Acolyte

The Acolyte class with the masteries Necromancer, Lich, Warlock. Below: skills by character level, the bonuses of each mastery and the full passive tree. A mastery needs 20 points in the base class.

Skills by character level

Every Acolyte learns these skills while levelling up.

  1. 1 Rip Blood Physical · Spell
  2. 2 Summon Skeleton
  3. 3 Marrow Shards Physical · Spell
  4. 4 Wandering Spirits Necrotic · Spell · Damage Over Time
  5. 5 Harvest Necrotic · Melee
  6. 7 Bone Curse Physical · Spell · Curse
  7. 9 Transplant Physical · Spell
  8. 16 Summon Volatile Zombie

From points in the Acolyte passive tree

  1. 5 Hungering Souls Necrotic · Spell · Damage Over Time
  2. 10 Summon Bone Golem
  3. 15 Spirit Plague Necrotic · Spell · Damage Over Time · Curse
  4. 20 Infernal Shade Fire · Spell · Damage Over Time

Masteries

You choose your mastery at the end of chapter 2. Its bonuses apply right away; skills unlock through points in its passive tree (only after 20 points in the base class).

Lich

An acolyte who embraces the corruption of their power and uses the magic of blood and death even at the expense of their own Health.

Mastery bonuses

  • 1% of damage dealt is leeched as Health
  • Spells and Melee attacks deal increased damage equal to your missing Health

Mastery skill

Reaper Form

Skills (points in the passive tree)

  1. 5 Drain Life
  2. 10 Aura Of Decay
  3. 30 Flay
  4. 35 Death Seal
Lich passive tree ↓

Warlock

A master of the forbidden arts, they tear into the essence of their foes, corrupting their spirits with relentless curses, necrotic magic and flames to burn their flesh.

Mastery bonuses

  • 4% more damage per curse on the target
  • +35% fire and necrotic resistance

Mastery skill

Chthonic Fissure

Skills (points in the passive tree)

  1. 5 Chaos Bolts
  2. 15 Ghostflame
  3. 30 Soul Feast
  4. 35 Profane Veil
Warlock passive tree ↓

Passive tree: Acolyte

One tree per mastery. The numbers above the columns show how many points a node needs in this tree. Points in a mastery require 20 points in the base class; of the masteries you did not choose, only the left half is reachable.

15 nodes, 92 points in total. At least 20 points must stay here once you invest in a mastery.

Hover or tap a node for its description. Numbers on top: points needed in this tree.

All nodes as a list (15)
  1. Bone Aura max 8
    • +20 Armor
    • +20 Minion Armor
  2. Forbidden Knowledge max 8
    • +1 Intelligence
    • +5% Necrotic Resistance

    Each point of intelligence grants 4% ward retention and improves skills that rely on carefully studied magic, such as Rip Blood and Summon Skeleton.

  3. Blood Aura max 8
    • 6% Increased Damage
    • 6% Increased Minion Damage
  4. Mania of Mortality max 10

    You have additional ward decay threshold. Additionally, whenever a nearby enemy, ally, or minion dies, you have a chance to gain ward.

    • +10 Ward Decay Threshold
    • 10% Chance To Gain Ward On Nearby Death
    • 13 Ward Gained On Nearby Death fixed

    Requires 5 points in this tree

    Ward is an overshield shield that protects your health. It has no maximum and decays over time.

  5. Stolen Vitality max 8
    • +1 Vitality
    • +9% Increased Minion Health

    Requires 5 points in this tree

    Each point of vitality grants 6 health and 1% poison and necrotic resistance.

  6. Ethereal Revenant max 6

    When damage leaves you below half health, you summon a Revenant, a melee minion with decaying health whose damage scales with your intelligence. This effect has a 15 second cooldown.

    • 50% More Revenant Damage
    • 50% More Revenant Health
    • 1% More Revenant Damage Per Minion Skill Level fixed

    At 4 points: The Revenant deals more damage based on the combined minion skill level of your equipped skills.
    For example if you have two minion skills equipped that are level 10, it will gain 20% more damage.

    Requires 10 points in this tree · Requires Dark Rituals

    The more modifiers for the Revenant's damage and health are multiplicative with other modifiers.

  7. Blood Pact max 5

    You deal increased damage, but you lose a percentage of your current health each second if you have killed an enemy recently (last 4 seconds).

    • 12% Increased Damage
    • 1% Current Health Drained Per Second On Kill

    Requires 10 points in this tree · Requires Blood Aura

  8. Unnatural Preservation max 5
    • +8% Ward Retention
    • +4% Necrotic Resistance
    • +4% Poison Resistance

    Requires 15 points in this tree · Requires Mania of Mortality

  9. Putrid Demise max 5

    You have a chance to poison on hit, and additional poison resistance.

    • +7% Poison Chance
    • +4% Poison Resistance

    Requires 15 points in this tree

  10. Dark Rituals max 5

    Your minions have increased attack and cast speed. This bonus also applies to you if you have used a minion skill in the last 10 seconds.

    • +4% Increased Minion Attack Speed
    • +4% Increased Minion Cast Speed
    • Applies To Player For 10 Seconds On Minion Skill Use fixed

    Requires 5 points in this tree

  11. Crimson Gluttony max 5

    A percentage of your current health is drained each second, but you gain a percentage of your missing health as ward each second.

    • 1% Missing Health Gained As Ward Per Second
    • 1% Current Health Drain

    Requires 15 points in this tree · Requires Blood Pact or Stolen Vitality

  12. Soul Aegis max 1

    Your minions have additional armor per character level.

    • 4 Minion Armor Per Level

    Requires 20 points in this tree · Requires 4 points in Dark Rituals

    Character level is the level of your character, not your minions.

  13. Eye of Damnation max 6

    You and your minions deal increased necrotic damage and you have a chance to apply Damned on hit.

    • 6% Increased Necrotic Damage
    • 6% Damned Chance
    • 12% Increased Minion Necrotic Damage

    Requires 20 points in this tree

    This node does not give your minions a chance to apply Damned on hit.

  14. Dominion of Rot max 6

    You deal increased poison damage and your minions have a chance to poison on hit.

    • 7% Increased Poison Damage
    • +7% Minion Poison Chance

    Requires 25 points in this tree · Requires Putrid Demise

  15. Veins of Power max 6

    You and your minions deal increased physical damage and have increased bleed duration

    • 6% Shared Increased Physical Damage
    • 8% Shared Increased Bleed Duration

    Requires 25 points in this tree

29 nodes, 201 points in total. Requires 20 points in the base class.

Hover or tap a node for its description. Numbers on top: points needed in this tree.

All nodes as a list (29)
  1. Elixir of Hunger max 8
    • +7 Health
    • +1 Intelligence
    • 50% Minion Health Consumed On Potion Use fixed

    At 6 points: When you use a potion you also consume your lowest health minion, killing it to restore your health. The health gained is equal to half the minion's maximum health.

  2. Risen Army max 8
    • 4% Increased Minion Damage
    • 2% Increased Minion Attack Speed
    • 2% Increased Minion Cast Speed
  3. Unbound Necromancy max 5

    You have a chance when one of your Skeletons dies to summon a new one after 3 seconds.

    • 8% Summoned Skeleton Resummon Chance
    • +1 Maximum Number Of Skeletons fixed

    Requires 20 points in this tree · Requires 5 points in Mortal Tether

    Only affects minions from Summon Skeleton. The chance to resummon is additive with other sources of the same effect, and has no benefit beyond 100% chance.

  4. Soul Conduits max 5

    You have additional ward per second for each minion you have active, up to 20 minions.

    • +2 Ward Per Second Per Minion

    Requires 10 points in this tree · Requires Reclamation of Souls

  5. Cursed Blood max 10

    You and your minions deal increased physical and necrotic damage.

    • 6% Shared Increased Physical Damage
    • 6% Shared Increased Necrotic Damage
    • Minion Deaths Mark Nearby Enemies For Death fixed

    At 5 points: When one of your minions dies, enemies within 4 meters are marked for death. This effect can occur up to 2 times per 3 seconds.

    Requires 5 points in this tree

  6. Reclamation of Souls max 5

    You have increased ward retention, and are granted ward whenever one of your minions die.

    • +7% Ward Retention
    • 7 Ward Granted On Minion Death

    Requires 5 points in this tree

  7. Mortal Tether max 10
    • +2% Endurance
    • 15% Increased Minion Health

    Requires 10 points in this tree · Requires Blood Armor

  8. Wisp Weaver max 8
    • +7% Minion Frostbite Chance
    • +20% Minion Freeze Rate Multiplier

    Requires 15 points in this tree

  9. Sharpened Bones max 5

    Your minions have additional chance to critically strike.

    • +1% Minion Critical Strike Chance

    Requires 20 points in this tree

  10. Towering Death max 10
    • +5 Health
    • +15 Armor
    • +50 Stun Avoidance
    • Minion Stun Immunity fixed
    • 30% Shared Reduced Bonus Damage Taken From Crits fixed

    At 5 points: Your minions gain stun immunity. Additionally, you and your minions take 30% reduced bonus damage from critical hits.

    Requires 15 points in this tree

  11. Invigorated Dead max 5
    • +2 Minion Melee Physical Damage
    • 2% Minion Increased Movement Speed
    • 100% Minion Added Melee Physical -> Minion Added Throwing Physical fixed

    At 3 points: Your minions gain all of their added melee physical damage as added throwing physical damage.

    Requires 20 points in this tree

    The threshold bonus also affects any generic minion added melee damage. granting it as minion added throwing physical damage.
    The threshold bonus only applies to the stats you grant when summoning minions, not to temporary effects applied to existing minions.

  12. Blood Armor max 8
    • 10% Increased Health Regen
    • +6 Minion Health Regen Per Second

    Requires 5 points in this tree

  13. Tyrant max 8
    • 3% Increased Health
    • 3% Reduced Minion Health

    Requires 25 points in this tree

  14. Cling To Life max 6

    Grants you Vitality and all resistances, and grants your minions all resistances.

    • +1 Vitality
    • +2% All Resistances
    • +6% Minion All Resistances

    Requires 30 points in this tree · Requires Tyrant

  15. Rite of Undeath max 10
    • 3% Necrotic Resistance
    • 3% Elemental Resistance
    • 10% Increased Minion Necrotic Damage
    • 10% Increased Minion Elemental Damage
    • 1% Minion Penetration Per 5% Overcapped Resistance fixed

    At 7 points: Your minions gain penetration based on your overcapped necrotic or elemental resistances.

    Requires 40 points in this tree · Requires 3 points in Moonlight Pyre

    The threshold bonus's effect is individual to each resistance, and only considers your necrotic and elemental resistances.
    For example if you have 100% fire resistance, you are 25% overcapped on fire resistance and your minions will gain 5% fire penetration.

  16. Rotting Army max 10
    • +7% Minion Melee Poison Chance
    • +7% Minion Poison Resistance

    Requires 35 points in this tree · Requires 3 points in Frantic Summons

  17. Blades of the Forlorn max 10
    • +7% Minion Critical Multiplier
    • +7% Minion Chill Chance
    • 7% Increased Minion Cold Damage

    Requires 40 points in this tree · Requires 3 points in River of Bones

  18. Forbidden Teachings max 5
    • +1 Intelligence
    • +1 Vitality
    • 1% Minion Increased Crit Chance Per Intelligence fixed
    • 1% Minion More Damage Over Time Per Vitality fixed

    At 3 points: Your minions have increased critical strike chance per point of your Intelligence, and your minions deal more damage over time (multiplicative with other modifiers) per point of your Vitality.

    Requires 45 points in this tree

  19. Grave Thorns max 5

    You have additional Vitality, and your minions have additional armor and damage reflection.

    • +1 Vitality
    • +10 Minion Armor
    • +10 Minion Damage Reflected
    • 2% Increased Minion Armor Per Intelligence fixed
    • 4% Increased Minion Health Per Vitality fixed

    At 3 points: Your minions have increased armor per point of your Intelligence, and they have increased health per point of your Vitality.

  20. Blood Feast max 8

    Your minions leech a percentage of the damage they deal as health.

    • 1% Minion Damage Leeched As Health
    • 5% Increased Minion Health

    Requires 20 points in this tree

  21. Tyrant's Legion max 5
    • 5% Summoned Skeleton Physical Penetration
    • 5% Summoned Skeleton Poison Penetration
    • +1 Maximum Number Of Skeletons fixed

    Requires 35 points in this tree · Requires 3 points in Tyrant

    Affects your Summon Skeleton skill, but not Summon Skeletal Mage.

  22. Frantic Summons max 5

    You and your minions have increased attack and cast speed.

    • 4% Shared Increased Attack Speed
    • 4% Shared Increased Cast Speed

    Requires 25 points in this tree

  23. River of Bones max 5

    You and your minions have increased critical strike chance and leech a percentage of critical strike damage dealt as health.

    • 20% Shared Increased Critical Strike Chance
    • +3% Shared Critical Strike Damage Leeched As Health

    Requires 30 points in this tree · Requires Frantic Summons

  24. Empty The Graves max 4

    You have increased health regeneration and additional armor for each minion you control, up to 20 minions.

    • 5% Increased Health Regen Per Minion
    • +5 Armor Per Minion

    Requires 40 points in this tree

  25. Disciples of Necromancy max 5

    Your minions deal additional spell damage and have increased cast speed.

    • +2 Minion Spell Damage
    • 2% Minion Increased Cast Speed
    • +1 Maximum Skeletal Mages fixed

    Requires 45 points in this tree

  26. Effigies max 5

    A percentage of your damage taken is redirected to your lowest health minion.

    • 2% Damage Redirected To Lowest Health Minion
    • 20% Minion Health Restored On Minion Death fixed

    At 3 points: When one of your minions dies, your other minions restore health equal to 20% of its maximum health.

    Requires 25 points in this tree

  27. Aegisfall max 8

    Your minions have a chance to shred armor on hit.

    • +25% Minion Armor Shred Chance
    • 12% Skeletal Vanguard On Kill Chance fixed
    • +10 Melee Physical Damage For Skeletal Vanguards fixed

    At 5 points: When a minion dies, there is a chance for a Skeletal Vanguard to be summoned from its corpse. Skeletal Vanguards are a minion that deals melee physical damage using a spear. You are limited to 3 Skeletal Vanguards.
    Additionally, Skeletal Vanguards from any source have additional melee physical damage.

    Requires 15 points in this tree · Requires 3 points in Cursed Blood

  28. Moonlight Pyre max 10

    Your minions deal additional fire and necrotic damage with spells and attacks, and have additional chance to inflict ignite and damned on hit.

    • +1 Minion Fire Damage
    • +1 Minion Necrotic Damage
    • +7% Minion Ignite Chance
    • +7% Minion Damned Chance

    Requires 30 points in this tree

  29. Veins of Malice max 5

    You have a chance to gain Haste for 2 seconds when a minion dies or kills an enemy. Additionally, you have increased movement speed.

    • 5% Haste Chance On Minion Death Or Kill
    • 1% Increased Movement Speed
    • 5 Minion Haste And Frenzy Duration (Seconds) fixed

    At 3 points: Whenever you cast a spell, you sacrifice 5% of your current health to grant your minions Haste and Frenzy for a duration. This effect has a 10 second cooldown.

    Requires 45 points in this tree

34 nodes, 209 points in total. Requires 20 points in the base class.

Hover or tap a node for its description. Numbers on top: points needed in this tree.

All nodes as a list (34)
  1. Scornful Blood max 1

    Instead of healing you, your leech drains the health of an enemy within 6 meters every 0.25 seconds.

    • Health Leech -> Damage to Enemies

    Requires 10 points in this tree · Requires 2 points in Survival of the Cruel

    "While leeching" effects are still able to apply to you.

  2. Dance with Death max 8

    You deal increased damage. This bonus is tripled when you are at low life.

    • 5% Increased Damage
    • Effect Tripled At Low Life fixed

    You are at low life when at 35% health or less.

  3. Survival of the Cruel max 8
    • +5 Health
    • 0.5% Spell Damage Leeched as Health
  4. Ethereal Menace max 5
    • 6% Increased Melee Damage
    • +1 Dexterity

    Requires 5 points in this tree

  5. Biting Frost max 8

    You and your minions have a chance to inflict bleed and frostbite on hit.

    • +7% Shared Bleed Chance
    • +7% Shared Frostbite Chance

    Requires 5 points in this tree

  6. Deadened Nerves max 8
    • +1 Vitality
    • +4% Poison Resistance

    Requires 5 points in this tree

  7. Desolation max 8

    You and your minions deal increased damage over time.

    • 7% Shared Increased Damage Over Time
    • 10% Skeletal Vanguard on Kill Chance fixed
    • +100% Skeletal Vanguard Bleed Chance fixed

    At 5 points: Whenever you kill an enemy you have a chance to summon a Skeletal Vanguard from its corpse, a minion that deals melee physical damage using a spear. You are limited to 3 Skeletal Vanguards.
    Additionally, your Skeletal Vanguards from all sources have additional chance to inflict bleed on hit.

    Requires 10 points in this tree

  8. Reaper max 5

    Your spells and melee attacks instantly kill enemies that they leave below a health threshold (a percentage of their maximum health).

    • 2% Kill Threshold
    • +2 Dodge Rating per Intelligence fixed
    • 2% Increased Dodge Rating per Vitality fixed

    At 3 points: You have additional dodge rating per Intelligence and increased dodge rating per Vitality.

    Requires 15 points in this tree · Requires Ethereal Menace

    If you have a similar effect from an item or skill tree node then the highest threshold is used.

  9. Soul Barrier max 5

    When a hit taken leaves you below half health, you gain ward based on your uncapped poison resistance. This effect has a 6 second cooldown.

    • 1 Ward Gained per 1% Uncapped Poison Resistance

    Requires 10 points in this tree · Requires 5 points in Deadened Nerves

  10. Spirit Ward max 5
    • +5 Ward Per Second
    • +2% Physical Resistance
    • +2% Necrotic Resistance

    Requires 15 points in this tree · Requires Deadened Nerves

  11. Excoriating Insight max 8

    You have additional Intelligence, but your elemental resistances are lowered.

    • +2 Intelligence
    • -1% Elemental Resistances
    • +8% Elemental Penetration fixed

    At 5 points: You have additional elemental penetration.

    Requires 20 points in this tree

    Each point of intelligence grants 4% ward retention and improves skills that rely on carefully studied magic, such as Rip Blood and Hungering Souls.

  12. Bed of Souls max 8

    You have additional Vitality, and you and your minions have increased health regeneration.

    • +1 Vitality
    • 4% Shared Increased Health Regen
    • 2% Increased Health Regen per Vitality fixed

    At 5 points: Vitality also grants increased health regeneration.

    Requires 15 points in this tree

    Each point of vitality grants 6 health and 1% poison and necrotic resistance.

  13. Mental Cacophony max 5
    • +5 Mana
    • +5% Ward Retention

    Requires 20 points in this tree

  14. Necrotic Energy max 10

    Your and your minions deal additional spell necrotic damage and melee necrotic damage.

    • +2 Shared Spell Necrotic Damage
    • +2 Shared Melee Necrotic Damage

    Requires 30 points in this tree

  15. Executioner max 1

    You can dual wield melee weapons by equipping a dagger or axe in your offhand. While dual wielding, you have increased attack and cast speed, but take more damage (multiplicative with other modifiers).

    • Can Equip Axes Or Daggers In Offhand
    • +20% Attack And Cast Speed While Dual Wielding
    • +8% Damage Taken While Dual Wielding

    Requires 25 points in this tree

  16. Impact Ward max 5

    You take less damage over time (multiplicative with other modifiers).

    • 4% Less Damage Over Time Taken
    • Damage Over Time Taken Bypasses Ward fixed

    At 3 points: All damage over time taken bypasses ward.

    Requires 35 points in this tree · Requires Corrupted Form

  17. Instruments of Death max 5

    You have increased movement speed with a dagger equipped, more damage (multiplicative with other modifiers) with an axe equipped, and additional ward per second with a catalyst equipped.

    • 2% Increased Movement Speed With A Dagger
    • 2% More Damage With An Axe
    • +15 Ward Per Second With A Catalyst

    Requires 35 points in this tree

  18. Decaying Form max 10

    You have a chance to poison on hit, and take less poison damage (multiplicative with other modifiers).

    • +13% Poison Chance
    • 2% Less Poison Damage Taken
    • 50% Damage Over Time Taken As Poison fixed

    At 6 points: Half of all damage over time taken is taken as poison damage.

    Requires 40 points in this tree

  19. Wands of the Fallen max 5

    You deal increased spell damage if you do not have a shield equipped.

    • 10% Increased Spell Damage Without Shield
    • +13 Spell Damage Without Shield fixed

    At 3 points: You deal additional spell damage if you do not have a shield equipped.

    Requires 40 points in this tree

  20. Mind Over Body max 10
    • +2 Intelligence
    • 1% Current Health Drained Per Second
    • 5% Missing Health Gained As Ward Per Second fixed

    At 5 points: You gain a percentage of your missing health as ward per second.

    Requires 45 points in this tree

  21. Reaper's Malice max 5
    • +2 Dexterity
    • 8% Increased Melee Critical Strike Chance
    • 4 Ward Gained On Dodge

    Requires 45 points in this tree

  22. Unclosing Wounds max 8
    • 14% Increased Damage
    • 1% Current Health Drained Per Second

    Requires 20 points in this tree

  23. Apocrypha max 10
    • +1 Intelligence
    • 2% Increased Mana Regen
    • 50% Increased Mana Regen -> Increased Armor fixed

    At 7 points: You gain increased armor equal to half your increased mana regeneration.

  24. Grasp of Fate max 5
    • 10% Increased Necrotic Damage
    • 10% Increased Cold Damage

    Requires 5 points in this tree

  25. Three Plagues max 8
    • +3% Physical Penetration
    • +3% Necrotic Penetration
    • +3% Poison Penetration

    Requires 25 points in this tree

  26. Deathbringer max 5
    • 10% Increased Critical Strike Chance
    • 3% Increased Attack Speed
    • 3% Increased Cast Speed

    Requires 25 points in this tree

  27. Spectral Wounds max 5

    You have additional health, and a percentage of hit damage taken from bosses and rare enemies is dealt over 4 seconds instead.

    • +8 Health
    • 2% Delayed Hit Damage From Bosses And Rares

    Requires 30 points in this tree · Requires Three Plagues

    Delayed damage cannot be altered after the hit and is unaffected by temporary immunity effects. It does not count as damage over time.

  28. Essence Devourer max 8
    • 7% Increased Damage Over Time
    • 1% Damage Over Time Leeched As Health
    • 1% More Damage Over Time Per 7% Current Health Drain fixed

    At 5 points: You deal more damage over time based on your current health drained per second.

    Requires 30 points in this tree

  29. Ageless Ascetic max 5
    • 1% Increased Attack Speed
    • 1% Increased Cast Speed
    • 1% Increased Movespeed
    • 1% Damage Leeched as Health on Hit

    Requires 40 points in this tree

    Leech from this node only applies to hits, not to damage over time.

  30. Lasting Stench max 8
    • 7% Increased Poison Damage
    • 7% Increased Poison Duration

    Requires 15 points in this tree

  31. Clairvoyant Insight max 5
    • +10% Critical Multiplier
    • 25% Critical Multiplier Granted As Ward On Crit fixed

    At 3 points: When you critically strike an enemy you gain a percentage of your added global critical strike multiplier as ward. This effect can trigger up to 3 times per 2 seconds.

    Requires 35 points in this tree · Requires 4 points in Deathbringer

    The threshold bonus's ward gain ignores your base critical strike multiplier.

  32. Accursed Feast max 1

    You gain additional leech and have significantly increased leech and leech rate, but your leech stacks are removed when you reach 66% health instead of 100%.

    • 6% Damage Leeched As Health
    • 66% Increased Health Leech
    • 66% Increased Leech Rate
    • Leech Ends at 66% Health

    Requires 45 points in this tree

  33. Hollow Lich max 3

    Health leech also grants increased damage.

    • 2% Increased Damage Per 1% Leech

    Requires 20 points in this tree · Requires Scornful Blood

    For example, at 3 points invested, "1% of spell damage leeched as health" would also grant "6% increased damage".
    This does not remove the effect of Scornful Blood.

  34. Corrupted Form max 5

    You have more health (multiplicative with other modifiers) and gain a percentage of your maximum health as endurance threshold.

    • 6% More Health
    • +2% Maximum Health Gained As Endurance Threshold
    • 50% Health And Ward Cannot Exceed Max Health Percentage fixed
    • Always Count As At Low Life fixed

    At 2 points: Your current health and your ward each cannot exceed 50% of your maximum health. You always count as being at low life.

    Requires 25 points in this tree

31 nodes, 205 points in total. Requires 20 points in the base class.

Hover or tap a node for its description. Numbers on top: points needed in this tree.

All nodes as a list (31)
  1. Soul Stealer max 8
    • 4% Increased Mana Regen
    • 13% Chance Per Curse to gain Mana on hit fixed
    • 13 Mana Gain fixed

    At 5 points: You gain a chance per Curse on the enemy to gain mana on hit.

    This effect has a 3 second cooldown.

  2. Chaos Flames max 8

    You deal increased fire damage and have a chance to ignite on hit with fire skills, and you deal increased necrotic damage and have a chance to inflict damned on hit with necrotic skills.

    These effects also apply to your minions.

    • 6% Increased Fire Damage
    • +6% Ignite Chance with Fire Skills
    • 6% Increased Necrotic Damage
    • +6% Damned Chance with Necrotic Skills
    • Applies to Minions fixed
  3. Spiteful Decay max 8
    • 4% Increased Damage Over Time
    • +4 Health
    • 4% More Damage over Time to Cursed fixed

    At 5 points: You deal more damage over time (multiplicative with other modifiers) to Cursed enemies.

  4. Harrowing Armor max 8
    • +10 Armor
    • +10 Health
    • 3% More Armor per Curse on Target fixed

    At 5 points: You have more armor (multiplicative with other modifiers) per unique Curse on the attacker when they hit you.

    Requires 10 points in this tree

  5. Unholy Torment max 6
    • +3 Spell Damage for Curses
    • 3% Increased Area for Curses

    Requires 5 points in this tree

  6. Cauldron of Blood max 8
    • +6% Bleed Chance
    • 12s Bleed Overload duration fixed
    • Rip Blood on up to 5 enemies fixed

    At 5 points: When you cast a physical skill and enemies within 15 meters have a combined 25 or more stacks of bleed, you cast Rip Blood at up to 5 nearby enemies and gain Bleed Overload.

    Requires 5 points in this tree · Requires Spiteful Decay

  7. Dark Protections max 7
    • 5 Ward per second
    • 2% Less Damage Taken Per Curse On Target fixed

    At 5 points: You take less damage (multiplicative with other modifiers) per unique Curse on the target.

    Requires 20 points in this tree · Requires Harrowing Armor

  8. Vile Tide max 8
    • +6% Poison Chance
    • 12s Poison Overload Duration fixed

    At 5 points: When you cast a damage over time skill and enemies within 15 meters have a combined 25 or more stacks of poison, you gain Poison Overload for 12 seconds and cast Defiling Nova which expands outwards poisoning enemies it hits.

    Requires 10 points in this tree

  9. Ward of Malevolence max 5

    You gain additional ward decay threshold and you gain ward on kill.

    You also gain ward per 3 points of Intelligence while channeling a skill.

    • +15 Ward Decay Threshold
    • +3 Ward Gained On Kill
    • +1 Ward Per Second Per 3 Intelligence While Channeling

    Requires 10 points in this tree

  10. Crimson Favors max 6

    Your Rip Blood's hits have a chance to inflict bleed on enemies.

    • 6% Increased Physical Damage
    • +6% Bleed Chance With Rip Blood
    • 1 Rip Blood Casts Each Second With Bleed Overload fixed

    At 4 points: While you have Bleed Overload you cast Rip Blood at a nearby enemy each second.

    Requires 10 points in this tree · Requires 5 points in Cauldron of Blood

  11. Imperishable max 5
    • +1 Vitality
    • +1 Ward Decay Threshold Per 2% Necro Res fixed

    Requires 15 points in this tree · Requires 3 points in Ward of Malevolence

  12. Doom Herald max 8

    You take less damage while channeling and deal more damage to damned enemies while channeling (both multiplicative with other modifiers).

    • 2% Less Damage Taken while Channeling
    • 2% More Damage to Damned while Channeling

    Requires 20 points in this tree · Requires Ward of Malevolence

  13. Spirit Leech max 6

    A portion of the damage you do is returned to you as health over 3 seconds.

    • +0.25% Health Leech
    • +0.25% Health Leech against Cursed

    Requires 15 points in this tree

  14. Rancid Concoction max 6

    You gain ward and mana when you use a potion.

    • 8 Ward On Potion Use
    • 2 Mana Gain on Potion Use
    • Potion Spreads Poisons during Poison Overload fixed
    • 2 Number of Poison Spreads within 15m fixed

    At 4 points: While you have Poison Overload using a potion spreads stacks of your poison from all enemies within 15 meters to up to 2 other nearby enemies.

    Requires 20 points in this tree · Requires 5 points in Vile Tide

  15. Wither max 5
    • +20% Withering Chance On Hit
    • 8% Less Damage Taken from Withered fixed

    At 5 points: You take less damage (multiplicative with other modifiers) from Withered enemies.

    Requires 25 points in this tree

  16. Infernal Lash max 8
    • +13% Ignite Chance
    • Consume up to 25 Ignites fixed
    • 3 Enemies Flame Whipped fixed
    • 12s Ignite Overload Duration fixed

    At 5 points: When you cast a fire skill and enemies within 15 meters have a combined 25 or more stacks of ignite, you strike up to three nearby ignited enemies with Flame Whip and gain Ignite Overload for 12 seconds.

    Requires 25 points in this tree

  17. Chains of Ruin max 8
    • +13% Damned Chance
    • 12 Damned Overload Duration (seconds) fixed
    • 2 Chain Duration (seconds) fixed

    At 5 points: When you cast a necrotic skill and enemies within 15 meters have a combined 20 stacks or more of Damned, you Chain all damned enemies to the ground for 2 seconds and gain Damned Overload for 12 seconds.

    Requires 25 points in this tree

    Chaining an enemy to the ground deals necrotic damage over time and immobilizes them.

  18. Malefic Body max 10
    • +1 Intelligence
    • +1 Vitality

    Requires 25 points in this tree

  19. Encroaching Darkness max 5

    When you directly cast a Curse skill you also afflict a number of enemies around the target location with Anguish.

    • 1 Enemies Anguished on Curse Cast

    Requires 30 points in this tree

  20. The Ashen One max 8
    • 8% Increased Necrotic Damage
    • 8% Increased Elemental Damage
    • Witchfire on Ignite or Damned Overload fixed

    At 5 points: When you gain Ignite Overload or Damned Overload all ignited and damned enemies within 15 meters are inflicted with Witchfire for 12 seconds.

    Requires 30 points in this tree · Requires 5 points in Infernal Lash or 5 points in Chains of Ruin

  21. Chaotic Strikes max 5

    Your hits have a chance to deal double damage.

    Additionally your hits have a chance to deal double damage per Curse on the target.

    • +1% Double Damage Chance
    • +0.2% Double Damage Chance per Curse

    Requires 30 points in this tree

  22. Scorched Reach max 7
    • 8% Increased Fire Damage
    • Flame Whip on Hit or Kill against Ignited fixed

    At 5 points: While you have Ignite Overload, and you kill an ignited enemy or hit an ignited boss or rare enemy you cast Flame Whip at a nearby enemy.

    Requires 35 points in this tree · Requires 5 points in Infernal Lash

  23. Grasping Damnation max 6

    The Chains from the Chains of Ruin node last longer. Additionally damned that you inflict last longer.

    • 5% Increased Chains Duration
    • 5% Increased Damned Duration
    • 30% Chance to Chain Damned enemies each second fixed

    At 5 points: While you have Damned Overload you have a chance to Chain nearby damned enemies to the ground each second.

    Requires 35 points in this tree · Requires 5 points in Chains of Ruin

  24. Duskbringer max 6
    • +3 Spell Damage for Curses
    • Hitting Boss or Rare triggers Anguish fixed

    At 3 points: Hitting a boss or rare enemy now also triggers the damage from Anguish.

    Requires 45 points in this tree · Requires 2 points in Encroaching Darkness

  25. Fleeting Crone max 5

    You have a chance to gain Haste for 2 seconds when you kill a Cursed enemy or hit a Cursed boss or rare enemy.

    Additionally Haste on you has increased effect.

    • +5% Haste Chance on Kill
    • +5% Haste Chance when Hitting Boss or Rare
    • 10% Increased Haste Effect

    Requires 40 points in this tree

  26. Vessel of Chaos max 7
    • 7% Increased Damage Over Time
    • 3% More Damage Over Time per Overload fixed

    At 5 points: You deal more damage over time (multiplicative with other modifiers) for each active Ailment Overload.

    Requires 40 points in this tree

    Ailment Overloads include Bleed, Poison, Damned and Ignite Overload.

  27. Wreak Havoc max 5
    • +8% Critical Multiplier
    • +30% Critical Multiplier with Chaotic Strikes fixed

    At 3 points: The double damage from the Chaotic Strikes node has additional critical strike multiplier.

    Requires 40 points in this tree · Requires 2 points in Chaotic Strikes

  28. Accursed Seer max 5
    • 4% Increased Cast Speed
    • 5% Increased Cast Speed for Curses
    • Cleanse all Curses when reaching Low Health fixed
    • 100 Ward Gain per Cleansed Curse on You fixed

    At 3 points: When damage leaves you below 35% health you cleanse all of your Curses on you and on enemies within 15 meters and gain ward per Curse cleansed this way.

    This effect has a 5 second cooldown.

    Requires 45 points in this tree

  29. Grimhilde's Domain max 5

    Witchfire that you inflict deals more damage (multiplicative with other modifiers) per 1% global chance to ignite with fire skills and per 1% global chance to inflict damned with necrotic skills.

    Additionally while you have Ignite or Damned Overload your hits spread Witchfire to a number of enemies within 10 meters.

    • 2% More Witchfire Damage per Ignite chance
    • 4% More Witchfire Damage per Damned chance
    • Hits Spread Witchfire during Overloads fixed
    • 1 Number of Witchfire Spreads within 10m

    Requires 40 points in this tree · Requires 5 points in The Ashen One

    These damage modifiers to Witchfire are additive with each other, but multiplicative with all other modifiers.

  30. Aspect of Death max 5

    You have increased health and you deal more damage (multiplicative with other modifiers) per stack of each negative ailment on you up to a maximum of 90.

    • 3% Increased Health
    • 0.04% More Damage per Negative Ailment on You
    • Damn Yourself on Kill or Minion Kill fixed
    • Damn Yourself when Hit fixed

    At 3 points: You inflict damned on yourself when you or your minions kill a target or take a hit.

    Requires 45 points in this tree

  31. Occultist's Mind max 8
    • +1 Intelligence
    • +1 Mana Per Intelligence fixed

    At 5 points: You gain additional mana per point of Intelligence.

    Requires 5 points in this tree

Other classes

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