Mage

The Mage class with the masteries Sorcerer, Spellblade, Runemaster. 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 Mage learns these skills while levelling up.

  1. 1 Lightning Blast Lightning · Spell
  2. 2 Fireball Fire · Spell
  3. 3 Snap Freeze Cold · Spell
  4. 4 Elemental Nova Lightning · Cold · Fire · Spell
  5. 5 Mana Strike Lightning · Melee
  6. 7 Flame Ward Fire · Spell · Buff
  7. 9 Teleport Spell
  8. 12 Frost Claw Cold · Spell
  9. 15 Static Lightning · Spell

From points in the Mage passive tree

  1. 5 Glacier Cold · Spell
  2. 10 Disintegrate Lightning · Fire · Spell · Damage Over Time
  3. 15 Volcanic Orb Fire · Spell
  4. 20 Focus Spell · Buff

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).

Spellblade

A mage who has mixed martial prowess and cunning with their mastery of spells to face enemies in close range.

Mastery bonuses

  • 12 ward gained on melee use and hit at least one enemy
  • 40% of added melee damage on weapons is also gained as added spell damage

Mastery skill

Shatter Strike

Skills (points in the passive tree)

  1. 5 Flame Reave
  2. 15 Enchant Weapon
  3. 30 Firebrand
  4. 40 Surge
Spellblade passive tree ↓

Passive tree: Mage

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, 93 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. Arcanist max 8
    • +1 Intelligence
    • +3% Fire Resistance
    • +3% Lightning Resistance

    Each point of intelligence grants 4% ward retention and improves skills that rely on carefully studied magic, such as Lightning Blast and Mana Strike.

  2. Scholar max 8
    • +12 Health
    • +3 Mana
  3. Elementalist max 8

    Increases your elemental damage

    • 7% Increased Fire Damage
    • 7% Increased Cold Damage
    • 7% Increased Lightning Damage

    Fire, cold, and lightning damage are all considered elemental damage.

  4. Reactive Ward max 6

    When you drop below 70% health you gain a burst of ward based on your maximum health. This effect has a 12 second cooldown.

    • 1 Ward Gained per 10 Health

    Requires 5 points in this tree

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

  5. Preparation max 10

    Every 3 seconds, your next elemental spell deals increased damage and has a chance to slow enemies on hit.

    • 20% Next Spell Increased Damage
    • 20% Next Spell Slow Chance

    Requires 5 points in this tree

  6. Mage Flurry max 5
    • 3% Increased Attack Speed
    • 3% Increased Cast Speed
    • 9% Increased Cooldown Recovery Speed for Teleport fixed
    • 9% Increased Cooldown Recovery Speed for Snap Freeze fixed

    Requires 10 points in this tree

  7. Arcane Current max 6

    When you hit an enemy with a lightning skill you cast Lightning Blast at other enemies within 6 meters of your target. This effect has a 5 second cooldown.

    • 1 Arcane Lightning Casts
    • 50% More Lightning Blast Crit Chance fixed

    At 5 points: Lightning Blast has more critical strike chance when cast this way.

    Requires 10 points in this tree · Requires Elementalist

    This effect cannot choose the same enemy more than once from a single trigger.

  8. Arcane Flames max 6

    When you hit an enemy with a fire skill you Ignite additional nearby enemies. This effect has a 5 second cooldown.

    • 1 Nearby Enemies Ignited
    • +5% Fire Hit Damage vs Ignited fixed

    At 5 points: Your hits deal more fire damage to ignited enemies (multiplicative with other modifiers).

    Requires 10 points in this tree · Requires Elementalist

    This effect can ignite the initial enemy you hit unless it was killed by that hit.

  9. Warden max 5
    • +10% Ward Retention

    Requires 15 points in this tree · Requires Reactive Ward

    Ward is a shield that protects your health. It has no maximum and decays over time. Ward retention slows that decay.

  10. Knowledge of Destruction max 10
    • 7% Increased Critical Strike Chance
    • +3% Critical Multiplier

    Requires 15 points in this tree

  11. Rune of Winter max 5

    Increases your chance to freeze and converts lightning blast and volcanic orb to cold spells, changing their base damage type to cold and giving them a chance to freeze.

    Lightning Blast gains a base freeze rate of 46.

    Volcanic Orb's core gains a base freeze rate of 40 and its shrapnel gains a freeze rate of 32.

    • +20% Freeze Rate Multiplier
    • Lightning Blast -> Cold fixed
    • Volcanic Orb -> Cold fixed

    Requires 15 points in this tree

  12. Sun and Storms max 5

    You deal increased fire and lightning damage.

    You gain ward when you use a lightning skill or a fire skill. This effect has a 7 second cooldown, but the cooldown is not shared between different elements, so you can gain ward from a fire skill and a lightning skill within the same 7 second duration.

    • 7% Increased Fire Damage
    • 7% Increased Lightning Damage
    • 7 Ward Gained
    • 7 Cooldown for Ward Gain (seconds) fixed

    Requires 20 points in this tree

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

  13. Arcane Wind max 3

    When you hit an enemy with a cold skill you Chill additional nearby enemies. This effect has a 5 second cooldown.

    • 2 Nearby Enemies Chilled

    Requires 25 points in this tree · Requires 3 points in Ice and Fire or 3 points in Rune of Winter

    This effect can chill the initial enemy you hit unless it was killed by that hit.

  14. Ice and Fire max 5
    • 7% Increased Cold Damage
    • +7% Chill Chance with Cold Skills
    • 7% Increased Fire Damage
    • +7% Ignite Chance with Fire Skills

    Requires 20 points in this tree

  15. Silver Rune max 3

    Augments the ward gain effects of the Reactive Ward and Sun and Storms nodes, causing them to grant more ward and have shorter cooldowns.

    • 15% Increased Ward Gained
    • -2 Ward Gain Cooldown Duration

    Requires 25 points in this tree · Requires 3 points in Sun and Storms or 3 points in Warden

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

31 nodes, 210 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. Spell Slinger max 5
    • +1 Spell Damage
    • +3% Cast Speed

    Requires 35 points in this tree

  2. Essence of Celerity max 8

    Each stack of Arcane Momentum lasts longer and also increases your spell damage.

    • 2% Increased Spell Damage per Stack
    • +10% Arcane Momentum Duration
    • +10% Movespeed at Max Stacks fixed

    At 6 points: While at maximum Arcane Momentum stacks you have increased movement speed.

    Requires 5 points in this tree · Requires 2 points in Arcane Momentum

  3. Mana Shell max 8
    • +4 Mana
    • +2 Ward Per Second
    • +1 Ward Per Second Per 10 Max Mana fixed
  4. Arcane Momentum max 5

    When you cast a spell you gain a stack of Arcane Momentum for 2 seconds and refreshing the duration of all existing stacks.

    Each stacks of Arcane Momentum increases your cast speed.

    • 5% Increased Cast Speed per Stack fixed
    • 1 Max Arcane Momentum Stacks

    You can only have one instance of Arcane Momentum.

  5. Wisdom max 8
    • +3 Mana
    • 3% Increased Mana Regen
    • 5% Increased Mana Regen per 100 Max Mana fixed

    Requires 5 points in this tree · Requires 2 points in Mana Shell

    This does not require exact thresholds of 100 mana. For example, gaining 10 maximum mana will always grant 0.3% increased mana regen.

  6. Lost Knowledge max 5

    You gain ward based on your current mana when you directly use a skill that costs at least 40 mana.

    • 1 Ward Gained per 30 Current Mana

    Requires 15 points in this tree

    Ward is a decaying shield that protects your health

  7. Cryomancer max 8
    • 6% Increased Cold Damage
    • +5% Cold Skill Frostbite Chance

    Requires 10 points in this tree

  8. Ceraunomancer max 8
    • 6% Increased Lightning Damage
    • +5% Shock Chance With Lightning Skills

    Requires 10 points in this tree

  9. Pyromancer max 8
    • 6% Increased Fire Damage
    • +5% Fire Skill Ignite Chance

    Requires 10 points in this tree

  10. Calculated Destruction max 8
    • 1 Intelligence
    • 3% Increased Spell Critical Strike Chance per Intelligence fixed

    Each point of intelligence grants 4% ward retention and improves skills that rely on carefully studied magic, such as Lightning Blast and Mana Strike.

  11. Arcane Avalanche max 8
    • +5% Chill Chance
    • +25% Freeze Rate Multiplier
    • Nearby Enemies Frozen fixed

    At 5 points: Whenever you take a hit that leaves you below half health, you freeze nearby enemies. This effect has a 10 second cooldown.

    Requires 25 points in this tree

  12. Crackling Precision max 8

    You have an increased chance to critically strike with spells. This effect is doubled for lightning skills.

    • 10% Increased Critical Strike Chance

    Requires 25 points in this tree

  13. Inferno max 8
    • 8% Increased Fire Damage Over Time
    • +8% Spreading Flames Chance
    • 15% More Fire Damage Over Time fixed

    At 5 points: You deal more fire damage over time (multiplicative with other modifiers) to enemies inflicted with Spreading Flames.

    Requires 25 points in this tree

  14. Chronomancy max 8
    • +1 Vitality
    • +5% Chill Duration
    • +5% Shock Duration
    • +5% Ignite Duration

    Requires 30 points in this tree

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

  15. Arcane Obliteration max 5
    • +10% Spell Critical Multiplier

    Requires 30 points in this tree · Requires Crackling Precision

  16. Mana Bulwark max 10

    You have additional mana and a portion of the damage you take is dealt to your mana before health.

    • +4 Mana
    • 2% Damage Dealt to Mana Before Health

    Requires 40 points in this tree

  17. Warder max 8

    You have a chance to be granted ward whenever you hit an enemy with a fire, cold, or lightning skill.

    This effect has a 10 second cooldown, but the cooldown is not shared between different elements, so you can gain ward from a fire hit and a lightning hit within the same 10 second duration.

    • 15 Ward Granted On Fire Hit
    • 15 Ward Granted On Cold Hit
    • 15 Ward Granted On Lightning Hit

    Requires 30 points in this tree

  18. Arcane Current max 5

    You deal more lightning damage (multiplicative with other modifiers) to shocked enemies.

    • +1% Lightning Damage To Shocked Enemies
    • +100% Spark Charge Chance With Static Orb fixed

    At 4 points: Static Orb has a chance to inflict a Spark Charge on hit.

    Requires 40 points in this tree

  19. Archmage max 5

    You have additional spell damage and you have a chance to refund a portion of the mana cost paid when directly using a skill.

    These values are doubled if you have 300 maximum mana and tripled if you have 1000 maximum mana.

    • +1 Spell Damage
    • 7% Chance To Refund 20% Of Mana Cost
    • Values Doubled With 300 Maximum Mana fixed
    • Values Tripled With 1000 Maximum Mana fixed

    Requires 45 points in this tree

  20. Dragon Breath max 10
    • 4% Increased Area For Area Skills
    • 7% Elemental Damage

    Requires 40 points in this tree

  21. Afterglow max 8

    You deal increased spell damage and have additional ward retention.

    • 3% Increased Spell Damage
    • 3% Ward Retention
    • Effects doubled after expensive skill fixed

    At 4 points: These effects are doubled if you have recently (in the last 4 seconds) either used a skill that costs 40 mana or started channelling a skill that costs at least 8 mana per second while channelling.

    Requires 5 points in this tree

    The doubled increased spell damage also applies to the skill that triggers it.

  22. Rift Bolt max 5
    • +3% Lightning Penetration
    • +0.3% Lightning Damage Leech

    Requires 20 points in this tree · Requires Ceraunomancer

    Penetration can bring enemies below 0% resistance, causing them to take more damage. It applies to all damage, including damage over time.

  23. Chill to the Bone max 5
    • +3% Cold Penetration
    • +0.3% Cold Damage Leech

    Requires 20 points in this tree · Requires Cryomancer

    Penetration can bring enemies below 0% resistance, causing them to take more damage. It applies to all damage, including damage over time.

  24. Lavamancer max 5
    • +3% Fire Penetration
    • +0.3% Fire Damage Leech

    Requires 20 points in this tree · Requires Pyromancer

    Penetration can bring enemies below 0% resistance, causing them to take more damage. It applies to all damage, including damage over time.

  25. Distant Spark max 5

    When you critically strike an enemy from at least 4 meters away, you have a chance to cast Spark Nova, a spell that deals lightning damage to nearby enemies.

    • 8% Chance To Cast Spark Nova

    Requires 35 points in this tree · Requires 5 points in Crackling Precision

    Spark Nova critical strikes cannot result in more Spark Novas.

  26. Recollection max 5
    • 5% Increased Cooldown Recovery Speed

    Requires 45 points in this tree

  27. Whirling Snow max 5

    You have a chance to chill enemies when you are hit, and your skills have a chance to chill enemies on hit. This effect is doubled for cold skills.

    • 7% Chance To Chill Attackers When Hit
    • +7% Chill Chance

    Requires 15 points in this tree

  28. Elemental Ascendance max 8
    • +2% Elemental Resistance
    • 5% Increased Elemental Damage
    • 8% Increased Stun Chance With Elemental Spells

    Requires 35 points in this tree

  29. Mana Well max 5
    • 3% Increased Mana
    • 50% Mana Spent Gained As Ward fixed

    Requires 45 points in this tree

  30. Arcane Insight max 10

    You have additional Intelligence and you gain additional ward decay threshold scaling with your Intelligence.

    • +1 Intelligence
    • +5 Ward Decay Threshold Per Int fixed

    Requires 30 points in this tree

  31. Elixir of Knowledge max 3

    Whenever you use a potion, you gain ward based on your intelligence.

    • 1 Ward on Potion Use per Intelligence
    • 5% Mana Regen

    Requires 40 points in this tree · Requires 5 points in Arcane Insight

32 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 (32)
  1. Arcane Warden max 8

    You gain ward when you use an elemental melee attack and hit at least one enemy.

    • 3 Ward Gained
    • +1 Intelligence
    • +1 Ward Decay Threshold Per 10 Max Health fixed

    At 5 points: You have additional ward decay threshold based on your maximum health.

  2. Elemental Affinity max 6
    • 5% Increased Elemental Damage
    • 3% Elemental Resistance
  3. Elemental Strikes max 10

    Your fire melee attacks have a chance to ignite on hit. Your cold melee attacks have a chance to chill on hit. Your lightning melee attacks have a chance to shock on hit.

    • +10% Ignite Chance For Fire Melee Attacks
    • +10% Chill Chance For Cold Melee Attacks
    • +10% Shock Chance For Lightning Melee Attacks

    Requires 5 points in this tree

  4. Infused Weapon max 8

    You have additional melee damage and spell damage.

    • +2 Melee Damage
    • +1 Spell Damage
  5. Frozen Steel max 5

    Your melee attacks deal additional cold damage and you have a higher chance to freeze enemies.

    • +1 Melee Cold Damage
    • +20% Freeze Rate Multiplier
    • +6% Damage Against Chilled Or Frozen fixed

    At 4 points: You deal more damage (multiplicative with other modifiers) to chilled or frozen enemies.

    Requires 10 points in this tree · Requires Infused Weapon

  6. Arcane Shielding max 5

    You have increased armor and additional health.

    • 4% Increased Armor
    • +8 Health
    • 4 Max Arcane Shield Stacks fixed
    • 4% Arcane Shield Less Damage Taken fixed
    • 4 Arcane Shield Ward Per Second fixed

    At 3 points: You gain Arcane Shield for 4 seconds when you directly use a melee attack and hit at least one enemy. Arcane Shield is a buff that grants less damage taken (multiplicative with other modifiers) and ward per second, and stacks up to 4 times.

    Requires 10 points in this tree

    Arcane Shield's damage reduction is multiplicative with other modifiers.

  7. Flame Walker max 8

    While moving or using a melee attack, you have a chance each second to cast Fire Aura.

    This chance is doubled if you have less than 3 stacks of Fire Aura.

    • 10% Fire Aura Chance Per Second
    • +50% Fire Res Shred Chance Per Second fixed

    At 5 points: Each of your Fire Auras have a chance to shred enemy fire resistance each second.

    Requires 5 points in this tree · Requires Elemental Affinity

    Fire Aura is a fire spell that deals damage over time to enemies around you for four seconds.

  8. Warden's Echo max 5

    When you use a melee attack and hit at least one enemy you have a chance to cast Frost Claw.

    This consumes mana equal to a portion of Frost Claw's mana cost.

    • 4% Frost Claw Chance On Hit
    • 80% Mana Consumption fixed

    Requires 10 points in this tree

  9. Fire Blood max 8
    • +1 Vitality
    • +1 Melee Fire Damage

    Requires 15 points in this tree

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

  10. Mana Reaver max 5

    You have additional health and you have a chance to regain mana when you use a melee attack and hit at least one enemy.

    • +10 Health
    • 20% Chance To Gain Mana
    • +3 Mana Gain fixed

    Requires 25 points in this tree

  11. Incinerating Aura max 8

    Your Fire Auras from all sources deal damage in a larger area.

    • +1 Intelligence
    • 15% Increased Fire Aura Area
    • +1% Fire Aura Damage Per 1% Uncapped Fire Resistance fixed

    At 5 points: Fire Aura deals more damage (multiplicative with other modifiers) based on your uncapped fire resistance.

    If Fire Aura is converted to cold or lightning, then this benefit is based on your cold or lightning resistance.

    Requires 10 points in this tree · Requires Flame Walker

  12. Resonating Aegis max 5

    Each stack of Arcane Shielding also grants increased armor.

    • 4% Increased Armor Per Arcane Shield
    • 4 Arcane Shielding Stacks Gained From Surge or Enchant Weapon fixed

    At 3 points: You gain multiple stacks of Arcane Shielding when you use Surge or Enchant Weapon.

    Requires 20 points in this tree · Requires 3 points in Arcane Shielding

  13. Crackling Aura max 5

    You deal increased lightning damage.

    • 8% Global Increased Lightning Damage
    • Fire Aura -> Lightning fixed
    • 5 Static Charges Granted from Gaining Fire Aura fixed

    At 3 points: Fire Aura is converted to lightning, unless it has already been converted to cold.

    Each stack of Fire Aura you gain also grants charges of Static if it's on your bar.

    Requires 20 points in this tree · Requires Incinerating Aura

  14. Conjured Armor max 6

    You have additional armor and gain ward per second.

    • +10 Armor
    • +3 Ward Per Second
    • 10% Ward Retention From Increased Armor fixed

    At 4 points: You gain ward retention equal to a percentage of your increased armor.

    Requires 35 points in this tree

  15. Burning Hands max 5

    You have additional fire resistance and you have a chance to cast Fire Aura when you use a melee attack and hit at least one enemy, up to a limited number of times per second.

    • +4% Fire Resistance
    • 8% Fire Aura Chance
    • 3 Fire Aura Trigger Limit Per Second fixed

    Requires 30 points in this tree · Requires 3 points in Mana Reaver

    This limit only applies to gaining Fire Aura from Burning Hands, not other sources.

  16. Volka's Razor max 6

    You have increased movement speed, attack speed, and dodge rating.

    • 1% Increased Movement Speed
    • 2% Increased Attack Speed
    • 4% Increased Dodge Rating

    Requires 30 points in this tree · Requires 3 points in Illusory Combatant

  17. Mental Fortitude max 10

    You have additional intelligence and endurance.

    • +1 Intelligence
    • 2% Endurance

    Requires 35 points in this tree

  18. Blade Weaver max 10

    When you use a melee attack that costs less than 10 mana you gain a stack of Blade Weaving, up to a maximum.

    When you use a melee attack that costs 10 or more mana the stacks are consumed and the attack deals 15% more elemental damage (multiplicative with other modifiers) per stack consumed.

    • 1 Max Blade Weaving Stacks

    Requires 45 points in this tree · Requires Flame Drinker

    The damage bonus also affects the damage dealt by all the ailments the attack applies and the spells it triggers from its trees, excluding equippable spells.

  19. Prodigy max 5

    You gain ward per second scaling with your intelligence.

    • +3 Ward Per Second Per 15 Intelligence
    • +1% Crit Chance Per 15 Intelligence fixed

    Requires 45 points in this tree · Requires 5 points in Mental Fortitude

    For example, if you have 24 Intelligence you would gain +1.6% added crit chance.

  20. Blade Conduit max 5

    You have additional mana.

    When you indirectly cast a spell you gain a stack of Blade Conduit for 4 seconds, up to 6 stacks. Each stack grants increased mana regeneration.

    • +12 Mana
    • 4% Blade Conduit Mana Regen Per Stack
    • 1 No Mana Regen Duration After Direct Cast (seconds) fixed

    At 2 points: You have no mana regeneration for 1 second after directly casting a non-instant spell.

    Requires 45 points in this tree · Requires Burden of Knowledge

  21. Freezing Aura max 8

    You deal increased cold damage and have a higher freeze rate multiplier.

    • 8% Increased Cold Damage
    • +25% Global Freeze Rate Multiplier
    • Fire Aura -> Cold fixed
    • 48 Fire Aura Freeze Rate Per Second fixed

    At 3 points: Fire Aura is converted to cold. This converts its base damage and gives it a chance to freeze enemies within its area of effect.

    Requires 15 points in this tree · Requires Flame Walker

  22. Defender of Welryn max 8
    • +1 Dexterity
    • 8% Increased Critical Chance Per Dexterity fixed

    At 5 points: You have increased critical strike chance per point of Dexterity.

    Requires 20 points in this tree

  23. Storm Blade max 5

    Your melee attacks deal additional lightning damage and your lightning melee attacks have a chance to apply a Spark Charge on hit.

    • +1 Melee Lightning Damage
    • 5% Spark Charge Chance with Lightning Melee Attacks

    Requires 20 points in this tree

  24. Molten Edge max 8

    Your melee hits have a chance to ignite on hit and the ignites they inflict have increased effect.

    • 10% Melee Ignite Chance
    • +4% Fire Penetration with Ignite

    Requires 30 points in this tree

    Increased ignite effect increases the damage of ignite, multiplicatively with other modifiers.

  25. Flame Drinker max 6

    Your melee attacks deal more elemental damage (multiplicative with other modifiers) if they cost 10 or more mana.

    • 3% More Elemental Damage with High Cost Melee Attacks
    • 3 Mana Gained Per Fire Aura Consumed fixed

    At 4 points: When you directly use a melee attack that costs 10 or more mana, all Fire Aura stacks are consumed to restore mana per stack.

    Requires 40 points in this tree · Requires 3 points in Burning Hands

  26. Illusory Combatant max 6

    You have additional dexterity and intelligence.

    • +1 Dexterity
    • +1 Intelligence
    • +2 Dodge Rating per 1 Intelligence, up to +100 fixed

    At 4 points: You have additional dodge rating based on your intelligence, up to a maximum.

    Requires 25 points in this tree

  27. Essence Duel max 5

    You have increased melee attack speed, and you gain ward when you use an elemental melee attack and hit at least one enemy.

    • 3% Increased Melee Attack Speed
    • 3 Ward Gained

    Requires 20 points in this tree

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

  28. Awe Strike max 5

    Your melee attacks deal additional lightning damage and you have a chance to parry attacks.

    • +2 Melee Lightning Damage
    • +2% Parry Chance

    Requires 30 points in this tree

  29. River Blade max 5
    • +2 Melee Cold Damage
    • 15% Increased Cast Speed with Teleport
    • 15% Increased Cast Speed with Snap Freeze

    Requires 30 points in this tree

  30. Outrun and Outlast max 10

    You have additional health and your ward decays more slowly.

    • 10 Health
    • +3% Ward Retention
    • 30% Increased Cooldown Recovery Speed for Surge fixed

    At 8 points: Surge has a shorter cooldown

    Requires 40 points in this tree

  31. Gemini max 1

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

    • Can Equip Swords in Offhand
    • +20% Attack And Cast Speed While Dual Wielding
    • +8% Damage Taken While Dual Wielding

    Requires 25 points in this tree

  32. Burden of Knowledge max 5

    You have additional spell damage, but your spells take longer to cast.

    • +5 Spell Damage
    • 5% Reduced Cast Speed

    Requires 35 points in this tree

30 nodes, 212 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 (30)
  1. Quintessence of Triumph max 10
    • 7% Increased Spell Damage
    • 7% More Spell Damage fixed

    At 7 points: You deal more spell damage (multiplicative with other modifiers) if you have more current ward than the target has remaining health.

  2. Sphere of Protection max 8

    You have additional health and you take less damage (multiplicative with other modifiers) from ignited, shocked or chilled enemies.

    • +8 Health
    • -1% Less Damage Taken from Ignited Shocked or Chilled Enemies

    The damage reduction only applies once even if an enemy is afflicted by more than one of these ailments.

  3. Unsealed Mana max 6
    • +3 Mana
    • 3% Increased Cast Speed
    • 15 Mana Burst fixed
    • 45 Ward Burst fixed

    At 5 points: Whenever you directly use 3 skills in a row that cost 0 mana you gain a burst of mana and ward.

    This effect has a 3 second cooldown.

    Skills cast during the cooldown do not count towards this effect.

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

    Skills such as Mana Strike and Focus cost zero mana by default, while others such as Fireball and Lightning Blast can have their costs reduced to zero via skill tree nodes or a weapon with a -Mana Cost of Spells modifier.

    If a skill costs mana, but that mana is refunded afterwards it does not count as a zero cost skill.

  4. Rune of Renewal max 6
    • 4% Increased Health Regen
    • 2% Increased Mana Regen
    • Doubled Effects with 50 Intelligence fixed

    Requires 5 points in this tree

  5. Arcane Focus max 8
    • +1 Intelligence
    • +2 Ward Gain on Direct Spell Cast

    Requires 5 points in this tree · Requires Unsealed Mana

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

  6. Never Late max 8

    After using a traversal skill, your next non-channeled spell has additional spell damage and a higher chance to critically strike.

    • +2 Spell Damage on Next Spell
    • +2% Critical Chance on Next Spell
    • Crit Chance bonus Doubled for 30+ Mana Cost fixed

    At 5 points: The critical strike chance bonus is doubled if the spell cost at least 30 mana.

    Requires 10 points in this tree

  7. Circle of Elements max 10
    • +10% Ignite Chance with Fire Skills
    • +10% Shock Chance with Lightning Skills
    • +10% Chill Chance with Cold Skills

    Requires 10 points in this tree · Requires 3 points in Sphere of Protection

  8. Mental Catalysis max 6

    While using a Catalyst you have additional Intelligence and take reduced bonus damage from critical strikes.

    • +1 Intelligence with a Catalyst
    • -6% Bonus Damage from Crits with a Catalyst

    Requires 15 points in this tree · Requires Arcane Focus

    This effect cannot reduce the damage of a crit below that of a regular hit. It is multiplicative with other damage modifiers, but multiple sources of this stat are additive.

  9. Nimbus Walk max 5

    The spell damage and crit chance from the Never Late node now also apply to Traversal skills, and you gain ward when you use a Traversal skill.

    • 20 Ward Gained on Traversal Skill Use
    • Bonuses from Never Late apply to Traversal Skills fixed

    Requires 15 points in this tree · Requires 4 points in Never Late

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

  10. Transcendence max 8
    • +12 Health
    • +12 Ward per Second fixed
    • +24 Additional Ward per Second with 60 Intelligence fixed

    At 6 points: You passively gain ward over time, and the amount of ward is tripled if you have at least 60 intelligence.

    Requires 10 points in this tree · Requires Arcane Focus

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

  11. Inscribed Instruments max 6

    You have additional critical strike multiplier while using a wand, additional ward retention while using a sceptre, and increased cast speed while using a staff.

    • +8% Critical Strike Multiplier with a Wand
    • +12% Ward Retention with a Sceptre
    • +4% Cast Speed with a Staff

    Requires 20 points in this tree

  12. Decree of the Burning Wind max 8

    You deal more damage (multiplicative with other modifiers) to Bosses and Rare enemies.

    • 1.5% More Damage to Bosses and Rares
    • Doubled effect with Rah Rune or Frost Wall fixed

    At 5 points: This effect is doubled if you have an active Rah Rune or if you have passed through a Frost Wall recently.

    Requires 25 points in this tree

  13. Decree of the Eternal Tundra max 8

    You gain ward every 2 seconds.

    • +12 Ward Per 2 Seconds
    • Doubled Effect with Heo Rune or Glyph of Dominion fixed

    At 5 points: This effect is doubled if you have an active Heo Rune or are standing in your Glyph of Dominion during its duration.

    Requires 25 points in this tree

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

  14. Brand of Deception max 6

    Your damage over time has additional elemental penetration

    • +2% Elemental Penetration with Damage Over Time
    • Brand of Deception fixed

    At 5 points: Lightning skills that cost at least 15 mana apply Brand of Deception on hit.

    Requires 30 points in this tree

  15. Jagged Veil max 5

    You gain ward when you critically strike enemies.

    This can trigger a maximum of 5 times per second.

    • 2 Ward Gained On Crit
    • 1% More Crit Multi per 100 Ward vs Bosses fixed
    • 20% Max More Crit Multi fixed

    At 4 points: You have more Critical Strike Multiplier (multiplicative with other modifiers) against Bosses and Rare enemies based on your current ward, up to 20%.

    Requires 45 points in this tree

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

  16. Ancient Inscriptions max 10
    • +1 Intelligence
    • +1% Cooldown Recovery Speed per 6 Intelligence fixed

    At 8 points: You gain increased cooldown recovery speed scaling with your Intelligence.

    Requires 30 points in this tree

  17. Runic Fortress max 6

    You have additional armor while channeling per active Rune from Runic Invocation.

    • 25 Armor while Channeling per Rune
    • 20% Armor gained as Ward fixed

    At 5 points: After channeling for 2 seconds you gain a burst of ward equal to a portion of your armor.

    Requires 30 points in this tree

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

  18. Order's Imposition max 6

    You deal more damage over time to Branded enemies (multiplicative with other modifiers).

    • +2% Damage to Branded Enemies
    • +6% Brand of Deception Damage per 1% Shock Chance fixed

    At 5 points: Brand of Deception deals more damage (multiplicative with other modifiers) based on your Shock Chance.

    Requires 40 points in this tree · Requires 5 points in Brand of Deception

    Branded enemies are enemies afflicted by Brand of Deception, Brand of Trespass, or Brand of Subjugation.

    Your Shock Chance for this scaling does not include more specific Shock Chance stats such "Chance to Shock with Spells".

  19. Runeword: Avalanche max 5

    When you directly use a Cold Skill you have a chance to gain Runeword: Avalanche, a buff that grants additional Spell Cold Damage and grants additional Endurance Threshold per stack of Ignite on the attacker.

    This buff lasts 6 seconds and does not stack.

    • 20% Runeword: Avalanche chance on Cold Skill use
    • +10 Spell Cold Damage with Runeword: Avalanche fixed
    • +2 Endurance Threshold per Ignite with Runeword: Avalanche fixed

    Requires 40 points in this tree

    The additional Endurance Threshold applies to attacks from individual enemies based on how many stacks of Ignite are on that enemy. As an example, if an enemy has 10 stacks of Ignite, you have 20 additional Endurance Threshold against that enemy's attacks.

  20. Celestial Doom max 10
    • +1 Spell Damage
    • +7% Spell Damage to Branded Bosses fixed
    • 100 Ward Gain vs Branded Bosses (1 second cooldown) fixed

    At 7 points: You deal more spell damage to Branded bosses and rare enemies (multiplicative with other modifiers), and you gain ward when you hit a Branded boss or rare enemy with a spell. The ward gain has a 1 second cooldown.

    Requires 45 points in this tree

    Branded enemies are enemies afflicted by Brand of Deception, Brand of Trespass, or Brand of Subjugation.

  21. Logocracy max 5

    You have additional Intelligence, and Runeword Buffs last longer.

    • +2 Intelligence
    • +17% Runeword Buff Duration
    • Party Members gain Runeword Buffs fixed

    At 4 points: When you gain a Runeword Buff, all allied party members within 16 meters also gain the buff.

    Requires 45 points in this tree · Requires Runeword: Hurricane or Runeword: Inferno or Runeword: Avalanche

  22. Runeword: Cataclysm max 6
    • 12% Increased Critical Chance
    • Runeword: Cataclysm on Crit fixed
    • +15% Damage vs Low Health with Runeword: Cataclysm fixed

    At 5 points: When you critically strike an enemy you gain Runeword: Cataclysm for 6 seconds, which grants you more damage (multiplicative with other modifiers) to enemies on low health. This buff does not stack.

    Requires 5 points in this tree

    Enemies below 35% of max health count as on Low Health.

  23. Rune of Dilation max 8

    After using a Traversal skill you gain increased cast speed and movement speed for a short duration. This buff cannot stack.

    • +10% Cast Speed after Traversal fixed
    • +10% Movespeed after Traversal fixed
    • 1 Buff Duration

    Requires 20 points in this tree · Requires Never Late

  24. Edict of the Scion max 6

    Your area skills have increased area, and when you directly use an area skill and hit an enemy you gain ward per active Rune from Runic Invocation.

    • 4% Increased Area for Area Skills
    • 2 Ward Per Rune On Area Skill Use And Hit

    Requires 15 points in this tree

    When casting Runic Invocation itself, the ward is gained before the runes are consumed, as long as the invocation is an area invocation.

  25. Freezing Point max 10
    • 7% Increased Damage Over Time
    • Armor Shred -> Frostbite chance fixed

    At 7 points: Your armor shred chance is converted to Frostbite chance for cold spells.

    Requires 20 points in this tree · Requires 2 points in Circle of Elements

  26. Decree of the Bountiful Ocean max 6
    • 4% Increased Mana Regen
    • Doubled effect with Gon Rune or Runebolt fixed

    At 5 points: The increased mana regen effect is doubled if you have an active Gon Rune or have cast Runebolt in the past 6 seconds.

    Requires 25 points in this tree

  27. Cerulean Runestones max 8

    You have additional endurance and maximum mana.

    • 2% Endurance
    • +4 Mana
    • 30% Mana Gained as Endurance Threshold fixed

    At 6 points: You gain a percentage of your maximum mana as endurance threshold.

    Requires 35 points in this tree · Requires Ancient Inscriptions

  28. Runeword: Inferno max 5

    When you directly use a Fire Skill you have a chance to gain Runeword: Inferno, a buff that grants additional Spell Fire Damage and grants you more Armor per stack of Shock on the Attacker.

    This buff lasts 6 seconds and does not stack.

    • 20% Runeword: Inferno chance on Fire Skill use
    • +10 Spell Fire Damage with Runeword: Inferno fixed
    • +3% Armor per Shock with Runeword: Inferno fixed

    Requires 40 points in this tree

    The armor bonus is multiplicative with other modifiers, and applies to attacks from individual enemies based on how many stacks of Shock are on that enemy. As an example, if an enemy has 10 stacks of Shock, you have 30% more Armor against that enemy's attacks.

  29. Sanguine Runestones max 8
    • +9 Health
    • 3% Increased Health Regen
    • 20% Health Regen also Applies to Ward fixed

    At 6 points: A portion of your health regeneration now also applies to ward.

    Requires 35 points in this tree · Requires Ancient Inscriptions

  30. Runeword: Hurricane max 5

    When you directly use a Lightning Skill you have a chance to gain Runeword: Hurricane, a buff that grants additional Spell Lightning Damage and Freeze Rate Multiplier.

    This buff lasts 6 seconds and does not stack.

    • 20% Runeword: Hurricane chance on Lightning Skill use
    • +10 Spell Lightning Damage with Runeword: Hurricane fixed
    • +90% Freeze Rate Multiplier with Runeword: Hurricane fixed

    Requires 35 points in this tree

Other classes

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