Every hero has three talent trees. You earn one talent point for each scenery you clear; a talent takes up to five points, deeper rows open after five points in that tree, and each tree ends in an ultimate. No tree can be filled in one campaign.
Pyromancer talentsIgnition · Burning · Bellows
Ignition
Twelve points here make the player good at getting things alight.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Wider Catch | Drop spells cover 3% more radius per point. | 5 | 0 in this tree |
| Room to Be Wrong | +2% maximum health per point. | 5 | 0 in this tree |
| The Heat Itself | Fire spells deal 3% more damage per point. | 5 | 0 in this tree |
| Nothing Alight on It | Deal 4% more damage per point to enemies that are not burning. | 5 | 5 in this tree |
| Singed | Take 8% less damage from your allies' spells per point. | 5 | 5 in this tree |
| The Short Throw | Your projectiles fly 3% faster per point. | 5 | 5 in this tree |
| A Second Fire in the Room | Deal 4% more damage per point while another enemy in the room is burning. | 5 | 10 in this tree |
| Slow to Go Out | Damage over time you apply last 4% longer per point. | 5 | 10 in this tree |
| Someone Was Here First | Your burns deal 4% more damage per point to enemies already marked by another element. | 5 | 10 in this tree |
| He Does Not Need to Linger | Blinking away from an enemy you set burning cuts the blink cooldown by 6% per point. | 5 | 15 in this tree |
| It Takes Next Door | Burns you apply have a 5% chance per point to also set the nearest enemy within 6 m burning. | 5 | 15 in this tree |
| Nothing He Throws Is Cold | Your Bolts set a weak burn on enemies that are not burning: 15% of a normal burn per point. | 5 | 15 in this tree |
| It Is Kept Lit | once three enemies carry your burns, for 6 s every burn of yours relights as it runs out (20 s cooldown). | Ultimate | 20 in this tree |
Burning
Twelve points here make the player good at fighting something that is already on fire.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Held on It | Beam spells deal 3% more damage per point. | 5 | 0 in this tree |
| Orange on Orange | Fire spells deal 3% more damage per point. | 5 | 0 in this tree |
| What Does Not Reach Him | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| Every Tick Is a Stamp | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 5 in this tree |
| What Answers Fire | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 5 in this tree |
| While It Burns | Deal 4% more damage per point to burning enemies. | 5 | 5 in this tree |
| It Runs With It | Deal 4% more damage per point to burning enemies that are moving. | 5 | 10 in this tree |
| Two Fires on One Body | Deal 4% more damage per point to enemies burning from two or more sources. | 5 | 10 in this tree |
| What Burning Is Worth | Damage over time you apply is 4% stronger per point. | 5 | 10 in this tree |
| Into the Fire Instead | Per point, 5% of your fire damage on an enemy you are burning is moved into its burn at 150% strength. | 5 | 15 in this tree |
| It Gets Hotter | Your burns tick 2% harder per point for each second they have been burning. | 5 | 15 in this tree |
| One More Tick | Hitting a burning enemy has a 5% chance per point to make its burns tick once immediately. | 5 | 15 in this tree |
| On Every Press | casting while three enemies burn starts 5 s in which every cast makes every burn tick (20 s cooldown). | Ultimate | 20 in this tree |
Bellows
Twelve points here make the player good at keeping it lit.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Covered While He Holds | Take 2% less damage while channelling per point. | 5 | 0 in this tree |
| Small and Often | Light spells (the 3-charge ones) recharge 3% faster per point. | 5 | 0 in this tree |
| Struck Again Sooner | Bolt spells recharge 3% faster per point. | 5 | 0 in this tree |
| More in the Same Breath | Your channels deal 3% more damage per point. | 5 | 5 in this tree |
| On the Back of the Last One | Deal 4% more damage per point with casts made within 1.5 s of your previous one. | 5 | 5 in this tree |
| Shaken Off | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| It Keeps Drawing | Hitting while channelling has a 5% chance per point to give back 0.3 s of channel. | 5 | 10 in this tree |
| Never His Last Charge | Deal 4% more damage per point with casts that still leave you a charge. | 5 | 10 in this tree |
| While the Beam Is on | Deal 4% more fire damage per point while you are channelling. | 5 | 10 in this tree |
| A Deeper Breath | Your channel pool holds 8% more per point. | 5 | 15 in this tree |
| Nothing Runs Out for Nothing | Letting go of a channel early banks the unused seconds; your next Bolt deals 8% more per point for each second banked (at most double). | 5 | 15 in this tree |
| To the Last of It | Your channel deals 6% more damage per point while its pool is in its last quarter. | 5 | 15 in this tree |
| He Does Not Let Go | starting a channel from a full pool makes it free for 5 s (25 s cooldown). | Ultimate | 20 in this tree |
Cryomancer talentsWindow · Drag · Distance
Window
Twelve points here make the player good at spending one impairment at the right moment.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Larger Clock | +2% maximum health per point. | 5 | 0 in this tree |
| The Colour of It | Frost spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Weight of the Shard | Medium spells (the 2-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| Far Enough to Lead It | Bolt spells reach 3% farther per point. | 5 | 5 in this tree |
| His Own Feet | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Inside It | Deal 4% more frost damage per point to enemies already rooted or stunned by anyone. | 5 | 5 in this tree |
| Longer by a Breath | Roots and stuns you apply last 4% longer per point. | 5 | 10 in this tree |
| The First One of the Fight | Deal 4% more damage per point to an enemy during the first root or stun it has had this fight. | 5 | 10 in this tree |
| The Impact That Carried It | Hits that root or stun an enemy deal 4% more damage per point; an enemy already held gives nothing. | 5 | 10 in this tree |
| Cracked From Outside | When an ally hits an enemy you are holding, 5% chance per point of an extra frost hit for half their damage. | 5 | 15 in this tree |
| Nothing Comes of the Second | When your root or stun is cut short or does not land, the lost part is dealt as frost damage: 10% of the hit per point. | 5 | 15 in this tree |
| When It Comes Loose | Your roots and stuns have a 5% chance per point to shatter for frost damage as they wear off. | 5 | 15 in this tree |
| Where It Will Be | a frost Bolt also leaves a shard hanging 6 m ahead for 10 s; the first enemy to reach it is hit hard and rooted (15 s cooldown). | Ultimate | 20 in this tree |
Drag
Twelve points here make the player good at keeping things slower than they want to be.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Slower Clock | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| Blue All Over | Frost spells deal 3% more damage per point. | 5 | 0 in this tree |
| Wider Underfoot | Halt spells cover 3% more radius per point. | 5 | 0 in this tree |
| Anything That Is Slow | Deal 4% more frost damage per point to enemies slowed by anyone. | 5 | 5 in this tree |
| Not Moved by It | You are knocked back 2% less per point. | 5 | 5 in this tree |
| The Shared Number | Halt and drop spells recharge 3% faster per point. | 5 | 5 in this tree |
| Deeper | Slows you apply are 4% stronger per point. | 5 | 10 in this tree |
| His Is the One Running | Deal 4% more frost damage per point while your slow is the strongest one on the target. | 5 | 10 in this tree |
| While He Is Paying for It | Deal 4% more damage per point to the enemy your channel is hitting. | 5 | 10 in this tree |
| Back Into It | Enemies walking back into your ground have a 5% chance per point to be slowed again. | 5 | 15 in this tree |
| Left Cold | Blinking leaves the spot cold for 2 s plus 1 s per point; the first enemy to cross it is slowed. | 5 | 15 in this tree |
| Wading | Slowed enemies take 0.4 frost damage per point for every metre they walk. | 5 | 15 in this tree |
| Taken Over | when three enemies are slowed, for 5 s every slow in the room is as strong as yours (25 s cooldown). | Ultimate | 20 in this tree |
Distance
Twelve points here make the player good at fighting from where he is.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Less Lead to Owe | Your projectiles fly 3% faster per point. | 5 | 0 in this tree |
| Mid Channel | Take 2% less damage while channelling per point. | 5 | 0 in this tree |
| The Length of the Hold | Beam spells reach 3% farther per point. | 5 | 0 in this tree |
| Denser While Held | Your channels deal 3% more damage per point. | 5 | 5 in this tree |
| From Back Here | Deal 4% more frost damage per point to enemies more than 8 m from where you cast. | 5 | 5 in this tree |
| The Colour Coming at Him | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 5 in this tree |
| He Has Not Moved | Deal 4% more frost damage per point after standing still for 1 s. | 5 | 10 in this tree |
| Nothing Near Him | Deal 4% more frost damage per point while nothing is within 4 m of you. | 5 | 10 in this tree |
| Too Close | Enemies stepping within 4 m of you have a 5% chance per point to take a frost hit of 6. | 5 | 10 in this tree |
| As Far as the Frame | Each point extends your bolts, throws and beams a fifth of the way to the room's edge. | 5 | 15 in this tree |
| He Can Still Turn | While channelling with the stick idle, you turn to follow the enemy your beam is on, faster with each point. | 5 | 15 in this tree |
| The First One in | Each fight, a frost hit of 3.6 per point strikes the first enemy to come within 4 m of you. | 5 | 15 in this tree |
| Where He Chose to Stand | starting a channel after standing still 1 s roots you for 6 s; your casts reach the room's edge and frost hits +15% (25 s cooldown; blinking ends it). | Ultimate | 20 in this tree |
Tempest talentsErrand · Touchdown · Paid in kind
Errand
Twelve points here turn one press into a route.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Reach of the Arc | Beam spells reach 3% farther per point. | 5 | 0 in this tree |
| The Current Quickens | Your channels deal 3% more damage per point. | 5 | 0 in this tree |
| Thin Frame | +2% maximum health per point. | 5 | 0 in this tree |
| Called Back Sooner | Beam spells recharge 3% faster per point. | 5 | 5 in this tree |
| Far Side | Arc hops that land farther from you than the previous one deal 4% more damage per point. | 5 | 5 in this tree |
| Footing | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Doubling Back | Your arcs can double back when nothing new is in reach, and deal 4% more damage per point to enemies they already hit. | 5 | 10 in this tree |
| Left Live | Enemies your arc hits have a 5% chance per point to stay charged for 1.5 s; your next arc also hops from them. | 5 | 10 in this tree |
| Past the Front | Arc hops onto an enemy other than the one nearest you deal 4% more damage per point. | 5 | 10 in this tree |
| Conducting Blink | Blinking leaves an after-image for 1 s plus 0.5 s per point; your next arc's first hop also leaps from it. | 5 | 15 in this tree |
| Farthest First | Your arcs hop to the farthest enemy up to 1.2 m per point beyond the nearest one, instead of the nearest. | 5 | 15 in this tree |
| Forked Errand | Arc hops have a 5% chance per point to fork, sending an extra hop from that enemy to one the arc missed. | 5 | 15 in this tree |
| The Standing Errand | when an arc reaches its second hop, it walks on alone for up to 4 s, striking a new enemy every 0.4 s (20 s cooldown). | Ultimate | 20 in this tree |
Touchdown
Twelve points here make him the player who kills one thing with weather that arrives from above rather than from him.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| From Above | Drop spells deal 3% more damage per point. | 5 | 0 in this tree |
| Heavy Hand | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| Standing Weather | +2% maximum health per point. | 5 | 0 in this tree |
| Asked Again | Drop spells recharge 3% faster per point. | 5 | 5 in this tree |
| Last Thing Standing | The first time you fall low in a fight, gain a shield that absorbs 2 damage per point. | 5 | 5 in this tree |
| Late Payment | Your Drops deal 4% more damage per point to enemies that have not moved since the Drop's shadow appeared under them. | 5 | 5 in this tree |
| Alone Under It | Your Drops deal 4% more damage per point when the target is the only enemy under the impact. | 5 | 10 in this tree |
| High Water | Your Drops deal 4% more damage per point to enemies no element has marked yet. | 5 | 10 in this tree |
| Second Clap | Your Drops have a 5% chance per point to strike the same spot again 0.5 s later for half damage. | 5 | 10 in this tree |
| Dead Drop | Landing from a jump deals 1.8 storm damage per point to everything within 2 m. | 5 | 15 in this tree |
| It Arrives When It Arrives | Per point, your Drop falls 0.15 s slower and lands 6% harder. | 5 | 15 in this tree |
| Narrow the Sky | Per point, your Drop's circle is 6% smaller and it lands 6% harder. | 5 | 15 in this tree |
| The Whole Debt | your first Drop on each enemy each fight falls 3 s slower onto a 1 m circle for triple damage. | Ultimate | 20 in this tree |
Paid in kind
Twelve points here make the roster's most fragile caster survivable off the hits he has already taken.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Larger Clock | +2% maximum health per point. | 5 | 0 in this tree |
| Blue White | Storm spells deal 3% more damage per point. | 5 | 0 in this tree |
| Dead Weight | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| Credit on Arrival | Start each fight with a shield that absorbs 2 damage per point. | 5 | 5 in this tree |
| Owed Again | Spells of the shape you carry most of recharge 3% faster per point. | 5 | 5 in this tree |
| Still Ringing | Deal 4% more storm damage per point for 2 s after you are hit. | 5 | 5 in this tree |
| Backhand | When you are hit, 5% chance per point to discharge 6 storm damage into the nearest enemy. | 5 | 10 in this tree |
| Overdrawn | Deal 4% more damage per point for the rest of the fight once you have dropped below a third of your health. | 5 | 10 in this tree |
| The Nearest Thing | Deal 4% more damage per point while an enemy is within melee reach of you. | 5 | 10 in this tree |
| Last Word | When you are slowed, rooted or stunned, 5% chance per point to discharge 6 storm damage into the nearest enemy. | 5 | 15 in this tree |
| Like for Like | Every hit you take sends 6% of its damage per point back into the nearest enemy. | 5 | 15 in this tree |
| The Tally | Damage you take builds static; when it reaches 30% of your health (3% less per point), half of it discharges into the nearest enemy. | 5 | 15 in this tree |
| Paid in Full | a hit that takes you below a third of your health starts 5 s in which every hit you take is returned in full to the nearest enemy (30 s cooldown). | Ultimate | 20 in this tree |
Geomancer talentsTerrain · Weight · Nearest
Terrain
Twelve points here make the player good at putting a body where no body is.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| How Far the Name Carries | Drop spells reach 3% farther per point. | 5 | 0 in this tree |
| How Much of It | Drop spells cover 3% more radius per point. | 5 | 0 in this tree |
| What Does Not Get Through | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| Against the Stone | Deal 4% more damage per point to enemies within 1 m of your stone. | 5 | 5 in this tree |
| Not Shifted Off It | You are knocked back 2% less per point. | 5 | 5 in this tree |
| The Weight of the Word | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 5 in this tree |
| The Floor Comes Up With It | Heavy casts have a 5% chance per point to raise a small piece of stone (6 s) where they land. | 5 | 10 in this tree |
| The Long Way Round | Deal 4% more damage per point to enemies when your stone lies on the straight line between you and them. | 5 | 10 in this tree |
| While Something of His Is Standing | Deal 4% more damage per point for 2 s after you raise a piece of stone. | 5 | 10 in this tree |
| He Leaves Something Standing | Your blink leaves a small piece of stone (6 s) where you stood. | 5 | 15 in this tree |
| It Stays Up | Your stone stands 15% longer per point. | 5 | 15 in this tree |
| Something to Push It Into | Enemies you knock into your stone stop there and take 5 stone damage per point. | 5 | 15 in this tree |
| The Wall He Walks | blinking away from two or more enemies within 6 m raises stone behind you every metre you walk for 5 s (25 s cooldown). | Ultimate | 20 in this tree |
Weight
Twelve points here make the player good at hitting few things very hard and moving them.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Built Heavy | +2% maximum health per point. | 5 | 0 in this tree |
| Slate Grey | Stone spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Swing Itself | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| Back in His Hands Sooner | Heavy spells (the 1-charge ones) recharge 3% faster per point. | 5 | 5 in this tree |
| Not Held for Long | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| While It Is Going Backwards | Deal 4% more damage per point to enemies you are pushing right now. | 5 | 5 in this tree |
| It Keeps Going | Your knockbacks have a 5% chance per point to slide half as far again, dealing 4 stone damage per extra metre. | 5 | 10 in this tree |
| Nothing Else Has Touched It | Deal 4% more damage per point to enemies marked by stone and no other element. | 5 | 10 in this tree |
| Nowhere Left to Go | Deal 4% more damage per point to enemies pinned against a wall or stone. | 5 | 10 in this tree |
| As Far as It Goes | Per point, your knockbacks push 10% further and deal 1 stone damage per metre travelled. | 5 | 15 in this tree |
| Away From Where He Says | Your Halts and Drops shove what they hit 1.5 m outward from where you placed them. | 5 | 15 in this tree |
| What It Hits on the Way | An enemy you push shoves the body behind it the same distance for 3 stone damage per point; the chain stops there. | 5 | 15 in this tree |
| Everything He Touches Moves | when you are hit with three enemies within 4 m, for 6 s every hit you land shoves its target 1.5 m away (25 s cooldown). | Ultimate | 20 in this tree |
Nearest
Twelve points here make the player good at being the one it walks to.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Close Work | Melee attacks deal 3% more damage per point. | 5 | 0 in this tree |
| The Colour He Stands in | Stone spells deal 3% more damage per point. | 5 | 0 in this tree |
| What Lands on Him Most | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 0 in this tree |
| Heavy Again Sooner | Heavy spells (the 1-charge ones) recharge 3% faster per point. | 5 | 5 in this tree |
| Holding in the Middle of It | Take 2% less damage while channelling per point. | 5 | 5 in this tree |
| The One It Walks to | Deal 4% more damage per point to enemies you are the nearest player to. | 5 | 5 in this tree |
| More Than One of Them | Deal 4% more damage per point while you are the nearest player to two or more enemies. | 5 | 10 in this tree |
| Standing There a While | Deal 4% more damage per point to enemies you have been the nearest player to for 2 s. | 5 | 10 in this tree |
| Thicker in Front | Shields you grant are 4% stronger per point. | 5 | 10 in this tree |
| A Longer Reach | Your melee reaches 0.3 m further per point. | 5 | 15 in this tree |
| He Is Already Swinging | 5% chance per point to strike an enemy with your melee the moment it comes into your reach. | 5 | 15 in this tree |
| The Crowd Pays Him | While you are the nearest player to three or more enemies, regain 0.4 health per second per point. | 5 | 15 in this tree |
| Nothing Arrives Unanswered | when you are hit with two enemies in your reach, for 6 s you strike every enemy the moment it comes into your reach (25 s cooldown). | Ultimate | 20 in this tree |
Druid talentsWhat is underfoot · It gets into everything · The last of it
What is underfoot
Twelve points here make her the player whose first move in every room is a question about the room.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Green Under Everything | Nature spells deal 3% more damage per point. | 5 | 0 in this tree |
| Mid Lean | +2% maximum health per point. | 5 | 0 in this tree |
| What Rises | Summons deal 3% more damage per point. | 5 | 0 in this tree |
| Asked Again | Summon spells recharge 3% faster per point. | 5 | 5 in this tree |
| Thick Soles | Take 5% less damage from pools and burning ground per point. | 5 | 5 in this tree |
| Two Floors | Your spirits deal 4% more damage per point while you stand on a different floor from the one they rose from. | 5 | 5 in this tree |
| A Second Voice | When a spirit hits, 5% chance per point that the ground under its target strikes the target again just as hard. | 5 | 10 in this tree |
| Deep in One | Deal 4% more damage per point while no other kind of floor lies within 3 m of you. | 5 | 10 in this tree |
| Standing Where It Rose | Your spirits deal 4% more damage per point while you stand in the patch they rose from. | 5 | 10 in this tree |
| On the Seam | A spirit summoned where two floors meet gets both floors' behaviour, the second one for 2 s per point. | 5 | 15 in this tree |
| The Far Floor | Your spirits' blows also take the behaviour of the floor under their target, at 20% strength per point. | 5 | 15 in this tree |
| The Ground Is Not Finished | When one of your spirits is killed, 5% chance per point that another from the same floor replaces it at once. | 5 | 15 in this tree |
| The Room Answers | casting a Summon with four or more enemies in the room raises one spirit on every kind of floor the room holds (40 s cooldown). | Ultimate | 20 in this tree |
It gets into everything
Twelve points here make her the player who answers a spread-out room.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Held Again Sooner | Medium spells (the 2-charge ones) recharge 3% faster per point. | 5 | 0 in this tree |
| Standing Weight | +2% maximum health per point. | 5 | 0 in this tree |
| Wider Mouth | Halt spells cover 3% more radius per point. | 5 | 0 in this tree |
| As It Widens | Deal 4% more damage per point while your growth has spread 3 m or more. | 5 | 5 in this tree |
| Old Boots | Take 5% less damage from pools and burning ground per point. | 5 | 5 in this tree |
| The Hold Pays More | Your channels deal 3% more damage per point. | 5 | 5 in this tree |
| A Second Front | Each metre your growth spreads has a 5% chance per point to open a second front inside it. | 5 | 10 in this tree |
| Nothing Left to Touch | Deal 4% more damage per point once your growth has stopped spreading. | 5 | 10 in this tree |
| Standing in It | Deal 4% more damage per point to enemies standing on your growth. | 5 | 10 in this tree |
| Slower Further | Per point, your growth spreads 10% slower and 15% further. | 5 | 15 in this tree |
| The Hold Pays the Exit | Blinking out of a channel refunds 2% of the blink cooldown per point for each metre your growth covered (at most half). | 5 | 15 in this tree |
| What Counts as Contact | Your growth spreads across one more kind of floor per point. | 5 | 15 in this tree |
| The Whole Floor | a channel begun from a full pool spreads across every floor to the room's edge (30 s cooldown). | Ultimate | 20 in this tree |
The last of it
Twelve points here let her spend the room.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Heavy Ground | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| What Is Left | Nature spells deal 3% more damage per point. | 5 | 0 in this tree |
| What She Can Take | +2% maximum health per point. | 5 | 0 in this tree |
| Asked Sooner | Halt spells recharge 3% faster per point. | 5 | 5 in this tree |
| On the Ash | Deal 4% more damage per point while you stand on ground you have spent. | 5 | 5 in this tree |
| Thicker Skin | Take 2% less damage from everything per point. | 5 | 5 in this tree |
| More Than She Asked | Spending a patch has a 5% chance per point to also spend and burn the matching floor next to it. | 5 | 10 in this tree |
| Nothing Growing Here | Deal 4% more damage per point to enemies standing on ground you have spent. | 5 | 10 in this tree |
| The Last Green | Deal 4% more damage per point while the patch under you is the last unspent one of its kind. | 5 | 10 in this tree |
| It Takes Its Time | Spent ground burns 25% longer per point, dealing that much more in total. | 5 | 15 in this tree |
| Leaving It Dead | Blinking spends the patch you leave; it burns down behind you. | 5 | 15 in this tree |
| What Will Burn | Your Summon can spend one more kind of floor per point beyond living ground. | 5 | 15 in this tree |
| The Place Pays Up | casting a Summon with three enemies within 12 m burns down every patch of the floor under you, one a second (40 s cooldown). | Ultimate | 20 in this tree |
Plaguebringer talentsUnfit ground · Carried · Tenant
Unfit ground
Twelve points here make the player good at how much of the room is rot.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Still Down When They Arrive | Your ground effects last 3% longer per point. | 5 | 0 in this tree |
| The Wider Line | Halt spells cover 3% more radius per point. | 5 | 0 in this tree |
| Where He Put Himself | You are knocked back 2% less per point. | 5 | 0 in this tree |
| He Stands Furthest Forward | +2% maximum health per point. | 5 | 5 in this tree |
| Nowhere to Step | Deal 4% more decay damage per point to enemies with no clean floor within a step of them. | 5 | 5 in this tree |
| The Second Piece of Ground | Halt spells recharge 3% faster per point. | 5 | 5 in this tree |
| On the Rim | Deal 4% more decay damage per point to enemies within a step of your ground but not in it. | 5 | 10 in this tree |
| The Room Narrows | Deal 4% more decay damage per point while more of the floor around you is your rot than is clean. | 5 | 10 in this tree |
| The Whole Line Answers | When an enemy steps into your ground, 5% chance per point that every patch of yours strikes, dealing one second of its rot to each enemy in it. | 5 | 10 in this tree |
| He Draws It Long | Your patches land as a strip across your line of sight, 1 piece plus 1 per point, covering the same area as the disc. | 5 | 15 in this tree |
| It Finds Clean Floor | A patch landing on your own ground slides to the nearest clean floor, up to 1 m plus 1 m per point away. | 5 | 15 in this tree |
| The Second Line | The Cordon lands as two bands with clean floor between them; the gap is 0.3 m wider per point. | 5 | 15 in this tree |
| Nowhere Left | when three patches of yours are live, the gaps of up to 6 m between them rot for 6 s (20 s cooldown). | Ultimate | 20 in this tree |
Carried
Twelve points here make the player good at the half of his rot that travels.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| It Gets There | Your projectiles fly 3% faster per point. | 5 | 0 in this tree |
| One Colour Held | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 0 in this tree |
| What He Throws | Bolt spells deal 3% more damage per point. | 5 | 0 in this tree |
| It Bites Harder | Damage over time you apply is 4% stronger per point. | 5 | 5 in this tree |
| Other Peoples Floors | Take 5% less damage from pools and burning ground per point. | 5 | 5 in this tree |
| Still Standing When It Lets Go | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Nothing Between Us | Deal 4% more decay damage per point to enemies with none of your ground between you and them. | 5 | 10 in this tree |
| Nothing Down | Deal 4% more decay damage per point while none of your ground is down. | 5 | 10 in this tree |
| Out of Reach | Deal 4% more decay damage per point to enemies standing outside all of your ground. | 5 | 10 in this tree |
| All of It Carries | More of your attacks leave a half-strength rot: Bolts at 1 point, placed impacts from 2 points, your channel from 4 points. | 5 | 15 in this tree |
| By Hand | Your melee leaves a short rot: 20% of a normal one per point. | 5 | 15 in this tree |
| It Was Already on Him | Hits on an enemy already carrying your rot have a 5% chance per point to deal 50% more. | 5 | 15 in this tree |
| Everything the Floor Missed | your first cast while three enemies stand outside your ground rots every enemy outside it (30 s cooldown). | Ultimate | 20 in this tree |
Tenant
Twelve points here make the player good at being the only thing that can live on that floor.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Denser While He Holds It | Your channels deal 3% more damage per point. | 5 | 0 in this tree |
| He Stopped for a Reason | Take 2% less damage while channelling per point. | 5 | 0 in this tree |
| His Own Colour | Decay spells deal 3% more damage per point. | 5 | 0 in this tree |
| A Slower Clock | Take 2% less damage from everything per point. | 5 | 5 in this tree |
| From Inside It | Deal 4% more decay damage per point while you stand in your own rot. | 5 | 5 in this tree |
| What He Still Has in Hand | Light spells (the 3-charge ones) deal 3% more damage per point. | 5 | 5 in this tree |
| It Answers the Cast | Casting from your own rot has a 5% chance per point to make the patch under you deal one second of its rot to everything in it. | 5 | 10 in this tree |
| The Exchange | Take 4% less damage per point while standing in your own rot. | 5 | 10 in this tree |
| The First Thing He Does From It | Your first cast after stepping into your own rot deals 4% more damage per point. | 5 | 10 in this tree |
| He Keeps His Hands Busy | While you stand in your own rot, each light cast takes 0.2 s per point off your heavy spells' recharge. | 5 | 15 in this tree |
| His Boots Are in It | While you stand in your own rot, shoves have a 5% chance per point not to move you. | 5 | 15 in this tree |
| Measured From the Edge | Standing in your own rot, your spells' reach is measured from that patch's far edge. | 5 | 15 in this tree |
| He Moves in | your first cast from your own rot makes that patch permanent; a shove cannot push you out of it (30 s before naming another). | Ultimate | 20 in this tree |
Occultist talentsAppointment · Terms · Ledger
Appointment
Twelve points here make the player good at setting the clock.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| As Far as He Can Set One | Bolt spells reach 3% farther per point. | 5 | 0 in this tree |
| Not Much of Him | +2% maximum health per point. | 5 | 0 in this tree |
| The Ink Itself | Shadow spells deal 3% more damage per point. | 5 | 0 in this tree |
| Longer in Hand | Shield, ward, empower and haste you apply last 4% longer per point. | 5 | 5 in this tree |
| The Colour He Expects | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 5 in this tree |
| Two on the Book | Appointments pay 4% more per point on an enemy carrying more than one of yours. | 5 | 5 in this tree |
| It Travelled | Appointments pay 4% more per point when the enemy is farther from you when they come due than when you cast. | 5 | 10 in this tree |
| Noted Twice | Appointments have a 5% chance per point to be written twice, the copy coming due one term later. | 5 | 10 in this tree |
| Nothing in the Room Is Free | Appointments pay 4% more per point while every living enemy in the room owes you one. | 5 | 10 in this tree |
| Everyone Can See the Clock | Your seals read at any distance, through bodies, showing their weight and hour. | 5 | 15 in this tree |
| He Names the Hour | Chosen at each room's start, per point: appointments come due 15% later at no cost, or 10% sooner for 5% less payout. | 5 | 15 in this tree |
| Paid in Two | Appointments pay out in two parts: 10% of the payout per point (at most half) comes 1 s after the rest. | 5 | 15 in this tree |
| He Books the Room | when three enemies owe you, for 5 s every hit you land sets an appointment (25 s cooldown). | Ultimate | 20 in this tree |
Terms
Twelve points here make the player good at choosing what the debt comes due on.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Less of It Lands | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| The Colour It Pays in | Shadow spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Shape It Arrives in | Bolt spells deal 3% more damage per point. | 5 | 0 in this tree |
| A Stamp at a Time He Chose | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 5 in this tree |
| He Is Not Held Long | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| If It Runs | Appointments pay 4% more per point if the enemy has moved since you set them. | 5 | 5 in this tree |
| It Came Looking | Appointments pay 4% more per point if the enemy has attacked since you set them. | 5 | 10 in this tree |
| It Was Already Going Under | Appointments pay 4% more per point if the enemy is below 35% health when they come due. | 5 | 10 in this tree |
| The Benefit of the Doubt | A conditional payout that misses its condition has a 5% chance per point to pay as if it had met it. | 5 | 10 in this tree |
| He Settles for Less | Conditional payouts even out by 10% per point (at most half): met ones pay less, missed ones pay some. | 5 | 15 in this tree |
| He Writes Another | When a payout meets its condition, 5% chance per point to write a half-size appointment due in 1 s. | 5 | 15 in this tree |
| Two Conditions One Beat | Appointments gain two conditions, each paying 2% more per point: the enemy has moved, and it is below 35% health. | 5 | 15 in this tree |
| Every Bet Comes in | a collection while three appointments are outstanding makes every payout meet its condition for 5 s (25 s cooldown). | Ultimate | 20 in this tree |
Ledger
Twelve points here make the player good at being paid.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Covered While He Settles | Take 2% less damage while channelling per point. | 5 | 0 in this tree |
| Paid in Shadow | Shadow spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Book Reopens Sooner | Bolt spells recharge 3% faster per point. | 5 | 0 in this tree |
| Something Is Owed | Deal 4% more damage per point for 3 s after setting an appointment. | 5 | 5 in this tree |
| Standing Over a Friend | You raise fallen allies 4% faster per point. | 5 | 5 in this tree |
| The Heavy Ledger | Heavy spells (the 1-charge ones) recharge 3% faster per point. | 5 | 5 in this tree |
| Holding and Owed | Deal 4% more damage per point while you channel with an appointment outstanding. | 5 | 10 in this tree |
| The First Bill | Your first appointment on each enemy pays 4% more per point. | 5 | 10 in this tree |
| What the Shadow Returns | Shadow spells heal you for 1% of the damage they deal per point. | 5 | 10 in this tree |
| Charged Back | When a payout collects, 5% chance per point to get a spent charge back. | 5 | 15 in this tree |
| Paid in Time | When a payout collects, 5% chance per point to take 1 s off every spell's recharge. | 5 | 15 in this tree |
| The Rhythm He Set | Your channel pays out 5% faster per point for 3 s after a payout collects. | 5 | 15 in this tree |
| The Creditor Is Paid First | setting an appointment with no charge left makes your Ledger returns roll at the press for 6 s (25 s cooldown). | Ultimate | 20 in this tree |
Lightbringer talentsRadiance · Mercy · Zeal
Radiance
Twelve points here turn his damage into everybody else's.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Larger Clock | +2% maximum health per point. | 5 | 0 in this tree |
| One Press One Body | Bolt spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Colour He Throws | Holy spells deal 3% more damage per point. | 5 | 0 in this tree |
| Longer in the Hand | Shield, ward, empower and haste you apply last 4% longer per point. | 5 | 5 in this tree |
| Somebody Is Standing in It | Deal 4% more holy damage per point while any player (you included) stands in your light. | 5 | 5 in this tree |
| What Is Coming at Him | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 5 in this tree |
| Somebody Who Had None | Deal 4% more holy damage per point for 4 s after empower reaches a player in your light who had none. | 5 | 10 in this tree |
| The Brightest Thing in the Room | Deal 4% more holy damage per point to enemies your light holds. | 5 | 10 in this tree |
| What It Is Worth | Empower you grant is 4% stronger per point. | 5 | 10 in this tree |
| It Does Not Go Out Yet | A fading light has a 5% chance per point to flare and light the same enemy again for 3 s, once. | 5 | 15 in this tree |
| What the Light Carries | Your light also grants haste and reaches further for each player in it when it lit; each point adds 5% reach. | 5 | 15 in this tree |
| Widest at the End | Your light starts at 60% of its size and widens as it runs out, to 100% plus 10% per point at the end. | 5 | 15 in this tree |
| Plain Sight Said to the Room | hitting an enemy with two others within 8 m opens 6 s in which every enemy you damage is lit (25 s cooldown). | Ultimate | 20 in this tree |
Mercy
Twelve points here make him heal by attacking.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Slower Clock | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| The Colour That Pays | Holy spells deal 3% more damage per point. | 5 | 0 in this tree |
| While It Is Landing | Your channels deal 3% more damage per point. | 5 | 0 in this tree |
| The Place They Fell | You raise fallen allies 4% faster per point. | 5 | 5 in this tree |
| The Shared Number | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 5 in this tree |
| While the Beam Is on It | Your heal-riders restore 4% more health per point while your channel is hitting. | 5 | 5 in this tree |
| A Fraction to the Nearest | 1% of the healing you leech also goes to the nearest standing ally per point. | 5 | 10 in this tree |
| He Has Not Looked Away | Deal 4% more holy damage per point to the enemy your previous hit also struck. | 5 | 10 in this tree |
| While Anybody Is Low | Deal 4% more holy damage per point while any player is below a third of their health. | 5 | 10 in this tree |
| The Second Thread | 5% chance per point that a hit's heal-rider also reaches the next-nearest player. | 5 | 15 in this tree |
| What the Light Owes | Your heal-riders restore 10% more health per point. | 5 | 15 in this tree |
| Where It Is Needed | Your riders go to the player who has lost the most health instead of the nearest. | 5 | 15 in this tree |
| Everything He Lands | hitting while any player is below a third of their health opens 6 s in which each rider reaches every player at 60% (25 s cooldown). | Ultimate | 20 in this tree |
Zeal
Twelve points here are the hero's own answer to the risk his file names first.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Eating the Hit | Take 2% less damage while channelling per point. | 5 | 0 in this tree |
| The Colour He Keeps | Holy spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Weight He Carries | Medium spells (the 2-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| Back on It Sooner | Beam spells recharge 3% faster per point. | 5 | 5 in this tree |
| Held Shorter | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Nobody Else in It | Deal 4% more holy damage per point while you are the only player in your light. | 5 | 5 in this tree |
| The Cast He Finished | Deal 4% more holy damage per point for 4 s after you are hit while channelling and keep channelling. | 5 | 10 in this tree |
| Untouched | Deal 4% more holy damage per point while nothing has hit you for 3 s. | 5 | 10 in this tree |
| What the Beam Returns | Your channels heal you for 1% of the damage they deal per point. | 5 | 10 in this tree |
| The Guttering | The first time each room you fall below a third of your health, 5% chance per point to restore 20% of your maximum health. | 5 | 15 in this tree |
| The Light Itself Burns | Your holy hits on a lit enemy also burn it: 10% of a normal burn per point. | 5 | 15 in this tree |
| The Piece in Progress | When your channel ends because it stopped landing, 0.5 s of pool is returned. | 5 | 15 in this tree |
| The Fast | casting with no ally within 6 m opens 6 s with no light and +20% holy damage (25 s cooldown). | Ultimate | 20 in this tree |
Arcanist talentsMarginalia · The second reading · The standing work
Marginalia
Twelve points here make him the player whose annotation on one enemy is worth more to everyone who hits it next, and who can arrange the payment rather than hope for it.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| In His Own Hand | Arcane spells deal 3% more damage per point. | 5 | 0 in this tree |
| Low Lean | +2% maximum health per point. | 5 | 0 in this tree |
| The Placed Page | Halt spells deal 3% more damage per point. | 5 | 0 in this tree |
| Annotated Again | Halt spells recharge 3% faster per point. | 5 | 5 in this tree |
| He Does Not Stop Writing | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Still Blank | Deal 4% more damage per point to enemies carrying a mark of yours that no hit of its colour has cashed yet. | 5 | 5 in this tree |
| Alone With the Page | Deal 4% more damage per point to an enemy carrying your mark with no other enemy within 4 m. | 5 | 10 in this tree |
| The Note Moves | When a mark of yours runs out, 5% chance per point that it moves, blank, to the nearest enemy within 8 m. | 5 | 10 in this tree |
| Written in His Own Colour | Deal 4% more damage per point to enemies whose mark of yours names arcane. | 5 | 10 in this tree |
| A Deeper Hand | Hits in the colour your mark names deal 4% more per point, whoever lands them. | 5 | 15 in this tree |
| A Second Colour | A spent mark leaves its colour on the enemy for 1 s plus 0.5 s per point; hits of that colour deal 10% more meanwhile. | 5 | 15 in this tree |
| Which Form | The first hit to answer a mark of yours spends it and deals 8% more per point. | 5 | 15 in this tree |
| Errata | when a mark of yours is first cashed by a hit of its colour, for 5 s every enemy the party hits is marked in that hit's colour (25 s cooldown). | Ultimate | 20 in this tree |
The second reading
Twelve points here make one press happen more than once.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Read Faster | Bolt spells recharge 3% faster per point. | 5 | 0 in this tree |
| Thin Margins | +2% maximum health per point. | 5 | 0 in this tree |
| Worth the Weight | Heavy spells (the 1-charge ones) recharge 3% faster per point. | 5 | 0 in this tree |
| Nobody Eats His Copies | Take 8% less damage from your allies' spells per point. | 5 | 5 in this tree |
| Read It Again | Your repeats deal 4% more damage per point. | 5 | 5 in this tree |
| The Second Hand | Bolt spells deal 3% more damage per point. | 5 | 5 in this tree |
| An Extra Copy | Casts have a 5% chance per point to repeat a beat later where they first hit. | 5 | 10 in this tree |
| Out of Order | Your repeats deal 4% more damage per point when they land while you channel or after you cast again. | 5 | 10 in this tree |
| The Long Wait | Deal 4% more damage per point with repeats that waited 0.75 s or longer. | 5 | 10 in this tree |
| Hold the Page | Your repeats always wait 0.5 s plus 0.25 s per point before they resolve. | 5 | 15 in this tree |
| Left in the Margin | Blinking repeats your last cast once at the point you blinked from. | 5 | 15 in this tree |
| The Other Margin | If you cast within 2 m plus 1 m per point of where a spell lands, its repeat happens where you stood instead. | 5 | 15 in this tree |
| Everywhere He Has Been | blinking opens 6 s in which each cast also repeats at up to 5 points along your path (30 s cooldown). | Ultimate | 20 in this tree |
The standing work
Twelve points here deepen the ramp itself.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Filed Sooner | Halt spells recharge 3% faster per point. | 5 | 0 in this tree |
| The First Thirty Seconds | +2% maximum health per point. | 5 | 0 in this tree |
| The Heavy Volumes | Medium spells (the 2-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| For Each Page | Deal 0.8% more arcane damage per point for each of your marks and repeats in play. | 5 | 5 in this tree |
| Held Longer | Your channels deal 3% more damage per point. | 5 | 5 in this tree |
| Thicker Paper | Take 2% less damage from everything per point. | 5 | 5 in this tree |
| It Writes Itself | When a mark of yours runs out, 5% chance per point that it is written again in its place. | 5 | 10 in this tree |
| Paper Walls | Take 1% less damage per point for each of your marks and repeats in play (at most 30%). | 5 | 10 in this tree |
| Read Off the Room | Deal 4% more damage per point while every enemy within 15 m carries your mark or waits under your repeat. | 5 | 10 in this tree |
| The Long Shelf | You can keep 1 more mark or repeat in play at once per point (6 without this talent). | 5 | 15 in this tree |
| The Work Feeds Him | Heal for 3% of the damage your marks and repeats deal, per point. | 5 | 15 in this tree |
| They Keep Working | Every 0.5 s, each of your marks and repeats deals 2% of a base attack per point to the nearest enemy. | 5 | 15 in this tree |
| Nothing Is Withdrawn | once your marks and repeats fill your shelf, your marks stop running out for the rest of the room. | Ultimate | 20 in this tree |
Voidcaller talentsCollateral · Bad faith · Nearer dark
Collateral
Twelve points here make the player good at converting his own health into damage at the instant he chooses.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Longer Bill | +2% maximum health per point. | 5 | 0 in this tree |
| The Hole in the Frame | Void spells deal 3% more damage per point. | 5 | 0 in this tree |
| What He Stopped | Halt spells deal 3% more damage per point. | 5 | 0 in this tree |
| Heavier Terms | Medium spells (the 2-charge ones) deal 3% more damage per point. | 5 | 5 in this tree |
| Nothing Stops Him Paying | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Paid in Advance | Deal 4% more void damage per point for 2 s after you pay a self-cost. | 5 | 5 in this tree |
| Compound | Deal 4% more damage per point while you have paid two self-costs within 2 s of each other. | 5 | 10 in this tree |
| No Witnesses | Casts you paid for deal 4% more damage per point while no ally stands within 6 m. | 5 | 10 in this tree |
| Short Change | When you pay a self-cost, 5% chance per point to pay it twice and make the cast hit twice as hard. | 5 | 10 in this tree |
| A Bigger Slice | Per point, self-costs take 4% more health and what they buy hits 4% harder. | 5 | 15 in this tree |
| Bought Passage | Press blink while it is on cooldown to blink anyway for 10 health (never below 1 health outside Nightmare). | 5 | 15 in this tree |
| Everything Has a Price | Per point, every spell costs 1 health to cast and deals 4% more damage for it. | 5 | 15 in this tree |
| Payment on Account | paying a self-cost above half health defers every self-cost for 5 s, then collects the bill at once (30 s cooldown). | Ultimate | 20 in this tree |
Bad faith
Twelve points here make the player good at taking the payment back out of whatever he is pointing at, so his sustain and his output are one number and he is defended only while he is attacking.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Pointing Again Sooner | Bolt spells recharge 3% faster per point. | 5 | 0 in this tree |
| The Outstanding Clock | +2% maximum health per point. | 5 | 0 in this tree |
| What He Takes | Void spells deal 3% more damage per point. | 5 | 0 in this tree |
| Faster Than It Moves | Your projectiles fly 3% faster per point. | 5 | 5 in this tree |
| The Debt Outstanding | Deal up to 4% more void damage per point the lower your health: none at full, all of it below a third. | 5 | 5 in this tree |
| The Hits He Cannot Avoid | Take 2% less damage from everything per point. | 5 | 5 in this tree |
| A Fraction to the Nearest | 1% of the healing you leech also goes to the nearest standing ally per point. | 5 | 10 in this tree |
| Deep in It | Deal 4% more damage per point while below a third of your health. | 5 | 10 in this tree |
| Defended Only While Attacking | If you dealt damage in the last 1 s, take up to 4% less damage per point, more the lower your health. | 5 | 10 in this tree |
| He Takes the Difference | Your void hits heal you for 5% of the damage per point, scaled by how much health you are missing. | 5 | 15 in this tree |
| No Surplus | Healing from your hits that would go past full health is dealt as void damage to the enemy hit instead. | 5 | 15 in this tree |
| Skimmed | When your void damage lands, 5% chance per point to regain a quarter of it as health. | 5 | 15 in this tree |
| His Own Accounts | dropping below a third of your health starts 5 s in which your void damage heals you in full and no other healing or shield reaches you (30 s cooldown). | Ultimate | 20 in this tree |
Nearer dark
Twelve points here make the player good at deciding where the enemy stands by moving it himself, dragging bodies out of their spacing into one place and being paid, in damage, for how crowded that place has become.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Close Quarters | +2% maximum health per point. | 5 | 0 in this tree |
| The Heavy Drag | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| What Arrives | Void spells deal 3% more damage per point. | 5 | 0 in this tree |
| Gathering Again | Halt spells recharge 3% faster per point. | 5 | 5 in this tree |
| Not His Own Victim | Take 8% less damage from your allies' spells per point. | 5 | 5 in this tree |
| The Crowd It Made | Your Halts and Drops deal 1% more damage per point for each other enemy (up to 5) standing where they land. | 5 | 5 in this tree |
| It Pulls Again | When your pulling Halt or Drop lands, 5% chance per point to pull nearby enemies in again half a second later. | 5 | 10 in this tree |
| Shoulder to Shoulder | Deal 4% more damage per point to an enemy with another enemy within 1.5 m of it. | 5 | 10 in this tree |
| While It Is Still Closing | Deal 4% more damage per point to enemies you pulled in the last 0.25 s or are still dragging. | 5 | 10 in this tree |
| Dragged Along | Up to 3 enemies under your jump's path are dragged to where you land (once every 4 s). | 5 | 15 in this tree |
| Into His Own Shadow | Your pulling Halt or Drop drags enemies toward you instead of its centre, 0.4 m further per point. | 5 | 15 in this tree |
| The Dark Is Nearer | Enemies your pulling Halt or Drop hits keep drifting toward its centre for 0.2 s per point. | 5 | 15 in this tree |
| Nothing Stays Where It Stood | a Halt or Drop landing on 3 enemies starts 4 s in which enemies and you drift toward it and crowded enemies take void damage (30 s cooldown). | Ultimate | 20 in this tree |
Hunter talentsLong lane · Inside guard · Footwork
Long lane
Twelve points here make the player good at holding an unobstructed line and being paid for its length.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Larger Clock | +2% maximum health per point. | 5 | 0 in this tree |
| Faster Than It Moves | Your projectiles fly 3% faster per point. | 5 | 0 in this tree |
| The Lane Itself | Bolt spells reach 3% farther per point. | 5 | 0 in this tree |
| Footing at Range | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Heavier at the End | Bolt spells deal 3% more damage per point. | 5 | 5 in this tree |
| Nothing in It | Shots deal 4% more damage per point when nothing (ally or enemy) stands between you and the target. | 5 | 5 in this tree |
| Buried | Shots down an open lane have a 5% chance per point to leave a half-strength physical damage-over-time. | 5 | 10 in this tree |
| Paid by the Yard | Deal 4% more damage per point with shots that flew more than 10 m before hitting. | 5 | 10 in this tree |
| The Back of the Room | Shots deal 4% more damage per point while every living ally is nearer the target than you. | 5 | 10 in this tree |
| Every Bolt He Holds | Your other Bolts gain 10% of The Open Shot's distance scaling per point: more damage the farther they fly, less up close. | 5 | 15 in this tree |
| Split the Nock | Shots have a 5% chance per point to be followed 0.25 s later by a second arrow down the same line, if it is still clear. | 5 | 15 in this tree |
| The Room Is the Band | The Open Shot, your distance talents and (10% per point) your other Bolts measure against the room: 10 m becomes two-fifths of the arena's longest line. | 5 | 15 in this tree |
| From the Far Wall | your first Bolt in each room also looses an arrow from the far wall behind you, dealing more the farther it flies (up to 5x a base attack). | Ultimate | 20 in this tree |
Inside guard
Twelve points here make the player good at spending proximity and getting back out.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| No Colour at All | Physical spells deal 3% more damage per point. | 5 | 0 in this tree |
| Slower Clock | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| What He Is Holding | Melee attacks deal 3% more damage per point. | 5 | 0 in this tree |
| Back on the String | Bolt spells recharge 3% faster per point. | 5 | 5 in this tree |
| Set Feet | You are knocked back 2% less per point. | 5 | 5 in this tree |
| The Step in | Deal 4% more melee damage per point with your first melee within 1 s of closing in from over 4 m away. | 5 | 5 in this tree |
| Both Ends of It | Shots deal 4% more damage per point to an enemy you meleed in the last 2 s. | 5 | 10 in this tree |
| On the Way Out | Deal 4% more damage per point with your first shot within 1 s of stepping out of melee reach. | 5 | 10 in this tree |
| What the Knife Returns | Melee attacks heal you for 1% of the damage they deal per point. | 5 | 10 in this tree |
| Follow Through | Landed melee hits have a 5% chance per point to also loose a point-blank arrow for half a base attack. | 5 | 15 in this tree |
| The Way Back Out | Your next blink or jump carries you 0.5 m further per point if made within 1.5 s of a landed melee. | 5 | 15 in this tree |
| What He Crossed | Melee hits deal 1% more damage per point for each metre you moved to make the swing (up to 6 m). | 5 | 15 in this tree |
| The Guard Opens | a melee landing beside 2 enemies starts 6 s in which every enemy you step out of reach of takes half a melee hit (25 s cooldown). | Ultimate | 20 in this tree |
Footwork
Twelve points here make the player good at turning a reposition into part of the attack.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Larger Clock Again | +2% maximum health per point. | 5 | 0 in this tree |
| The Bow Itself | Bolt spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Light Hand | Light spells (the 3-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| Between Two Shots | Medium spells (the 2-charge ones) recharge 3% faster per point. | 5 | 5 in this tree |
| Footing | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| The Shot After the Blink | Deal 4% more damage per point with your first shot within 1 s of a blink. | 5 | 5 in this tree |
| Loosed in the Air | Shots loosed while jumping deal 4% more damage per point. | 5 | 10 in this tree |
| Never Twice From the Same Place | Deal 4% more damage per point with shots loosed at least 1.5 m from where your last shot left. | 5 | 10 in this tree |
| Set Down Drawn | Landing from a jump or blink has a 5% chance per point to make your next shot count as crossing the whole room (other Bolts get 10% of that per point). | 5 | 10 in this tree |
| Short Ground | A shot within 1 s of a blink cuts the blink cooldown by 6% per point (once per blink). | 5 | 15 in this tree |
| The Arc | Your jump carries you 8% further per point. | 5 | 15 in this tree |
| Time on His Feet | Each blink, and each jump (once per second), takes 0.25 s per point off the recharge of the spell you cast last. | 5 | 15 in this tree |
| The Running Shot | a shot landing within 1.5 s of a blink starts 5 s in which every blink, jump or 3 m walked looses an arrow (25 s cooldown). | Ultimate | 20 in this tree |
Sage talentsPrecedent · Margin · Correction
Precedent
Twelve points here make the player good at naming the element about to arrive and cutting it for whoever it is aimed at.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Larger Clock | +2% maximum health per point. | 5 | 0 in this tree |
| The Circle He Drew | Drop spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Colour He Carries | Holy spells deal 3% more damage per point. | 5 | 0 in this tree |
| He Read It Himself | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 5 in this tree |
| The Heavy Reading | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 5 in this tree |
| While It Stands | Deal 4% more holy damage per point while a ward you placed is on anyone. | 5 | 5 in this tree |
| No Case on File | When your holy damage lands, 5% chance per point to ward your nearest ally for 4 s, taking 15% off the element that last hit them. | 5 | 10 in this tree |
| The Thing He Named | Deal 4% more damage per point to enemies of the element one of your wards names. | 5 | 10 in this tree |
| Told in Advance | Deal 4% more damage per point for 4 s after one of your wards softens a hit of its element. | 5 | 10 in this tree |
| Cited Again | A ward of yours that would expire unused re-arms once, naming the element of the next hit on its bearer. | 5 | 15 in this tree |
| Deeper Than It Reads | Wards you grant are 4% stronger per point. | 5 | 15 in this tree |
| The Precedent Holds | When a ward of yours softens a hit, 5% chance per point to renew its duration (at most twice per ward). | 5 | 15 in this tree |
| The Standing Citation | a hit on you names its element; for 6 s every living ally carries a 40% ward against it (30 s cooldown). | Ultimate | 20 in this tree |
Margin
Twelve points here make the player good at standing absorption in front of a hit that has not landed yet and keeping it stocked.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Before the First Exchange | Start each fight with a shield that absorbs 2 damage per point. | 5 | 0 in this tree |
| Longer in Front | Shield, ward, empower and haste you apply last 4% longer per point. | 5 | 0 in this tree |
| While It Is Landing | Each base attack you land gives you a shield of 2 per point (up to three hits' worth). | 5 | 0 in this tree |
| Back Sooner | Beam spells recharge 3% faster per point. | 5 | 5 in this tree |
| Paid for Helping | When your support spell lands, gain a shield that absorbs 2 damage per point. | 5 | 5 in this tree |
| Somebody Is Covered | Deal 4% more holy damage per point while an ally carries a shield you placed. | 5 | 5 in this tree |
| More in Front | Shields you grant are 4% stronger per point. | 5 | 10 in this tree |
| The Margin Was Needed | Deal 4% more damage per point for 4 s after a shield of yours is used up on anyone. | 5 | 10 in this tree |
| Whoever Broke It | Deal 4% more holy damage per point to the enemy nearest the last shield of yours to break. | 5 | 10 in this tree |
| He Arrives With It | Blinking gives you a shield of 2 per point where you land. | 5 | 15 in this tree |
| The Layer Breaks | A used-up shield of yours has a 5% chance per point to burst for 8 holy damage within 2.5 m of its bearer. | 5 | 15 in this tree |
| The Unspent Margin | A shield of yours that expires unspent returns once at half its remaining size. | 5 | 15 in this tree |
| The Account Paid Forward | when an ally drops below a third of their health, every living ally gets a shield of 20% of the damage they have taken here (max 30; 40 s cooldown). | Ultimate | 20 in this tree |
Correction
Twelve points here make the player good at repairing what prevention did not stop.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Gold Either Way | Holy spells deal 3% more damage per point. | 5 | 0 in this tree |
| Oftener | Bolt spells recharge 3% faster per point. | 5 | 0 in this tree |
| Past Full | 2% of your healing past full health becomes a shield per point. | 5 | 0 in this tree |
| Nothing to Repair | Deal 4% more holy damage per point while every living ally is at full health. | 5 | 5 in this tree |
| The Heavy Half | Heavy spells (the 1-charge ones) recharge 3% faster per point. | 5 | 5 in this tree |
| The Place He Stands | You raise fallen allies 4% faster per point. | 5 | 5 in this tree |
| Back to Work | Deal 4% more holy damage per point for 4 s after one of your heals lands. | 5 | 10 in this tree |
| Something Left Underfoot | Your heals have a 5% chance per point to leave a pool under the target healing 3 health a second for 3 s (once per 3 s). | 5 | 10 in this tree |
| The Worse They Are | Heal allies below a third of their health for 4% more per point. | 5 | 10 in this tree |
| Two Sets of Hands | While you stand in a downed ally's circle, each other rescuer there adds 10% of a lone rescuer's speed per point. | 5 | 15 in this tree |
| What He Restores | Heal 5% more per point while more than one living ally is hurt. | 5 | 15 in this tree |
| Where He Lands | Landing a jump heals you and every ally within 2.5 m for 2 per point (once per 4 s). | 5 | 15 in this tree |
| The Last Few Seconds | when an ally loses a third of their health within 4 s, every living ally regains what they lost in those 4 s (45 s cooldown). | Ultimate | 20 in this tree |
Engineer talentsPlacement · Emplacement · Operator
Placement
Twelve points here make the player good at the cast itself.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| The Colour It Arrives in | Fire spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Length of the Decision | Summon spells reach 3% farther per point. | 5 | 0 in this tree |
| The Man Is the Soft Part | +2% maximum health per point. | 5 | 0 in this tree |
| Another One Sooner | Summon spells recharge 3% faster per point. | 5 | 5 in this tree |
| On Top of It | A landing gadget sets a burn of 4% of a normal one per point on each enemy in its 2 m footprint. | 5 | 5 in this tree |
| Staying Put | You are knocked back 2% less per point. | 5 | 5 in this tree |
| Nothing Lit There | A landing gadget sets a burn of 4% of a normal one per point on each enemy in its footprint you are not already burning. | 5 | 10 in this tree |
| The Plate Lands Hard | A landing gadget has a 5% chance per point to set half a normal burn on every enemy 1-2 m from where it lands. | 5 | 10 in this tree |
| Where It Was Going | A landing gadget sets a burn of 4% of a normal one per point on each enemy in its footprint that was walking toward it. | 5 | 10 in this tree |
| Blink Between the Presses | Blinking carries a placement you have begun along with you. | 5 | 15 in this tree |
| He Already Knows Which Way | While you place, the way it will land facing is shown. | 5 | 15 in this tree |
| It Is Working When It Lands | Your gadget takes its first beat the moment it lands. | 5 | 15 in this tree |
| The Ground He Already Named | your first gadget of a scenery marks its ground; every later gadget there arrives on that mark. | Ultimate | 20 in this tree |
Emplacement
Twelve points here make the player good at what the thing is once it is standing.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Bought by the Charge | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| The Part That Is Not Bolted Down | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| What It Puts Out | Summons deal 3% more damage per point. | 5 | 0 in this tree |
| His Stamp From Over There | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 5 in this tree |
| What It Is Looking at | Your gadget's beats deal 4% more damage per point to enemies in the arc it faces. | 5 | 5 in this tree |
| What the Room Is Throwing | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 5 in this tree |
| A Clean Lane | Your gadget's beats deal 4% more damage per point while nothing stands between it and its target. | 5 | 10 in this tree |
| It Goes Up | A gadget destroyed early has a 5% chance per point to burst for one beat of fire across its 2 m footprint. | 5 | 10 in this tree |
| It Has Not Turned | Your gadget's beats deal 4% more damage per point to an enemy it also fired at on its last beat. | 5 | 10 in this tree |
| Bolted Deeper | Your summons have 2% more health per point. | 5 | 15 in this tree |
| Fewer and Heavier | Per point, your gadget beats 10% slower and each beat deals 15% more. | 5 | 15 in this tree |
| How Long It Stands | Your summons last 3% longer per point. | 5 | 15 in this tree |
| Everything It Has Left | when three enemies are within your gadget's reach it fires every 0.25 s for 3 s, then is spent (30 s cooldown). | Ultimate | 20 in this tree |
Operator
Twelve points here make the player good at being somewhere else while it works, and the tree exists because a turret that fights alone is the failure mode this hero was warned about.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| Guarded While Rooted | Take 2% less damage while channelling per point. | 5 | 0 in this tree |
| More Per Hold | Your channels deal 3% more damage per point. | 5 | 0 in this tree |
| The Beam in His Hands | Beam spells deal 3% more damage per point. | 5 | 0 in this tree |
| Back on His Feet | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Leading Less | Your projectiles fly 3% faster per point. | 5 | 5 in this tree |
| Since It Last Acted | Deal 4% more damage per point while you have cast since your gadget's last beat. | 5 | 5 in this tree |
| Between Two Beats | Deal 4% more damage per point with casts made in the middle half of the gap between two gadget beats. | 5 | 10 in this tree |
| It Answers Him | Casting between your gadget's beats has a 5% chance per point to make it beat at once. | 5 | 10 in this tree |
| Neither Half Idle | Deal 4% more damage per point while you and your gadget have both acted within 2 s. | 5 | 10 in this tree |
| Covered While He Cannot | While you are slowed, rooted or stunned, your gadget's beats count as your casts. | 5 | 15 in this tree |
| The Alternation | Each unbroken cast-then-beat pair adds 1% damage per point (up to 5 pairs); a beat with no cast before it resets the count. | 5 | 15 in this tree |
| The Blink Counts | Your blink counts as a cast for every Operator condition. | 5 | 15 in this tree |
| Kept Running | each cast adds a beat to your gadget's clock (up to 125% of its life), and while you keep casting it beats on your casts. | Ultimate | 20 in this tree |
Beastmaster talentsBeast · Lure · Hands
Beast
Twelve points here make the player good at having a better animal.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| His Own Skin | +2% maximum health per point. | 5 | 0 in this tree |
| Sooner Than the Last | Summon spells recharge 3% faster per point. | 5 | 0 in this tree |
| What It Does on Its Own | Summons deal 3% more damage per point. | 5 | 0 in this tree |
| His Stamp on Its Teeth | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 5 in this tree |
| Nothing to Lean Toward | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| Unmarked | Each summon's bites deal 4% more per point until it is first wounded. | 5 | 5 in this tree |
| It Does Not Let Go | Each summon's bites deal 4% more per point while it is slowed or rooted (not stunned). | 5 | 10 in this tree |
| It Plants Its Feet | When a summon of yours survives a hit, 5% chance per point that it makes a 4 s last stand, biting 25% harder. | 5 | 10 in this tree |
| The Last of Its Clock | Each summon's bites deal 4% more per point in the last quarter of its lifetime. | 5 | 10 in this tree |
| A Thicker Hide | Your summons have 2% more health per point. | 5 | 15 in this tree |
| Longer and Further | Per point, your summons last 6% longer and move 6% faster. | 5 | 15 in this tree |
| What Comes Back | Summons heal you for 1% of the damage they deal per point. | 5 | 15 in this tree |
| Older Than His Training | when a summon of yours first touches an enemy, for 6 s your beast hunts on its own and all your summons move 30% faster and bite 30% harder (20 s cooldown). | Ultimate | 20 in this tree |
Lure
Twelve points here make the player good at reading where the drift will put the fight.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| As Far as He Points | Beam spells reach 3% farther per point. | 5 | 0 in this tree |
| The Uncoloured Half | Physical spells deal 3% more damage per point. | 5 | 0 in this tree |
| Where He Meant to Stand | You are knocked back 2% less per point. | 5 | 0 in this tree |
| He Is Still a Target | Take 2% less damage from everything per point. | 5 | 5 in this tree |
| On Its Way to the Animal | Deal 4% more damage per point to enemies walking toward a summon of yours. | 5 | 5 in this tree |
| The Shot Arrives First | Your projectiles fly 3% faster per point. | 5 | 5 in this tree |
| It Turned Away From Him | Deal 4% more damage per point to an enemy for 1 s after it turns from you to a summon of yours. | 5 | 10 in this tree |
| Late to the Animal | Slows you apply last 4% longer per point. | 5 | 10 in this tree |
| Nobody Is Coming for Him | Deal 4% more damage per point while no enemy is coming for you. | 5 | 10 in this tree |
| It Arrives Hard | 5% chance per point that a summon of yours sprints its last 3 m and shoulders enemies within 2 m aside on arrival. | 5 | 15 in this tree |
| It Holds the Ground | When a summon of yours reaches where it was going, it holds that ground for 0.5 s per point before moving on. | 5 | 15 in this tree |
| It Remembers Where He Pointed | When you turn away, your beast keeps heading where you pointed for 0.6 s per point. | 5 | 15 in this tree |
| The Line It Walked | when your beast moves near enemies, for 6 s the line it walks slows enemies who cross it (20 s cooldown). | Ultimate | 20 in this tree |
Hands
Twelve points here make the player good at being in two places.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| His Own Half | Bolt spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Heavy Press | Heavy spells (the 1-charge ones) deal 3% more damage per point. | 5 | 0 in this tree |
| Whatever the Room Throws | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 0 in this tree |
| He Is Already Over There | You raise fallen allies 4% faster per point. | 5 | 5 in this tree |
| The Fast Half | Light spells (the 3-charge ones) recharge 3% faster per point. | 5 | 5 in this tree |
| While It Is in Contact | Deal 4% more damage per point while a summon of yours is in contact with an enemy. | 5 | 5 in this tree |
| The Animal Is in the Way | Deal 4% more damage per point while a summon of yours stands between you and the nearest enemy. | 5 | 10 in this tree |
| Through His Own Animal | Your Bolts have a 5% chance per point to pass through your beast instead of stopping on it (it flickers). | 5 | 10 in this tree |
| While It Is on Its Way | Deal 4% more damage per point while a summon of yours is moving and touching nothing. | 5 | 10 in this tree |
| The Animal Keeps It Live | Once a second, a summon of yours touching an enemy refreshes your statuses and burns on it. | 5 | 15 in this tree |
| The Hand That Is Left | Deal 2% more damage per point while you have no beast on the field. | 5 | 15 in this tree |
| What He Carries It Carries | Haste, empower, ward or shield you gain also lands on your beast (a shield at half strength). | 5 | 15 in this tree |
| From Where It Stands | casting with your beast 6 m away makes your Bolts leave from the beast for 6 s (20 s cooldown). | Ultimate | 20 in this tree |
Alchemist talentsField · Draught · Aura
Field
Twelve points here make the player good at making a place cost something.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Wider Pour | Drop spells cover 3% more radius per point. | 5 | 0 in this tree |
| It Stays Down | Your ground effects last 3% longer per point. | 5 | 0 in this tree |
| Thick Boots | Take 5% less damage from pools and burning ground per point. | 5 | 0 in this tree |
| His Own Colour | Decay spells deal 3% more damage per point. | 5 | 5 in this tree |
| Standing in It | Deal 4% more damage per point to enemies standing in your hostile ground. | 5 | 5 in this tree |
| The Crowded Frame | Take 8% less damage from your allies' spells per point. | 5 | 5 in this tree |
| It Climbs | When any player hits an enemy in your hostile ground, 5% chance per point to slow it. | 5 | 10 in this tree |
| Just Stepped Out | Deal 4% more damage per point to enemies for 1.5 s after they leave your hostile ground. | 5 | 10 in this tree |
| Past the Grace | Deal 4% more damage per point to enemies that have stood in your hostile ground over 1 s. | 5 | 10 in this tree |
| It Comes Out With Them | A body leaving your hostile ground is slowed as it steps out. | 5 | 15 in this tree |
| It Gets Worse | Per point, your hostile ground bites 3% softer in its first second, then 2% harder for each second an enemy stays (up to 10%). | 5 | 15 in this tree |
| The Edge and the Middle | The inner half of your hostile ground bites 5% harder per point. | 5 | 15 in this tree |
| The Whole Bag | a hostile Drop or Halt cast near three enemies throws every other charge of those spells in a line (30 s cooldown). | Ultimate | 20 in this tree |
Draught
Twelve points here make the player good at ground that puts health back.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| His Own Clock | +2% maximum health per point. | 5 | 0 in this tree |
| It Stays Poured | Your ground effects last 3% longer per point. | 5 | 0 in this tree |
| The Next One Sooner | Halt spells recharge 3% faster per point. | 5 | 0 in this tree |
| A Slower Clock | Take 2% less damage from everything per point. | 5 | 5 in this tree |
| Caught Under the Pour | Deal 4% more damage per point for 2 s to enemies your hostile patch landed on. | 5 | 5 in this tree |
| The Sour Half | Decay spells deal 3% more damage per point. | 5 | 5 in this tree |
| The Last of the Pour | Deal 4% more damage per point to enemies in your hostile patch during its last 2 s. | 5 | 10 in this tree |
| The One He Could Spare | Deal 4% more damage per point to enemies in your hostile ground while it is your only patch. | 5 | 10 in this tree |
| The Thread Pulls Tight | When a player in your healing pool is hit, 5% chance per point to heal them half a second of the pool. | 5 | 10 in this tree |
| A Heavier Measure | Your healing pools pour 6% more per point. | 5 | 15 in this tree |
| He Drinks on the Way Past | Blinking or landing in your healing pool heals you one second of it (landings at most every 2 s). | 5 | 15 in this tree |
| He Has Both Down | Your healing pools pour 5% more per point while your hostile ground is down. | 5 | 15 in this tree |
| Everybody Drinks | when two players share your healing pool, for 5 s each drinks half again per other drinker (25 s cooldown). | Ultimate | 20 in this tree |
Aura
Twelve points here make the player good at ground that follows.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| The Colour He Carries | Decay spells deal 3% more damage per point. | 5 | 0 in this tree |
| The Same Air | Take 4% less decay damage per point. | 5 | 0 in this tree |
| What the Party Makes Together | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 0 in this tree |
| Everyone Inside It | Aura: each player deals 2.4% more damage per point while every player is within 6 m of you. | 5 | 5 in this tree |
| He Keeps His Place | You are knocked back 2% less per point. | 5 | 5 in this tree |
| It Lasts on Them | Shield, ward, empower and haste you apply last 4% longer per point. | 5 | 5 in this tree |
| A Stronger Mix | When you cast, 5% chance per point that players near you deal 6% more damage for 2 s. | 5 | 10 in this tree |
| Everybody on Clean Floor | Aura: while no player stands in any ground, players near you deal 2.4% more damage per point. | 5 | 10 in this tree |
| He Is in It Too | Aura: while you carry shield, ward, empower or haste, players near you deal 2.4% more damage per point. | 5 | 10 in this tree |
| He Takes the Smaller Share | Per point, 12% of your own share of your aura goes to the other players (never below 40%; nothing solo). | 5 | 15 in this tree |
| It Reaches the Back | Your aura reaches 1.5 m further per point. | 5 | 15 in this tree |
| They Are Used to Him | Allies in your aura take 8% less damage per point from your hostile ground (up to 40%). | 5 | 15 in this tree |
| Enough to Go Round | finish a fight with everyone in your aura and every player gets one extra draft option next time. | Ultimate | 20 in this tree |
Inquisitor talentsCharge · Verdict · Deadair
Charge
Twelve points here make a cast expensive during the window it is visible in.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| His Own Skin | Take 2% less damage from everything per point. | 5 | 0 in this tree |
| It Finds the Crack | Shadow hits have a 5% chance per point to apply a small vulnerability (40% of a normal one). | 5 | 0 in this tree |
| The Colour He Works in | Shadow spells deal 3% more damage per point. | 5 | 0 in this tree |
| Named in Advance | Take 4% less damage of the element that has hurt you most this fight per point. | 5 | 5 in this tree |
| The Flight Time | Your projectiles fly 3% faster per point. | 5 | 5 in this tree |
| While It Is Winding Up | Deal 4% more shadow damage per point to enemies that are casting. | 5 | 5 in this tree |
| Deeper Than It Shows | Vulnerability you apply is 4% stronger per point. | 5 | 10 in this tree |
| He Does Not Step Out | Deal 4% more shadow damage per point to a caster whose telegraph you are standing in. | 5 | 10 in this tree |
| The Last of the Window | Deal up to 4% more shadow damage per point to a casting enemy, rising from nothing at its tell to full as the cast lands. | 5 | 10 in this tree |
| Refiled | A second shadow hit on a vulnerable caster during the same cast has a 5% chance per point to refresh its vulnerability. | 5 | 15 in this tree |
| The Hold He Keeps | Beam spells deal 3% more damage per point. | 5 | 15 in this tree |
| The Whole Shape of It | Vulnerability you put on a casting enemy also lands on every enemy inside that cast's telegraph. | 5 | 15 in this tree |
| The Charge Stands | a shadow hit on a casting enemy starts 6 s in which your shadow hits make casters vulnerable until their cast lands, and others briefly (24 s cooldown). | Ultimate | 20 in this tree |
Verdict
Twelve points here make the enemy that already cast worse at casting again.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| A Larger Clock | +2% maximum health per point. | 5 | 0 in this tree |
| It Catches the Close | Shadow hits on an enemy that has finished a cast have a 5% chance per point to apply a small weaken (40% of a normal one). | 5 | 0 in this tree |
| The Colour of the Finding | Shadow spells deal 3% more damage per point. | 5 | 0 in this tree |
| Held Shorter | Statuses from enemy attacks and ground effects wear off 2% sooner per point. | 5 | 5 in this tree |
| It Has Cast Once | Deal 4% more shadow damage per point to enemies that have finished a cast this fight. | 5 | 5 in this tree |
| The Shared Number | Hitting a body with a second element deals 3% more combo damage per point. | 5 | 5 in this tree |
| Between Two Casts | Deal 4% more shadow damage per point to enemies that have finished a cast and not begun another. | 5 | 10 in this tree |
| Less Than Last Time | Weaken you apply is 4% stronger per point. | 5 | 10 in this tree |
| Under His Finding | Deal 4% more shadow damage per point to enemies carrying your weaken. | 5 | 10 in this tree |
| And Again | When an enemy under your weaken finishes a cast, 5% chance per point to refresh the weaken. | 5 | 15 in this tree |
| Read to the Same Kind | When an enemy under your weaken finishes a cast, every enemy of its kind that has cast this fight is weakened too. | 5 | 15 in this tree |
| The Weight of It | Medium spells (the 2-charge ones) deal 3% more damage per point. | 5 | 15 in this tree |
| The Sentence | when an enemy within 12 m finishes a cast, every enemy within 12 m that has cast is weakened until it finishes its next cast (30 s cooldown). | Ultimate | 20 in this tree |
Deadair
Twelve points here deny a place rather than a target.
| Talent | Effect | Ranks | Unlocks at |
|---|---|---|---|
| How Wide It Goes | Halt spells cover 3% more radius per point. | 5 | 0 in this tree |
| It Follows the Hit | Shadow hits have a 5% chance per point to leave a 3 m by 2 m patch of dead air under the target for 4 s (one at a time). | 5 | 0 in this tree |
| Standing in His Own Work | Take 5% less damage from pools and burning ground per point. | 5 | 0 in this tree |
| How Far Out | Halt spells reach 3% farther per point. | 5 | 5 in this tree |
| It Had to Leave to Cast | Deal 4% more shadow damage per point for 5 s to an enemy that cast within 3 s of stepping out of your dead air. | 5 | 5 in this tree |
| Not Moved From It | You are knocked back 2% less per point. | 5 | 5 in this tree |
| Held at the Edge | Deal 4% more shadow damage per point to enemies within 1.5 m outside your dead air. | 5 | 10 in this tree |
| How Long It Holds | Your dead air lasts 10% longer per point. | 5 | 10 in this tree |
| The Air Refused It | Deal 4% more shadow damage per point for 5 s to an enemy whose cast your dead air refused. | 5 | 10 in this tree |
| He Lands in It | Landing a jump leaves a 3 m by 2 m patch of dead air for 4 s (one at a time). | 5 | 15 in this tree |
| It Spreads Where It Was Tried | When your dead air refuses a cast, 5% chance per point that it spreads 1 m toward the caster (up to 12 m by 6 m, no extra time). | 5 | 15 in this tree |
| The Colour Underneath | Shadow spells deal 3% more damage per point. | 5 | 15 in this tree |
| Everywhere He Has Stood | when an enemy begins a cast after you have laid 3 patches of dead air, every patch you laid this fight returns for 6 s (30 s cooldown). | Ultimate | 20 in this tree |