Wolcen: Lords of Mayhem – Passive Skill Tree Gate of Fates

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Passive Skill Tree Gate of Fates


MAP BEFORE WALK (Helicopter persuasion of GATE OF FATES)


gain


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 )


gain


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 )


gain


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 )


gain


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 )


gain


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 )


gain


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 )


gain


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 )


gain


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 )


gain


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 )


gain


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


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