Dark Envoy

Dark Envoy

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All Base Classes Abilities
By Mr.Y
All Classes Abilities as text
   
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Intro
This Guide shows all abilities of all basic classes.

How many skillpoints do I gain per level?
You gain 2 skill points per level. These can only spent on the main classes
You additionally gain 2 specialisation points after level 7. These can only be used on the speicalisations.

What does Requires 3/7 points spent mean?
That means before being able to pick any skill below that you have to spent already 3 or 7 points in the tree. Meaning the earliest you can unlock it is level 3/5
Warrior
Dash
Cooldown: 10s
Manacost: 40/50/60/60
Charge in the target direction, dealing 40/50/60/80 physical Damage and inflicting Shaken: 20s on all enemies in your path.
At destination Taunt: 4s/5s/6s/7s all enemies in 2m radius.
Status Synergy: Shaken. Deals additional 40/50/60/80 physical Damage and inflicts Knockdown: 3s/4s/5s/7s on enemies with Shaken.

Iron Skin
Cooldown: 30s
Manacost: 40/50/60/60
  • Gain +100/125/150/200 Magic Shield and +30/40/50/70 Armor for 15s.
  • Gain +100/125/150 Magic Shield and +20%/+30%/+40% Weapon Damage for 15s.

Throw Axe
Cooldown: 20s
Manacost: 30/40/50/50
Throws an axe at the target enemy, dealing 60/70/80/100 physical Damage and inflicting Weakness: 10s, Vulnerable: 20s. Generates High Threat.
Status Synergy: Vulnerable. Deals additional 60/70/80/100 Damage and inflicts Weakness: 10s, Bleed 10s on enemies with Bulnerable.

Martial Training
Cooldown: passive
Gain +10%/15%/20% melee Weapon Damage

Mana Siphon
Cooldown: passive
Each time you attack with a melee weapon gain +0.2/0.3/0.4 Mana Regen for 5s. This effect can stack.
Mana gain increased x2 for 2H Weapons.

Requires 3 Points spent:

Healing Pulse
Cooldown: 20s
Manacost: 50/65/80/80
Projects a rrestorative pulse, healing 150/200/250/300 HP to the caster and all allies within 5m.

High Wall
Cooldown: 40s/30s/20s/20s
Manacost: 30/40/50/50
Raises a stone wall along a 10m/11m/12m/14m drawn path that blocks ranged attacks and prevents movement for 10s/11s/12s/14s.

Frenzy Attacks
Cooldown: passive
Gain +0.2%/0.3%/0.4% Attack Speed for each 1% of your HP that is missing.

Shield Mastery
Cooldown: passive
Gain +15% Magic Shield from equipped items.

Requires 7 Points spent:

Stomp
Cooldown: 40s
Manacost: 50/65/80/80
  • Creates a blastwave around the caster dealing 70/90/110/140 physical Damage and inflicting Shaken: 20s on all enemies within 3m.
    Status Synergy: Shaken. Deals addtional 40/50/60/80 physical Damage to enemies with Shaken.
  • Creates a blastwave in the target direction dealing 100/120/140 physical Damage and inflicting Shaken: 20s on all enemies in its path.
    Status Synergy:: Shaken. Inflicts Knockdown: 4s/5s/8s on enemies with Shaken.

Strong WIll
Cooldown: passive
Gain +4%/6%/8% Max Health and +8%/12%/16% Tenacity.
Ranger
Toxic Bomb:
Cooldown: 30s
Manacost: 40/50/60/60
Throws a toxic bomb at the target area, dealing 30/40/50/70 poison Damage and inflicting Confused for 20s on all enemies in a 3m radius.
Status Synergy: Confused. Deals additional 30/40/50/70 poison Damage and inflicts Berserk: 3s on enemies with confused.

Blast Roll:
Cooldown: 20s
Manacost: 30/40/50/50
  • Roll in a chosen direction, leaving behind a toxic bomb that explodes after 1s, dealing 20/25/30/40 poison and fire Damage and inflicting Vulnerable 20s on enemies within 3m.
    Status Synergy: Vulnerable. Deals additinal 20/25/30/40 poison and fire Damage and inflicts Poisoned: 10s, Burn:10s on enemies with Vulnerable.
  • Roll in a chosen direction, leaving behind a phantom image that attacks nearby enemies for 8s/10s/14s. The phantom image is an immobile copy of the caster with -50%/-40%/-25% Weapon Damage.

Wind Stance
Cooldown: 30s
Manacost: 40/50/60/60
Gain +15%/20%/25%/35% Attackspeed for 20s. If used again while active resets the effect timer and grants additional +8%/10%/12%/16% Critical Chance.

In Cover
Cooldown: passive
While behind cover gain +10%/15%/20% Dodge Chance.

Amplify Poison
Cooldown: passive
Deal +20%/25%/30 Weapon Damage to Poisoned targets.

Requires 3 Points spent:

Cleanse Wounds
Cooldown: 30s
Manacost: 40/50/60/60
Heals target character for 150/175/200/250 HP.
If the target is below 50% HP, heals them for additional 50/75/100/150 HP and removes all harmful statuses.

Trap Field
Cooldown: 40s/30s/20s/20s
Manacost: 50/65/80/80
Places 7 Root Traps in the target area that activate after 2s and last for 30s. When an enemy moves onto it, explodes, dealing 40/45/50/60 poison Damage and inflicting Shaken: 20s.

Stun Criticals
Cooldown: passive, 10s/8s/6s
Your critical hits inflict stun for 2s.

Skill Sprint
Cooldown: passive
Each time you use a skill gain +25%/35%/50% Movementspeed for 5s.

Requires 7 Points spent:

Arrow Rain
Cooldown: 30s
Manacost: 40/50/60/60
  • Fires a volley along a 12m drawn path that lasts for 5s/6s/7s/7s, dealing 50%/55%/60%/70% Weapon Damage per second
    Status Synergy: Shaken. Inflicts Weakness 10s on enemies with Shaken.
  • Fires a flaming volley along a 12m drawn path that lasts for 6s, dealing 30/35/40 fire Damage per second and inflicting Burn: 25%/30%/35%
    Status Synergy: Vulnerable. Inflicts Burn: 10s, Shatter Resistance I: 20s on enemies with Vulnerable.

Skill Frenzy
Cooldown: passive
Each time a nearby enemy dies, decrease your active Cooldowns by 5%/7%/10%
Engineer
Shock Bolt
Cooldown: 10
Manacost: 40/50/60/60
Fires an electric blast at the target enemy dealing 60/75/90/120 electric Damage and inflicting Charged: 10s, Stun: 4s/5s/6s/8s.
Status Synergy: Vulnerable. If the target has Vlnerable the projectile bounces off to an additional enemy within 5m of the original target dealing 40/45/50/60 electric damage

Shocking Ground
Cooldown:40s
Manacost: 60/75/90/90
  • Generates an electric surface in a 12m drawn path that lasts for 6s/7s/8s/9s. Inflicts Charged: 10s, Stun: 2s/3s/4s/4s on entry and deals 14/16/18/22 electric Damage per second.
  • Generates a freezing surface in a 12m drawn path that lasts for 7s/8s/9s. Inflicts Freeze: 4s/5s/7s, Vulnerable: 20s on entry and deals 10/11/13 frost Damage per second

Gun Turret
Cooldown:30s
Manacost:50/65/80/80
Cost: 1 Summon Point
Summons a Gun Turret for 20s/25s/30s/40s
The turret also becomes stronger with levels invested into this ability.

Mana Absorb
Cooldown: passive
Each time you attack with a ranged weapon gain +0.2/03/03 mana regen for 5s/5s/10s. This effect can stack. Mana gain increased x2 for 2H weapons

Weak Point
Cooldown: passive
Your attacks inflict Stun: 3%/4%/6%, Vulnerable: 10%/20%/40%. Status chance increases x2 fpr 2H weapons

Requires 3 Points spent:

Healing Syringe
Cooldown: 20s
Manacost: 50/65/80/80
Fires a healing dart at the target ally other than the caster, healing them for 80/100/120/160 hp and granting 8/10/12/16 hp regen for 10s.

Grappling Hook
Cooldown: 10s
Manacost: 30/40/50/50
Launches a grappling hook that pulls the caster towards the closest unit or wall in a chosen direction and grants them +20%/25%/30%/40% dodge chance for 10s. If the grappling hook hits an enemy it inflicts Confused: 20s
on last tier instead: Knockdown 8s
Except last tier: Status Synergy: Confused. Inflicts Knockdown: 4s/6s/8s on enemies with confused.

Strong Criticals
Cooldown:passive
Each time you use a skill gain +40%/60%/80% Critical Damage for 10s/10s/15s. This effect does not stack.

Increase Range
Cooldown: passive
Your 2H ranged weapons gain +2/3/5 range

Requires 7 Points spent:

Discharge Sphere
Cooldown: 40s
Manacost: 60/75/90/90
  • Creates a sphere at the target area that charges over 2s and then dischrges violently, dealing 100/125/150/225 electric damage to all enemies within 3m, inflicting Confused 20s, Stun 2s und pushing them away with weak/average/strong/strong force
    Status Synergy: Confused. Deals additional 50/60/70/100 electric Damage and inflicts Stun 6s on nemies with confused.
  • Creates a sphere at the target area that charges over 2s, pulling enemies within 3m towards its center and then discharges violently, dealing 60/75/100 electric Damage and inflicting Stun: 5s, Vulnerable: 20s.
    Status Synergy: Vulnerable. Inflicts Armor Shatter I: 20s, Stun: 10s on enemies with Vulnerable.

Armor Transference
Cooldown:
Each time you use a summoning skill gain +20/30/40 Armor for 20s/20s/30s. This effect can stack.
Adept
Ice Bolts
Cooldown: 10s
Manacost: 40/50/60/60
Casts 4/4/5/6 ice bolts at enemies in a cone, each dealing 30 cold Damage and inflicting Frostbite: 50%, Vulnerable: 20s
Status Synergy: Frostbite. If the target already has Frostbite inflicts Freeze: 4s/5s/6s/6s instead

Mana Shell
Cooldown:30s
Manacost: 40/50/60/60
  • Protects the caster with a bassier that grants 80/100/120/160 magic shield and lasts for 20s or until destroyed. When destroyed the barrier explodes, pushing away all enemies within 2m with weak/average/strong/strong force and inflicting Knockdown: 3s/4s/5s/5s
  • Gain +10%/15%/25% Weapon Damage, +10%/15%/25% Skill Power and you attacks inflict Confused: 20%/30%/30% for 30s. Status chance increases x2 for 2H weapons.

Fire Apprentice
Cooldown: 20s
Manacost: 50/65/80/80
Cost: 1 SUmmon Point
Summons an untargetable Golem for 60s/60s/60s/75s that follows the summoner and takes 50% of the damage dealt to the summoner.
Status Synergy: The golem gain additional unit levels equal to the number of nearby enemies with an Elemental Status.
Strength of the Golem increases with tier of the ability


Mana Pool
Cooldown: passive
Gain +5%/7%/10% Maximum Mana.

Weapon Overcharge
Cooldown:passive, 20s
every 20s weapon is overcharged and deals +25%/35%/50% with the next attack.

Requires 3 Points spent:

Freeze Spike
Cooldown: 40s
Manacost: 60/75/90/90
Icy spike erupts in the target area, dealing 80/95/110/140 cold damage to all enemies within 3m. Creates a surface that lasts for 10s and inflicts Frostbite: 10s
Status Synergy: Vulnerable. Inflicts Freeze: 4s/6s/8s/8s on enemies with Vulnerable.

Fire Weapons
Cooldown: 30s
Manacost: 60/75/90/90
Imbues the weapons of all allies within 20m to deal 3/4/5/6 fire damage and inflict Burn: 10%/15%/20%/30%, Shaken: 10%/15%/20%/ 30 for 15s/20s/25s/35s.
Additional Damage and Status chance increases x2 for 2H weapons.

Skillower Boost
Cooldown: passive
While below 50% health gain +15%/20%/30% skill power.

Affinity Resist
Cooldown: passive
Gain +10%/15%/25% Rsistance to Fire and Cold damage

Requires 7 Points spent:

Fire Wall
Cooldown: 50
Manacost: 70/90/110/110
  • Conjures a wall of flames in a 12m drawn path that deals 20/25/30/40 fire damage to all enemies and inflicts shaken: 20s. Burning surface remains for 6s/7s/8s/9s dealing 10/12/14/18 fire damage per second and inflicting Bunr: 10%/15%/20%/30%
    Status Synergy: Vulnerable. The surface deals additional 10/12/14/18 fire Damage per second to enemies with vulnerable.
  • Conjures dazzling flames in a 12m drawn path that deals 80/100/120 fire damage to all enemies and inflicts Confused 20s, Daze 3s/4s/6s. Dazzling surface remains for 7s/8s/9s and inflicts Confused 20s, Daze: 3s/4s/6s on entry.
    Status Synergy: Vulnerable. Inflicts Daze: 6s/8s/10s on entry with Vulnerable.

Weapon Boost
Cooldown: passive 1s
Gain +15%/25%/40% Weapon Damage but your attacks cost 1/2/3 Mana. Mana cost increases x2 for 2H weapons.