Passive Skill Tree & Gate of Fates
MAP BEFORE WALK (Helicopter view of GATE OF FATES)
1. Old name in Early Access = PST (Passive Skill Tree)
2. 3 rings (Inner / Middle / Outer)
3. 3 colors (Red / Green / Purple)
4. FLEXIBLE because
4.1 can do both Linear & Non-Linear connection
4.2 can ROTATE freely
5. can RESET
5.1 in character sheet (press C) >> RESET passive
5.2 NOT free (use PRIMORDIAL AFFINITY )
5.3 gain primordial affinity by selling ENNERACT
6. Same COLOR = Same SHAPE (in each rings)
** except PLAGUEBRINGER in Outer ring **
7. Inner ring = 3 colors & 3 groups (of nodes)
1 group(class) = 3 subgroup (Left / Middle / Right)
1 subgroup = 8 nodes (1 BIG + 7 small)
1 group = 3 x 8 = 24 nodes
Inner ring = 3 x 24 = *** 72 nodes ***
8. Middle ring = 3 colors BUT 6 groups (of nodes)
1 group(class) = 3 subgroup (Left / Middle / Right)
1 subgroup = 9 (Left / Right) or 12 nodes (Middle)
(9 = 1 Big + 1 Middle + 7 small / 12 = 1 BIG + 11 small)
1 group = (9 x 2) + 12 = 30 nodes
Middle ring = 6 x 30 = *** 180 nodes ***
9. Outer ring = 3 colors BUT 12 groups (of nodes)
1 group(class) = 3 subgroup (Left / Middle / Right)
1 subgroup = 5 (Left / Right) or 10 nodes (Middle)
(5 = 1 BIG + 4 small / 10 = 1 BIG + 9 small)
** except PLAGUEBRINGER = 12 nodes ( 1 BIG + 11 small)
1 group = (5 x 2) + 10 = 20 nodes
Outer ring = 12 x 20 = *** 240 nodes ***
10. GATE OF FATES
= 72 + 180 + 240
= *** 492 *** nodes
SOLDIER ( Inner Ring / RED )
L 1 + 12% MELEE weapon damage / + 12% CRITICAL hit damage
L 2 + 12% MELEE weapon damage / + 12% CRITICAL hit damage
L 3 + 25 FEROCITY
L 4 + 8% ATTACK damage / + 6% CRITICAL hit damage
L 5 + 12% CRITICAL hit damage
L 6 + 18% ATTACK CRITICAL hit chance score
L 7 + 18% SPELL critical hit chance score
L 8 + 60% CRITICAL hit chance score ( ATTACK & SPELL )
M 1 + 10% COOLDOWN reduction for all skills
M 2 + 8% ATTACK damage / + 6% CRITICAL hit damage
M 3 + 12% ALL RESISTANCE score / + 8% maximum HEALTH
M 4 + 6% MOVE speed
M 5 + 3s RAGE conservation time
M 6 + 8% RAGE cost reduction
M 7 + 25 RAGE PER HIT taken
M 8 + 8% RAGE cost reduction
R 1 + 10% maximum HEALTH / + 4% RAGE cost reduction / + 4% WILLPOWER cost reduction
R 2 + 10% maximum HEALTH / + 4% RAGE cost reduction / + 4% WILLPOWER cost reduction
R 3 + 25 TOUGHNESS
R 4 + 12% ALL RESISTANCE score / + 8% maximum HEALTH
R 5 + 12% to ALL RESISTANCE score / + 12% HEALTH regeneration
R 6 + 10% maximum HEALTH / + 12% HEALTH regeneration
R 7 + 12% STATUS AILMENT RESISTANCE score / + 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 damage / + 15% MELEE weapon damage
L 2 + 15% all PROJECTILES damage / + 15% MELEE weapon damage
L 3 + 25 AGILITY
L 4 + 8% ATTACK damage / + 9% CRITICAL hit CHANCE score
L 5 + 6% MOVE speed
L 6 + 18% SPELL casting speed score
L 7 + 18% ATTACK speed score
L 8 + 50% ATTACK speed score / + 50% SPELL Casting speed score
M 1 + 10% COOLDOWN reduction for all skills
M 2 + 8% ATTACK damage / + 9% CRITICAL hit CHANCE score
M 3 + 1 STAMINA point
M 4 + 12% STATUS AILMENT RESISTANCE score / + 12% HEALTH regeneration
M 5 + 15% STAMINA regeneration rate REDUCTION
M 6 + 20% damage when at FULL STAMINA
M 7 gain +3 STAMINA point when at 30% of MAX health or lower
M 8 + 4% damage per MISSING STAMINA point
R 1 + 10% maximum HEALTH / + 8% FORCE shield
R 2 + 10% maximum HEALTH / + 8% FORCE shield
R 3 + 25 TOUGHNESS
R 4 + 10% maximum HEALTH / + 12% HEALTH regeneration
R 5 + 12% DODGE CHANCE score / + 9% to ALL RESISTANCE SCORE
R 6 + 12% DODGE CHANCE score / + 8% FORCE shield
R 7 + 12% DODGE CHANCE score / + 8% maximum HEALTH
R 8 + 100% DODGE CHANCE score after taking a HIT
SCHOLAR ( Inner Ring / PURPLE )
L1 + 12% SPELL damage / + 12% AILMENT damage
L2 + 12% SPELL damage / + 12% AILMENT damage
L3 + 25 WISDOM
L4 + 12% SPELL CASTING speed score / + 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 score / + 8% damage
M3 + 150 max WILLPOWER & RAGE
M4
+ 5% RAGE cost reduction / + 5% WILLPOWER cost reduction / + 9% to ALL RESISTANCE SCORE
M5 + 15 RANGE for picking up 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 cost reduction / + 5% WILLPOWER cost 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 damage & can ONLY deal MATERIAL damage
L 2
+ 30% AETHER damage converted into PHYSICAL damage
+ 30% SACRED damage converted into PHYSICAL damage
+ 30% SHADOW damage converted into PHYSICAL damage
L 3
+ 30% FIRE damage converted into PHYSICAL damage
+ 30% FROST damage converted into PHYSICAL damage
+ 30% LIGHTNING damage converted into PHYSICAL damage
L 4 + 15% MATERIAL damage
L 5 + 100 maximum HEALTH + 8% maximum HEALTH
L 6 + 1% DAMAGE for each nearby ENEMY
L 7 + 4% DAMAGE for each nearby ENEMY within 4 m RANGE
L 8 2 m RANGE for enemies to be considered nearby
L 9 + 10% maximum HEALTH + 12% HEALTH regeneration
M 1 + 8% MELEE weapon damage + 6% ATTACK damage
M 2 + 10% ATTACK damage
M 3 + 16% ATTACK damage
M 4 + 10% ATTACK damage
M 5 + 25 FEROCITY
M 6 + 10% MELEE weapon damage
M 7 + 16% MELEE weapon damage
M 8 + 10% MELEE weapon damage
M 9 + 5% MOVESPEED / + 5% ATTACK speed score / + 9% SPELL Casting speed score
M 10 + 2% LIFE LEECH from attack damage
M 11 + 2% global LIFE LEECH
M 12 + 2% LIFE LEECH from spell damage
R 1 + 50% PHYSICAL damage converted into REND damage
R 2 + 15% BLEED chance score on REND damage
R 3 + 4% LIFE LEECH on bleeding target
R 4 + 15% ATTACK speed score
R 5 + 5 to ALL RESISTANCE score / + 12% ALL RESISTANCE score
R 6 + 35 RAGE generation on kill
R 7 + 2% DAMAGE per 100 unspent rage points
R 8 + 10% RAGE per hit taken
R 9 + 10% MATERIAL damage / + 10% ATTACK speed score
PRAETORIAN ( Middle Ring / RED )
L 1 + 25% ALL RESISTANCE score for YOU & your ALLIES after blocking a hit
L 2 + 20% BLOCK efficiency
L 3 + 5% BLOCK chance
L 4 + 12% ATTACK damage
L 5 + 25% HEALTH regeneration
L 6 + 0.25% DAMAGE per percent of PHYSICAL resistance
L 7 + 0.75% DAMAGE per percent of PHYSICAL resistance / + 50% CRITICAL hit chance
L 8 + 0.25% DAMAGE per percent of PHYSICAL resistance
L 9 + 12% HEALTH regeneration / + 10% HEALTH regeneration rate
M 1 + 12% to ALL RESISTANCE score / + 8% maximum HEALTH
M 2 + 18% to ALL RESISTANCE score
M 3 + 18% to ALL RESISTANCE score
M 4 + 18% to ALL RESISTANCE score
M 5 + 25 FEROCITY
M 6 + 15% maximum HEALTH
M 7 + 15% maximum HEALTH
M 8 + 15% maximum HEALTH
M 9 + 5% MOVESPEED / + 5% ATTACK speed score / + 9% SPELL Casting speed score
M 10 + 20% BLOCK efficiency
M 11 + 6% added BLOCK chance and allow any weapon to block
M 12 + 3% added BLOCK chance and allow any weapon to block
R 1 + 40% ALL RESISTANCE score for YOU & your ALLIES after picking up a HEALTH GLOBE
R 2 + 10% HEALING from HEALTH GLOBE
R 3 + 4% HEALTH GLOBE generation
R 4 + 12% CRITICAL hit damage
R 5 + 20% HEALTH regeneration rate
R 6 + 1 WEAKNESS stack inflicted on block
R 7 apply 2 WEAKNESS stack inflicted upon blocking an attack to the target in 7 m RADIUS
R 8 + 5% BLOCK chance
R 9 + 12% ATTACK damage / + 12% CRITICAL hit damage
ASSASSIN ( Middle Ring / GREEN )
L 1 + 50% PHYSICAL damage converted into TOXIC damage
L 2 + 15% POISON AILMENT damage
L 3 + 50% POISON stack duration
L 4 + 15% MATERIAL damage
L 5 + 100 maximum HEALTH / + 8% maximum HEALTH
L 6 active DODGE can go through ENEMIES
L 7 + 1 STAMINA point
L 8 + 15% STAMINA regeneration rate reduction
L 9 + 10% maximum HEALTH / + 8% FORCE shield
M 1 + 15% ATTACK speed score / 8% FORCE shield
M 2 + 15% DODGE chance score
M 3 + 25% DODGE chance score
M 4 + 5% MOVESPEED / + 5% ATTACK speed score / + 9% SPELL casting speed score
M 5 + 15% ATTACK speed score
M 6 + 15% ATTACK speed score
M 7 + 15% ATTACK speed score
M 8 + 15% DODGE chance score
M 9 + 25 AGILITY
M 10 – 3 m RANGE to increase DAMAGE to solo nearby ENEMY
M 11 + 25% DAMAGE when only one enemy is within 7 m RANGE
M 12 + 5% DAMAGE when only one enemy is considered nearby
R 1 + 100% CRITICAL hit damage / – 30% damage
R 2 + 18% CRITICAL hit chance score
R 3 + 18% CRITICAL hit chance score
R 4 + 18% CRITICAL hit chance score
R 5 + 100 FORCE shield / + 8% FORCE shield
R 6 CRITICAL hit chance of the DASH attack is doubled
R 7 + 20% DASH cooldown reduction
R 8 + 2 m DASH attack RANGE
R 9 + 10% MATERIAL damage / + 9% CRITICAL hit chance score
RANGER ( Middle Ring / GREEN )
L 1 all PROJECTILE pierce every target within a 6 m RADIUS
L 2 + 18% all PROJECTILES CRITICAL hit chance score
L 3 + 18% all PROJECTILES CRITICAL hit chance score
L 4 + 15% ATTACK speed score
L 5 + 100 maximum HEALTH / + 8% maximum HEALTH
L 6 + 25% DAMAGE to enemies with impaired movement
L 7 + 25% STASIS chance score on AETHER damage
L 8
+ 20% STUN chance score on PHYSICAL damage
+ 20% FREEZE chance score on FROST damage
L 9 + 10% maximum HEALTH / + 8% FORCE shield
M 1 + 12% all PROJECTILES damage / + 10% ATTACK speed score
M 2 + 15% DODGE chance score
M 3 + 25% DODGE chance score
M 4
+ 5% MOVESPEED / + 5% ATTACK speed score
+ 9% SPELL casting speed score
M 5 + 16% all PROJECTILES damage
M 6 + 10% all PROJECTILES damage
M 7 + 10% all PROJECTILES damage
M 8 + 15% DODGE chance score
M 9 + 25 AGILITY
M 10 + 18% all PROJECTILES CRITICAL hit chance score
M 11
+ 1 PROJECTILE(S) to all projectiles kill ( ATTACKs and SPELLs)
– 50% all PROJECTILES damage
M 12 + 25% all PROJECTILES CRITICAL damage
R 1 + 175% all PROJECTILES damage scaling with DISTANCE at 15 m
R 2 + 15% all PROJECTILES speed
R 3 + 15% all PROJECTILES speed
R 4 + 1 PIERCE to all projectiles
R 5 + 100 FORCE shield / + 8% FORCE shield
R 6 + 25% DAMAGE when at least 6 m away from all enemies
R 7 + 10% DAMAGE when far away from all enemies
R 8 – 2 m DISTANCE required to be far away from all enemies
R 9 + 20% ATTACK speed score
WARLOCK ( Middle Ring / PURPLE )
L 1
attack gain 30% damage from the last SPELL cast /
the TYPE of damage is the same as the last SPELL cast
L 2 + 15% OCCULT damage
L 3 + 15% ELEMENTAL damage
L 4 + 18% SPELL CASTING speed score
L 5 + 25% FORCE shield regeneration rate
L 6 + 200 max WILLPOWER & RAGE
L 7 + 100 max WILLPOWER & RAGE
L 8 + 100 max WILLPOWER & RAGE
L 9
+ 17% FORCE shield regeneration rate /
+ 17% FORCE shield regeneration DELAY reduction
M 1 + 20 WILLPOWER on hit
M 2 + 12% FORCE shield
M 3 + 20% FORCE shield
M 4 + 12% FORCE shield
M 5 + 25 WISDOM
M 6 + 10% SPELL damage
M 7 + 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 cost reduction
M 11 + 100% SPELL CRITICAL hit chance score while WILLPOWER is above 75%
M 12 + 10% WILLPOWER regeneration
R 1 LIFE LEECH affects FORCE shield instead of HEALTH
R 2 + 2% LIFE LEECH from SPELL damage
R 3 + 2% LIFE LEECH from SPELL damage
R 4 + 8% SPELL cost reduction
R 5 + 20% FORCE shield regeneration DELAY reduction
R 6 DAMAGE over time is dealt to your FORCE shield before your HEALTH
R 7 + 18% to ALL RESISTANCE score
R 8 + 18% status AILMENT RESISTANCE score
R 9 + 12% SPELL casting speed score / + 4% SPELL cost reduction
CABALIST ( Middle Ring / PURPLE )
L 1 + 2 AILMENT stack(s) inflicted / – 30% DAMAGE that is not damage over time
L 2 + 5 max AILMENT stacks
L 3 + 5 max AILMENT stacks
L 4 + 18% status AILMENT chance score
L 5 + 18% status AILMENT RESISTANCE score
L 6 DAMAGE over time generated with a CRITICAL hit deals critical damage
L 7 + 18% ATTACK CRITICAL hit chance score
L 8 + 18% SPELL CRITICAL hit chance score
L 9 + 12% status AILMENT RESISTANCE score / + 9% to ALL RESISTANCE score
M 1 + 8% SPELL cost reduction / + 8% SPELL damage
M 2 + 12% FORCE shield
M 3 + 20% FORCE shield
M 4 + 12% FORCE shield
M 5 + 25 WISDOM
M 6 + 30% AILMENT damage / – 10% DAMAGE that is not damage over time
M 7 + 12% AILMENT damage
M 8 + 50% AILMENT damage / – 15% DAMAGE that is not damage over time
M 9
+ 5% MOVESPEED
+ 9% ATTACK speed score
+ 9% SPELL Casting speed score
M 10 + 18% status AILMENT chance score
M 11 can now apply +1 additional AILMENT(S)
M 12 + 50% AILMENT damage / – 15% DAMAGE that is not damage over time
R 1
killing an ENEMY grant + 5% DAMAGE for each AILMENT stack on that enemy
(up to 5 stacks per damage type)
R 2 + 12% SPELL damage
R 3 + 12% SPELL damage
R 4 + 50% AILMENT stack duration
R 5 + 18% to ALL RESISTANCE score
R 6 + 50% chance to multiply the number of AILMENT stack inflicted by 2
R 7 + 25% chance to multiply the number of AILMENT stack inflicted
R 8 + 25% chance to multiply the number of AILMENT stack inflicted
R 9 + 12% status AILMENT chance score / + 75% AILMENT stack duration
GREAT WORK YOU DID HERE M8 THANKS