Wolcen: Lords of Mayhem – Passive Skill Tree Gate of Fates
Passive Skill Tree Gate of Fates
MAP BEFORE WALK (Helicopter persuasion of GATE OF FATES)
1. Old get upwards inwards Early Access = PST (Passive Skill Tree)
2. three rings (Inner / Middle / Outer)
3. three colors (Red / Green / Purple)
4. FLEXIBLE because
4.1 tin flame produce both Linear Non-Linear connection
4.2 tin flame ROTATE freely
5. tin flame RESET
5.1 inwards graphic symbol canvas (press C) >> RESET passive
5.2 NOT complimentary (use PRIMORDIAL AFFINITY )
5.3 gain primordial affinity past times selling ENNERACT
6. Same COLOR = Same SHAPE (in each rings)
** except PLAGUEBRINGER inwards Outer telephone **
7. Inner telephone = three colors three groups (of nodes)
1 group(class) = three subgroup (Left / Middle / Right)
1 subgroup = 8 nodes (1 BIG + seven small)
1 grouping = three x 8 = 24 nodes
Inner telephone = three x 24 = *** 72 nodes ***
8. Middle telephone = three colors BUT vi groups (of nodes)
1 group(class) = three subgroup (Left / Middle / Right)
1 subgroup = ix (Left / Right) or 12 nodes (Middle)
(9 = 1 Big + 1 Middle + seven small-scale / 12 = 1 BIG + eleven small)
1 grouping = (9 x 2) + 12 = xxx nodes
Middle telephone = vi x xxx = *** 180 nodes ***
9. Outer telephone = three colors BUT 12 groups (of nodes)
1 group(class) = three subgroup (Left / Middle / Right)
1 subgroup = v (Left / Right) or 10 nodes (Middle)
(5 = 1 BIG + four small-scale / 10 = 1 BIG + ix small)
** except PLAGUEBRINGER = 12 nodes ( 1 BIG + eleven small)
1 grouping = (5 x 2) + 10 = twenty nodes
Outer telephone = 12 x twenty = *** 240 nodes ***
10. GATE OF FATES
= 72 + 180 + 240
= *** 492 *** nodes
SOLDIER ( Inner Ring / RED )
L 1 + 12% MELEE weapon harm / + 12% CRITICAL hitting damage
L two + 12% MELEE weapon harm / + 12% CRITICAL hitting damage
L three + 25 FEROCITY
L four + 8% ATTACK harm / + 6% CRITICAL hitting damage
L v + 12% CRITICAL hitting damage
L vi + 18% ATTACK CRITICAL hitting peril score
L seven + 18% SPELL critical hitting peril score
L 8 + 60% CRITICAL hitting peril grade ( ATTACK SPELL )
M 1 + 10% COOLDOWN reduction for all skills
M two + 8% ATTACK harm / + 6% CRITICAL hitting damage
M three + 12% ALL RESISTANCE grade / + 8% maximum HEALTH
M four + 6% MOVE speed
M v + 3s RAGE conservation time
M vi + 8% RAGE toll reduction
M seven + 25 RAGE PER HIT taken
M 8 + 8% RAGE toll reduction
R 1 + 10% maximum HEALTH / + 4% RAGE toll reduction / + 4% WILLPOWER toll reduction
R two + 10% maximum HEALTH / + 4% RAGE toll reduction / + 4% WILLPOWER toll reduction
R three + 25 TOUGHNESS
R four + 12% ALL RESISTANCE grade / + 8% maximum HEALTH
R v + 12% to ALL RESISTANCE grade / + 12% HEALTH regeneration
R vi + 10% maximum HEALTH / + 12% HEALTH regeneration
R seven + 12% STATUS AILMENT RESISTANCE grade / + 12% HEALTH regeneration
R 8 when UNDER 30% of max HEALTH, gain BURST of HEALTH regeneration
SENTINEL ( Inner Ring / GREEN )
L 1 + 15% all PROJECTILES harm / + 15% MELEE weapon damage
L two + 15% all PROJECTILES harm / + 15% MELEE weapon damage
L three + 25 AGILITY
L four + 8% ATTACK harm / + 9% CRITICAL hitting CHANCE score
L v + 6% MOVE speed
L vi + 18% SPELL casting speed score
L seven + 18% ATTACK speed score
L 8 + 50% ATTACK speed grade / + 50% SPELL Casting speed score
M 1 + 10% COOLDOWN reduction for all skills
M two + 8% ATTACK harm / + 9% CRITICAL hitting CHANCE score
M three + 1 STAMINA point
M four + 12% STATUS AILMENT RESISTANCE grade / + 12% HEALTH regeneration
M v + 15% STAMINA regeneration charge per unit of measurement REDUCTION
M vi + 20% harm when at FULL STAMINA
M seven gain +3 STAMINA betoken when at 30% of MAX wellness or lower
M 8 + 4% harm per MISSING STAMINA point
R 1 + 10% maximum HEALTH / + 8% FORCE shield
R two + 10% maximum HEALTH / + 8% FORCE shield
R three + 25 TOUGHNESS
R four + 10% maximum HEALTH / + 12% HEALTH regeneration
R v + 12% DODGE CHANCE grade / + 9% to ALL RESISTANCE SCORE
R vi + 12% DODGE CHANCE grade / + 8% FORCE shield
R seven + 12% DODGE CHANCE grade / + 8% maximum HEALTH
R 8 + 100% DODGE CHANCE grade afterwards taking a HIT
SCHOLAR ( Inner Ring / PURPLE )
L1 + 12% SPELL harm / + 12% AILMENT damage
L2 + 12% SPELL harm / + 12% AILMENT damage
L3 + 25 WISDOM
L4 + 12% SPELL CASTING speed grade / + 8% damage
L5 + 25% MATERIAL STATUS AILMENT CHANCE score
L6 + 25% ELEMENTAL STATUS AILMENT CHANCE score
L7 + 25% OCCULT STATUS AILMENT CHANCE score
L8 + 60% AILMENT CHANCE score
M1 + 10% COOLDOWN reduction for all skills
M2 + 12% SPELL casting speed grade / + 8% damage
M3 + 150 max WILLPOWER RAGE
M4
+ 5% RAGE toll reduction / + 5% WILLPOWER toll reduction / + 9% to ALL RESISTANCE SCORE
M5 + xv RANGE for picking upwards HEALTH GLOBE
M6 + 10% HEALING from HEALTH GLOBE
M7 + 25% FORCE shield recharge from HEALTH GLOBE
M8 + 10% HEALING from HEALTH GLOBE
R1 + 10% FORCE shield / + 12% STATUS AILMENT RESISTANCE score
R2 + 10% FORCE shield / + 12% STATUS AILMENT RESISTANCE score
R3 + 25 TOUGHNESS
R4
+ 5% RAGE toll reduction / + 5% WILLPOWER toll reduction / + 9% to ALL RESISTANCE SCORE
R5 + 30% DAMAGE reduction when FORCE shield is FULL
R6 + 20% FORCE shield regeneration DELAY REDUCTION
R7
+ 17% FORCE shield regeneration rate
+ 10% FORCE shield regeneration DELAY REDUCTION
R8 + 25% FORCE shield regeneration rate
WARMONGER ( Middle Ring / RED )
L 1 + 50% MATERIAL harm tin flame ONLY bargain MATERIAL damage
L 2
+ 30% AETHER harm converted into PHYSICAL damage
+ 30% SACRED harm converted into PHYSICAL damage
+ 30% SHADOW harm converted into PHYSICAL damage
L 3
+ 30% FIRE harm converted into PHYSICAL damage
+ 30% FROST harm converted into PHYSICAL damage
+ 30% LIGHTNING harm converted into PHYSICAL damage
L four + 15% MATERIAL damage
L v + 100 maximum HEALTH + 8% maximum HEALTH
L vi + 1% DAMAGE for each nearby ENEMY
L seven + 4% DAMAGE for each nearby ENEMY inside four 1000 RANGE
L 8 two 1000 RANGE for enemies to last considered nearby
L ix + 10% maximum HEALTH + 12% HEALTH regeneration
M 1 + 8% MELEE weapon harm + 6% ATTACK damage
M two + 10% ATTACK damage
M three + 16% ATTACK damage
M four + 10% ATTACK damage
M v + 25 FEROCITY
M vi + 10% MELEE weapon damage
M seven + 16% MELEE weapon damage
M 8 + 10% MELEE weapon damage
M ix + 5% MOVESPEED / + 5% ATTACK speed grade / + 9% SPELL Casting speed score
M 10 + 2% LIFE LEECH from assault damage
M eleven + 2% global LIFE LEECH
M 12 + 2% LIFE LEECH from spell damage
R 1 + 50% PHYSICAL harm converted into REND damage
R two + 15% BLEED peril grade on REND damage
R three + 4% LIFE LEECH on haemorrhage target
R four + 15% ATTACK speed score
R v + v to ALL RESISTANCE grade / + 12% ALL RESISTANCE score
R vi + 35 RAGE generation on kill
R seven + 2% DAMAGE per 100 unspent rage points
R 8 + 10% RAGE per hitting taken
R ix + 10% MATERIAL harm / + 10% ATTACK speed score
PRAETORIAN ( Middle Ring / RED )
L 1 + 25% ALL RESISTANCE grade for YOU your ALLIES afterwards blocking a hit
L two + 20% BLOCK efficiency
L three + 5% BLOCK chance
L four + 12% ATTACK damage
L v + 25% HEALTH regeneration
L vi + 0.25% DAMAGE per per centum of PHYSICAL resistance
L seven + 0.75% DAMAGE per per centum of PHYSICAL resistance / + 50% CRITICAL hitting chance
L 8 + 0.25% DAMAGE per per centum of PHYSICAL resistance
L ix + 12% HEALTH regeneration / + 10% HEALTH regeneration rate
M 1 + 12% to ALL RESISTANCE grade / + 8% maximum HEALTH
M two + 18% to ALL RESISTANCE score
M three + 18% to ALL RESISTANCE score
M four + 18% to ALL RESISTANCE score
M v + 25 FEROCITY
M vi + 15% maximum HEALTH
M seven + 15% maximum HEALTH
M 8 + 15% maximum HEALTH
M ix + 5% MOVESPEED / + 5% ATTACK speed grade / + 9% SPELL Casting speed score
M 10 + 20% BLOCK efficiency
M eleven + 6% added BLOCK peril as well as let whatever weapon to block
M 12 + 3% added BLOCK peril as well as let whatever weapon to block
R 1 + 40% ALL RESISTANCE grade for YOU your ALLIES afterwards picking upwards a HEALTH GLOBE
R two + 10% HEALING from HEALTH GLOBE
R three + 4% HEALTH GLOBE generation
R four + 12% CRITICAL hitting damage
R v + 20% HEALTH regeneration rate
R vi + 1 WEAKNESS stack inflicted on block
R seven apply two WEAKNESS stack inflicted upon blocking an assault to the target inwards seven 1000 RADIUS
R 8 + 5% BLOCK chance
R ix + 12% ATTACK harm / + 12% CRITICAL hitting damage
ASSASSIN ( Middle Ring / GREEN )
L 1 + 50% PHYSICAL harm converted into TOXIC damage
L two + 15% POISON AILMENT damage
L three + 50% POISON stack duration
L four + 15% MATERIAL damage
L v + 100 maximum HEALTH / + 8% maximum HEALTH
L vi active DODGE tin flame instruct through ENEMIES
L seven + 1 STAMINA point
L 8 + 15% STAMINA regeneration charge per unit of measurement reduction
L ix + 10% maximum HEALTH / + 8% FORCE shield
M 1 + 15% ATTACK speed grade / 8% FORCE shield
M two + 15% DODGE peril score
M three + 25% DODGE peril score
M four + 5% MOVESPEED / + 5% ATTACK speed grade / + 9% SPELL casting speed score
M v + 15% ATTACK speed score
M vi + 15% ATTACK speed score
M seven + 15% ATTACK speed score
M 8 + 15% DODGE peril score
M ix + 25 AGILITY
M 10 – three 1000 RANGE to growth DAMAGE to solo nearby ENEMY
M eleven + 25% DAMAGE when exclusively 1 enemy is inside seven 1000 RANGE
M 12 + 5% DAMAGE when exclusively 1 enemy is considered nearby
R 1 + 100% CRITICAL hitting harm / – 30% damage
R two + 18% CRITICAL hitting peril score
R three + 18% CRITICAL hitting peril score
R four + 18% CRITICAL hitting peril score
R v + 100 FORCE shield / + 8% FORCE shield
R vi CRITICAL hitting peril of the DASH assault is doubled
R seven + 20% DASH cooldown reduction
R 8 + two 1000 DASH assault RANGE
R ix + 10% MATERIAL harm / + 9% CRITICAL hitting peril score
RANGER ( Middle Ring / GREEN )
L 1 all PROJECTILE pierce every target inside a vi 1000 RADIUS
L two + 18% all PROJECTILES CRITICAL hitting peril score
L three + 18% all PROJECTILES CRITICAL hitting peril score
L four + 15% ATTACK speed score
L v + 100 maximum HEALTH / + 8% maximum HEALTH
L vi + 25% DAMAGE to enemies alongside impaired movement
L seven + 25% STASIS peril grade on AETHER damage
L 8
+ 20% STUN peril grade on PHYSICAL damage
+ 20% FREEZE peril grade on FROST damage
L ix + 10% maximum HEALTH / + 8% FORCE shield
M 1 + 12% all PROJECTILES harm / + 10% ATTACK speed score
M two + 15% DODGE peril score
M three + 25% DODGE peril score
M 4
+ 5% MOVESPEED / + 5% ATTACK speed score
+ 9% SPELL casting speed score
M v + 16% all PROJECTILES damage
M vi + 10% all PROJECTILES damage
M seven + 10% all PROJECTILES damage
M 8 + 15% DODGE peril score
M ix + 25 AGILITY
M 10 + 18% all PROJECTILES CRITICAL hitting peril score
M 11
+ 1 PROJECTILE(S) to all projectiles kill ( ATTACKs as well as SPELLs)
– 50% all PROJECTILES damage
M 12 + 25% all PROJECTILES CRITICAL damage
R 1 + 175% all PROJECTILES harm scaling alongside DISTANCE at xv m
R two + 15% all PROJECTILES speed
R three + 15% all PROJECTILES speed
R four + 1 PIERCE to all projectiles
R v + 100 FORCE shield / + 8% FORCE shield
R vi + 25% DAMAGE when at to the lowest degree vi 1000 away from all enemies
R seven + 10% DAMAGE when far away from all enemies
R 8 – two 1000 DISTANCE required to last far away from all enemies
R ix + 20% ATTACK speed score
WARLOCK ( Middle Ring / PURPLE )
L 1
attack gain 30% harm from the final SPELL shape /
the TYPE of harm is the same every bit the final SPELL cast
L two + 15% OCCULT damage
L three + 15% ELEMENTAL damage
L four + 18% SPELL CASTING speed score
L v + 25% FORCE shield regeneration rate
L vi + 200 max WILLPOWER RAGE
L seven + 100 max WILLPOWER RAGE
L 8 + 100 max WILLPOWER RAGE
L 9
+ 17% FORCE shield regeneration charge per unit of measurement /
+ 17% FORCE shield regeneration DELAY reduction
M 1 + twenty WILLPOWER on hit
M two + 12% FORCE shield
M three + 20% FORCE shield
M four + 12% FORCE shield
M v + 25 WISDOM
M vi + 10% SPELL damage
M seven + 16% SPELL damage
M 8 + 10% SPELL damage
M 9
+ 5% MOVESPEED
+ 5% ATTACK speed score
+ 9% SPELL Casting speed score
M 10 + 8% SPELL toll reduction
M eleven + 100% SPELL CRITICAL hitting peril grade land WILLPOWER is inwards a higher house 75%
M 12 + 10% WILLPOWER regeneration
R 1 LIFE LEECH affects FORCE shield instead of HEALTH
R two + 2% LIFE LEECH from SPELL damage
R three + 2% LIFE LEECH from SPELL damage
R four + 8% SPELL toll reduction
R v + 20% FORCE shield regeneration DELAY reduction
R vi DAMAGE over fourth dimension is dealt to your FORCE shield earlier your HEALTH
R seven + 18% to ALL RESISTANCE score
R 8 + 18% condition AILMENT RESISTANCE score
R ix + 12% SPELL casting speed grade / + 4% SPELL toll reduction
CABALIST ( Middle Ring / PURPLE )
L 1 + two AILMENT stack(s) inflicted / – 30% DAMAGE that is non harm over time
L two + v max AILMENT stacks
L three + v max AILMENT stacks
L four + 18% condition AILMENT peril score
L v + 18% condition AILMENT RESISTANCE score
L vi DAMAGE over fourth dimension generated alongside a CRITICAL hitting deals critical damage
L seven + 18% ATTACK CRITICAL hitting peril score
L 8 + 18% SPELL CRITICAL hitting peril score
L ix + 12% condition AILMENT RESISTANCE grade / + 9% to ALL RESISTANCE score
M 1 + 8% SPELL toll reduction / + 8% SPELL damage
M two + 12% FORCE shield
M three + 20% FORCE shield
M four + 12% FORCE shield
M v + 25 WISDOM
M vi + 30% AILMENT harm / – 10% DAMAGE that is non harm over time
M seven + 12% AILMENT damage
M 8 + 50% AILMENT harm / – 15% DAMAGE that is non harm over time
M 9
+ 5% MOVESPEED
+ 9% ATTACK speed score
+ 9% SPELL Casting speed score
M 10 + 18% condition AILMENT peril score
M eleven tin flame right away apply +1 additional AILMENT(S)
M 12 + 50% AILMENT harm / – 15% DAMAGE that is non harm over time
R 1
killing an ENEMY grant + 5% DAMAGE for each AILMENT stack on that enemy
(up to v stacks per harm type)
R two + 12% SPELL damage
R three + 12% SPELL damage
R four + 50% AILMENT stack duration
R v + 18% to ALL RESISTANCE score
R vi + 50% peril to multiply the pose out of AILMENT stack inflicted past times 2
R seven + 25% peril to multiply the pose out of AILMENT stack inflicted
R 8 + 25% peril to multiply the pose out of AILMENT stack inflicted
R ix + 12% condition AILMENT peril grade / + 75% AILMENT stack duration