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Emberveth · Wiki

Talents

Every hero's three talent trees.

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
39 talentsOne point per scenery cleared

Ignition

Twelve points here make the player good at getting things alight.

TalentEffectRanksUnlocks at
A Wider CatchDrop spells cover 3% more radius per point.50 in this tree
Room to Be Wrong+2% maximum health per point.50 in this tree
The Heat ItselfFire spells deal 3% more damage per point.50 in this tree
Nothing Alight on ItDeal 4% more damage per point to enemies that are not burning.55 in this tree
SingedTake 8% less damage from your allies' spells per point.55 in this tree
The Short ThrowYour projectiles fly 3% faster per point.55 in this tree
A Second Fire in the RoomDeal 4% more damage per point while another enemy in the room is burning.510 in this tree
Slow to Go OutDamage over time you apply last 4% longer per point.510 in this tree
Someone Was Here FirstYour burns deal 4% more damage per point to enemies already marked by another element.510 in this tree
He Does Not Need to LingerBlinking away from an enemy you set burning cuts the blink cooldown by 6% per point.515 in this tree
It Takes Next DoorBurns you apply have a 5% chance per point to also set the nearest enemy within 6 m burning.515 in this tree
Nothing He Throws Is ColdYour Bolts set a weak burn on enemies that are not burning: 15% of a normal burn per point.515 in this tree
It Is Kept Litonce three enemies carry your burns, for 6 s every burn of yours relights as it runs out (20 s cooldown).Ultimate20 in this tree

Burning

Twelve points here make the player good at fighting something that is already on fire.

TalentEffectRanksUnlocks at
Held on ItBeam spells deal 3% more damage per point.50 in this tree
Orange on OrangeFire spells deal 3% more damage per point.50 in this tree
What Does Not Reach HimTake 2% less damage from everything per point.50 in this tree
Every Tick Is a StampHitting a body with a second element deals 3% more combo damage per point.55 in this tree
What Answers FireTake 4% less damage of the element that has hurt you most this fight per point.55 in this tree
While It BurnsDeal 4% more damage per point to burning enemies.55 in this tree
It Runs With ItDeal 4% more damage per point to burning enemies that are moving.510 in this tree
Two Fires on One BodyDeal 4% more damage per point to enemies burning from two or more sources.510 in this tree
What Burning Is WorthDamage over time you apply is 4% stronger per point.510 in this tree
Into the Fire InsteadPer point, 5% of your fire damage on an enemy you are burning is moved into its burn at 150% strength.515 in this tree
It Gets HotterYour burns tick 2% harder per point for each second they have been burning.515 in this tree
One More TickHitting a burning enemy has a 5% chance per point to make its burns tick once immediately.515 in this tree
On Every Presscasting while three enemies burn starts 5 s in which every cast makes every burn tick (20 s cooldown).Ultimate20 in this tree

Bellows

Twelve points here make the player good at keeping it lit.

TalentEffectRanksUnlocks at
Covered While He HoldsTake 2% less damage while channelling per point.50 in this tree
Small and OftenLight spells (the 3-charge ones) recharge 3% faster per point.50 in this tree
Struck Again SoonerBolt spells recharge 3% faster per point.50 in this tree
More in the Same BreathYour channels deal 3% more damage per point.55 in this tree
On the Back of the Last OneDeal 4% more damage per point with casts made within 1.5 s of your previous one.55 in this tree
Shaken OffStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
It Keeps DrawingHitting while channelling has a 5% chance per point to give back 0.3 s of channel.510 in this tree
Never His Last ChargeDeal 4% more damage per point with casts that still leave you a charge.510 in this tree
While the Beam Is onDeal 4% more fire damage per point while you are channelling.510 in this tree
A Deeper BreathYour channel pool holds 8% more per point.515 in this tree
Nothing Runs Out for NothingLetting go of a channel early banks the unused seconds; your next Bolt deals 8% more per point for each second banked (at most double).515 in this tree
To the Last of ItYour channel deals 6% more damage per point while its pool is in its last quarter.515 in this tree
He Does Not Let Gostarting a channel from a full pool makes it free for 5 s (25 s cooldown).Ultimate20 in this tree
Cryomancer talentsWindow · Drag · Distance
39 talentsOne point per scenery cleared

Window

Twelve points here make the player good at spending one impairment at the right moment.

TalentEffectRanksUnlocks at
A Larger Clock+2% maximum health per point.50 in this tree
The Colour of ItFrost spells deal 3% more damage per point.50 in this tree
The Weight of the ShardMedium spells (the 2-charge ones) deal 3% more damage per point.50 in this tree
Far Enough to Lead ItBolt spells reach 3% farther per point.55 in this tree
His Own FeetStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Inside ItDeal 4% more frost damage per point to enemies already rooted or stunned by anyone.55 in this tree
Longer by a BreathRoots and stuns you apply last 4% longer per point.510 in this tree
The First One of the FightDeal 4% more damage per point to an enemy during the first root or stun it has had this fight.510 in this tree
The Impact That Carried ItHits that root or stun an enemy deal 4% more damage per point; an enemy already held gives nothing.510 in this tree
Cracked From OutsideWhen an ally hits an enemy you are holding, 5% chance per point of an extra frost hit for half their damage.515 in this tree
Nothing Comes of the SecondWhen 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.515 in this tree
When It Comes LooseYour roots and stuns have a 5% chance per point to shatter for frost damage as they wear off.515 in this tree
Where It Will Bea 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).Ultimate20 in this tree

Drag

Twelve points here make the player good at keeping things slower than they want to be.

TalentEffectRanksUnlocks at
A Slower ClockTake 2% less damage from everything per point.50 in this tree
Blue All OverFrost spells deal 3% more damage per point.50 in this tree
Wider UnderfootHalt spells cover 3% more radius per point.50 in this tree
Anything That Is SlowDeal 4% more frost damage per point to enemies slowed by anyone.55 in this tree
Not Moved by ItYou are knocked back 2% less per point.55 in this tree
The Shared NumberHalt and drop spells recharge 3% faster per point.55 in this tree
DeeperSlows you apply are 4% stronger per point.510 in this tree
His Is the One RunningDeal 4% more frost damage per point while your slow is the strongest one on the target.510 in this tree
While He Is Paying for ItDeal 4% more damage per point to the enemy your channel is hitting.510 in this tree
Back Into ItEnemies walking back into your ground have a 5% chance per point to be slowed again.515 in this tree
Left ColdBlinking leaves the spot cold for 2 s plus 1 s per point; the first enemy to cross it is slowed.515 in this tree
WadingSlowed enemies take 0.4 frost damage per point for every metre they walk.515 in this tree
Taken Overwhen three enemies are slowed, for 5 s every slow in the room is as strong as yours (25 s cooldown).Ultimate20 in this tree

Distance

Twelve points here make the player good at fighting from where he is.

TalentEffectRanksUnlocks at
Less Lead to OweYour projectiles fly 3% faster per point.50 in this tree
Mid ChannelTake 2% less damage while channelling per point.50 in this tree
The Length of the HoldBeam spells reach 3% farther per point.50 in this tree
Denser While HeldYour channels deal 3% more damage per point.55 in this tree
From Back HereDeal 4% more frost damage per point to enemies more than 8 m from where you cast.55 in this tree
The Colour Coming at HimTake 4% less damage of the element that has hurt you most this fight per point.55 in this tree
He Has Not MovedDeal 4% more frost damage per point after standing still for 1 s.510 in this tree
Nothing Near HimDeal 4% more frost damage per point while nothing is within 4 m of you.510 in this tree
Too CloseEnemies stepping within 4 m of you have a 5% chance per point to take a frost hit of 6.510 in this tree
As Far as the FrameEach point extends your bolts, throws and beams a fifth of the way to the room's edge.515 in this tree
He Can Still TurnWhile channelling with the stick idle, you turn to follow the enemy your beam is on, faster with each point.515 in this tree
The First One inEach fight, a frost hit of 3.6 per point strikes the first enemy to come within 4 m of you.515 in this tree
Where He Chose to Standstarting 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).Ultimate20 in this tree
Tempest talentsErrand · Touchdown · Paid in kind
39 talentsOne point per scenery cleared

Errand

Twelve points here turn one press into a route.

TalentEffectRanksUnlocks at
Reach of the ArcBeam spells reach 3% farther per point.50 in this tree
The Current QuickensYour channels deal 3% more damage per point.50 in this tree
Thin Frame+2% maximum health per point.50 in this tree
Called Back SoonerBeam spells recharge 3% faster per point.55 in this tree
Far SideArc hops that land farther from you than the previous one deal 4% more damage per point.55 in this tree
FootingStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Doubling BackYour arcs can double back when nothing new is in reach, and deal 4% more damage per point to enemies they already hit.510 in this tree
Left LiveEnemies your arc hits have a 5% chance per point to stay charged for 1.5 s; your next arc also hops from them.510 in this tree
Past the FrontArc hops onto an enemy other than the one nearest you deal 4% more damage per point.510 in this tree
Conducting BlinkBlinking leaves an after-image for 1 s plus 0.5 s per point; your next arc's first hop also leaps from it.515 in this tree
Farthest FirstYour arcs hop to the farthest enemy up to 1.2 m per point beyond the nearest one, instead of the nearest.515 in this tree
Forked ErrandArc hops have a 5% chance per point to fork, sending an extra hop from that enemy to one the arc missed.515 in this tree
The Standing Errandwhen 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).Ultimate20 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.

TalentEffectRanksUnlocks at
From AboveDrop spells deal 3% more damage per point.50 in this tree
Heavy HandHeavy spells (the 1-charge ones) deal 3% more damage per point.50 in this tree
Standing Weather+2% maximum health per point.50 in this tree
Asked AgainDrop spells recharge 3% faster per point.55 in this tree
Last Thing StandingThe first time you fall low in a fight, gain a shield that absorbs 2 damage per point.55 in this tree
Late PaymentYour Drops deal 4% more damage per point to enemies that have not moved since the Drop's shadow appeared under them.55 in this tree
Alone Under ItYour Drops deal 4% more damage per point when the target is the only enemy under the impact.510 in this tree
High WaterYour Drops deal 4% more damage per point to enemies no element has marked yet.510 in this tree
Second ClapYour Drops have a 5% chance per point to strike the same spot again 0.5 s later for half damage.510 in this tree
Dead DropLanding from a jump deals 1.8 storm damage per point to everything within 2 m.515 in this tree
It Arrives When It ArrivesPer point, your Drop falls 0.15 s slower and lands 6% harder.515 in this tree
Narrow the SkyPer point, your Drop's circle is 6% smaller and it lands 6% harder.515 in this tree
The Whole Debtyour first Drop on each enemy each fight falls 3 s slower onto a 1 m circle for triple damage.Ultimate20 in this tree

Paid in kind

Twelve points here make the roster's most fragile caster survivable off the hits he has already taken.

TalentEffectRanksUnlocks at
A Larger Clock+2% maximum health per point.50 in this tree
Blue WhiteStorm spells deal 3% more damage per point.50 in this tree
Dead WeightHeavy spells (the 1-charge ones) deal 3% more damage per point.50 in this tree
Credit on ArrivalStart each fight with a shield that absorbs 2 damage per point.55 in this tree
Owed AgainSpells of the shape you carry most of recharge 3% faster per point.55 in this tree
Still RingingDeal 4% more storm damage per point for 2 s after you are hit.55 in this tree
BackhandWhen you are hit, 5% chance per point to discharge 6 storm damage into the nearest enemy.510 in this tree
OverdrawnDeal 4% more damage per point for the rest of the fight once you have dropped below a third of your health.510 in this tree
The Nearest ThingDeal 4% more damage per point while an enemy is within melee reach of you.510 in this tree
Last WordWhen you are slowed, rooted or stunned, 5% chance per point to discharge 6 storm damage into the nearest enemy.515 in this tree
Like for LikeEvery hit you take sends 6% of its damage per point back into the nearest enemy.515 in this tree
The TallyDamage you take builds static; when it reaches 30% of your health (3% less per point), half of it discharges into the nearest enemy.515 in this tree
Paid in Fulla 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).Ultimate20 in this tree
Geomancer talentsTerrain · Weight · Nearest
39 talentsOne point per scenery cleared

Terrain

Twelve points here make the player good at putting a body where no body is.

TalentEffectRanksUnlocks at
How Far the Name CarriesDrop spells reach 3% farther per point.50 in this tree
How Much of ItDrop spells cover 3% more radius per point.50 in this tree
What Does Not Get ThroughTake 2% less damage from everything per point.50 in this tree
Against the StoneDeal 4% more damage per point to enemies within 1 m of your stone.55 in this tree
Not Shifted Off ItYou are knocked back 2% less per point.55 in this tree
The Weight of the WordHeavy spells (the 1-charge ones) deal 3% more damage per point.55 in this tree
The Floor Comes Up With ItHeavy casts have a 5% chance per point to raise a small piece of stone (6 s) where they land.510 in this tree
The Long Way RoundDeal 4% more damage per point to enemies when your stone lies on the straight line between you and them.510 in this tree
While Something of His Is StandingDeal 4% more damage per point for 2 s after you raise a piece of stone.510 in this tree
He Leaves Something StandingYour blink leaves a small piece of stone (6 s) where you stood.515 in this tree
It Stays UpYour stone stands 15% longer per point.515 in this tree
Something to Push It IntoEnemies you knock into your stone stop there and take 5 stone damage per point.515 in this tree
The Wall He Walksblinking away from two or more enemies within 6 m raises stone behind you every metre you walk for 5 s (25 s cooldown).Ultimate20 in this tree

Weight

Twelve points here make the player good at hitting few things very hard and moving them.

TalentEffectRanksUnlocks at
Built Heavy+2% maximum health per point.50 in this tree
Slate GreyStone spells deal 3% more damage per point.50 in this tree
The Swing ItselfHeavy spells (the 1-charge ones) deal 3% more damage per point.50 in this tree
Back in His Hands SoonerHeavy spells (the 1-charge ones) recharge 3% faster per point.55 in this tree
Not Held for LongStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
While It Is Going BackwardsDeal 4% more damage per point to enemies you are pushing right now.55 in this tree
It Keeps GoingYour knockbacks have a 5% chance per point to slide half as far again, dealing 4 stone damage per extra metre.510 in this tree
Nothing Else Has Touched ItDeal 4% more damage per point to enemies marked by stone and no other element.510 in this tree
Nowhere Left to GoDeal 4% more damage per point to enemies pinned against a wall or stone.510 in this tree
As Far as It GoesPer point, your knockbacks push 10% further and deal 1 stone damage per metre travelled.515 in this tree
Away From Where He SaysYour Halts and Drops shove what they hit 1.5 m outward from where you placed them.515 in this tree
What It Hits on the WayAn enemy you push shoves the body behind it the same distance for 3 stone damage per point; the chain stops there.515 in this tree
Everything He Touches Moveswhen 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).Ultimate20 in this tree

Nearest

Twelve points here make the player good at being the one it walks to.

TalentEffectRanksUnlocks at
Close WorkMelee attacks deal 3% more damage per point.50 in this tree
The Colour He Stands inStone spells deal 3% more damage per point.50 in this tree
What Lands on Him MostTake 4% less damage of the element that has hurt you most this fight per point.50 in this tree
Heavy Again SoonerHeavy spells (the 1-charge ones) recharge 3% faster per point.55 in this tree
Holding in the Middle of ItTake 2% less damage while channelling per point.55 in this tree
The One It Walks toDeal 4% more damage per point to enemies you are the nearest player to.55 in this tree
More Than One of ThemDeal 4% more damage per point while you are the nearest player to two or more enemies.510 in this tree
Standing There a WhileDeal 4% more damage per point to enemies you have been the nearest player to for 2 s.510 in this tree
Thicker in FrontShields you grant are 4% stronger per point.510 in this tree
A Longer ReachYour melee reaches 0.3 m further per point.515 in this tree
He Is Already Swinging5% chance per point to strike an enemy with your melee the moment it comes into your reach.515 in this tree
The Crowd Pays HimWhile you are the nearest player to three or more enemies, regain 0.4 health per second per point.515 in this tree
Nothing Arrives Unansweredwhen 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).Ultimate20 in this tree
Druid talentsWhat is underfoot · It gets into everything · The last of it
39 talentsOne point per scenery cleared

What is underfoot

Twelve points here make her the player whose first move in every room is a question about the room.

TalentEffectRanksUnlocks at
Green Under EverythingNature spells deal 3% more damage per point.50 in this tree
Mid Lean+2% maximum health per point.50 in this tree
What RisesSummons deal 3% more damage per point.50 in this tree
Asked AgainSummon spells recharge 3% faster per point.55 in this tree
Thick SolesTake 5% less damage from pools and burning ground per point.55 in this tree
Two FloorsYour spirits deal 4% more damage per point while you stand on a different floor from the one they rose from.55 in this tree
A Second VoiceWhen a spirit hits, 5% chance per point that the ground under its target strikes the target again just as hard.510 in this tree
Deep in OneDeal 4% more damage per point while no other kind of floor lies within 3 m of you.510 in this tree
Standing Where It RoseYour spirits deal 4% more damage per point while you stand in the patch they rose from.510 in this tree
On the SeamA spirit summoned where two floors meet gets both floors' behaviour, the second one for 2 s per point.515 in this tree
The Far FloorYour spirits' blows also take the behaviour of the floor under their target, at 20% strength per point.515 in this tree
The Ground Is Not FinishedWhen one of your spirits is killed, 5% chance per point that another from the same floor replaces it at once.515 in this tree
The Room Answerscasting a Summon with four or more enemies in the room raises one spirit on every kind of floor the room holds (40 s cooldown).Ultimate20 in this tree

It gets into everything

Twelve points here make her the player who answers a spread-out room.

TalentEffectRanksUnlocks at
Held Again SoonerMedium spells (the 2-charge ones) recharge 3% faster per point.50 in this tree
Standing Weight+2% maximum health per point.50 in this tree
Wider MouthHalt spells cover 3% more radius per point.50 in this tree
As It WidensDeal 4% more damage per point while your growth has spread 3 m or more.55 in this tree
Old BootsTake 5% less damage from pools and burning ground per point.55 in this tree
The Hold Pays MoreYour channels deal 3% more damage per point.55 in this tree
A Second FrontEach metre your growth spreads has a 5% chance per point to open a second front inside it.510 in this tree
Nothing Left to TouchDeal 4% more damage per point once your growth has stopped spreading.510 in this tree
Standing in ItDeal 4% more damage per point to enemies standing on your growth.510 in this tree
Slower FurtherPer point, your growth spreads 10% slower and 15% further.515 in this tree
The Hold Pays the ExitBlinking out of a channel refunds 2% of the blink cooldown per point for each metre your growth covered (at most half).515 in this tree
What Counts as ContactYour growth spreads across one more kind of floor per point.515 in this tree
The Whole Floora channel begun from a full pool spreads across every floor to the room's edge (30 s cooldown).Ultimate20 in this tree

The last of it

Twelve points here let her spend the room.

TalentEffectRanksUnlocks at
Heavy GroundHeavy spells (the 1-charge ones) deal 3% more damage per point.50 in this tree
What Is LeftNature spells deal 3% more damage per point.50 in this tree
What She Can Take+2% maximum health per point.50 in this tree
Asked SoonerHalt spells recharge 3% faster per point.55 in this tree
On the AshDeal 4% more damage per point while you stand on ground you have spent.55 in this tree
Thicker SkinTake 2% less damage from everything per point.55 in this tree
More Than She AskedSpending a patch has a 5% chance per point to also spend and burn the matching floor next to it.510 in this tree
Nothing Growing HereDeal 4% more damage per point to enemies standing on ground you have spent.510 in this tree
The Last GreenDeal 4% more damage per point while the patch under you is the last unspent one of its kind.510 in this tree
It Takes Its TimeSpent ground burns 25% longer per point, dealing that much more in total.515 in this tree
Leaving It DeadBlinking spends the patch you leave; it burns down behind you.515 in this tree
What Will BurnYour Summon can spend one more kind of floor per point beyond living ground.515 in this tree
The Place Pays Upcasting a Summon with three enemies within 12 m burns down every patch of the floor under you, one a second (40 s cooldown).Ultimate20 in this tree
Plaguebringer talentsUnfit ground · Carried · Tenant
39 talentsOne point per scenery cleared

Unfit ground

Twelve points here make the player good at how much of the room is rot.

TalentEffectRanksUnlocks at
Still Down When They ArriveYour ground effects last 3% longer per point.50 in this tree
The Wider LineHalt spells cover 3% more radius per point.50 in this tree
Where He Put HimselfYou are knocked back 2% less per point.50 in this tree
He Stands Furthest Forward+2% maximum health per point.55 in this tree
Nowhere to StepDeal 4% more decay damage per point to enemies with no clean floor within a step of them.55 in this tree
The Second Piece of GroundHalt spells recharge 3% faster per point.55 in this tree
On the RimDeal 4% more decay damage per point to enemies within a step of your ground but not in it.510 in this tree
The Room NarrowsDeal 4% more decay damage per point while more of the floor around you is your rot than is clean.510 in this tree
The Whole Line AnswersWhen 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.510 in this tree
He Draws It LongYour patches land as a strip across your line of sight, 1 piece plus 1 per point, covering the same area as the disc.515 in this tree
It Finds Clean FloorA patch landing on your own ground slides to the nearest clean floor, up to 1 m plus 1 m per point away.515 in this tree
The Second LineThe Cordon lands as two bands with clean floor between them; the gap is 0.3 m wider per point.515 in this tree
Nowhere Leftwhen three patches of yours are live, the gaps of up to 6 m between them rot for 6 s (20 s cooldown).Ultimate20 in this tree

Carried

Twelve points here make the player good at the half of his rot that travels.

TalentEffectRanksUnlocks at
It Gets ThereYour projectiles fly 3% faster per point.50 in this tree
One Colour HeldHitting a body with a second element deals 3% more combo damage per point.50 in this tree
What He ThrowsBolt spells deal 3% more damage per point.50 in this tree
It Bites HarderDamage over time you apply is 4% stronger per point.55 in this tree
Other Peoples FloorsTake 5% less damage from pools and burning ground per point.55 in this tree
Still Standing When It Lets GoStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Nothing Between UsDeal 4% more decay damage per point to enemies with none of your ground between you and them.510 in this tree
Nothing DownDeal 4% more decay damage per point while none of your ground is down.510 in this tree
Out of ReachDeal 4% more decay damage per point to enemies standing outside all of your ground.510 in this tree
All of It CarriesMore of your attacks leave a half-strength rot: Bolts at 1 point, placed impacts from 2 points, your channel from 4 points.515 in this tree
By HandYour melee leaves a short rot: 20% of a normal one per point.515 in this tree
It Was Already on HimHits on an enemy already carrying your rot have a 5% chance per point to deal 50% more.515 in this tree
Everything the Floor Missedyour first cast while three enemies stand outside your ground rots every enemy outside it (30 s cooldown).Ultimate20 in this tree

Tenant

Twelve points here make the player good at being the only thing that can live on that floor.

TalentEffectRanksUnlocks at
Denser While He Holds ItYour channels deal 3% more damage per point.50 in this tree
He Stopped for a ReasonTake 2% less damage while channelling per point.50 in this tree
His Own ColourDecay spells deal 3% more damage per point.50 in this tree
A Slower ClockTake 2% less damage from everything per point.55 in this tree
From Inside ItDeal 4% more decay damage per point while you stand in your own rot.55 in this tree
What He Still Has in HandLight spells (the 3-charge ones) deal 3% more damage per point.55 in this tree
It Answers the CastCasting 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.510 in this tree
The ExchangeTake 4% less damage per point while standing in your own rot.510 in this tree
The First Thing He Does From ItYour first cast after stepping into your own rot deals 4% more damage per point.510 in this tree
He Keeps His Hands BusyWhile you stand in your own rot, each light cast takes 0.2 s per point off your heavy spells' recharge.515 in this tree
His Boots Are in ItWhile you stand in your own rot, shoves have a 5% chance per point not to move you.515 in this tree
Measured From the EdgeStanding in your own rot, your spells' reach is measured from that patch's far edge.515 in this tree
He Moves inyour first cast from your own rot makes that patch permanent; a shove cannot push you out of it (30 s before naming another).Ultimate20 in this tree
Occultist talentsAppointment · Terms · Ledger
39 talentsOne point per scenery cleared

Appointment

Twelve points here make the player good at setting the clock.

TalentEffectRanksUnlocks at
As Far as He Can Set OneBolt spells reach 3% farther per point.50 in this tree
Not Much of Him+2% maximum health per point.50 in this tree
The Ink ItselfShadow spells deal 3% more damage per point.50 in this tree
Longer in HandShield, ward, empower and haste you apply last 4% longer per point.55 in this tree
The Colour He ExpectsTake 4% less damage of the element that has hurt you most this fight per point.55 in this tree
Two on the BookAppointments pay 4% more per point on an enemy carrying more than one of yours.55 in this tree
It TravelledAppointments pay 4% more per point when the enemy is farther from you when they come due than when you cast.510 in this tree
Noted TwiceAppointments have a 5% chance per point to be written twice, the copy coming due one term later.510 in this tree
Nothing in the Room Is FreeAppointments pay 4% more per point while every living enemy in the room owes you one.510 in this tree
Everyone Can See the ClockYour seals read at any distance, through bodies, showing their weight and hour.515 in this tree
He Names the HourChosen at each room's start, per point: appointments come due 15% later at no cost, or 10% sooner for 5% less payout.515 in this tree
Paid in TwoAppointments pay out in two parts: 10% of the payout per point (at most half) comes 1 s after the rest.515 in this tree
He Books the Roomwhen three enemies owe you, for 5 s every hit you land sets an appointment (25 s cooldown).Ultimate20 in this tree

Terms

Twelve points here make the player good at choosing what the debt comes due on.

TalentEffectRanksUnlocks at
Less of It LandsTake 2% less damage from everything per point.50 in this tree
The Colour It Pays inShadow spells deal 3% more damage per point.50 in this tree
The Shape It Arrives inBolt spells deal 3% more damage per point.50 in this tree
A Stamp at a Time He ChoseHitting a body with a second element deals 3% more combo damage per point.55 in this tree
He Is Not Held LongStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
If It RunsAppointments pay 4% more per point if the enemy has moved since you set them.55 in this tree
It Came LookingAppointments pay 4% more per point if the enemy has attacked since you set them.510 in this tree
It Was Already Going UnderAppointments pay 4% more per point if the enemy is below 35% health when they come due.510 in this tree
The Benefit of the DoubtA conditional payout that misses its condition has a 5% chance per point to pay as if it had met it.510 in this tree
He Settles for LessConditional payouts even out by 10% per point (at most half): met ones pay less, missed ones pay some.515 in this tree
He Writes AnotherWhen a payout meets its condition, 5% chance per point to write a half-size appointment due in 1 s.515 in this tree
Two Conditions One BeatAppointments gain two conditions, each paying 2% more per point: the enemy has moved, and it is below 35% health.515 in this tree
Every Bet Comes ina collection while three appointments are outstanding makes every payout meet its condition for 5 s (25 s cooldown).Ultimate20 in this tree

Ledger

Twelve points here make the player good at being paid.

TalentEffectRanksUnlocks at
Covered While He SettlesTake 2% less damage while channelling per point.50 in this tree
Paid in ShadowShadow spells deal 3% more damage per point.50 in this tree
The Book Reopens SoonerBolt spells recharge 3% faster per point.50 in this tree
Something Is OwedDeal 4% more damage per point for 3 s after setting an appointment.55 in this tree
Standing Over a FriendYou raise fallen allies 4% faster per point.55 in this tree
The Heavy LedgerHeavy spells (the 1-charge ones) recharge 3% faster per point.55 in this tree
Holding and OwedDeal 4% more damage per point while you channel with an appointment outstanding.510 in this tree
The First BillYour first appointment on each enemy pays 4% more per point.510 in this tree
What the Shadow ReturnsShadow spells heal you for 1% of the damage they deal per point.510 in this tree
Charged BackWhen a payout collects, 5% chance per point to get a spent charge back.515 in this tree
Paid in TimeWhen a payout collects, 5% chance per point to take 1 s off every spell's recharge.515 in this tree
The Rhythm He SetYour channel pays out 5% faster per point for 3 s after a payout collects.515 in this tree
The Creditor Is Paid Firstsetting an appointment with no charge left makes your Ledger returns roll at the press for 6 s (25 s cooldown).Ultimate20 in this tree
Lightbringer talentsRadiance · Mercy · Zeal
39 talentsOne point per scenery cleared

Radiance

Twelve points here turn his damage into everybody else's.

TalentEffectRanksUnlocks at
A Larger Clock+2% maximum health per point.50 in this tree
One Press One BodyBolt spells deal 3% more damage per point.50 in this tree
The Colour He ThrowsHoly spells deal 3% more damage per point.50 in this tree
Longer in the HandShield, ward, empower and haste you apply last 4% longer per point.55 in this tree
Somebody Is Standing in ItDeal 4% more holy damage per point while any player (you included) stands in your light.55 in this tree
What Is Coming at HimTake 4% less damage of the element that has hurt you most this fight per point.55 in this tree
Somebody Who Had NoneDeal 4% more holy damage per point for 4 s after empower reaches a player in your light who had none.510 in this tree
The Brightest Thing in the RoomDeal 4% more holy damage per point to enemies your light holds.510 in this tree
What It Is WorthEmpower you grant is 4% stronger per point.510 in this tree
It Does Not Go Out YetA fading light has a 5% chance per point to flare and light the same enemy again for 3 s, once.515 in this tree
What the Light CarriesYour light also grants haste and reaches further for each player in it when it lit; each point adds 5% reach.515 in this tree
Widest at the EndYour light starts at 60% of its size and widens as it runs out, to 100% plus 10% per point at the end.515 in this tree
Plain Sight Said to the Roomhitting an enemy with two others within 8 m opens 6 s in which every enemy you damage is lit (25 s cooldown).Ultimate20 in this tree

Mercy

Twelve points here make him heal by attacking.

TalentEffectRanksUnlocks at
A Slower ClockTake 2% less damage from everything per point.50 in this tree
The Colour That PaysHoly spells deal 3% more damage per point.50 in this tree
While It Is LandingYour channels deal 3% more damage per point.50 in this tree
The Place They FellYou raise fallen allies 4% faster per point.55 in this tree
The Shared NumberHitting a body with a second element deals 3% more combo damage per point.55 in this tree
While the Beam Is on ItYour heal-riders restore 4% more health per point while your channel is hitting.55 in this tree
A Fraction to the Nearest1% of the healing you leech also goes to the nearest standing ally per point.510 in this tree
He Has Not Looked AwayDeal 4% more holy damage per point to the enemy your previous hit also struck.510 in this tree
While Anybody Is LowDeal 4% more holy damage per point while any player is below a third of their health.510 in this tree
The Second Thread5% chance per point that a hit's heal-rider also reaches the next-nearest player.515 in this tree
What the Light OwesYour heal-riders restore 10% more health per point.515 in this tree
Where It Is NeededYour riders go to the player who has lost the most health instead of the nearest.515 in this tree
Everything He Landshitting 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).Ultimate20 in this tree

Zeal

Twelve points here are the hero's own answer to the risk his file names first.

TalentEffectRanksUnlocks at
Eating the HitTake 2% less damage while channelling per point.50 in this tree
The Colour He KeepsHoly spells deal 3% more damage per point.50 in this tree
The Weight He CarriesMedium spells (the 2-charge ones) deal 3% more damage per point.50 in this tree
Back on It SoonerBeam spells recharge 3% faster per point.55 in this tree
Held ShorterStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Nobody Else in ItDeal 4% more holy damage per point while you are the only player in your light.55 in this tree
The Cast He FinishedDeal 4% more holy damage per point for 4 s after you are hit while channelling and keep channelling.510 in this tree
UntouchedDeal 4% more holy damage per point while nothing has hit you for 3 s.510 in this tree
What the Beam ReturnsYour channels heal you for 1% of the damage they deal per point.510 in this tree
The GutteringThe first time each room you fall below a third of your health, 5% chance per point to restore 20% of your maximum health.515 in this tree
The Light Itself BurnsYour holy hits on a lit enemy also burn it: 10% of a normal burn per point.515 in this tree
The Piece in ProgressWhen your channel ends because it stopped landing, 0.5 s of pool is returned.515 in this tree
The Fastcasting with no ally within 6 m opens 6 s with no light and +20% holy damage (25 s cooldown).Ultimate20 in this tree
Arcanist talentsMarginalia · The second reading · The standing work
39 talentsOne point per scenery cleared

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.

TalentEffectRanksUnlocks at
In His Own HandArcane spells deal 3% more damage per point.50 in this tree
Low Lean+2% maximum health per point.50 in this tree
The Placed PageHalt spells deal 3% more damage per point.50 in this tree
Annotated AgainHalt spells recharge 3% faster per point.55 in this tree
He Does Not Stop WritingStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Still BlankDeal 4% more damage per point to enemies carrying a mark of yours that no hit of its colour has cashed yet.55 in this tree
Alone With the PageDeal 4% more damage per point to an enemy carrying your mark with no other enemy within 4 m.510 in this tree
The Note MovesWhen a mark of yours runs out, 5% chance per point that it moves, blank, to the nearest enemy within 8 m.510 in this tree
Written in His Own ColourDeal 4% more damage per point to enemies whose mark of yours names arcane.510 in this tree
A Deeper HandHits in the colour your mark names deal 4% more per point, whoever lands them.515 in this tree
A Second ColourA 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.515 in this tree
Which FormThe first hit to answer a mark of yours spends it and deals 8% more per point.515 in this tree
Erratawhen 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).Ultimate20 in this tree

The second reading

Twelve points here make one press happen more than once.

TalentEffectRanksUnlocks at
Read FasterBolt spells recharge 3% faster per point.50 in this tree
Thin Margins+2% maximum health per point.50 in this tree
Worth the WeightHeavy spells (the 1-charge ones) recharge 3% faster per point.50 in this tree
Nobody Eats His CopiesTake 8% less damage from your allies' spells per point.55 in this tree
Read It AgainYour repeats deal 4% more damage per point.55 in this tree
The Second HandBolt spells deal 3% more damage per point.55 in this tree
An Extra CopyCasts have a 5% chance per point to repeat a beat later where they first hit.510 in this tree
Out of OrderYour repeats deal 4% more damage per point when they land while you channel or after you cast again.510 in this tree
The Long WaitDeal 4% more damage per point with repeats that waited 0.75 s or longer.510 in this tree
Hold the PageYour repeats always wait 0.5 s plus 0.25 s per point before they resolve.515 in this tree
Left in the MarginBlinking repeats your last cast once at the point you blinked from.515 in this tree
The Other MarginIf you cast within 2 m plus 1 m per point of where a spell lands, its repeat happens where you stood instead.515 in this tree
Everywhere He Has Beenblinking opens 6 s in which each cast also repeats at up to 5 points along your path (30 s cooldown).Ultimate20 in this tree

The standing work

Twelve points here deepen the ramp itself.

TalentEffectRanksUnlocks at
Filed SoonerHalt spells recharge 3% faster per point.50 in this tree
The First Thirty Seconds+2% maximum health per point.50 in this tree
The Heavy VolumesMedium spells (the 2-charge ones) deal 3% more damage per point.50 in this tree
For Each PageDeal 0.8% more arcane damage per point for each of your marks and repeats in play.55 in this tree
Held LongerYour channels deal 3% more damage per point.55 in this tree
Thicker PaperTake 2% less damage from everything per point.55 in this tree
It Writes ItselfWhen a mark of yours runs out, 5% chance per point that it is written again in its place.510 in this tree
Paper WallsTake 1% less damage per point for each of your marks and repeats in play (at most 30%).510 in this tree
Read Off the RoomDeal 4% more damage per point while every enemy within 15 m carries your mark or waits under your repeat.510 in this tree
The Long ShelfYou can keep 1 more mark or repeat in play at once per point (6 without this talent).515 in this tree
The Work Feeds HimHeal for 3% of the damage your marks and repeats deal, per point.515 in this tree
They Keep WorkingEvery 0.5 s, each of your marks and repeats deals 2% of a base attack per point to the nearest enemy.515 in this tree
Nothing Is Withdrawnonce your marks and repeats fill your shelf, your marks stop running out for the rest of the room.Ultimate20 in this tree
Voidcaller talentsCollateral · Bad faith · Nearer dark
39 talentsOne point per scenery cleared

Collateral

Twelve points here make the player good at converting his own health into damage at the instant he chooses.

TalentEffectRanksUnlocks at
A Longer Bill+2% maximum health per point.50 in this tree
The Hole in the FrameVoid spells deal 3% more damage per point.50 in this tree
What He StoppedHalt spells deal 3% more damage per point.50 in this tree
Heavier TermsMedium spells (the 2-charge ones) deal 3% more damage per point.55 in this tree
Nothing Stops Him PayingStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Paid in AdvanceDeal 4% more void damage per point for 2 s after you pay a self-cost.55 in this tree
CompoundDeal 4% more damage per point while you have paid two self-costs within 2 s of each other.510 in this tree
No WitnessesCasts you paid for deal 4% more damage per point while no ally stands within 6 m.510 in this tree
Short ChangeWhen you pay a self-cost, 5% chance per point to pay it twice and make the cast hit twice as hard.510 in this tree
A Bigger SlicePer point, self-costs take 4% more health and what they buy hits 4% harder.515 in this tree
Bought PassagePress blink while it is on cooldown to blink anyway for 10 health (never below 1 health outside Nightmare).515 in this tree
Everything Has a PricePer point, every spell costs 1 health to cast and deals 4% more damage for it.515 in this tree
Payment on Accountpaying a self-cost above half health defers every self-cost for 5 s, then collects the bill at once (30 s cooldown).Ultimate20 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.

TalentEffectRanksUnlocks at
Pointing Again SoonerBolt spells recharge 3% faster per point.50 in this tree
The Outstanding Clock+2% maximum health per point.50 in this tree
What He TakesVoid spells deal 3% more damage per point.50 in this tree
Faster Than It MovesYour projectiles fly 3% faster per point.55 in this tree
The Debt OutstandingDeal up to 4% more void damage per point the lower your health: none at full, all of it below a third.55 in this tree
The Hits He Cannot AvoidTake 2% less damage from everything per point.55 in this tree
A Fraction to the Nearest1% of the healing you leech also goes to the nearest standing ally per point.510 in this tree
Deep in ItDeal 4% more damage per point while below a third of your health.510 in this tree
Defended Only While AttackingIf you dealt damage in the last 1 s, take up to 4% less damage per point, more the lower your health.510 in this tree
He Takes the DifferenceYour void hits heal you for 5% of the damage per point, scaled by how much health you are missing.515 in this tree
No SurplusHealing from your hits that would go past full health is dealt as void damage to the enemy hit instead.515 in this tree
SkimmedWhen your void damage lands, 5% chance per point to regain a quarter of it as health.515 in this tree
His Own Accountsdropping 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).Ultimate20 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.

TalentEffectRanksUnlocks at
Close Quarters+2% maximum health per point.50 in this tree
The Heavy DragHeavy spells (the 1-charge ones) deal 3% more damage per point.50 in this tree
What ArrivesVoid spells deal 3% more damage per point.50 in this tree
Gathering AgainHalt spells recharge 3% faster per point.55 in this tree
Not His Own VictimTake 8% less damage from your allies' spells per point.55 in this tree
The Crowd It MadeYour Halts and Drops deal 1% more damage per point for each other enemy (up to 5) standing where they land.55 in this tree
It Pulls AgainWhen your pulling Halt or Drop lands, 5% chance per point to pull nearby enemies in again half a second later.510 in this tree
Shoulder to ShoulderDeal 4% more damage per point to an enemy with another enemy within 1.5 m of it.510 in this tree
While It Is Still ClosingDeal 4% more damage per point to enemies you pulled in the last 0.25 s or are still dragging.510 in this tree
Dragged AlongUp to 3 enemies under your jump's path are dragged to where you land (once every 4 s).515 in this tree
Into His Own ShadowYour pulling Halt or Drop drags enemies toward you instead of its centre, 0.4 m further per point.515 in this tree
The Dark Is NearerEnemies your pulling Halt or Drop hits keep drifting toward its centre for 0.2 s per point.515 in this tree
Nothing Stays Where It Stooda 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).Ultimate20 in this tree
Hunter talentsLong lane · Inside guard · Footwork
39 talentsOne point per scenery cleared

Long lane

Twelve points here make the player good at holding an unobstructed line and being paid for its length.

TalentEffectRanksUnlocks at
A Larger Clock+2% maximum health per point.50 in this tree
Faster Than It MovesYour projectiles fly 3% faster per point.50 in this tree
The Lane ItselfBolt spells reach 3% farther per point.50 in this tree
Footing at RangeStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Heavier at the EndBolt spells deal 3% more damage per point.55 in this tree
Nothing in ItShots deal 4% more damage per point when nothing (ally or enemy) stands between you and the target.55 in this tree
BuriedShots down an open lane have a 5% chance per point to leave a half-strength physical damage-over-time.510 in this tree
Paid by the YardDeal 4% more damage per point with shots that flew more than 10 m before hitting.510 in this tree
The Back of the RoomShots deal 4% more damage per point while every living ally is nearer the target than you.510 in this tree
Every Bolt He HoldsYour other Bolts gain 10% of The Open Shot's distance scaling per point: more damage the farther they fly, less up close.515 in this tree
Split the NockShots 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.515 in this tree
The Room Is the BandThe 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.515 in this tree
From the Far Wallyour 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).Ultimate20 in this tree

Inside guard

Twelve points here make the player good at spending proximity and getting back out.

TalentEffectRanksUnlocks at
No Colour at AllPhysical spells deal 3% more damage per point.50 in this tree
Slower ClockTake 2% less damage from everything per point.50 in this tree
What He Is HoldingMelee attacks deal 3% more damage per point.50 in this tree
Back on the StringBolt spells recharge 3% faster per point.55 in this tree
Set FeetYou are knocked back 2% less per point.55 in this tree
The Step inDeal 4% more melee damage per point with your first melee within 1 s of closing in from over 4 m away.55 in this tree
Both Ends of ItShots deal 4% more damage per point to an enemy you meleed in the last 2 s.510 in this tree
On the Way OutDeal 4% more damage per point with your first shot within 1 s of stepping out of melee reach.510 in this tree
What the Knife ReturnsMelee attacks heal you for 1% of the damage they deal per point.510 in this tree
Follow ThroughLanded melee hits have a 5% chance per point to also loose a point-blank arrow for half a base attack.515 in this tree
The Way Back OutYour next blink or jump carries you 0.5 m further per point if made within 1.5 s of a landed melee.515 in this tree
What He CrossedMelee hits deal 1% more damage per point for each metre you moved to make the swing (up to 6 m).515 in this tree
The Guard Opensa 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).Ultimate20 in this tree

Footwork

Twelve points here make the player good at turning a reposition into part of the attack.

TalentEffectRanksUnlocks at
A Larger Clock Again+2% maximum health per point.50 in this tree
The Bow ItselfBolt spells deal 3% more damage per point.50 in this tree
The Light HandLight spells (the 3-charge ones) deal 3% more damage per point.50 in this tree
Between Two ShotsMedium spells (the 2-charge ones) recharge 3% faster per point.55 in this tree
FootingStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
The Shot After the BlinkDeal 4% more damage per point with your first shot within 1 s of a blink.55 in this tree
Loosed in the AirShots loosed while jumping deal 4% more damage per point.510 in this tree
Never Twice From the Same PlaceDeal 4% more damage per point with shots loosed at least 1.5 m from where your last shot left.510 in this tree
Set Down DrawnLanding 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).510 in this tree
Short GroundA shot within 1 s of a blink cuts the blink cooldown by 6% per point (once per blink).515 in this tree
The ArcYour jump carries you 8% further per point.515 in this tree
Time on His FeetEach blink, and each jump (once per second), takes 0.25 s per point off the recharge of the spell you cast last.515 in this tree
The Running Shota 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).Ultimate20 in this tree
Sage talentsPrecedent · Margin · Correction
39 talentsOne point per scenery cleared

Precedent

Twelve points here make the player good at naming the element about to arrive and cutting it for whoever it is aimed at.

TalentEffectRanksUnlocks at
A Larger Clock+2% maximum health per point.50 in this tree
The Circle He DrewDrop spells deal 3% more damage per point.50 in this tree
The Colour He CarriesHoly spells deal 3% more damage per point.50 in this tree
He Read It HimselfTake 4% less damage of the element that has hurt you most this fight per point.55 in this tree
The Heavy ReadingHeavy spells (the 1-charge ones) deal 3% more damage per point.55 in this tree
While It StandsDeal 4% more holy damage per point while a ward you placed is on anyone.55 in this tree
No Case on FileWhen 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.510 in this tree
The Thing He NamedDeal 4% more damage per point to enemies of the element one of your wards names.510 in this tree
Told in AdvanceDeal 4% more damage per point for 4 s after one of your wards softens a hit of its element.510 in this tree
Cited AgainA ward of yours that would expire unused re-arms once, naming the element of the next hit on its bearer.515 in this tree
Deeper Than It ReadsWards you grant are 4% stronger per point.515 in this tree
The Precedent HoldsWhen a ward of yours softens a hit, 5% chance per point to renew its duration (at most twice per ward).515 in this tree
The Standing Citationa hit on you names its element; for 6 s every living ally carries a 40% ward against it (30 s cooldown).Ultimate20 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.

TalentEffectRanksUnlocks at
Before the First ExchangeStart each fight with a shield that absorbs 2 damage per point.50 in this tree
Longer in FrontShield, ward, empower and haste you apply last 4% longer per point.50 in this tree
While It Is LandingEach base attack you land gives you a shield of 2 per point (up to three hits' worth).50 in this tree
Back SoonerBeam spells recharge 3% faster per point.55 in this tree
Paid for HelpingWhen your support spell lands, gain a shield that absorbs 2 damage per point.55 in this tree
Somebody Is CoveredDeal 4% more holy damage per point while an ally carries a shield you placed.55 in this tree
More in FrontShields you grant are 4% stronger per point.510 in this tree
The Margin Was NeededDeal 4% more damage per point for 4 s after a shield of yours is used up on anyone.510 in this tree
Whoever Broke ItDeal 4% more holy damage per point to the enemy nearest the last shield of yours to break.510 in this tree
He Arrives With ItBlinking gives you a shield of 2 per point where you land.515 in this tree
The Layer BreaksA used-up shield of yours has a 5% chance per point to burst for 8 holy damage within 2.5 m of its bearer.515 in this tree
The Unspent MarginA shield of yours that expires unspent returns once at half its remaining size.515 in this tree
The Account Paid Forwardwhen 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).Ultimate20 in this tree

Correction

Twelve points here make the player good at repairing what prevention did not stop.

TalentEffectRanksUnlocks at
Gold Either WayHoly spells deal 3% more damage per point.50 in this tree
OftenerBolt spells recharge 3% faster per point.50 in this tree
Past Full2% of your healing past full health becomes a shield per point.50 in this tree
Nothing to RepairDeal 4% more holy damage per point while every living ally is at full health.55 in this tree
The Heavy HalfHeavy spells (the 1-charge ones) recharge 3% faster per point.55 in this tree
The Place He StandsYou raise fallen allies 4% faster per point.55 in this tree
Back to WorkDeal 4% more holy damage per point for 4 s after one of your heals lands.510 in this tree
Something Left UnderfootYour 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).510 in this tree
The Worse They AreHeal allies below a third of their health for 4% more per point.510 in this tree
Two Sets of HandsWhile you stand in a downed ally's circle, each other rescuer there adds 10% of a lone rescuer's speed per point.515 in this tree
What He RestoresHeal 5% more per point while more than one living ally is hurt.515 in this tree
Where He LandsLanding a jump heals you and every ally within 2.5 m for 2 per point (once per 4 s).515 in this tree
The Last Few Secondswhen 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).Ultimate20 in this tree
Engineer talentsPlacement · Emplacement · Operator
39 talentsOne point per scenery cleared

Placement

Twelve points here make the player good at the cast itself.

TalentEffectRanksUnlocks at
The Colour It Arrives inFire spells deal 3% more damage per point.50 in this tree
The Length of the DecisionSummon spells reach 3% farther per point.50 in this tree
The Man Is the Soft Part+2% maximum health per point.50 in this tree
Another One SoonerSummon spells recharge 3% faster per point.55 in this tree
On Top of ItA landing gadget sets a burn of 4% of a normal one per point on each enemy in its 2 m footprint.55 in this tree
Staying PutYou are knocked back 2% less per point.55 in this tree
Nothing Lit ThereA landing gadget sets a burn of 4% of a normal one per point on each enemy in its footprint you are not already burning.510 in this tree
The Plate Lands HardA landing gadget has a 5% chance per point to set half a normal burn on every enemy 1-2 m from where it lands.510 in this tree
Where It Was GoingA landing gadget sets a burn of 4% of a normal one per point on each enemy in its footprint that was walking toward it.510 in this tree
Blink Between the PressesBlinking carries a placement you have begun along with you.515 in this tree
He Already Knows Which WayWhile you place, the way it will land facing is shown.515 in this tree
It Is Working When It LandsYour gadget takes its first beat the moment it lands.515 in this tree
The Ground He Already Namedyour first gadget of a scenery marks its ground; every later gadget there arrives on that mark.Ultimate20 in this tree

Emplacement

Twelve points here make the player good at what the thing is once it is standing.

TalentEffectRanksUnlocks at
Bought by the ChargeHeavy spells (the 1-charge ones) deal 3% more damage per point.50 in this tree
The Part That Is Not Bolted DownTake 2% less damage from everything per point.50 in this tree
What It Puts OutSummons deal 3% more damage per point.50 in this tree
His Stamp From Over ThereHitting a body with a second element deals 3% more combo damage per point.55 in this tree
What It Is Looking atYour gadget's beats deal 4% more damage per point to enemies in the arc it faces.55 in this tree
What the Room Is ThrowingTake 4% less damage of the element that has hurt you most this fight per point.55 in this tree
A Clean LaneYour gadget's beats deal 4% more damage per point while nothing stands between it and its target.510 in this tree
It Goes UpA gadget destroyed early has a 5% chance per point to burst for one beat of fire across its 2 m footprint.510 in this tree
It Has Not TurnedYour gadget's beats deal 4% more damage per point to an enemy it also fired at on its last beat.510 in this tree
Bolted DeeperYour summons have 2% more health per point.515 in this tree
Fewer and HeavierPer point, your gadget beats 10% slower and each beat deals 15% more.515 in this tree
How Long It StandsYour summons last 3% longer per point.515 in this tree
Everything It Has Leftwhen three enemies are within your gadget's reach it fires every 0.25 s for 3 s, then is spent (30 s cooldown).Ultimate20 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.

TalentEffectRanksUnlocks at
Guarded While RootedTake 2% less damage while channelling per point.50 in this tree
More Per HoldYour channels deal 3% more damage per point.50 in this tree
The Beam in His HandsBeam spells deal 3% more damage per point.50 in this tree
Back on His FeetStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
Leading LessYour projectiles fly 3% faster per point.55 in this tree
Since It Last ActedDeal 4% more damage per point while you have cast since your gadget's last beat.55 in this tree
Between Two BeatsDeal 4% more damage per point with casts made in the middle half of the gap between two gadget beats.510 in this tree
It Answers HimCasting between your gadget's beats has a 5% chance per point to make it beat at once.510 in this tree
Neither Half IdleDeal 4% more damage per point while you and your gadget have both acted within 2 s.510 in this tree
Covered While He CannotWhile you are slowed, rooted or stunned, your gadget's beats count as your casts.515 in this tree
The AlternationEach unbroken cast-then-beat pair adds 1% damage per point (up to 5 pairs); a beat with no cast before it resets the count.515 in this tree
The Blink CountsYour blink counts as a cast for every Operator condition.515 in this tree
Kept Runningeach 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.Ultimate20 in this tree
Beastmaster talentsBeast · Lure · Hands
39 talentsOne point per scenery cleared

Beast

Twelve points here make the player good at having a better animal.

TalentEffectRanksUnlocks at
His Own Skin+2% maximum health per point.50 in this tree
Sooner Than the LastSummon spells recharge 3% faster per point.50 in this tree
What It Does on Its OwnSummons deal 3% more damage per point.50 in this tree
His Stamp on Its TeethHitting a body with a second element deals 3% more combo damage per point.55 in this tree
Nothing to Lean TowardStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
UnmarkedEach summon's bites deal 4% more per point until it is first wounded.55 in this tree
It Does Not Let GoEach summon's bites deal 4% more per point while it is slowed or rooted (not stunned).510 in this tree
It Plants Its FeetWhen a summon of yours survives a hit, 5% chance per point that it makes a 4 s last stand, biting 25% harder.510 in this tree
The Last of Its ClockEach summon's bites deal 4% more per point in the last quarter of its lifetime.510 in this tree
A Thicker HideYour summons have 2% more health per point.515 in this tree
Longer and FurtherPer point, your summons last 6% longer and move 6% faster.515 in this tree
What Comes BackSummons heal you for 1% of the damage they deal per point.515 in this tree
Older Than His Trainingwhen 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).Ultimate20 in this tree

Lure

Twelve points here make the player good at reading where the drift will put the fight.

TalentEffectRanksUnlocks at
As Far as He PointsBeam spells reach 3% farther per point.50 in this tree
The Uncoloured HalfPhysical spells deal 3% more damage per point.50 in this tree
Where He Meant to StandYou are knocked back 2% less per point.50 in this tree
He Is Still a TargetTake 2% less damage from everything per point.55 in this tree
On Its Way to the AnimalDeal 4% more damage per point to enemies walking toward a summon of yours.55 in this tree
The Shot Arrives FirstYour projectiles fly 3% faster per point.55 in this tree
It Turned Away From HimDeal 4% more damage per point to an enemy for 1 s after it turns from you to a summon of yours.510 in this tree
Late to the AnimalSlows you apply last 4% longer per point.510 in this tree
Nobody Is Coming for HimDeal 4% more damage per point while no enemy is coming for you.510 in this tree
It Arrives Hard5% chance per point that a summon of yours sprints its last 3 m and shoulders enemies within 2 m aside on arrival.515 in this tree
It Holds the GroundWhen a summon of yours reaches where it was going, it holds that ground for 0.5 s per point before moving on.515 in this tree
It Remembers Where He PointedWhen you turn away, your beast keeps heading where you pointed for 0.6 s per point.515 in this tree
The Line It Walkedwhen your beast moves near enemies, for 6 s the line it walks slows enemies who cross it (20 s cooldown).Ultimate20 in this tree

Hands

Twelve points here make the player good at being in two places.

TalentEffectRanksUnlocks at
His Own HalfBolt spells deal 3% more damage per point.50 in this tree
The Heavy PressHeavy spells (the 1-charge ones) deal 3% more damage per point.50 in this tree
Whatever the Room ThrowsTake 4% less damage of the element that has hurt you most this fight per point.50 in this tree
He Is Already Over ThereYou raise fallen allies 4% faster per point.55 in this tree
The Fast HalfLight spells (the 3-charge ones) recharge 3% faster per point.55 in this tree
While It Is in ContactDeal 4% more damage per point while a summon of yours is in contact with an enemy.55 in this tree
The Animal Is in the WayDeal 4% more damage per point while a summon of yours stands between you and the nearest enemy.510 in this tree
Through His Own AnimalYour Bolts have a 5% chance per point to pass through your beast instead of stopping on it (it flickers).510 in this tree
While It Is on Its WayDeal 4% more damage per point while a summon of yours is moving and touching nothing.510 in this tree
The Animal Keeps It LiveOnce a second, a summon of yours touching an enemy refreshes your statuses and burns on it.515 in this tree
The Hand That Is LeftDeal 2% more damage per point while you have no beast on the field.515 in this tree
What He Carries It CarriesHaste, empower, ward or shield you gain also lands on your beast (a shield at half strength).515 in this tree
From Where It Standscasting with your beast 6 m away makes your Bolts leave from the beast for 6 s (20 s cooldown).Ultimate20 in this tree
Alchemist talentsField · Draught · Aura
39 talentsOne point per scenery cleared

Field

Twelve points here make the player good at making a place cost something.

TalentEffectRanksUnlocks at
A Wider PourDrop spells cover 3% more radius per point.50 in this tree
It Stays DownYour ground effects last 3% longer per point.50 in this tree
Thick BootsTake 5% less damage from pools and burning ground per point.50 in this tree
His Own ColourDecay spells deal 3% more damage per point.55 in this tree
Standing in ItDeal 4% more damage per point to enemies standing in your hostile ground.55 in this tree
The Crowded FrameTake 8% less damage from your allies' spells per point.55 in this tree
It ClimbsWhen any player hits an enemy in your hostile ground, 5% chance per point to slow it.510 in this tree
Just Stepped OutDeal 4% more damage per point to enemies for 1.5 s after they leave your hostile ground.510 in this tree
Past the GraceDeal 4% more damage per point to enemies that have stood in your hostile ground over 1 s.510 in this tree
It Comes Out With ThemA body leaving your hostile ground is slowed as it steps out.515 in this tree
It Gets WorsePer point, your hostile ground bites 3% softer in its first second, then 2% harder for each second an enemy stays (up to 10%).515 in this tree
The Edge and the MiddleThe inner half of your hostile ground bites 5% harder per point.515 in this tree
The Whole Baga hostile Drop or Halt cast near three enemies throws every other charge of those spells in a line (30 s cooldown).Ultimate20 in this tree

Draught

Twelve points here make the player good at ground that puts health back.

TalentEffectRanksUnlocks at
His Own Clock+2% maximum health per point.50 in this tree
It Stays PouredYour ground effects last 3% longer per point.50 in this tree
The Next One SoonerHalt spells recharge 3% faster per point.50 in this tree
A Slower ClockTake 2% less damage from everything per point.55 in this tree
Caught Under the PourDeal 4% more damage per point for 2 s to enemies your hostile patch landed on.55 in this tree
The Sour HalfDecay spells deal 3% more damage per point.55 in this tree
The Last of the PourDeal 4% more damage per point to enemies in your hostile patch during its last 2 s.510 in this tree
The One He Could SpareDeal 4% more damage per point to enemies in your hostile ground while it is your only patch.510 in this tree
The Thread Pulls TightWhen a player in your healing pool is hit, 5% chance per point to heal them half a second of the pool.510 in this tree
A Heavier MeasureYour healing pools pour 6% more per point.515 in this tree
He Drinks on the Way PastBlinking or landing in your healing pool heals you one second of it (landings at most every 2 s).515 in this tree
He Has Both DownYour healing pools pour 5% more per point while your hostile ground is down.515 in this tree
Everybody Drinkswhen two players share your healing pool, for 5 s each drinks half again per other drinker (25 s cooldown).Ultimate20 in this tree

Aura

Twelve points here make the player good at ground that follows.

TalentEffectRanksUnlocks at
The Colour He CarriesDecay spells deal 3% more damage per point.50 in this tree
The Same AirTake 4% less decay damage per point.50 in this tree
What the Party Makes TogetherHitting a body with a second element deals 3% more combo damage per point.50 in this tree
Everyone Inside ItAura: each player deals 2.4% more damage per point while every player is within 6 m of you.55 in this tree
He Keeps His PlaceYou are knocked back 2% less per point.55 in this tree
It Lasts on ThemShield, ward, empower and haste you apply last 4% longer per point.55 in this tree
A Stronger MixWhen you cast, 5% chance per point that players near you deal 6% more damage for 2 s.510 in this tree
Everybody on Clean FloorAura: while no player stands in any ground, players near you deal 2.4% more damage per point.510 in this tree
He Is in It TooAura: while you carry shield, ward, empower or haste, players near you deal 2.4% more damage per point.510 in this tree
He Takes the Smaller SharePer point, 12% of your own share of your aura goes to the other players (never below 40%; nothing solo).515 in this tree
It Reaches the BackYour aura reaches 1.5 m further per point.515 in this tree
They Are Used to HimAllies in your aura take 8% less damage per point from your hostile ground (up to 40%).515 in this tree
Enough to Go Roundfinish a fight with everyone in your aura and every player gets one extra draft option next time.Ultimate20 in this tree
Inquisitor talentsCharge · Verdict · Deadair
39 talentsOne point per scenery cleared

Charge

Twelve points here make a cast expensive during the window it is visible in.

TalentEffectRanksUnlocks at
His Own SkinTake 2% less damage from everything per point.50 in this tree
It Finds the CrackShadow hits have a 5% chance per point to apply a small vulnerability (40% of a normal one).50 in this tree
The Colour He Works inShadow spells deal 3% more damage per point.50 in this tree
Named in AdvanceTake 4% less damage of the element that has hurt you most this fight per point.55 in this tree
The Flight TimeYour projectiles fly 3% faster per point.55 in this tree
While It Is Winding UpDeal 4% more shadow damage per point to enemies that are casting.55 in this tree
Deeper Than It ShowsVulnerability you apply is 4% stronger per point.510 in this tree
He Does Not Step OutDeal 4% more shadow damage per point to a caster whose telegraph you are standing in.510 in this tree
The Last of the WindowDeal up to 4% more shadow damage per point to a casting enemy, rising from nothing at its tell to full as the cast lands.510 in this tree
RefiledA second shadow hit on a vulnerable caster during the same cast has a 5% chance per point to refresh its vulnerability.515 in this tree
The Hold He KeepsBeam spells deal 3% more damage per point.515 in this tree
The Whole Shape of ItVulnerability you put on a casting enemy also lands on every enemy inside that cast's telegraph.515 in this tree
The Charge Standsa 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).Ultimate20 in this tree

Verdict

Twelve points here make the enemy that already cast worse at casting again.

TalentEffectRanksUnlocks at
A Larger Clock+2% maximum health per point.50 in this tree
It Catches the CloseShadow 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).50 in this tree
The Colour of the FindingShadow spells deal 3% more damage per point.50 in this tree
Held ShorterStatuses from enemy attacks and ground effects wear off 2% sooner per point.55 in this tree
It Has Cast OnceDeal 4% more shadow damage per point to enemies that have finished a cast this fight.55 in this tree
The Shared NumberHitting a body with a second element deals 3% more combo damage per point.55 in this tree
Between Two CastsDeal 4% more shadow damage per point to enemies that have finished a cast and not begun another.510 in this tree
Less Than Last TimeWeaken you apply is 4% stronger per point.510 in this tree
Under His FindingDeal 4% more shadow damage per point to enemies carrying your weaken.510 in this tree
And AgainWhen an enemy under your weaken finishes a cast, 5% chance per point to refresh the weaken.515 in this tree
Read to the Same KindWhen an enemy under your weaken finishes a cast, every enemy of its kind that has cast this fight is weakened too.515 in this tree
The Weight of ItMedium spells (the 2-charge ones) deal 3% more damage per point.515 in this tree
The Sentencewhen 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).Ultimate20 in this tree

Deadair

Twelve points here deny a place rather than a target.

TalentEffectRanksUnlocks at
How Wide It GoesHalt spells cover 3% more radius per point.50 in this tree
It Follows the HitShadow 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).50 in this tree
Standing in His Own WorkTake 5% less damage from pools and burning ground per point.50 in this tree
How Far OutHalt spells reach 3% farther per point.55 in this tree
It Had to Leave to CastDeal 4% more shadow damage per point for 5 s to an enemy that cast within 3 s of stepping out of your dead air.55 in this tree
Not Moved From ItYou are knocked back 2% less per point.55 in this tree
Held at the EdgeDeal 4% more shadow damage per point to enemies within 1.5 m outside your dead air.510 in this tree
How Long It HoldsYour dead air lasts 10% longer per point.510 in this tree
The Air Refused ItDeal 4% more shadow damage per point for 5 s to an enemy whose cast your dead air refused.510 in this tree
He Lands in ItLanding a jump leaves a 3 m by 2 m patch of dead air for 4 s (one at a time).515 in this tree
It Spreads Where It Was TriedWhen 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).515 in this tree
The Colour UnderneathShadow spells deal 3% more damage per point.515 in this tree
Everywhere He Has Stoodwhen 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).Ultimate20 in this tree