Warlock Talents
Every Warlock talent in Valor's talent web: curses, the inner and outer rings, the Hexer and Binder specializations, and the two bridges.
Trained by the Magister. Curses enemies and holds them still for the party. See Talents for how the web works.
Soul Spell Power
Hex, Hexer's curse and Drain Life grow with your Soul Spell Power. You start with 1. Wands, staves and robes add none. The three Soul Spell Power talents below add 1, 1 and 2.
A kill by Hex alone still gives you the creature's XP and loot.
Inner Ring
| Talent | After | What it does |
|---|---|---|
| Warlock | Your role's start | |
| +1 Soul Spell Power | Warlock | |
| Wand Skills | +1 Soul Spell Power | Wands get their spells: Scorch, Arcane Bolt or Frost Shard |
| Expose | +1 Soul Spell Power | Curses the enemy you aim at for 8 s. It is Exposed and takes 20% more damage. 15 s cooldown |
| +5% Spell Haste | Wand Skills | Spells cast and cool down 5% faster |
| Dread Aura | Wand Skills or Expose | Enemies within 8 blocks of you deal 10% less melee damage |
| Staff Skills | Expose | Staves get their spells: Arcane Blast, Pyroblast or Frostbolt, sharing the weapon skill cooldown |
Outer Ring
Opens with a dungeon soul. See Rings.
| Talent | After | What it does |
|---|---|---|
| Hex | Dread Aura | Curses the enemy you aim at for 8 s: 1 damage a second, and 1 more for every 2 Soul Spell Power. 10 s cooldown |
| Frost Nova | Dread Aura | Freezes enemies within 6 blocks for 6 s, until a direct hit breaks it. Frost spells always crit a frozen enemy. Freezes only enemies with up to 60 max health, 4 more per Frost Spell Power. 10 s cooldown |
| +1 Soul Spell Power | +5% Spell Haste | Also leads to the bridge to the Cleric |
| +5% Spell Critical Chance | Hex or Frost Nova | |
| Arcane Blink | Staff Skills | Teleports you 15 blocks forward. 12 s cooldown. Also leads to the bridge to the Hunter |
| Lingering Curses | Hex or +1 Soul Spell Power | Hex and Expose last 4 s longer |
| Frost Lance | Frost Nova or Arcane Blink | Charge up to 1.5 s, then throw a lance of ice that pierces every enemy in its path for 40% to 100% of your Frost Spell Power, by charge, and slows them 15% for 5 s, 30% if hit again. 8 s cooldown |
| +2 Soul Spell Power | +5% Spell Critical Chance, Lingering Curses or Frost Lance | Leads to both specializations |
Specializations
Taking one shuts the other.
| Talent | After | What it does |
|---|---|---|
| Hexer | +2 Soul Spell Power | Curses. Every enemy your arcane, fire or frost spells damage is Hexed for 4 s, as by Hex |
| Spreading Hex | Hexer | Hex also curses every enemy within 4 blocks of its target |
| Drain Life | Hexer | Channel up to 4 s at the enemy you aim at. Each second it takes soul damage equal to your Soul Spell Power, and you heal half that. 15 s cooldown |
| Binder | +2 Soul Spell Power | Control. Expose and Hex also hold their target in place for 3 s. Bosses can't be held |
| Blizzard | Binder | Channel up to 8 s: frost shards fall where you aim, each hitting enemies within 3 blocks for 70% of your Frost Spell Power and slowing them 15% for 3 s, 30% if hit again. 16 s cooldown, less if you stop early |
| Silence | Binder | The enemy you aim at can't deal damage or cast spells for 4 s. Bosses can't be silenced. 20 s cooldown |
Bridges
| Bridge | After | Gives |
|---|---|---|
| To the Cleric | +1 Soul Spell Power | +5% Spell Haste |
| To the Hunter | Arcane Blink | +5% Ranged and Soul Damage |
Daggers are Warlock gear, but Fan of Knives is a Hunter talent, so a Warlock's dagger has no weapon skill.
Hunter Talents
Every Hunter talent in Valor's talent web: the inner and outer rings, the Marksman and Trapper specializations, and the two bridges.
Coins and Shops
Valor's money: bronze, silver and gold, where coins come from, what they pay for, how shops work, who sells what, and why weapons and armour are only bought.
