Ascendancies

How a character ascends varies on the type of campaign. The default way is to brave the Labyrinth in Sarn, challenge and defeat the dangers therein and touch the Altar of Ascension to gain god-like power. Game masters are welcome to change this method to suit the pace of their campaign.

Players may choose one Ascendancy when they ascend. Immediately they may choose one Ascension power from their Ascendancy. For level 15 and 25, choose an additional power if the character has ascended. It's up to the GM’s discretion if they may change their powers or even their Ascendancy at a later time. If allowed, it might require an in-game journey or trial of some sort.

Occultist=

Forbidden Power
Increase your maximum power charges by 1. Gain a power charge whenever you cast a spell for every 4 it costs. If it costs less than 4, you still gain one power charge.

Wicked Ward
regeneration is not interrupted by damage.

Void Beacon
Enemies in your Zone are more vulnerable to chaos damage. Roll twice and take the higher result on all Chaos attacks and spells against enemies in your Zone.

Profane Bloom
Your curses cannot be stopped or removed. Flasks cannot remove your curses. Enemies that die while cursed by you explode violently, dealing half their as damage to all enemies in their Zone as chaos damage.

Malediction
Whenever you kill at least one or more enemies cursed by you, gain 2 per tier until the end of combat. Casting curses is now a Minor action.


 * -|Elementalist=

Shaper of Desolation
Your elemental damage chills, shocks and ignites simultaneously on one attack regardless of the target’s once every 5 minutes.

Pendulum of Destruction
Once every 5 minutes, you may hit every enemy you can see with an area of effect ability up to a maximum range of 500 meters. This attack has its increased by 4 per tier. This could of course be used to blow up a small town, use wisely.

Elemancer
If you have an elemental golem summoned, your golem is immune to the elemental damage type of the golem. You double your against the damage type of the golem In addition, increase your  by 2 per tier with that element. +1 maximum golem.

Mastermind of Discord
Gain Pierce with the appropriate elemental type when affected by Herald of Fire, Ice or Lightning.

Beacon of Ruin
Your elemental damage automatically proliferates in all Zones you hit with a spell or attack this turn. Increase your by 4 per tier for this attack or spell. Can be used once every 5 minutes.


 * -|Necromancer=

Commander of Darkness
Increase the effectiveness of all auras you cast by 1 tier. You and allies affected by any of your auras have their elemental resists and increased by 4 per tier.

Mistress of Sacrifice
Your offerings now affect you in addition to your minions.

Flesh Binder
+2 to maximum number of Zombies Your Zombies shoot out black slime when they die, dealing their in chaos damage to enemies in their Zone.

Puppet Master
Increase Minion Damage by 6 per tier Increase Minion by 2 Increase Minion by twice base amount per tier

Invoker
You may teleport your minions to you as a Minor action once every 5 minutes. This fully heals all your minions. Increase minion health by twice base amount per tier


 * -|Inquisitor=

Inevitable Judgement
Completely ignore the target’s for one spell or attack. This spell or attack cannot miss or be blocked. Can be used once every 5 minutes. +2 per tier.

Augury of Penitence
Enemies in your Zone have their defences weakened against elemental damage. All elemental damage gains Pierce against enemies in your Zone.

Righteous Providence
Add your full keyed stat, instead of half your keyed stat on critical hits against enemies that are already chilled, shocked or ignited. +2 per tier.

Instruments of Virtue
If you attack, your next spell has its increased by 5 per tier. If you cast a spell, your next attack has its increased by 5 per tier.

Sanctify
Cast consecrated ground, giving you and all allies who are in your Zone regeneration equal to their  every turn. This revives allies who are unconscious. Undead who stand on your consecrated ground take damage equal to their every turn (including allied Undead). Consecrated ground lasts 2 turns.

Consecrated ground is cast as a minor action. Instead of a minor action, it can be cast as a free reaction if you receive a critical strike. Consecrated ground can only be activated once every 5 minutes.


 * -|Hierophant=

Divine Guidance
Your increases by 8 per tier. Reduce the cost of all Skill Gems by 1 to a minimum of 1.

Ritual of Awakening
You may cast an additional totem. Your totems gain Pierce with all damage types.

Conviction of Power
When you gain a frenzy, endurance or power charge gain all 3 types of charges. For example if you gain an endurance charge from Enduring Cry, also gain a frenzy and power charge.

Arcane Blessing
Remove all elemental ailments affecting you whenever you cast a spell. Increase your by 8 per tier.

Sign of Purpose
You may have one additional Brand active. Increase your by 2 per tier


 * -|Guardian=

Time of Need
You are immune to Curses. Allies you defend gain this immunity, removing any curses they may have on them. Increase your and  by 8 per tier

Radiant Faith
For every 1 reserved, you and your allies gain 1  per tier and 4  per tier. For example, if you have 8 reserved from auras and heralds, you and your allies gain 8  and 32.

Unwavering Faith
If you or your allies are affected by any of your auras, increase regeneration by 14 per tier and  by 8 per tier.

Radiant Crusade
You and your minions gain the Crusade Strike ability, allowing attacks to hit their Zone instead of just one target as if they were supported by Melee Splash. In addition, you and allies affected by your auras have their increased by 2 per tier.

Harmony of Purpose
Gain the Conduit Ultimate Keystone. Whenever you hit an enemy in melee, gain your choice of 1 power, endurance or frenzy charge. +2 per tier


 * -|Assassin=

Unstable Infusion
Gain a power charge on hit. For every power charge you have, gain an additional 8 critical strike damage.

Ambush and Assassinate
+1 critical strike chance against enemies with full. If you kill an enemy, gain 2 for 5 minutes (does not stack).

Noxious Strike
All your attacks gain the Poison Support Gem. Double the duration of poison.

Opportunistic
+4 per tier and 2  for 5 minutes if you’ve killed an enemy (does not stack). +2 per tier

Mistwalker
Gain Elusive when you deal a critical strike for 2 turns. Elusive makes enemies Unlucky on attacks and spells against you.


 * -|Saboteur=

Explosives expert
Traps and mines deal 4 bonus per tier. This bonus increases to 8 per tier when the traps or mines have been placed meticulously over a time span of 5 minutes before detonation.

Born in the shadows
Immune to blind. Enemies hit by your traps and mines are Blinded, making them Unlucky on their next attack.

Pyromaniac
Immune to Ignite and Shock. Reduce the cost of all mines and traps by 1 per tier.

Perfect Crime
Once every 5 minutes, you may allow a trap or mine to trigger twice, dealing its damage two times.

Chain Reaction
+2 per tier for every trap or mine detonated simultaneously. For example, if you detonate 3 traps at once, all traps gain +6 per tier. In addition, +2 per tier.


 * -|Trickster=

Ghost Dance
Increase your by 12 per tier while you have. When you are hit, recover 15 per tier.

Patient Reaper
Recover your and half your  whenever you kill an enemy.

Weave the Arcane
Increase by 6 per tier. Movement skills cost no (such as Leapslam and Flame Dash). Increase your by 2.

Swift Killer
Gain your choice of a power charge or frenzy charge whenever you hit an enemy. +1 to maximum power and frenzy charges. If you kill an enemy, instead gain both a power and frenzy charge.

Escape Artist
Gain 1 per tier equal to your.


 * -|Deadeye=

Powerful Precision
Your projectiles have Pierce.

Endless Munitions
Fire one additional projectile, as if supported by the Multiple Projectiles Support Gem. This can stack with Multiple Projectiles.

Gathering Winds
After firing a projectile, gain Tailwind for 2 turns. Tailwind increases your by 2 per tier and increases your  by 6 per tier, and makes you Lucky with  checks. Firing a projectile refreshes the duration of an active Tailwind.

Rupture
Enemies hit by your physical projectiles bleed, taking 50% of the Final damage after mitigation as bleed damage at the end of their turn. This bleed damage cannot be reduced by. +2

Far Shot
If you attack an enemy outside of your Zone, your attack is Lucky. Remember that if you are engaged you cannot target enemies outside of your Zone.


 * -|Pathfinder=

Nature’s Reprisal
Poison skills spread their poison effects to their entire Zone. If the skill has already targeted an entire Zone, pick one Zone next to it as well. +2 per tier

Master Toxicist
Whenever using a poison Skill Gem, you can choose to lose all charges of a full flask of your choice to instantly apply twice the pending poison damage instantly. This counts as using a flask. +2 per tier.

Nature’s Adrenaline
Once every 5 minutes, if you use all charges of a full flask, gain an additional Major action.

Master Surgeon
Increase recovery from flasks by 14 per tier. Remove bleeding when you use a flask. This effect extends to others you use your flasks on. Gain 2 flask charges when you deal a critical strike.

Nature’s Boon
Your flasks automatically refill at a rate of 1 charge per round. Whenever you use a flask roll a d10, on a result of 10,9 or 8 your flask uses no charges. +2 per tier.


 * -|Raider=

Way of the poacher
Gain a Frenzy charge when you hit an enemy. Gain a Frenzy charge when you kill an enemy. Deal 4 bonus damage per Frenzy Charge. +1 maximum Frenzy charges.

Avatar of Slaughter
+1 maximum Frenzy charges. +1 per Frenzy charge. +2 per frenzy charge.

Rapid Assault
The first time you kill an enemy in a combat, gain an immediate free Major action. +2 per tier.

Quartz Infusion
Gain phasing while at maximum Frenzy charges. Phasing makes you immune to Engagement and allows you to run through solid non-magical material. +2 per tier.

Avatar of the Veil
Immune to shock, freeze and ignite while phasing. Increase by 1 per tier while phasing. Increase by 4 per tier while phasing.

Phasing can be gained from the Phase Run Skill Gem or Quartz Infusion.


 * -|Slayer=

Overwhelm
Critical strike chance with melee attacks is increased by 1.

Headsman
+4 per tier. After killing one or more enemies your increases by 4 per tier for the next 5 minutes. This effect is refreshed after every kill.

Bane of Legends
Your Skill Gems are supported by Culling Strike. Gain 2 when you kill an enemy for the next 5 minutes. This effect is refreshed after every kill.

Masterful Form
+1 maximum Frenzy charge. Your maximum Endurance charges are equal to your maximum Frenzy charges. Gain an Endurance charge whenever you gain a Frenzy charge. 4 increased damage per Frenzy charge. 4 bonus and  per Endurance Charge.

Endless Hunger
Gain 16 per tier. You cannot be stunned. Bleed is removed whenever you.


 * -|Gladiator=

Blood in the eyes
Enemies you hit are Maimed. Maim reduces by 2. Your attacks are supported as if by the Blind Support Gem.

Versatile Combatant
Increase your block by 2. Combined with a shield this means you block attacks on a 4 or lower. +2

Gratuitous Violence
Enemies you hit bleed for 50% of Final damage after mitigation as physical damage.Bleed can only be caused by physical damage. This bleed damage cannot be reduced by. If they die while affected by a bleed, they violently explode in a shower of gore dealthing half their in physical damage at their Zone. This explosion stacks if multiple enemies are killed in one hit.

Violent Retaliation
Increase your block by 1. If you block any attack or spell, increase your by 6 per tier for 2 turns (this cannot stack).

Painforged
Counterattack when you block an attack. A counterattack is a free Major Action that you must spend reactively and it must target the attacker you blocked. This effect can occur once every 5 minutes.


 * -|Champion=

Fortitude
You always have fortify active, doubling your and.

Unstoppable Hero
While you have fortify, you cannot be stunned and your is increased by 4 per tier.

Master of Metal
Impale enemies on hit with physical attacks. Impale makes the enemy vulnerable to all physical damage, increasing attackers when you do a physical attack by 1 per tier per stack of Impale. Each attack can stack this bonus to a maximum of 5, or 5 bonus per tier. If you do not attack the enemy for 2 turns, all your Impale stacks expire.

Inspirational
Choose one aura skill. It no longer reserves. Increase your and allies who can see you by 2. All auras you cast have their effective tier increased by 1.

Conqueror
Taunt enemies on hit with melee attacks. Taunted enemies who do not include you in their attacks are Unlucky. +2 per tier.


 * -|Juggernaut=

Unbreakable
Regenerate 12 per tier per round. Double all numeric modifiers of your chest armour (including magic modifiers).

Unflinching
When you are hit or block, gain an Endurance charge per enemy that hit you. +1 to maximum endurance charges. Gain 4 per tier for every Endurance charge you have.

Unstoppable
+2, cannot be stunned, cannot be slowed below 6 by any effect.

Undeniable
Gain 1 per 10.

Unyielding
Gain 2 and 12  reduction per Endurance charge. +1 maximum Endurance Charges.


 * -|Berserker=

Aspect of Carnage
Your attacks are lucky. Enemies attacking you are lucky.

Crave the Slaughter
Gain the Rage resource. Rage starts at 0 and goes up to 10. For every point of Rage gain 1 per tier and gain 1  per 4 rage. You gain 1 Rage whenever you hit or are hit with attacks or spells. If you have not hit an enemy in the last 3 turns, lose all Rage. Rage can only be gained in the heat of real combat, not from an ally.

Pain Reaver
Gain 12 per tier and 2  per tier. Once every 5 minutes, if an enemy breaks your, heal your in  as an instant reaction. This heal can prevent you from falling unconscious.

Flawless Savagery
+3 per tier for every critical strike during combat. This can stack up to a maximum of +9 per tier. Once combat is over, the bonus fades.

War Bringer
Recover all your and  when you use a Warcry. Your Warcries now also increase the of you and your allies by 2 for 5 minutes. Can be used once every 5 minutes.


 * -|Chieftain=

Hinekora, Death’s Fury
Increase your by 10% rounded down. Whenever you hit an enemy with fire damage, cover them in ash for 2 turns. Enemies covered in ash are vulnerable to fire damage, allowing attacks to gain Pierce with fire spells and attacks by you and your allies.

Arohongui, Moon’s Presence
Your Totems are immune to fire damage. Enemies in the same Zone as your totems are unlucky when attacking. Enemies in the same Zone as your totems take 2 per tier bonus damage from all sources.

Tasalio, Cleansing Water
You are immune to ignite. All physical damage taken is converted into fire damage. Enemies gain Pierce with spells and attacks when using cold damage against you.

Tawhoa, Forest’s Strength
Gain an Endurance charge when you use a fire skill. Gain +2 per endurance charge.

Ngamahu, Flame’s Advance
Convert all damage into fire damage. Once every 5 minutes, double your damage for one attack.

Pick any ability from any Ascendancy. Every choice thereafter must come from a different Ascendancy. You may never have two or more abilities from one Ascendancy.
 * -|Ascendant=