Last Updated: June 5, 2024 : : please view the page -->
Skill Trees
Damage
Ultimate: Criminal Act. Raise Hoard (Raises at least 5 zombies that last up to a minute)
1) Graveyard: Periodically raises an undead to damage enemies, could be blastbones, archer, warrior, pretty much anything that dishes damage.
Allies who die in the area cause an undead to instantly summon separate from the periodical, and it may base off their role, summoning something to partially fill in the gap their death leaves behind.
Tanks summon Guardians or Defenders depending on Staff (Defender) or physical weapon (Guardian), Damage Dealers summon either a warrior, minion, archer, or mage depending on their weapon(s), and Healers summon Menders.
Enemies in the area are slowed, and may take minor damage over time. Sort of like one of those puddles sometimes made by natural NPC zombie deaths.
2) Skeletal Minion: Criminal Act. Permanent Pet. Recast to unsummon. Gain Major Brutality and Major Sorcery while slotted on either bar. Skeleton deals an average of 1.5k damage every 2 seconds. It can cast flurry and whirlwind.
3) Skeletal Archer: Criminal Act. Permanent Pet. Recast to unsummon. Gain Major Savagery and Prophesy while slotted on either bar. Archer deals an average of 1.5k damage every 2 seconds. It can cast Snipe and Volley.
4) Skeletal Mage: Criminal Act. Permanent Pet. Recast to unsummon. Gain Minor Force while slotted on either bar. Mage deals an average of 1.5k every 2 seconds. It can cast Force Shock and Wall of Elements, basing off user's staff, or random damage staff if the user isn't wielding a staff. Normally either fire or lightning. When summon in a hoard or enemies, greater chance of lightning staff. When summoned in a boss fight, greater chance of fire staff.
5) Retaliation: Enemies striking you take magic damage. While A) slotted or the effect active on you, or B) slotted on either bar, if you die, you leave behind a zombie puddle that slows enemies and deals minor damage over time.
Passives
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Tank
Ultimate: Summon Skeletal Bulwark
Has many abilities. Taunts enemies, occasionally casts Seethe, and caster can recast Ultimate to cause it to summon a banner that deals area damage and increases allies defense in its area, not as useful as DK's but it works. This skeleton is about as effective as Warden's Bear. Seethe can pack a punch though.
May have the full set of shield abilities, possibly even shield wall on a long cooldown or auto casting companion ultimate sort of thing. Can't be manually cast as you can have a companion at the same time.
Might be a criminal act.
1) Guardian: Criminal Act. Permanent Pet. Recast to unsummon. A skeleton with a shield who taunts enemies and casts Guard on the caster while they are in combat. Average tank, negligible damage. Permanent follower. Recast to unsummon. Gain Minor Resolve while slotted on either bar. Guardian deals an average of 250 damage every 2 seconds.
2) Boneyard: Increases defense of allies in the area and grants Minor Protection. Allies can use the Phalanx Synergy to summon a row of spirit skeleton shieldbearers to grant all allies behind it more resistance and a damage shield, and occasionally attempt to stun enemies that get too close with a shield bash. They summon on the outer edge of the boneyard in either a semicircle or completely surrounding it.
3) Defender: Criminal Act. Permanent Pet. Recast to unsummon. A skeletal Mage with an Ice Staff, but instead of damage dealing, they prioritize guarding allies with a blue beam spell that reduces their damage taken. This version has low dps, around 600 every 2 seconds. Grants Major Resolve to its target while channeling the blue beam of defense. Gain Minor Fortitude, Minor Endurance, and Minor Intellect while slotted on either bar.
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Passives
1) While an ally is being protected by one of your abilities, gain Minor Heroism while it persists and for 3/6 seconds after it ends.
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Healer
Ultimate: Reanimate (resurrect dead allies instantly). While slotted on either bar and ready to cast, will consume your ultimate when you would die to restore you to full health and instantly revive nearby allies, one fewer than if you had cast it on them.
1) Summon Mender: Criminal Act. Permanent follower. Recast to unsummon. It heals an average of 2k every 2 seconds, and occasionally casts an area heal, and can cast damage shields while allies are near full health or not in need of healing.
2) Summon Reviver: Criminal Act. Temporary follower. Use on a dead ally to send a mender spirit to revive them. It remains for 30 seconds, granting healing and reviving other allies. Each revive it makes chances your soul gems as if you revived them yourself. Its revive time is the same as yours, so if you are using Spirit Mastery and Kagrenac's Hope, and are in PvP near a keep, it can have rapid revive speeds.
3) Mender's Field: Healing Area, Spirit Menders in its area have boosted healing and revive speeds.
4) Dead Raiser: Criminal Act. Channeled Ability. Reanimate a dead foe as a zombie to fight for you for a time. Challenging foes take more time, and may have a higher cost. Cannot raise bosses. Revive allies for free using this ability. Enemy players turned into zombies spectate their zombie self and cannot be revived. May be limited to a certain number. Reanimated turn to dust when they are killed or expire, and cannot be re-reanimated. Dust cannot be reanimated.
If base is one, then
morph A may be +1
morph B may be a tougher and longer lasting reanimation
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