when this effect completes if you are in combat. This ability scales with your highest offensive stats.

42
Bursting Vines IV
4050 Magicka
Launch a vine to swing yourself to an ally, instantly healing them for 3600 Health. Gain 10 Ultimate when healing an ally under 60% Health while you are in combat. This effect can occur every 4 seconds. This ability scales with your highest offensive stats.
Travel faster, heals instantly, restores more ultimate.

42
Nature's Embrace IV
4050 Magicka
Launch a vine to swing yourself to an ally, healing you and them for 5984 Health over 10 seconds. Gain 3 Ultimate when each of these effects complete if you are in combat. This ability scales with your highest offensive stats.
Heals both you and the ally.
PASSIVES


18
Accelerated Growth II
When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 3 seconds.

8
Accelerated Growth I
When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 1.5 seconds.

18
Accelerated Growth II
When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 3 seconds.


27
Nature's Gift II
When you heal an ally with a Green Balance ability, you gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.

14
Nature's Gift I
When you heal an ally with a Green Balance ability, you gain 125 Magicka or 125 Stamina, whichever resource pool is lower. Each effect can occur once every 1 second.

27
Nature's Gift II
When you heal an ally with a Green Balance ability, you gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.


36
Emerald Moss II
Increases your healing done with Green Balance abilities by 2% for each Green Balance ability slotted. Current Bonus: 0%.

22
Emerald Moss I
Increase your healing done with Green Balance abilities by 1% for each Green Balance ability slotted. Current Bonus: 0%.

36
Emerald Moss II
Increases your healing done with Green Balance abilities by 2% for each Green Balance ability slotted. Current Bonus: 0%.


50
Maturation II
When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.

39
Maturation I
When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 10 seconds.

50
Maturation II
When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.
Winter's Embrace
ULTIMATES


12
Sleet Storm IV
200 Ultimate
Twist a violent storm around you, dealing 1161 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40%. You and nearby allies gain Major Protection, reducing your damage taken by 10%.

12
Northern Storm IV
200 Ultimate
Twist a violent storm around you, dealing 1161 Frost Damage every 1 second for 8 seconds to enemies around you and reducing their Movement Speed by 40% and increasing your Max Magicka by 15% for 30 seconds. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Increases your Max Magicka after activating.

12
Permafrost IV
200 Ultimate
Twist a violent storm around you, dealing 580 Frost Damage every 1 second for 12 seconds to enemies around you and reducing their Movement Speed by 70% and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.
SKILLS


1
Frost Cloak IV
4050 Magicka
Wrap a thick cloak of ice around you and your allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.

1
Expansive Frost Cloak IV
2430 Magicka
Wrap a thick cloak of ice around you and your allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds.
Increases the radius and reduces the cost.

1
Ice Fortress IV
4050 Magicka
Wrap a thick cloak of ice around you and your allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 24 seconds. You gain Minor Protection, reducing your damage taken by 5% for 24 seconds.
Grants Minor Protection to you. Increases the duration as the ability ranks up.


4
Impaling Shards IV
3240 Magicka
Conjure icy shards around you to skewer enemies in the area, dealing 494 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.

4
Gripping Shards IV
3240 Magicka
Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 seconds and dealing 511 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect.
Reduces the cost and immobilizes enemies around you when cast.

4
Winter's Revenge IV
3240 Magicka
Conjure icy shards at the target location to skewer enemies in the area, dealing 599 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
Summons at targeted location instead of around you. Deals damage based on your Spell Damage and Max Magicka.


20
Arctic Wind IV
4320 Magicka
Envelop yourself in winter winds, instantly healing for 4132 Health and an additional 494 Health every 1 second over 5 seconds. While the effect persists the winds pulse outwards, dealing 434 Frost Damage every 1 second to nearby enemies. This healing from this ability scales with your Max Health.

20
Polar Wind IV
4320 Magicka
Envelop yourself in winter winds, instantly healing for 4267 Health and an additional 495 Health every 1 second over 5 seconds. The winds also sweep out in search of an ally within 12 meters, healing them for 4267 Health. While the effect persists the winds pulse outwards, dealing 435 Frost Damage every 1 second to nearby enemies. The healing from this ability scales with your Max Health.
The initial heal also heals a nearby ally.

20
Arctic Blast IV
4050 Magicka
Envelop yourself in winter winds, instantly healing for 4131 Health and an additional 495 Health every 1 second over 5 seconds. While the effect persists the winds pulse outwards, dealing 435 Frost Damage every 1 second to nearby enemies. Enemies hit by this effect 3 times are stunned for 4 seconds. This healing from this ability scales with your Max Health.
Enemies hit by the damage multiple times are stunned.


30
Crystallized Shield IV
3780 Magicka
Spin a shield of ice around you, absorbing up to 24792 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka.

30
Crystallized Slab IV
3780 Magicka
Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage. This effect can occur once every half second.
Absorbing projectiles launches an icy bolt back at the enemy.

30
Shimmering Shield IV
3780 Magicka
Spin a shield of ice around you, absorbing up to 25609 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and gain Major Heroism for 6 seconds, granting you 3 Ultimate every 1.5 seconds.
Absorbing projectiles grants you Major Heroism.


42
Frozen Gate IV
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds and lasts for 30 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1742 Frost Damage. You can have up to 3 Frozen Gates active at a time.

42
Frozen Device IV
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds, When triggered the enemy is teleported to you, immobilized for 3 seconds, dealt 1799 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 4 seconds. You can have up to 3 Frozen Devices active at a time.
Teleported enemies have their damage done reduced.

42
Frozen Retreat IV
2970 Magicka
Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you, immobilized for 3 seconds, and dealt 1799 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30% for 8 seconds. You can have up to 3 Frozen Retreats active at a time.
Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.
PASSIVES


18
Glacial Presence II
Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Enemies and allies who have recently been Chilled take 10% more Critical Damage and Healing from you.

8
Glacial Presence I
Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 100%. Enemies and allies who have recently been Chilled take 5% more Critical Damage and Healing from you.

18
Glacial Presence II
Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Enemies and allies who have recently been Chilled take 10% more Critical Damage and Healing from you.


27
Frozen Armor II
Increases your Physical and Spell Resistance by 500 for each Winter's Embrace ability slotted. Current Bonus: 0.

14
Frozen Armor I
Increases your Physical and Spell Resistance by 250 for each Winter's Embrace ability slotted. Current Bonus: 0.

27
Frozen Armor II
Increases your Physical and Spell Resistance by 500 for each Winter's Embrace ability slotted. Current Bonus: 0.


36
Icy Aura II
Reduce the effectiveness of snares applied to you by 15%.

22
Icy Aura I
Reduce the effectiveness of snares applied to you by 7%.

36
Icy Aura II
Reduce the effectiveness of snares applied to you by 15%.


50
Piercing Cold II
Increases your Magic and Frost Damage by 10%.

39
Piercing Cold I
Increases your Magic and Frost Damage by 5%.

50
Piercing Cold II
Increases your Magic and Frost Damage by 10%.
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 3480 Magic Damage or 3480 Physical Damage over 10 seconds. The damage dealt is based on your highest offensive stats. 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 or 2316 Physical Damage to the target and any other nearby enemies over 10 seconds. The damage dealt is based on your highest offensive stats. Fills an empty Soul Gem if an affected enemy dies.
Affects additional enemies near your initial target, but for less total damage. Reduces the cost as the ability ranks up.

1
Consuming Trap IV
2700 Magicka
Lay claim to an enemy's soul, dealing 3480 Magic Damage or 3480 Physical Damage over 10 seconds. The damage dealt is based on your highest offensive stats. If an affected enemy dies, you fill an empty Soul Gem and heal for 3200. You also 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.

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.

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.


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

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

5
Soul Lock II
Killing an enemy with a Weapon ability 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 5 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
1920 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 630. While toggled on, the Health cost of this ability increases by 20% every second and you cannot be healed by anyone other than yourself.

2
Simmering Frenzy IV
1920 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 660. While toggled on, the Health cost of this ability increases by 20% and Weapon and Spell Damage bonus increases by 10% every second. You also cannot be healed by anyone other than yourself.
The Weapon and Spell Damage bonus also increases the longer it remains toggled on.

2
Sated Fury IV
1920 Health
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 630. While toggled on, the Health cost of this ability increases by 20% every second and you cannot be healed by anyone other than yourself. When you toggle this ability off, you heal for 33% of the total Health cost you spent while it was toggled on.
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 580 Magic Damage and healing you for 23% of your missing Health every 1 second for 3 seconds.

4
Drain Vigor IV
4320 Magicka
Siphon away your enemies' vitality, dealing 599 Magic Damage, healing you for 23% of your missing Health, and restoring 5% 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 599 Magic Damage, healing you for 23% of your missing Health, and generating 4 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
1350 Magicka
Dissolve into a dark mist, reducing your damage taken by 75% for as long as you maintain the channel. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed and your Recovery stats are disabled.

9
Elusive Mist IV
1080 Magicka
Dissolve into a dark mist, reducing your damage taken by 75% and granting you Major Expedition, increasing your Movement Speed by 30% for as long as you maintain the channel. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed and your Recovery stats are disabled.
Increases your Movement Speed.

9
Blood Mist IV
1350 Magicka
Dissolve into a bloody mist, reducing your damage taken by 75% for as long as you maintain the channel. While in this form you deal 398 Magic Damage every 1 second to enemies around you and heal for the damage caused. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed by any other ability and your Recovery stats are disabled.
Deals damage to enemies around you and heals for the damage caused.
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 7 days 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 allies 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 Physical 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 Physical 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 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 Damage every time you apply it to an enemy.

2
Feral Pounce IV
4016 Stamina
Pounce on an enemy with primal fury, dealing 1742 Physical Damage. Activating the ability again within the next 5 seconds causes you to cast Feral Carnage. Feral 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. Dealing damage with either attack restores 100 Stamina and extends your Werewolf Transformation by 1 second.
Pounce and Carnage now restore Stamina and extend your Werewolf Transformation whenever they deal damage.


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, increasing your Weapon Damage by 20%.

4
Hircine's Rage IV
5737 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 6 seconds, but you also take 5% more damage. While slotted you gain Major Brutality, increasing your Weapon Damage by 20%.
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 and increasing your Health and Stamina Recovery by 5% of the healing caused for 6 seconds, up to a maximum of 333. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. While slotted you gain Major Brutality, increasing your Weapon Damage by 20%.
Increases the healing done and increases your Health and Stamina Recovery by a small amount of the healing caused.


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, increasing your Weapon Critical rating by 2629.

5
Ferocious Roar IV
4304 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, increasing your Weapon Critical rating by 2629.
Increases the speed of your Heavy Attacks after casting.

5
Deafening Roar IV
4304 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, increasing your Weapon 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 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 enemy with a deafening howl, dealing 2999 Physical Damage. Enemies who are facing you take 10% more damage from this attack. Allies targeting the enemy can activate the Feeding Frenzy synergy, which grants them Empower for 5 seconds, increasing their damage done with Light and Heavy Attacks by 40%.
Grants a synergy to allies that grants them Empower.

6
Howl of Agony IV
2869 Stamina
Crush 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 2170 Disease Damage over 10 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 2175 Disease Damage over 10 seconds. Afflicts enemies with Major Defile for 4 seconds, reducing their healing received by 16% and Health Recovery by 16%. Enemies hit by the initial hit are afflicted with the Diseased status effect.
Afflicts enemies with Major Defile.

9
Claws of Life IV
3442 Stamina
Shred enemies in front of you with your tainted claws, dealing 2249 Disease Damage and an additional 2245 Disease Damage over 10 seconds. You are healed for 100% 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 its 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 Damage by 18%. Grants you Major Resolve, increasing your Physical and Spell Resistance by 5948.

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

9
Savage Strength II
Increases your Weapon 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 7 days 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 Damage is increased by 300 for 20 seconds.
After activating, your Weapon 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, and reducing their Movement Speed by 30% for 4 seconds.
Decrease the range and damage, increases the cost, but pulls the enemy to you and snares them.


4
Circle of Protection IV
4590 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
4590 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 5 seconds.
Enemies in the initial area upon activation are feared.

4
Ring of Preservation IV
4590 Stamina
Brand the earth at your location with a rune of protection for 8 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 210 every 0.5 seconds.
The rune now heals allies inside for the duration, but the rune now ends significantly sooner.


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 3 seconds. While slotted you gain Major Savagery, increasing your Weapon 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 3 seconds. While active, increases the damage of your Stamina costing Fighters Guild abilities by 25%. While slotted you gain Major Savagery, increasing your Weapon Critical rating by 2629.
While active, your non Ultimate Fighters Guild abilities have increased damage.

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 3 seconds. While slotted you gain Major Savagery, increasing your Weapon Critical rating by 2629. You also gain Minor Berserk for 5 seconds after you deal Critical Damage from an enemy's flank, increasing your damage done by 5% .
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 1 minute. When triggered, the trap deals 1161 Physical Damage, an additional 2310 Physical Damage over 10 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 1 minute When triggered, the trap deals 1161 Physical Damage, an additional 2778 Physical Damage over 18 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.
Increases the duration of the damage over time and Minor Force.

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 1 minute. When triggered, the trap deals 1161 Physical Damage, an additional 2315 Physical Damage over 10 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 Damage by 3% for each Fighters Guild ability slotted. Current bonus: 0%.

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

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

7
Slayer III
Increases your Weapon 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 20% damage to Undead, Daedra 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 3 seconds. While slotted you gain Major Prophecy, increasing your 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 3 seconds. While slotted your Max Magicka is increased by 5% and you gain Major Prophecy, increasing your Spell Critical rating by 2629.
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 3 seconds. While slotted you gain Major Prophecy, increasing your 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 3480 Magic Damage over 10 seconds.

4
Degeneration IV
2430 Magicka
Bind an enemy with chaotic magic, dealing 3480 Magic Damage over 10 seconds. Excess magic spills out from them, granting you Major Sorcery, increasing your Spell Damage by 20% for 20 seconds.
You gain Major 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 3480 Magic Damage over 10 seconds, and healing you for 398 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 30 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 30 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 30 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage and an additional 1914 Flame Damage over 12 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 Light and Heavy Attacks by 40% for 3 seconds.

9
Might of the Guild I
Casting a Mages Guild ability has a 50% chance of granting you Empower, increasing the damage of your Light and Heavy Attacks by 40% for 3 seconds.

10
Might of the Guild II
Casting a Mages Guild ability grants you Empower, increasing the damage of your Light and Heavy Attacks by 40% for 3 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
7560 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.


3
Imbue Weapon IV
2715 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 1629 Stamina.

3
Elemental Weapon IV
3122 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 1873 Magicka.
Converts into a Magicka ability and deals Magic Damage. Applies a random status effect.

3
Crushing Weapon IV
2715 Stamina
Infuse your weapon with power, causing your next Light Attack used within 2 seconds to deal an additional 2160 Physical Damage and heal you for 28% of the damage done. If the power is not consumed in time, you restore 1629 Stamina.
Heals you for a percentage of the damage done.


5
Accelerate IV
3510 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 12 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.

5
Channeled Acceleration IV
3240 Magicka
Bend time and space around you to gain Major Expedition for 12 seconds and Minor Force for 36 seconds, increasing your Movement Speed by 30% and Critical Damage by 10%.
Triples the duration, but adds a cast time.

5
Race Against Time IV
3510 Magicka
Bend time and space around you to gain Major Expedition for 4 seconds and Minor Force for 12 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 2 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 1045. Your Heavy Attacks heal for 927 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 1079. Your Heavy Attacks heal for 958 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 1079. Your Heavy Attacks heal for 958 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. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage or 1124 Physical Damage, whichever is higher. The spell charges must be generated within 10 seconds of each other or all charges will be lost.

4
Spell Orb I
When you cast a Psijic Order ability while you are in combat, you generate a spell charge. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 562 Magic Damage or 562 Physical Damage, whichever is higher. The spell charges must be generated within 10 seconds of each other or all charges will be lost.

7
Spell Orb II
When you cast a Psijic Order ability while you are in combat, you generate a spell charge. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage or 1124 Physical Damage, whichever is higher. The spell charges must be generated within 10 seconds of each other or all charges will be lost.


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 gain Major Protection, reducing your damage taken by 10%.
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.