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Skill Tree Data

The Skill Tree is a permanent progression feature which allows the player to customize how their abilities function. Every ability in the game has its own skill tree, which each have 3 different paths, with a total of 18 nodes per tree. This enables a plethora of creativity for the player. In order to unlock the skill tree, you must go through the Transcendence path, and unlock skill points. There are a total of 6 skill points to be unlocked for each class. When selecting your skill tree, you are only able to choose 1 node per row.

Skill Tree Showcase
Hover over a skill node to see its demonstration

Hover over a node to see its traits.

Skill Trees List

Knight Skill Trees


Ground Zero

Upon activating a shield, for 5s every time you land from a jump you will deal damage in a 4 block radius based on ability tier point
0–8TP: 13 Damage
9TP: 16 Damage
10TP: 19 Damage
11TP: 21 Damage
12TP+: 23 Damage

Seraphic Barrier

Your passive shields now all turn into Seraphshade shields which deal 30 damage and heal for 0.6 HP when hit. (MAX 2, 3s CD)

Azrael's Favour

When using a shield, create a domain that buffs allies within its 9 block radius +10 defense and +5 vitality. Each extra ally in the domain will boost the amount of defense gain by +2 and vitality by +1 (20s CD)

Rage of Harken

Activating a shield within 4 blocks of an enemy reduces ability cooldown by 33%

Seventh Trumpet

At 30% HP, summon angels that set vitality to 0, spawn spears on each hit that heal 2.5 HP and damage based on sword tier point (lasts 7s, 60s CD)
0–8TP: 20 Damage
9TP: 25 Damage
10TP: 30 Damage
11TP: 35 Damage
12TP+: 40 Damage

Rampage

Upon activating a shield, dash forward 12 blocks dealing damage based on ability tier point and gain invulnerability for 1s (Disabled when crouching)
0–8TP: 30 Damage
9TP: 37.5 Damage
10TP: 45 Damage
11TP: 52.5 Damage
12TP+: 60 Damage

Valor's Judgement

+1 Max Passive Shield

Fortified Aegis

+1 Shield Shot

Forged in Flame

For every Passive Shield, gain +3 attack. Taking damage grants +2.5 attack for 4s (max 15)

Bathed in Light

For every Passive Shield, gain +2 vitality

Deal with the Devil

Upon landing a sword hit, gain a rotating Demonic Shield that retaliates for 20 damage after taking damage. Shield will be consumed after use. (MAX 2, 3s CD).

Divine Intervention

Upon landing a sword hit, gain a rotating Angelic Shield that heals you for 0.4 HP after taking damage. Shield will be consumed after use. (MAX 2, 3s CD)

Unyielding Bastion

When your shield deals damage or when you take damage, gain +2 defense for 3s (Max 20)


A Helping Hand

Whilst you are not at max stacks, each successful sword hit has a chance to summon a special beam on the enemy that deals 0.2x the base damage of your sword. The chance of summoning the beam is equal to your crit chance stat

Harken's Soul

Using your state summons a fallen legend that teleports to the nearest enemy and deals a 2 block AoE based on sword tier point. You also get 10 CritChance and 1 Vitality for every 5% HP lost for 7s (10s CD)
0–8 TP: 60 Damage
9 TP: 65 Damage
10 TP: 70 Damage
11 TP: 75 Damage
12 TP+: 80 Damage

Last Stand

Whilst in your rage or concentration state, lose 25% of your defense for 8s but your sword hits deal +20% extra damage for 5s

Heat of the Battle

Every hit you complete gives you +5% attack speed, stacks to +25%, resets after 8s of no damage dealt. You now attack 15% slower by default

You Can Run…

Using an emblem while within 4 blocks of an enemy gives you +4 stacks

Double Tempo

When successfully landing the special combo hit, your next emblem use will only have a 4s cooldown but won't give any stats (15s CD)

Warcry

Your group buff radius is increased by +1 radius and gain +1 vitality and +1 critical chance for every person in your group buff (max 10)

Blood for Blood

Whilst crouching, each successful sword hit when not at max stacks will give you a rage stack but deal 1 damage to you (0.5s CD)

The Warrior

Combo gives you a concentration stack (8 max). Crouch+use your ability to enter a meditation state for 10s at max stacks, decreasing your attack speed by 25% but making your attacks do the combo every hit. (0.1s combo CD)

Berserker

Taking damage gives you a rage stack permanently (8 max). On max stacks, you can crouch+use your ability to enter a rage state for 10s, decreasing your defense by 50% but increasing both attack and crit chance by the defense you lost

Unseen Slash

A special sword combo that triggers every 5th sword hit from any sword, which deals 50% of your base sword damage. If you don't hit an enemy with your sword for 8s the combo will reset. You can gain a point towards your combo once per 0.2s

Death's Dance

Deal extra damage based on missing HP during personal emblem attack speed buff, 1% extra damage for each 2% HP missing

Harken's Posture

Gain +1 range during personal emblem attack speed buff

Samurai Skill Trees


Singularity

Hitting a mob will now spawn the rift on them forever, making the kunais mark and stat buffs permanent. You can teleport to the enemy for a 5 block AoE explosion. Kunai cast amount determines the damage. (3 Max before auto exploding)
0–8TP: 20*Kunai Cast damage
9TP: 30*Kunai Cast damage
10TP: 35*Kunai Cast
11TP: 40*Kunai Cast
12TP+: 45*Kunai Cast

Rei's Bushido

You now summon a cursed katana with every slash that flies towards the enemy, each katana deals 10% of the base damage from your katana in hand

Chain Knife

Kunais now start at their end position and are 2x the size and deal 2x the damage

Shatterpoint

The end range of your kunai will spawn a shatterpoint rift, on your next right-click (Whilst crouching) you will teleport to your rift and gain 1s of invulnerability (You have up to 4s after kunai use before it disappears)

Veil Piercer

Kunais no longer mark or give stats but deal 1.5x damage

Enhanced Exposure

Kunai now marks for 30% rather than 20%

Take Two

At the end of the second kunai shot, you will call the kunai back once again and deal 10% of its base damage

Better Drag

The return shot of a kunai has 0.2x its normal velocity, does 0.5x damage but as long as a returning shot is active and hasn't reached you yet you will have +20 speed and +10 attack

Marked for Death

All kunai effects last 1s longer including mark

Swift Strike

Hitting all kunai shots from a kunai will make your next katana slash summon 2 extra slashes that deal damage based on katana tier point
0–8TP: 7.5 Damage
9TP: 10 Damage
10TP: 11.5 Damage
11TP: 12.5 Damage
12TP+: 15 Damage

Fatal Fangs

Slightly reduce arc gap between kunais

Aerodynamics

Kunais return to you faster

Double Take

When a kunai returns to you it will instantly shoot out again dealing 20% of the original damage


Meteor Slam

Crouching whilst the special star returns to you will convert it into a charged star making it deal an additional 40% damage per bounce it had done, but this will cancel the star being able to bounce back to you

Rei's Light

When your mask hits a mob, it will summon a light demon that shoots a laser beam towards your cursor, it has 8 range and does damage based on ability tier point
0–8TP: 50 Damage
9TP: 55 Damage
10TP: 60 Damage
11TP: 65 Damage
12TP+: 70 Damage

Sentient Steel

A special star now follows your cursor up to 6 range. It damages based on ability tier point and hits 4 times a second
0–8TP: 2.5 Damage
9TP: 2.75 Damage
10TP: 3 Damage
11TP: 3.25 Damage
12TP+: 3.5 Damage

Astral Riposte

When you hit a star, a special star will bounce back at you, if it hits you it will retaliate to your cursor dealing 50% of the original star damage, this star can bounce from enemies, each bounce increases the returning star velocity by +2

Sleight of Hand

You now shoot 2 stars that deal 70% of the base damage of your star with a 5 degree arc

Resonant Light

Shooting a star will cause you to shoot an additional smaller version of the star 0.5s later that deals 30% of the damage of the original star with 15 velocity

Renewed Soul

Your oni mask companion can now slash up to 2 times before despawning, it can also now fly towards targets

Rising Star

All stars now pierce and gain +2 range

Nova Shards

Hitting an enemy with your star will spawn up to 3 smaller star fragments that deal 50% of the original star damage and target other enemies. Each enemy can only be hit once (8 block radius, 20 velocity)

Point Blank

Your star projectiles deal more damage the less time they travel for (max 20%)

Renewed Strength

Successfully hitting your star will give you +10 attack for 5s (5s CD)

Instant Dopamine

Successfully hitting your star will give you +20 speed for 5s (5s CD)

Bloodborne Visage

When hitting a mob with your star, you will summon an oni mask companion that will approach the nearest enemy and slash them dealing damage based on the tier points of your ability
0–8TP: 12 Damage
9TP: 16 Damage
10TP: 20 Damage
11TP: 24 Damage
12TP+: 30 Damage

Huntress Skill Trees


Battlefield Control

When enemies walk into the thread, you additionally grant you +50 critical damage for 6s

Minefield

Armed traps no longer disarm but rather deal 8% of the total damage of the ability every 1s to enemies in a 5 block radius.

Double The Fun

Traps will split into 2 mini traps when landing, with the smaller trap dealing 60% of the original trap's damage

Booby Trap

Armed traps link to each other. When enemies walk into the link, they get damaged based on ability tier point (2s CD). Traps radius is now set to 2
0–8TP: 10 Damage
9TP: 12.5 Damage
10TP: 15 Damage
11TP: 17.5 Damage
12TP+: 20 Damage

Double the Danger

Throw 2 traps instead of one on use, each one dealing 65% of its original damage

Trap Mechanic

Shooting at your trap extends its duration by an extra second (0.2s CD). You can now only have a maximum of 5 armed traps out at once

Concise Fire

Your trap deals 1.2x damage but has -1 radius and -1 range

Pressure Points

Traps that slow or paralyze now deal an extra second of slow or paralyze and slowed/paralyzed enemies now take 10% more damage from your bow's arrows

Punch From Above

Traps now apply a plagued debuff to enemies for 20s which makes your next trap hit to them deal +20% more damage to them

Arrow Avalanche

Once you hit an enemy with your arrows, the closest enemy in a 5 block radius will have an arrow shot to them that deals 30% of the damage of the original arrow at 30 velocity

Careful Planning

Traps deal more damage the longer they are armed for, 0.5%/s additively with a cap of 50% extra damage

Widespread Chaos

All traps gain +1 radius and last 1.2x longer

Trix's Trap Handbook

Traps now land on the ground and go into an armed state for 30s. If an enemy walks within the radius of a trap in an armed state it will explode. If the trap reaches the end of its duration, it will despawn


It's raining... Bombs?

Your bomb will summon a hot air balloon. After 3 seconds it will drop a barrage of bomb's totalling 50% of your bomb's damage in a 5 block radius

Locked and Loaded

Crouch using your bomb will consume it and buff your bow based on the TP of your bomb with each bomb consumed giving an extra buff. Not consuming a bomb in bomb CD +2s will remove buffs. Buff 1: Explode for 10-20% damage
Buff 2: 0.5-0.8 range
Buff 3: Burn DoT 10%-20% damage

Trampoline

Landing your bomb within a 4 block radius of an enemy will launch you back up in the air continously. Each bounce will give you 0.5s of invulerability and deal 40% of your bomb's damage and deal 1 damage to you, with each bounce dealing 1 more damage and 20% extra damage. Using the Soaring from the Sky ability also now gives invulnerability until you land

Air Bombardment

After reaching peak altitude with your bomb, deploy 4 smaller bombs that deal 10% of your bombs damage in a 5 block radius

Explosive Entrance

Touching the ground after using your bomb will trigger another explosion in a 5 block radius dealing 30% of the bomb's damage

Rough Landing

When your bomb explodes, gain 4s of +33% attack speed increase

Heaven's Grace

Gain +1 Attack and +1 Vitality per second you are airborne after using a bomb. Stacks go back to 0 after 15s of not being airborn. (Max 15 of each stat)

Chemical Warfare

Bombs no longer do base damage but spawn a poison cloud with 1.5x their radius which deals 33% of their base damage once a second for 5s

Spiked

Bomb explosions will spawn 12 arrows from their origin point that deal 1/48 of the bomb's damage each, have 15 velocity and have the same range as the bomb's radius

Tear Gas

Bombs deal 80% of their base damage but spawn a poison cloud with 1.5x their radius which deals 10% of their base damage once a second for 5s

Shrapnel

Gain +10% Critical Damage after landing from a bomb for 6s

MORE! I NEED MORE!

Increase bomb radius by 25%

Soaring from the Sky

Crouch using a bomb whilst being airborn during bomb use will throw you back to the ground

Assassin Skill Trees


Mad Scientist

You have no stacks cap anymore but every stack over 16 deals 0.05 damage per second to you

Toxic Relationship

On max stacks, summon the plague monarch which circles and throws a flask every 3s. Each throw giving 5 attack, crit chance and evasion to players in a 6 block radius for 9s and each throw after that giving the same amount of stats but for 3s less each time (30s CD)

King of the Underworld

Flies from earlier nodes deal more damage based on the tier point of your ability, puddles now give +7 attack for 6s
T1–T8: 1.1x
T9: 1.3x
T10: 1.5x
T11: 1.75x
12TP+: 2.0x

Play of the Sentry

Getting hit makes you summon Valus' hand which damages equal to stacks^(0.9+multiplier/20)/7 per 1s for 3s (3s CD). The multiplier scales based on ability tier point
0–8TP: 7 Damage
9TP: 8 Damage
10TP: 10 Damage
11TP: 11 Damage
12TP+: 13 Damage

Stacked Hand

Every dagger hit has up to a 10% chance to give an antidote stack or a stack of contagion depending on which you selected

Not a Poison

Crouching and using your poison will consume 8 stacks and heal you 3.5 HP when the poison lands

Salvor's Bezoar

Stacks now take 10s to decay and gaining stacks past the cap spawns a poison puddle. Standing in a puddle removes 1 stack and gives +6 attack for 4s per second

Lord of the Flies

Using your poison while crouching will consume all stacks summoning flies on poison impact, for each stack deal 1.25dmg/0.5s each and they last 4.5 seconds

Potent Poison

Poisons have +1 increased damage tick

Shattering Flasks

Poisons have +3 increased radius

Immunity

Every time an enemy is hit by a tick of your poison, gain an antidote stack. Each stack grants +0.5 evasion and +1 speed (max 16 stacks) (1 stack decays every 5s)

Affinity

Every time an enemy is hit by a tick of your poison, gain a stack of contagion. Each stack grants +1% damage to your poison (max 16 stacks) (1 stack decays every 5s)

Secret Ingredient

Poisons tick 50% faster


Void Legion

Summon 5 shadow archers when summoning the shadow warrior. They shoot 5 times dealing 3 damage per arrow and when they despawn, they'll give you 2 vitality each for 5s

Surprise Attack!

The special mark from cloaking now lasts 7s, buffs dagger damage to 25% and has +2 radius

Void's Vessel

On cloak use, summon voided daggers which fling at enemies within an 8 block radius every 0.5s. Every 6th hit will decrease your max HP by -3.5 and give you +8 attack and +8 crit chance for the rest of the voided states duration. (9s duration & CD)
0–8TP: 7.5 Damage
9TP: 9 Damage
10TP: 10.5 Damage
11TP: 12 Damage
12TP+: 13.5 Damage

Salvor's Creed

On cloak use summon a shadow warrior that teleports to the nearest enemy in a 12 block radius, slashing 5 times and dealing 15 damage each time

Shadowstep

You can now lunge upwards and forwards by jumping+uncrouching

Trick Shot

On cloak use, summon 3 magical daggers that home into your cursor. Damage of daggers scale based on dagger tier point and have 10 range
0–8TP: 15 damage
9TP: 17 Damage
10TP: 20 Damage
11TP: 23 Damage
12TP+: 25 Damage

Speed Walk

On cloak use, dash forward 8 blocks and gain +20 speed for 5 seconds. (Disabled when crouching). If you hit a mob during the dash, you will bounce off of them dealing damage in a small AoE
0–8TP: 25 damage
9TP: 37.5 Damage
10TP: 50 Damage
11TP: 62.5 Damage
12TP+: 75 Damage

Aftershock

On cloak use, all dagger damage done to enemies is saved and 20% of it is re-applied to all enemies in a 6 block radius after 5s

Gas Leak

Whilst cloak is active, leave lingering smoke that grants you with +10 attack, +10 critical chance and +5 evasion when standing on it

The Fifth Element

Daggers deal more damage the less time they've travelled for (+20% at start, +0% 0.5 second later)

Shock Treatment

When the mark wears off, paralyze the enemy for 4s and deal 30 damage to them

Finishing Cut

When the mark wears off, deal a 10 damage DoT per 0.5 seconds to the enemy for 2.5s

Now You See Me…

Cloaking close to enemies in a 7 block radius gives them a special mark for 5 seconds which makes your dagger deal +5% more damage to them

Necromancer Skill Trees


Nero’s Retribution

After having all the skulls from Otherside Friends. The stats they give will double

Nero-mancy

On skull use, lose all your vitality for 7s. Your skull companion will shoot a 12 range ray that deals damage based on(vitality*3.5)

Face the Rainbow

On skull use, summon a random mini skull on players in a 3 block radius. As well as 1 random skull to yourself. The skulls give +8 of a stat depending on the colour for 6s

Otherside Friends

Hitting enemies with a staff spawns an orbiting skull with a 1s CD. When you reach 4 skulls they will change colour to represent a stat, each skull gives +6 of the stat. (Getting hit or teleporting will remove all skulls)

Apothecary

+50% group buff effectiveness, to all avenues of healing to allies

Overflow

Mark the target upon skull hit, increasing the damage they take with staves by 5% for 6s. After the timer expires. Damage done by staves tallied in that duration explodes on the target dealing 10% of the total damage in a 4 block radius

Painkillers

Healing 3 or more players with 1 skull use will summon a health flask at up to 2 players. Healing less than 3 players will spawn 1 flask. (20s CD)

Arise

On skull use, summon a healing skull totem that heals allies only a total of 3.5 health over 5s in a 3 block radius

Sanguine Ritual

Every second time you use a skull, your skull companion will force you to cast a projectile forward dealing damage based on ability tier point.
0–8TP: 15 Damage
9TP: 22.5 Damage
10TP: 30 Damage
11TP: 37.5 Damage
12TP+: 45 Damage

Ambulance

Skull group buff radius is increased by 2 blocks

Adrenaline Rush

Summon a skull companion that follows you, upon skull use, it gives you +15 attack for 5s

Empowered Magic

Summon a skull companion that follows you, upon skull use, it gives your allies +8 attack for 5s in a (6 block radius)

Minor Fracture

All skulls now do AoE damage (4 blocks)


Soulseeker

Using your scripture now throws it towards your cursor, when the scripture lands it will do a 3 block AoE dealing 40% of the scripture's total damage

The Golden Child

Summon a soul lantern that passively follows you. Upon scripture use, enhance the attacks of your companions pet by 20% for 5s. (7s CD)

Nero's Maelstrom

Scriptures now orbit the player (3 radius) and give all players including yourself +20 attack if in range of the orbital

Spirited Away

A kodoma will hover over your shoulder. Upon attacking with a staff, it will charge, with 4 punches that each deal damage based on ability tier point (3s CD)
0–8TP: 2.25 Damage
9TP: 2.75 Damage
10TP: 3.25 Damage
11TP: 3.75 Damage
12TP+: 4.25 Damage

Petrified Gaze

A gargoyle will hover over your shoulder. Upon attacking with a staff, it will charge doing a AoE blast that deals damage 15 times based on ability tier point (5s CD)
0–8TP: 1 Damage
9TP: 1.25 Damage
10TP: 1.5 Damage
11TP: 1.75 Damage
12TP+: 2 Damage

Finality

When scriptures expire, they'll deal 35% of their total damage in a 4 block radius

Pack Mentality

Your kitsu companion is transformed into a hex lycan that will slash twice followed by an AoE shockwave that paralyzes for 1s (1 block radius, 6s CD). The AoE deals 1.5x damage.
0-8TP: 5 Damage
9TP: 6 Damage
10TP: 7 Damage
11TP: 8 Damage
12TP+: 9 Damage

Haunting Afterimage

When a scripture expires, it will instantly turn into a less powerful version of itself repeating the lifetime of the scripture but at 40% of its original damage

Quality

Scriptures now deal 20% more damage but have 10% higher cooldown

Quantity

Scriptures now deal 10% less damage but have 20% less cooldown

Catastrophe

Using a scripture will summon a yokai neko that walks up to an enemy and blows up dealing AoE damage based on ability tier point (6 block radius, 15s CD)
0–8TP: 15 Damage
9TP: 18 Damage
10TP: 21 Damage
11TP: 26 Damage
12TP+: 30 Damage

Skull Cull

Using a scripture will summon a hex skull that walks up to an enemy and blows up dealing AoE damage based on ability tier point (4 block radius, 6s CD)
0–8TP: 7 Damage
9TP: 9 Damage
10TP: 11 Damage
11TP: 13 Damage
12TP+: 15 Damage

Yokai Sigil

A kitsu will hover over your shoulder. When attacking with a staff, it will charge, slashing 3 times dealing damage depending on ability tier point (4s CD)
0–8TP: 2 Damage
9TP: 2.5 Damage
10TP: 3 Damage
11TP: 3.5 Damage
12TP+: 4 Damage

Arcanist Skill Trees


One and True

Using a jewel will now only spawn 1 jewel over your head that does damage multiplied by the amount of shots the original jewel had with an additional 1.5x multiplier

Solar Eclipse

Replace your passive orbital with a blackhole that gives jewel projectiles going through it both damage attributes from the Solar and Lunar orbital, but both effects now deal 10% less damage

Size and Scale

Passive orbitals are now 75% bigger and rotate slower

Echolocate

Your jewels now do 60% of their base damage but they now pierce and boomerang back to you after reaching their max range

Arin's Greed

You now have double the amount of jewels per use but they all do 60% of their base damage

Refraction

Hitting the sun with a piercing sceptre will make it shoot out 5 solar flares to the nearest enemy in a 12 block radius, each shot dealing 0.25x of the damage of the sceptre you are holding

Potentiation

Passing Jewels through a sun or moon now deals an additional 50% damage to their respective effects

Stargazer

Gazing at the moon for 0.5 consecutive seconds will summon a star around you. You can have up to 3 stars orbiting you and they do damage based on ability tier point
0–8TP: 1.75 Damage
9TP: 2.25 Damage
10TP: 2.75 Damage
11TP: 3.25 Damage
12TP+: 3.75 Damage

Cold Blooded

When a jewel that goes through your sun orbital hits an enemy, gain +10 attack for 10s

Nocturnal

When a jewel that goes through your moon orbital hits an enemy, gain +20 speed for 10s

Solar Gambit

You now have 2 orbiting suns around you which buffs your jewel projectile if it goes through it, causing a DoT effect to the enemy that deals 40% of the jewel's base damage over 5s

Selenic Gift

You now have 2 orbiting moons around you which buffs your jewel if a projectile goes through it, causing the enemy to explode, dealing an additional 30% of the jewel's base damage in a 4 block radius

Tactical Strike

Jewels can now be force-casted by right clicking after activating the ability. This will force the jewels to aim in front of you and have an additional +2 range


Endless Horizons

Increase the multiplier of Dislocate from 0.25 to 0.5

Darkest Hour

At 30% HP, consume attack & critical chance for 10s, convert attack into defense and critical chance into vitality at 30% rate. You can't attack with sceptre but a tendril spawns at you & monoliths. Attacking will cause the tendril to damage based on ability tier point & slow enemies for 1s (40s CD) 0-8TP: 17,9TP: 20,10TP: 23,11TP: 26,12TP+: 30

Mutual Annihilation

If the monolith has more than 20s remaining, it will deal 1.5x the damage when consuming its duration

Dislocate

Using your orb will teleport you to your monolith, dealing damage relative to (lifetime*distance*0.25) in the radius of the monolith. (Max 20 blocks increase)

Rewind

Shift-right clicking your orb will set the monolith's duration down to its base duration. For every 5s consumed, it will unleash a pulse that deals damage based on ability tier point
0-8TP: 15 Damage 9TP: 20 Damage 10TP: 25 Damage
11TP: 30 Damage 12TP+: 35 Damage

Eye of the Storm

While in the monolith's radius, it will constantly emit a 6 block aura that deals 10 damage per 0.5s

Omniscient Marble

Instead of pulling the monolith towards an enemy when crouching, you will now force it to teleport to the target and cancel the gravity of the monolith

Dual Pillars

You can now have up to 2 monoliths active at once but stats are gained at 75% effectiveness and their movement speed is slower

Devastate

Hitting distorted enemies with a sceptre will release 3 projectiles that target a random enemy in an 8 block radius, dealing damage based on weapon tier point
0-8TP: 3 Damage
9TP: 4 Damage
10TP: 5 Damage
11TP: 6 Damage
12TP+: 8 Damage

Pandemonium

Monoliths recast 20% of the total damage of your orb in a 5 block radius on orb use

Warp Force

Enemies within the range of your monolith become distorted. Distorted mobs take 10% more damage from your sceptre

Tempered Power

Using your orb when an enemy is within the range of a monolith will convert all attack gained from the monolith into vitality at 50% effectiveness. Can switch this back to attack by reusing the orb when an enemy is within the radius

Monolith of Arin

Orb use summons a monolith for 10s (4s CD). Hitting a mob with a sceptre within 6 blocks of it will increase its life by 3s (30s max, 1s CD). Gain +1 attack for every 1.5s it's alive (max 20 attack). You can move it closer to an enemy by crouch+attacking with sceptre