Diabolist - Class Tree
Diabolist (Not Playable in Starter Set)
Pact-bound wielders of forbidden power who draw their abilities from entities far beyond mortal comprehension, Diabolists channel dark contracts into magic that warps, drains, and reshapes everything it touches, a bargain that grows more consuming the deeper they pull from it, with their patron's fingerprints increasingly visible in everything they do and say, whether that patron demands cruelty or simply payment.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Diabolist's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Drow +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Orcus +5, Pinkling +5
†Human, Dwarf, and Halfling Playable with Starter Set.
Averse Races: Firbolg -5, Troll (Village) -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Patron's Favor, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Pact Calling, Once Per Day the Diabolist calls upon their patron, dealing dark damage equal to twice their Willpower SCR to one target, with the Diabolist healing for half that amount.
Extra 1d6 + LVL dark damage on Critical Hits.
Once per encounter, Diabolists can Flourish their pact weapon that lowers their target's Resistance at a number equal to their Deceit SCR.
Diabolists get +5 feet their base movement speed, once per encounter.
Diabolists get +4 plus their WILLPOWER SCR on Knowledge checks involving forbidden lore.
Diabolist Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Warlock - A blood-magic Diabolist who trades their own vitality, and their enemies', to fuel devastating power.
Alignment: Amoral
Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
Will not share a Character with: Moral.
The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
a. Bloodlock - A Warlock who drains life directly from enemies to sustain their own.
b. Interdictor - A Warlock who fights in heavy Armaments, holding ground where other casters cannot.
c. Tormentor - A Warlock who fights with Grab tools of their own conjuring, drawing suffering out rather than ending it.
ii. Grimlock - A fiend-bound Diabolist whose patron grants dark power in exchange for a bargain always waiting to be called in.
Alignment: Evil
Observance: Offering and dominion. Devotion is paid in what it costs someone.
Will not share a Character with: Lawful and Moral.
The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
a. Fiend - A Grimlock bound directly to a fiendish patron's raw, dark power.
b. Changeling - A Grimlock whose patron grants the ability to wear another's face.
c. Hexblade - A Grimlock who channels their patron's power directly through a cursed weapon.
iii. Necromancer - A death-focused Diabolist who commands the dead and reaps souls to further their patron's dark cause.
Alignment: Evil
Observance: Offering and dominion. Devotion is paid in what it costs someone.
Will not share a Character with: Lawful and Moral.
The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
a. Profanator - A Necromancer who defiles what was consecrated, turning holy ground and blessed remains against the living.
b. Inquisitor - A Necromancer who hunts and judges, turning death itself into an interrogation.
c. Mare - A Necromancer who claims the souls of the fallen to further fuel their own power.
Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Witchcrafter, Enchanter, Alchemist
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Diabolist Tier Armaments
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Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 1h (Main), or 1h (Off) with Grimoire. Distance: Melee. Style: Slashing, Blunt, Piercing, or Chop. Forbidden: All Variants outside Telluric. Tactical Type. Holy Armaments. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Diabolist Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Diabolist)
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LVL 1 Diabolist Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Diabolist Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Diabolist Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Amoral
Higher Power: TBA (Amoral)
A blood-magic Diabolist who trades their own vitality, and their enemies', to fuel devastating power. (LVL 4-20)
(see Warlock Path and Branch Abilities Below)
Warlock Path
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Weapon Proficiency (Culture, Warlock) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: 1h Pact Weapon, Arcane Focus (any Style), or Grab (conjured hooks, cords and irons). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Warlock):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk); the Interdictor Branch raises this to Heavy at LVL 21.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlock who drains life directly from enemies to sustain their own.
Bloodlock Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Bloodlock Branch chosen at LVL 21 - see Bloodlock above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Bloodlock Branch chosen at LVL 21 - see Bloodlock above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlock who fights in heavy Armaments, holding ground where other casters cannot.
Interdictor Branch
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Weapon Proficiency (Culture, Interdictor) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: 1h Pact Weapon, Grab (claws, hooks) or Flexible (rope, chain, whip). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Interdictor):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk), same as the Warlock Path.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlock who fights with Grab tools of their own conjuring, drawing suffering out rather than ending it.
Tormentor Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Tormentor Branch chosen at LVL 21 - see Tormentor above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Tormentor Branch chosen at LVL 21 - see Tormentor above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Warlock Abilities (Diabolist Tier)
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LVL 4 Diabolist - Warlock Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Diabolist - Warlock Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Diabolist - Warlock Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Diabolist - Warlock Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Diabolist - Warlock Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Diabolist - Warlock Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Warlock who drains life directly from enemies to sustain their own.
Branch: Bloodlock Abilities (Warlock Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Bloodlock Branch continues this Path's progression exclusively through LVL 30. | |
A Warlock who fights in heavy Armaments, holding ground where other casters cannot.
Branch: Interdictor Abilities (Warlock Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Interdictor Branch continues this Path's progression exclusively through LVL 30. | |
A Warlock who fights with Grab tools of their own conjuring, drawing suffering out rather than ending it.
Branch: Tormentor Abilities (Warlock Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Tormentor Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Evil
Higher Power: TBA (Evil)
A fiend-bound Diabolist whose patron grants dark power in exchange for a bargain always waiting to be called in. (LVL 4-20)
(see Grimlock Path and Branch Abilities Below)
Grimlock Path
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Weapon Proficiency (Culture, Grimlock) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: 1h Pact Weapon, Arcane Focus (any Style), or Grab (conjured hooks, cords and irons). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Grimlock):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Changelinghide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Grimlock bound directly to a fiendish patron's raw, dark power.
Fiend Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Fiend Branch chosen at LVL 21 - see Fiend above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Fiend Branch chosen at LVL 21 - see Fiend above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Grimlock whose patron grants the ability to wear another's face.
Changeling Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Changeling Branch chosen at LVL 21 - see Changeling above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Changeling Branch chosen at LVL 21 - see Changeling above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Grimlock who channels their patron's power directly through a cursed weapon.
Hexblade Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Hexblade Branch chosen at LVL 21 - see Hexblade above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Hexblade Branch chosen at LVL 21 - see Hexblade above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Grimlock Abilities (Diabolist Tier)
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LVL 4 Diabolist - Grimlock Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Diabolist - Grimlock Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Diabolist - Grimlock Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Diabolist - Grimlock Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Diabolist - Grimlock Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Diabolist - Grimlock Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Grimlock bound directly to a fiendish patron's raw, dark power.
Branch: Fiend Abilities (Grimlock Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Fiend Branch continues this Path's progression exclusively through LVL 30. | |
A Grimlock whose patron grants the ability to wear another's face.
Branch: Changeling Abilities (Grimlock Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Changeling Branch continues this Path's progression exclusively through LVL 30. | |
A Grimlock who channels their patron's power directly through a cursed weapon.
Branch: Hexblade Abilities (Grimlock Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Hexblade Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Evil
Higher Power: TBA (Evil)
A death-focused Diabolist who commands the dead and reaps souls to further their patron's dark cause. (LVL 4-20)
(see Necromancer Path and Branch Abilities Below)
Necromancer Path
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Weapon Proficiency (Culture, Necromancer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Necromancer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Spider Silk Robe).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Necromancer who defiles what was consecrated, turning holy ground and blessed remains against the living.
Profanator Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Profanator Branch chosen at LVL 21 - see Profanator above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Profanator Branch chosen at LVL 21 - see Profanator above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Necromancer who hunts and judges, turning death itself into an interrogation.
Inquisitor Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Inquisitor Branch chosen at LVL 21 - see Inquisitor above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Inquisitor Branch chosen at LVL 21 - see Inquisitor above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Necromancer who claims the souls of the fallen to further fuel their own power.
Mare Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Mare Branch chosen at LVL 21 - see Mare above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Mare Branch chosen at LVL 21 - see Mare above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Necromancer Abilities (Diabolist Tier)
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LVL 4 Diabolist - Necromancer Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Diabolist - Necromancer Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Diabolist - Necromancer Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Diabolist - Necromancer Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Diabolist - Necromancer Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Diabolist - Necromancer Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Necromancer who defiles what was consecrated, turning holy ground and blessed remains against the living.
Branch: Profanator Abilities (Necromancer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Profanator Branch continues this Path's progression exclusively through LVL 30. | |
A Necromancer who hunts and judges, turning death itself into an interrogation.
Branch: Inquisitor Abilities (Necromancer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Inquisitor Branch continues this Path's progression exclusively through LVL 30. | |
A Necromancer who claims the souls of the fallen to further fuel their own power.
Branch: Mare Abilities (Necromancer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Mare Branch continues this Path's progression exclusively through LVL 30. | |