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Ralph, Invincible Champion of Eternal Coliseum>
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Valerie, Magician of Lies and Illusions >
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Valiant and bold, hack and slash>
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Abide by the ways of knights and punish all evil>
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A cold blade that shines in shadows>
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A hermit dedicated to guarding the balance of nature>
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A Magister who seeks the origin of the world>
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An occultist obsessed with arcane knowledge>
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Channel and manipulate the power of nature to brew the power of elements>
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Comes from the shadows and vanishes into thin air>
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Righteous and unpredictable>
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An infiltrator who masters the art of both survival and powerful shots>
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An artist fascinated by the underground world>
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A Berserker who turns his back on common sense and seeks supernatural power in the forbidden knowledge>
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An Archmage who believes in the power of darkness>
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Fears comes from a lack of firepower>
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With greater risks come greater hope>
+1 to Max
+30% additional Attack Damage
+30% additional
Gains
+15% Attack Speed and +15% additional Attack Damage when having
+25% additional Critical Strike Damage against
Removes the effect when no longer standing still
+25% Attack Skill Area when holding a Two-Handed Weapon
Minions' Area Skills deal up to 32% additional damage to enemies at the center
-15% additional damage taken from enemies in
When Ignite is inflicted, it spreads to enemies within 10m. Interval: 0.3s
Restores 40% Max Life at
+1 to Max
When you have
-32% additional min damage
+32% additional Max Damage
+2 to Parabolic Projectile
+10% additional Projectile Damage
Additional -30% Skill Effect Duration
Adds 60% of the damage of the
Minions'
-20% Attack Speed when performing
-50% additional Regain Interval
25% chance for this skill to deal +32% additional damage when casting a skill
10% chance for this skill to deal +80% additional damage when casting a skill
+1 to Max
-30% additional Tangle Skill Area
+10%
-20% additional damage taken at Low Energy Shield
+3% additional Spell Damage per stack of
-33% additional
+40% additional Hit Damage for skills cast by
+50% Energy Shield
+25% additional Cold Damage if you have dealt Lightning Damage recently
+25% additional Fire Damage if you have dealt Cold Damage recently
Upon inflicting damage, +8% additional Elemental Damage for each type of Infiltration Effect the enemy has
+6% additional damage for every +1 additional Max Channeled Stack(s)
+25% additional Cold Damage when wielding a Wand or Tin Staff
+25% additional Minion Cold Damage
Skills no longer cost Mana
Gains
+30% additional Minion Physical Damage
-1% additional Elemental Damage for every 3 level(s).
Upon inflicting damage, +8% additional Hit Physical Damage for each second of Trauma remaining on the enemy
+25% additional Attack Damage when Strength is no less than Dexterity
Consumes half of current
+4% additional damage per 1 stack(s) of
-1% additional
For every +3% Attack or Spell Block Chance, +2% additional damage, up to +90%
+15% additional
+1 to Max
+1 to Max
+25% additional damage for 3 s after
When Minions deal damage, +12% additional Hit Damage (multiplies) for every type of
+ 4
+40 initial
+30% additional Spell Damage for Minions when wielding a Wand or Tin Staff
-10% Minion
Minions +6% additional damage for each type of Aura they are affected by
+50%
Focus Skills can be equipped to Active Skill slots
Restoration Effect from Restoration Skills cannot be removed
+30% additional
Spirit Magi +30% additional Empower Skill Effect
+50% chance for Spirit Magi to use an
For every 40
-30% additional Sentry Start Time
Attack Speed bonus and 100% of additional bonus are also applied to Attack Sentries' Cast Frequency
Cast Speed bonus and 100% of additional bonus are also applied to Spell Sentries' Cast Frequency
Refreshes
-40% additional
The number of Sentries that can be deployed at a time is equal to the Max Sentry Quantity
+25% additional Sentry Damage
+1 to Max
+30% additional Attack Damage
+30% additional
Gains
+15% Attack Speed and +15% additional Attack Damage when having
+25% additional Critical Strike Damage against
+10% Attack Damage while
Regenerate 25 Life per second per stack of
Removes the effect when no longer standing still (Max Divinity Effect: 1)
+4% Attack Block Chance when holding a Shield
0.5% Erosion Resistance per 3000 Armor. Stacks up to 6%
+25% Attack Skill Area when holding a Two-Handed Weapon (Max Divinity Effect: 1)
Minions' Area Skills deal up to 32% additional damage to enemies at the center (Max Divinity Effect: 1)
-15% additional damage taken from enemies in
+10% Attack Damage while
When Ignite is inflicted, it spreads to enemies within 10m. Interval: 0.3s (Max Divinity Effect: 1)
+20% Minion Critical Strike Rating
+5% Critical Strike Damage
+5% Minion Critical Strike Damage
+2% Minion Fire Penetration against
Minions are immune to Fire Damage (Max Divinity Effect: 1)
Converts 100% of Minion Physical Damage to Fire Damage (Max Divinity Effect: 1)
+15% Minion Affliction Effect
+8
+8 Affliction inflicted per second by Minions
+1% Minion Fire Damage per 12 Strength (Max Divinity Effect: 1)
+25% additional Max Life (Max Divinity Effect: 1)
Your Max Energy Shield is fixed at 0 (Max Divinity Effect: 1)
Restores 40% Max Life at
Consumes 2% of current Life when you use Attack Skills
+1 to Max
When you have
-32% additional min damage
+32% additional Max Damage (Max Divinity Effect: 1)
+2 to Parabolic Projectile
+10% additional Projectile Damage (Max Divinity Effect: 1)
Additional -30% Skill Effect Duration (Max Divinity Effect: 1)
+3% Attack Speed and Cast Speed when having
Gains 1 stacks of
Projectile Damage increases with the distance traveled, dealing up to +48% damage to
Adds 60% of the damage of the
Minions'
-20% Attack Speed when performing
70% of the bonuses for Movement Speed is also applied to the Attack and Cast Speed of Mobility Skills (Max Divinity Effect: 1)
-50% additional Regain Interval (Max Divinity Effect: 1)
-15% additional damage taken at
Regains additional Energy Shield based on Missing Life (Max Divinity Effect: 1)
25% chance for this skill to deal +32% additional damage when casting a skill
10% chance for this skill to deal +80% additional damage when casting a skill (Max Divinity Effect: 1)
+20% Minion Critical Strike Rating
+5% Critical Strike Damage
+5% Minion Critical Strike Damage
Minions are immune to Lightning Damage (Max Divinity Effect: 1)
Converts 100% of Minion Physical Damage to Lightning Damage (Max Divinity Effect: 1)
Inflicts 1 additional stack(s) of
+1 to Max
-30% additional Tangle Skill Area (Max Divinity Effect: 1)
+25% additional Skill Cost (Max Divinity Effect: 1)
+10%
-20% additional damage taken at Low Energy Shield (Max Divinity Effect: 1)
+10% damage while
+3% additional Spell Damage per stack of
-33% additional
+40% additional Hit Damage for skills cast by
+50% Energy Shield
+12% additional Max Mana (Max Divinity Effect: 1)
Regenerates 0.4% Mana per second while
Regenerates 0.4% Mana per second while
+8% additional Spell Damage (Max Divinity Effect: 1)
+25% additional Cold Damage if you have dealt Lightning Damage recently
+25% additional Fire Damage if you have dealt Cold Damage recently (Max Divinity Effect: 1)
Upon inflicting damage, +8% additional Elemental Damage for each type of Infiltration Effect the enemy has (Max Divinity Effect: 1)
+6% additional damage for every +1 additional Max Channeled Stack(s) (Max Divinity Effect: 1)
+20% additional Channeled Skill damage (Max Divinity Effect: 1)
Adds 1 - 3 Lightning Damage to Attacks and Spells
Adds 2 - 2 Cold Damage to Attacks and Spells
+50%
You can only deal Cold Damage (Max Divinity Effect: 1)
+25% additional Cold Damage when wielding a Wand or Tin Staff (Max Divinity Effect: 1)
+25% additional Minion Cold Damage
Skills no longer cost Mana (Max Divinity Effect: 1)
+20% Minion Critical Strike Rating
+5% Critical Strike Damage
+5% Minion Critical Strike Damage
Minions are immune to Cold Damage
Minions are immune to
Converts 100% of Minion Physical Damage to Cold Damage (Max Divinity Effect: 1)
Gains
Melee Skill has
+50%
+30% additional Minion Physical Damage
-1% additional Elemental Damage for every 3 level(s). (Max Divinity Effect: 1)
Upon inflicting damage, +8% additional Hit Physical Damage for each second of Trauma remaining on the enemy (Max Divinity Effect: 1)
Minions are immune to Physical Damage (Max Divinity Effect: 1)
Physical Damage can't be converted to other types of damage
+8% Armor DMG Mitigation Penetration for Minions
+40% additional Attack Damage (Max Divinity Effect: 1)
+25% additional Attack Damage when Strength is no less than Dexterity (Max Divinity Effect: 1)
Consumes half of current
+20% Mark effect (Max Divinity Effect: 1)
+4% additional damage per 1 stack(s) of
-1% additional
For every +3% Attack or Spell Block Chance, +2% additional damage, up to +90% (Max Divinity Effect: 1)
Restores 15% of Missing Life when suffer a
Restores 15% Missing Energy Shield when suffering a
+4% Attack and Cast Speed when holding a Shield
Restores 1% Missing Life and Energy Shield when Blocking (Max Divinity Effect: 1)
+4% Spell Block Chance
+40% damage if you have Blocked recently
+15% additional
+30% additional
-10%
+1 to Max
+1 to Max
-15% additional
10% additional damage applied to Life (Max Divinity Effect: 1)
+25% additional damage for 3 s after
Minions are immune to Erosion Damage (Max Divinity Effect: 1)
+5% additional
Converts 100% of Minion Physical Damage to Erosion Damage (Max Divinity Effect: 1)
-15% additional damage taken from Cursed enemies (Max Divinity Effect: 1)
-10% additional Damage Over Time Duration (Max Divinity Effect: 1)
-8% All Resistance when the enemy has max
Movement Speed cannot be reduced to below the base value while
When Minions deal damage, +12% additional Hit Damage (multiplies) for every type of
+6% chance for Minions to inflict
+12% chance for Minions to inflict
+20% Minion Critical Strike Rating
+14% Critical Strike Damage against enemies affected by
+14% Minion Critical Strike Damage against enemies affected by
+25% Critical Strike Damage Mitigation against
When Minions deal damage, +15% Hit Damage for every type of
Adds 13% of Sealed Life as Energy Shield (Max Divinity Effect: 1)
Support Skill's Mana Multiplier is fixed at 95%. (Max Divinity Effect: 1)
+20% Minion Critical Strike Rating
+5% Critical Strike Damage
+5% Minion Critical Strike Damage
Gains
+50% additional Summon Skill Cast Speed (Max Divinity Effect: 1)
+100% additional Cast Speed for Sentry Skills (Max Divinity Effect: 1)
+ 4
+40 initial
+30% additional Spell Damage for Minions when wielding a Wand or Tin Staff (Max Divinity Effect: 1)
+5% Sentry Skill Critical Strike Damage
+27% Spirit Magus
+15% additional Minion Damage (Max Divinity Effect: 1)
+25% additional Minion Damage (Max Divinity Effect: 1)
-10% Minion
Minions +6% additional damage for each type of Aura they are affected by (Max Divinity Effect: 1)
+50%
Restoration Effect from Restoration Skills cannot be removed (Max Divinity Effect: 1)
Minions deal 8% additional damage to Life
+30% additional
Spirit Magi +30% additional Empower Skill Effect (Max Divinity Effect: 1)
+100% additional Spirit Magus Skill Damage (Max Divinity Effect: 1)
+50% chance for Spirit Magi to use an
For every 40
-80% additional damage taken by Spirit Magi
-40% additional Spirit Magus Skill Damage (Max Divinity Effect: 1)
-80% additional damage taken by Spirit Magi (Max Divinity Effect: 1)
-15% additional Energy Shield
-30% additional Sentry Start Time (Max Divinity Effect: 1)
Attack Speed bonus and 100% of additional bonus are also applied to Attack Sentries' Cast Frequency
Cast Speed bonus and 100% of additional bonus are also applied to Spell Sentries' Cast Frequency (Max Divinity Effect: 1)
Refreshes
-40% additional
The number of Sentries that can be deployed at a time is equal to the Max Sentry Quantity
+25% additional Sentry Damage (Max Divinity Effect: 1)
-25% additional Sentry Start Time (Max Divinity Effect: 1)
The Talent Panels of different gods provide different bonuses, which can be mixed and matched freely according to the tags of each Talent Panel.
Talent Nodes are divided into:
Micro Talent Nodes
Medium Talent Nodes
Lv.1 Core Talent Nodes
Lv.2 Core Talent Nodes
The Revert button allows you to revert Talent Nodes and>
Reverting Talent Nodes is >
>
1. You can select a total of four Talent Panels.
2. The first Talent Panel needs to be selected from a set of six Basic Talent Panels.
3. The second Talent Panel can be selected from five Advanced Talent Panels corresponding to the Basic Talent Panels.
4. You can select the third and the fourth Talent Panel without any restrictions.
About Talent Nodes:
1. Each Talent Panel contains a number of Talent Nodes, and activating Talent Nodes will grant their corresponding effects.
2. Activating Talent Nodes costs corresponding Talent Points.
3. You gain 1 Talent Point for every level and additional Talent Points by completing a set of key quests.
4. Talent Nodes are divided into Minor, Medium and Main Talent Nodes.
5. In order to activate a Medium Node, you need to activate the preceding Minor Node first.
6. After a certain amount of Talent Nodes have been unlocked on a Talent Panel, Core Talent slots can be unlocked: You can select and activate one from several Core Talents. You can switch the activated Core Talent anytime.
About Forgetting:
1. Activated Talent Nodes can be reset. Resetting costs Oblivion Points. Use Elixir of Oblivion to obtain Oblivion Points.
2. Resetting Talent Nodes does not cost Oblivion Points until you reach Lv. 90.
