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Talents

Valor's talent web: points from stats, rings opened by dungeon souls, specializations, bridges, weapon skills and how to use your talents.

Press K to open the talent web. It is one web for everyone, with the five roles round the centre: Guardian at the top, then Cleric, Warlock, Hunter and Warrior going clockwise.

Each role's talents have a page of their own: Guardian, Cleric, Warrior, Hunter and Warlock.

How the Web Works

  • Your role's start is granted by your trainer when you train. You can't take anything until you have a start, and the other four starts are shut to you.
  • Each talent costs one point. Take a talent joined to one you already have.
  • Every role's area has the same shape. The inner ring holds the start, two stats, two weapon skills, the role's own skill and its aura. The outer ring holds more skills, passives and stats, then two specializations at the edge, each with two talents behind it.
  • All of your role's talents cost 19 points, the two bridges included.

Reading the Web

What you seeMeans
Square frameA stat or a bridge
Rounded frameAn active skill or a passive
Spiked frameA start or a specialization
Gold frameTaken
BrightYou can take it now
DarkYou can't take it yet. Hover over it to see why
Dark redShut by a choice you made: another role's start, or the other specialization
PadlockIn a ring that is still closed

Points

You get one point for each stat level above 1. Raise your stats at the Keeper with XP. See Stats.

  • With the cap of 60 stat levels, you can have 60 points at most.
  • Points you earn before you have a role wait until you train.
  • Relearning at your trainer gives back every point you spent. See Relearning.
  • Changing role takes every talent and puts every stat back to 1, so the points go too. See Changing Role.

Rings

The web is split into two rings. The inner ring is open from the start. The outer ring holds the rest of each role, the bridges and the specializations, and opens with a dungeon soul.

Your first clear of a dungeon gives you its soul. Later clears give none. See Dungeons.

To use a soul, hold it and right-click. The next ring opens.

  • A soul only works once you have earned its dungeon's key. Until then it won't settle, and you keep it.
  • Each kind of soul opens a ring once. A second soul of the same kind is refused, and you keep it.
  • Once every ring is open, souls do nothing.
  • Rings stay open when you relearn or change role.

There is one dungeon today, Danse Macabre, so its soul opens the outer ring.

Specializations

Each role has two specializations at the edge of its area. Taking one shuts the other. Each leads to two more talents.

RoleSpecializations
GuardianBulwark (shields) or Juggernaut (two-handed weapons)
ClericMender (healing over time) or Warder (shields)
WarriorDuelist (light blades and single enemies) or Berserker (heavy weapons and groups)
HunterMarksman (single targets) or Trapper (traps)
WarlockHexer (curses) or Binder (control)

They are in the outer ring, so you need a soul first. To swap specializations, relearn your training at your trainer.

Bridges

A bridge talent sits between each pair of neighbouring roles, in the outer ring. Take it from your side of the web. It opens nothing in the other role.

BridgeBetween
+10% Healing ReceivedGuardian and Cleric
+5% Spell HasteCleric and Warlock
+5% Ranged and Soul DamageWarlock and Hunter
+5% Attack SpeedHunter and Warrior
+1 Armour, +1 Attack DamageWarrior and Guardian

Using Talents

  • Stats and passives work on their own, whatever you hold.
  • Auras reach you and allies within 8 blocks. Allies are the players on your team. When you are on no team, they are the players who are on none either. Two players of the same role don't stack their auras. Auras of different roles do. The Warlock's aura works on enemies instead.
  • Skills go on the spell bar above your hotbar while you hold a weapon that can cast them. Melee and magic skills cast with a melee weapon, wand or staff. Bow skills cast with a bow or crossbow. Right-click casts the first skill. Sneak and right-click to use the item as normal. The bar shows the key for each skill.
  • Skills cost nothing but their cooldown. They use up no runes or arrows.
  • Gear of another role casts nothing. See Using Gear of Another Role.

Weapon Skills

Many weapons have a skill of their own, such as Swift Strikes on a sword. A weapon's skill only works once you take the talent for it, so a new character has none. Most weapon skills share one cooldown. The talent's text says when one does.

WeaponsSkillTalent
SwordsSwift StrikesGuardian's inner ring. Warrior's Light Blade Skills, behind Duelist
MacesSmashGuardian's inner ring
AxesCleaveGuardian's and Warrior's outer rings
Great hammersGround SlamGuardian's Two-Handed Skills, behind Juggernaut
ClaymoresFlurryWarrior's inner ring. Guardian's Two-Handed Skills
Double axesWhirlwindWarrior's, behind Berserker. Guardian's Two-Handed Skills
GlaivesThrustWarrior's inner ring
SicklesSwipeWarrior's Light Blade Skills, behind Duelist
SpearsImpaleHunter's inner ring
DaggersFan of KnivesHunter's inner ring
Holy wandsHealCleric's inner ring
Holy stavesHoly ShockCleric's inner ring
WandsScorch, Arcane Bolt or Frost ShardWarlock's Wand Skills
StavesArcane Blast, Pyroblast or FrostboltWarlock's Staff Skills

A weapon only has a skill for a role whose web holds that talent. A Cleric's mace and a Warlock's dagger have none.

Exposed

An Exposed enemy takes 10% more damage for each level of Exposed.

  • The Hunter's Mark exposes an enemy for 10 seconds, or 20 with Marksman.
  • The Warlock's Expose exposes an enemy at level II for 8 seconds, so it takes 20% more damage.
  • The Hunter's Trapper specialization exposes an enemy caught in a Snare for 6 seconds.
  • The Warrior's Duelist riposte exposes an enemy for 6 seconds.

The Guardian's Crush, the Warrior's Execute and the Hunter's Hunter's Instinct do more damage to an Exposed enemy.

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