[Expansion] What we know about the new classes

[WIP] I have found it difficult to find a place where the information on the new classes is collected, so I figured to start something on my own and hope the community will add to it.

Unnecessary Disclaimer is Unnecessary:
!All of this is up to the grace of Crate, subject to change, and unconfirmed - it is as much speculation as it will be the end product!

Contributions:
GrimDawnJohn
Reddit poster: Random__ (I owe much to his excel sheet found on: https://www.reddit.com/r/Grimdawn/comments/60yspo/compilation_of_inquisitornecromancer_skill/)
Snazzblaster
Matougi
KoalaeiO

Bonus: What we know about the new devotions!

Grim Misadventure #116: Arkovian Skies

I didn’t at the time think of reserving a spot to list the new devotions. Instead, I will add them under here:

In total there will be 14 new devotions, 5 from the dev diary, and 3 are now known from the dev streams:
Update 18/08 - the dev diary added a few more, at least in name, flavour text, position and requirements/completion bonus. Now standing at 13/14 (I think I also saw a staff like constellation in the top right corner)


Attak Seru, the Mirage
Positioned between Rattosh, the Veilwarden and Leviathan (both currently where Huntress and Mogdrogen the Wolf are, they have moved slightly up)


Ishtak, the Spring Maiden
Positioned: Between the Tree of Life and Light of Empyrion


Rattosh, the Veilwarden
Positioned: Right of Blind Sage


Ultos, Shepherd of Storms
Positioned: Left of Blind Sage


Vire, the Stone Matron
“Commonly depicted in Arkovian lore as the matron of the gods, and thus mightiest, the Stone Matron represented Cairn itself, the fortitude and strenght of stone, unmoving against even the greatest odds.”
Positioned: Above the Kraken
Required: 12 Ascendant, and 18 primordial


Typhos, the Jailor of Souls
“Typhos is the loyal servant of Rattosh, a vigilant hunter of rogue souls that refuse passage by the chariot of the dead.”
Positioned: Between Rhowan’s Crown and and Autumn Boar
Required: 6 Ascendant, 3 Chaos, and 3 Order
Completion bonus: 2 Ascendant, and 2 Order[/COLOR

Bard’s Harp
“Gallia the Bard’s music was deemed so enthralling that the gods lifted her up into the skies so that she could entertain them for all eternity.”
Positioned: Right of Blades of Nadaan
Required: [COLOR=“DarkOrchid”]6 Ascendant, 3 Order, and 6 primordial
Completion Bonus: 2 Order, and 2 primordial


Toad
Positioned: under the owl, right of the empty thrown (currently where The Crab is placed)
Required: (maximum) 1 Ascendant and 4 Eldritch
1st point: 8 vit resistance
2nd point: +10 spirit, +18 OA
3rd point: +3% ADctH, +80 hp
4th point: +9 vit damage, +9 aether damage, +24% vit damage, +24% aether damage
Completion bonus: 3 Ascendant and 3 Eldritch


Murmur, Mistress of Rumors
“Few truly respect the power of words. But none know the devastating effect rumors can impart as well as Murmur. It is said that her vile tongue has triggered countless bloody conflicts. Some even say that the gods themselves battled across the starry skies because of her scheming.”
Positioned: Under the Fox, left of the Manticore
Required: 3 Chaos, 6 Eldritch and 6 primordial
Completion Bonus: 2 Chaos and 2 Eldritch


The Quil (don’t know if the name is correct)
“The quill is said to have been used by the gods to bestow their decrees upon mankind. Its ink is the endless night sky”
Positioned: between the Raven and Scholar’s Light
Required: 1 Eldritch
Completion Bonus: 3 Ascendant and 3 Eldritch


The Wretch, the constellation formally know as “The Corpse holding up its hand up in the air like it just doesn’t care”
“The wretch writhes in the night sky, the taint of the Dying God having taken hold within its flesh.”

Positioned: above the bat - likely of the Chaos persuasion
Required: 1 Chaos
Completion bonus: 2 Chaos, 3 primordial


Alladrah’s Phoenix
“A faithful pet of the gods, the Phoenix of Alladrah blazes a trail across the starry sky.”
Positioned: left of affliction
Required: 6 Eldritch, 3 Order, 6 primordial
Completion Bonus: 2 Ascendant, 2 Eldritch

Attachment: Inquisitor Mastery skill purple.jpg
Attachment: Necromancer Mastery skill pale.jpg
Attachment: Deadly Aim.jpg
Attachment: Siphon Souls 01.jpg
Attachment: Steel Resolve.jpg
Attachment: Horn of Gandarr.jpg
Attachment: Unstably Anomaly.jpg

Reserved for Inq

Grim Misadventure #108: Introducing…

Grim Misadventure #119: Inquisitive Advantage

Class Combos:
Inquisitor +
Soldier = Tactican
Demolitionist = Purifier
Occulist = Deceiver
Nightblade = Infiltrator
Arcanist = Mage Hunter
Shaman = Vindicator
Necromancer = Apostate

Starting top left


Row 1

First Single 10 Ranged Expertise
“Though armed with an array of powerful artefacts and relics, all Inquisitors must be prepared to face an opponent while relying solely on their wits and their firearm. Expertly wielding ranged weapons allows trained Inquisitors to take out their prey from a safe distance. This is a ranged weapon bonus. Also, enables the ability to dual wield ranged weapons.”

(1/10)*
3 piercing damage
+5% pierce damage
+5% fire damage
+5% cold damage
+3% attack speed


Second Single 10 Bursting Round
“A carefully calibrated round that explodes upon contact with the target to consume them and nearby foes in flames. This is a ranged technique that activates off of default weapon attacks.”

(1/10)*
8% chance to be used
2 meter radius
80% main hand damage
80% off-hand damage
7 physical damage
12 fire damage


Third Single 10 Chilling Rounds
“A barrage infused with chilling arcane energies freezes the target to the core, ensuring an easy kill. This is a ranged technique that activates off of default weapon attacks.”

(1/10)*
8% chance to be used
55% main hand damage
55% off-hand damage
6 piercing damage
12 cold damage
51 frostburn damage over 3 seconds
freeze target for 0.7 seconds


Fourth Single 10 Storm Spread
“A reckless technique for when enemy numbers prove overwhelming, a spread across a room can quickly even the odds. This is a ranged technique that activates off of default weapon attacks.”

(1/10)*
8% chance to be used
3 projectiles
33% main hand damage
33% off-hand damage
6 piercing damage
14-22 lightning damage
39 electrocute damage over 3 seconds


Row 2

12/10/10 - Word of Renewal / Vigor / Steel Resolve / + Modifier:Word of Arms

Word of Renewal
“With the power to destroy their foes or revitalise allies with a single phrase, Words of Power quickly became a staple of the Inquisitor arsenal. The Word of Renewal established Inquisitors as priceless assets during wartime due to its ability to invigorate the Inquisitor and their allies and steel them against occult foes.”

(1/12)*
24 energy cost
18 second skill recharge
30 second duration
20 meter radius
5% + 250 health restored
2% less damage from Chthonics
2% less damage from Eldritch
+10 DA
+3% movement speed

Vigor
“Word of Renewal steels the heart against corruption, letting nothing stand in the way of the Inquisitor and their allies.”

(1/10)*
+5 energy cost
+80 health
5% reduced freeze duration
5% reduced entrapment duration

Steel Resolve
“Word of Renewal sharpens the senses and steels the heart against corruption.”

1/10
+5 Energy Cost
+5% Pierce Damage
+5% Elemental Damage
+3% Damage to Chthonics
+3% Damage to Eldritch
5% Aether Resistance
5% Chaos Resistance

Modifier: Word of Arms
“By extending their will through massive two-handed weapons, Inquisitors can inscribe additional runes into their equipment and thus enact the Word of Renewal with greater frequency. Requires a two-handed melee or ranged weapon.”

(1/1)
-4 second skill recharge
increases energy regeneration by 20%


Single 12 - Aura of Conviction (Exclusive Skill - Only one Exclusive Skill can be active at any one time.)
“The protective properties of the runes emblazoned upon Inquisitor armour can be extended to nearby allies, offering enhanced combat awareness and martial prowess. This ability must be toggled to maintain its effect.”

(1/12)*
50 energy reserved
12 meter radius
6 piercing damage
+12% pierce damage
+15% to all elemental DoTs
+1% DA
10% fire resistance


Row 3

16/12/12 Word of Pain / Word of Agony / Death Sentence

Word of Pain
“With arcane runes carefully woven into their gear, even the voices of inquisitors are sufficient to inflict immense suffering upon the enemies of humanity. With a single word, your foes writhe in pain as arcane energies assault their very being.”

(1/16)*
12 energy cost
4 second duration
3 meter radius
4 fire damage
4 cold damage

Word of Agony
“The Word of Pain becomes empowered with its full elemental potential, inflicting agonising harm that blurs vision”

(1/12)
+2 energy cost
75-277 lightning damage
+5% fire damage
+5% cold damage
10% chance of impaired aim to target for 1 second

Death Sentence
“With a single word, elemental energies rupture within your foes, sealing their fate.”

(1/12)
+2 energy cost
8% chance of 956 elemental damage
-3% pierce resist
-3% aether resist
-3% chaos resist


Horn of Gandarr
“Study of the Horn of Gandarr was forbidden for centuries due to its mind altering properties, but desperation called it into use when High Inquisitor Serenir utilized the Horn to great effect while singlehandedly taking on an occult coven. The cultists turned upon each other in a bloody brawl, allowing Serenir to finish off the stragglers with ease. This earned the Inquisitor a commendation and the Horn was later replicated by the Luminari scholars for field use, though with reduced potency.”

1/12
65 Energy Cost
8 Second Skill Recharge
1 Second Duration
3 Meter Radius
Control target’s mind for 5 Seconds
8% Reduced target’s Elemental Damage for 5 Seconds


Row 4

16/12/12/12 - Flames of Ignaffar / Intensify / Infernal Purge / Endless Flame + Modifier: Tainted Flame

Flames of Ignaffar
“Hold the Stone of Ignaffar in front of you, unleashing a torrent of flame from the palm of your hand for as long as you channel your will into the artefact.”

(1/16)*
53 energy cost/second
0.3 second skill recharge
8% main hand damage
12-36 fire damage
33 burn damage over 3 seconds

Intensify
“The Flames of Ignaffar intensify, melting through armour and turning flesh to ashes.”

(1/12)*
+12.5 energy cost/second
17 lightning damage
3 reduced target’s physical resist for 6 seconds

Infernal Purge
“Your will pours forth through the Stone of Ignaffar, purging the weak with a blazing inferno.”

(1/12)
+12.5 energy cost/second
+8% crit damage
+9% fire damage
+9% lightning damage

Endless Flame
“With enough training, an Inquisitor can maintain the power within the Stone of Ignaffar for longer periods and with increasingly devastating effect.”

(1/12)
+14% burn damage with +30% increased duration
8% chance for target to fumble attacks for 2 seconds
-5% skill energy cost

Modifier: Tainted Flame
“Though it is rare, some Inquisitors have been known to fall from grace and embrace the very powers that they were trained to defeat. By channelling the void itself into the Stone of Ignaffar, it instead unleashes a torrent of tainted flames.”

(1/1)*
100% fire damage converted to chaos damage


Row 5

16/12/12 - Rune of Hagarrad/Biting Cold/Chillsurge (Ice Rune)

Rune of Hagarrad
"The Rune of Hagarrad was one of the first objects contained within the Vault of the Luminari but, after mounting pressure from the imperial court to exterminate occult activity within the capital, it also became the first artifact to be sanctioned for study and replicated by the Luminari in order to cut off escape routes for fleeing targets. "

(1/16)*
18 energy cost
4 second skill recharge
1 meter radius
5 summon limit
lives for 30 seconds
Runes of Hagarrad take 1.5 seconds to arm.

Biting Cold
“The chilling energy released form the Rune of Hagarrad dulls the wits of the afflicted and makes them easy prey for follow-up attacks.”

(1/12)*
+10% pierce damage
+10% cold damage
10% slower enemy attack for 5 seconds
15 reduced target’s DA for 5 seconds

Chillsurge
“Unleash the full potential of the Rune of Hagarrad, chilling weaker foes to the bone.”

(1/12)
+1 projectile
576 frostburn damage over 2 seconds
15% chance to freeze target for 2 seconds


Single 12 - Aura of Censure (Exclusive Skill - Only one Exclusive Skill can be active at any one time.)
“An Inquisitor’s mere presence is enough to inspire dread within the foes of mankind. With arcane runes emblazoned upon their armour, Inquisitors march into the thick of battle with fire in their hearts. This ability must be toggled to maintain its effect. Exclusive Skill - Only one Exclusive Skill can be active at any one time.”

(1/12)
50 energy reserved
3.8 meter radius
32 fire damage
42 burn damage over 2 seconds
8% chance of disrupt targets skills for 1 second
-3% elemental resist


Row 6

16/12 - Storm Box of Elgoloth / Lightning Tether + Modifier: Allagast’s Arcane Net

Storm Box of Elgoloth
“Open the runed Storm Box of Elgoloth, surrounding the target foe with a psychic energy that electrifies the very air around them, shocking the target and all unfortunate enough to stand too close.”

(1/16)*
18 energy cost
2.2 second skill recharge
5 second duration
2.5 meter target area
18 lightning damage
8 electrocute damage over 2 seconds
-5 defensive ability

Lightning Tether
“The target becomes tethered to you through an electrified connection that shocks all enemies unfortunate enough to pass through it. The power within the tether is limited however and will snap should the distance between you and the target become too great. Up to 3 enemies can remain tethered at any given time.”

(1/12)*
7 lightning damage
30 electrocute damage over 2 seconds
5% slow target for 3 seconds

Modifier: Allagast’s Arcane Net
“Although the Luminari were known to police the activities of the Gildam Arcanum, sanctioned collaboration was not unheard of between the two orders. With carefully calculated adjustments to the Storm Box, the field becomes infused with the arcane energies that swell within the Aether. The tether remains electrified.”

(1/1)
100% Lightning damage converted to Aether damage


12/12 - Inquisitor Seal / Arcane Empowerment + Modifier: Null Field

Inquisitor Seal
“Inscribe a protective seal upon the ground that shields allies and rebukes foes that cross its border. The seal is not permanent however and will fade over time.”

(1/12)*
40 energy cost
5 second skill recharge
lives for 12 seconds

Arcane Empowerment
“Allies standing within the seal are empowered with arcane energies, infusing their weapons and spells with renewed strength”

(1/12)**
40 elemental damage
+2% crit damage
+8% elemental damage

Modifier: Null Field
“The Inquisitor Seal’s inscription can be altered, fi the need arises, to harden its barrier against incoming projectiles, but this comes at a cost in increased mental drain.”

(1/1)
-15% casting speed
33% chance to avoid projectiles


Row 7

Deadly Aim
“For an Inquisitor facing off against some of humanity’s greatest foes, sometimes a single shot is all the opportunity they have, and the only one they need.”

(1/12)
25% chance of Activating
10 Second Skill Recharge
5 Second Duration
+5% to All Damage
+5% Crit Damage


12/10 - Rune of Kalastor/Ignition (Fire Rune)

Rune of Kalastor
“Place the Rune of Kalastor upon the ground. This unstable artefact explodes upon contact with enemies, spilling explosive shrapnel upon the battlefield that shatters and erupts to inflict grievous harm.”

(1/12)*
32 energy cost
4 second skill recharge
1 meter radius
5 summon limit
lives for 30 seconds

Runes of Kalastor take 1.5 seconds to arm.

Ignition
“The Rune of Kalastor becomes increasingly unstable, triggering an immediate additional detonation at point of contact that dazes nearby enemies.”

(1/10)*
4 meter radius
583 fire damage
864 burn damage over 2 seconds
Stun target for 0.5 seconds


Single 10 - Artefact Handling
“Careful handling of the dangerous relics and artefacts replicated from the Vault of the Luminari storage is central to all Inquisitor training. In inexperienced hands, even the best of intentions could spell doom for the wielder, and those around them.”

(1/10)*
-0.1 second skill recharge
+10% physical damage
+10% elemental damage
+16% burn damage
+16% frostburn damage
[Affects Rune of Hagarrad and Rune of Kalastor and requires one to unlock]

Reserved for Necromancer

Grim Misadventure #114: A New Thing…

Grim Misadventure #115: Dressed to Necromance

Grim Misadventure #121: Learning to Necromance

Class Combos:
Necromancer +
Soldier = Death Knight
Demolitionist = Defiler
Occulist = Cabalist
Nightblade = Reaper
Arcanist = Spell Binder
Shaman = Ritualist
Inquisitor = Apostate

Starting top left


Row 1

First Single 10 Reaping Strike
“By infusing their weapon with deadly necrotic energies, Necromancers can inflict physical wounds that cut deeper than just the flesh. Can activate with all default weapon attacks.”

1/10
8% chance to be used
100% main hand damage
16 vitality damage
8 aether damage
18 life leech over 2 seconds
6 energy leech over 2 seconds


Second Single 10 Necrotic Edge
“By striking with the chill of the grave, your attacks inflict instant necrosis upon the afflicted wound, the sight of which can cause even the most resolute foes to falter. Can activate with all default weapon attacks.”

1/10
8% chance to be used
180 degree attack arc
2 target maximum
100% main hand damage
14 cold damage
69 vit decay over 3 seconds
30% chance of terrify target for 2 seconds


12/12 Siphon Souls / Blood Boil + Sear Soul

Siphon Souls
“In a ghastly release of necrotic energies, you attempt to harvest the spirits of nearby foes with a cruel curse, draining them of their very essence while transferring it to you.”

1/12
52 Energy Cost
6.7 Second Skill Recharge
3 Second Duration
4 Meter Radius (radius increases per rank)
101 Vitality Damage
15% of Attack Damage converted to Health
Increases Health Regeneration by -30%

Blood Boil

“The curse boils the blood within your enemies, causing them to rapidly decay even as they draw their final breaths.”
1/12
+3 energy costs
106 bleeding damage per second
122 vitality decay per second
+8% vitality damage

Sear Souls
“By channelling the raw energies of the Aether into the Soul Siphon, a necromancer can sear the very souls of their enemies for an extended period of time, but the essence transferred in this manner is not as stable.”

1/3
+6sec duration
Total Damage Modified by -40%
33% Vitality Damage converted to Aether Damage


Row 2

16/12/12 - Drain Essence / Hungering Reach / Decomposition / + Modifier: Gravechill

Drain Essence
“Necromancers firmly believe in the concept of greater good, and sometimes the greater good means that one’s life essence must be sacrificed so that another may live. Though this transfer is frowned upon some practitioners have trouble resisting the temptation of raw vital energy.”

1/16
25 energy cost/second
0.3 second skill recharge
5 vitality damage
4 aether damage
14% of ADctH

Hungering Reach
“The hunger for life’s essence cannot be easily sated once experienced. With your hungering desires poured into the spell, Drain Essence sometimes affects nearby foes in addition to the primary target.”

1/12
+12.5 energy cost/second
+12% chance of affecting up to 2 targets
+5% vitality damage

Decomposition
“Even before life has left their eyes, your foes begin to decompose and fall apart where they stand.”

2/12
+12.5 energy cost/second
177 life leech over 3 seconds
+12% aether damage
25 reduced target’s OA for 3 seconds

Modifier: Gravechill
“The transfer of life essence is generally a practice reserved only for dire situations, but some practitioners have difficulty resisting the temptation of raw vital energies and succumb to sustaining themselves solely on this spell at the cost of those around them.”

1/1
Total damage modified by 25%
-6% of ADctH
20% slower target movement for 2 seconds
100% aether damage converted to cold damage


Single 12 - Harbinger of Souls (Exclusive Skill - Only one Exclusive Skill can be active at any one time)

Harbinger of Souls
“Having mastered death, you become a living harbinger of that final fate, the life essence of your enemies but a plaything to manipulate at will.”

1/12
189 Vitality Decay over 3sec
+25% Vitality Damage
+25% Aether Damage
+25 Vitality Decay
+10% Life Leech Damage
3% of Attack Damage converted to health
15% Physical Damage converted to Vitality Damage


Row 3

16/12/12 Ravenous Earth / Decay / Foul Eruption

Ravenous Earth
“At your command, disease and rot pur forth through cracks within the earth and infect all unfortunate to stand too close.”

1/16
40 energy cost
3 second skill recharge
4 second duration
1 meter radius
3-5 fragments
115 vitality damage
90 poison damage/second

Decay
“The toxic fumes of decay emanate from the earth, weakening the resolve of enemies standing too close.”

1/12
+4 energy cost
+10% vitality damage
+10% poison damage
2% reduced target’s damage for 1 second

Foul Eruption
“The vile necrotic energies suffuse the flesh, causing slain foes to sometimes erupt violently, spilling disease and ichor onto nearby enemies.”

1/12
25% chance of activating
2.5 meter radius
403 vitality damage
387 aether damage
10% reduction to enemy’s health
3 reduced target’s resistances for 5 seconds


Row 4

16/12/12 - Bone Harvest / Terror / Soul Harvest + Modifier: Harvester of Death

Bone Harvest
“Through a force of necrotic energies, a Necromancer can force the bones of the long forgotten to burst forth from the earth like jagged spines and impale unwary foes.”

1/16
26 energy cost
3 second skill recharge
7 meter range
115% main hand damage
7 piercing damage
18 cold damage
18 vitality damage
8% slower target movement for 3 seconds

Terror
“The necrotic bone spires pierce into the very essence of your enemies, ripping the life from their bodies and sending weaker foes fleeing, if their lives are not already claimed.”

+3 energy cost
+2 Meter Range
447 Vitality Decay over 3 seconds
521 Life Leech over 2 seconds
+8% Pierce Damage
+8% Cold Damage
+8% Vitality Damage
10% Chance of Terrify target for 2 seconds

Soul Harvest
“The bones of the dead fragment and absorb the souls of your foes, empowering you and your minions with the power of death. Soul Harvest affects all attacks and pets while active”

1/12
5-second duration
210 cold damage
368 vitality damage
+10% cold damage
+10% vitality damage
+10% vitality decay
Bonus to All Pets
2 vitality damage
+10% to all damage

Modifier: Harvester of Death
“Necromancers trained in melee combat are not uncommon, but those who brandish heavy two-handed weapons to cut swathes of death across battlefields rightfully earn themselves the title of bone harvesters. There have been rumours of the Black Legion having employed such individuals into their ranks rather than having them executed for defying Imperial decree.”

1/1
-2 meter range
30% main hand damage
Total Damage modified by 25%
100% physical damage converted to cold damage


Single 16 - Reap Spirit
“One of the most powerful techniques bestowed upon his followers by Uroboruuk. By ripping apart the very being of your foe, one can not only inflict grievous harm, but also conjure forth a fragment of their soul to serve you. The resulting spirit is unstable and highly aggressive, which makes it all the more useful in battle. The Wraith scales with Pet Bonuses.”

1/16
200 energy cost
6 second skill recharge
25% main-hand damage
1411 - 2414 aether damage
5176 vitality decay over 8 seconds
Wraith lives for 10 seconds


Row 5

16/12/12 - Raise Skeletons / Undead Legion / Will of the Crypt

Raise Skeletons
“The art of reanimating skeletal remains is among the first rites of aspiring Necromancers, but also one of the most rudimentary. Through sheer will, a Necromancer may call upon the spirits beyond the veil and draw them into the bones of the deceased. Should the ritual succeed, skeletal minions,loyal only to the summoner, shall rise. However, due to the unstable nature of the spell, such minions will not remain standing for long. Skeletons scale with Pet Bonuses. More powerful minions may be raised with higher skill rank.”

1/16
16 energy cost
18 second skill recharge
summons 3
3 summon limit

Note: the energy cost isn’t accurate. It’s 112 at rank 6, so it is much higher than 16. This skill line seems like it’s being iterated on a lot

Undead Legion
“Mastery of the resurrection ritual reduces the mental strain upon the caster, enabling you to maintain additional minions and do so for a longer period.”

1/12
-2 second skill recharge
+1 summon limit
-15% skill energy cost

Will of the Crypt
“Infuse your skeletal minions with necrotic energies, strengthening their bones against physical blows.”

1/12
+10% vitality damage
+10% elemental damage
8% phys damage converted to vit damage
Increases armor by 10%
10% vitality resistance"


Row 6

Single 10 - Ill Omen
“The mere presence of a Necromancer is often enough to inspire terror within their enemies. You unlease a ghostly wail upon your target that shatters the confidence of the lesser foes and rapidly spreads the confusion and fear amongst your enemies.”

1/10
35 energy cost
5 second skill recharge
3 second duration
5 cold damage
2 life leech/second
terrify target for 2 seconds
4% reduced target’s physical damage for 1 second
-15% move speed


16/12/12 - Summon Blight Fiend / Rotting Fumes / Blight Burst + Modifier: Unstable Anomaly

Summon Blight Fiend
“Unmoved by the noxious fumes of decay, conjure forth an abomination made of corpses and rotting filth to rise up from the earth and subdue your enemies. Only one blight fiend can be summoned at any one time. The blight fiend scales with Pet Bonuses.” Note: Pet size increases with skill rank according to Zantai.

1/16
150 energy cost
18 second skill recharge

Rotting Fumes
“The stench emanating from blight fiends becomes impossible to withstand, with the very air around the creature inducing vomiting and blurring vision.”

1/12
2.5 meter radius
58 poison damage over 2 seconds
generate additional threat
15 reduced target’s DA for 2 seconds
15% chance for target to fumble attacks for 2 seconds
15% chance of impaired aim for 2 seconds

Blight Burst
“Toxic gases build up within the rotting bulk of blight fiends, which it can then release upon unsuspecting foes in a toxic eruption of decay.”

1/12
32 energy cost
10 meter radius
124 - 149 acid damage
105 vitality damage
185 poison damage over 5 seconds
generate additional threat
confuse target for 2 seconds

Modifier: Unstable Anomaly
“While a blight fiend can serve as an ample guardian, a twist in the necromantic ritual can also turn it into a highly unstable vector for spreading rot adn decay across the battlefeld. These unstable abominations will rampage through your foes before violently erupting after a brief period.”

-10sec recharge
3 summon limit
Lives for 8 seconds
-30% Skill Energy Cost


Single 12: Master of Death (Exclusive Skill - Only one Exclusive Skill can be active at any one time)
“A fully trained Necromancer is a terrifying thing to behold, their arrival heralded by the endless legions of the dead, forever bound to the will of their master. This ability must be toggled to maintain its effect.”

1/12
+1% OA
2% vitality resistance
Bonus to All Pets:
+6% to all damage
+4% acid damage
+4% vitality damage
+4% poison damage
25% physical damage converted to vitality damage
+1% OA
2% vitality resistance


Row 7

12/10 - Spectral Binding / Spectral Wrath

Spectral Binding
“Binding spirits is a dangerous practice, but one that can be vastly rewarding with forgotten knowledge or even protection. By forcing the spirits of the fallen to serve, you become infused with their essence, granting you vitality and further control over your necrotic powers. This ability must be toggled to maintain its effect.”

1/12
0.8 active energy cost/second
25 energy reserved
5 aether damage
+8% aether damage
+10% life leech damage
+50 health"

Spectral Wrath
“The spectres empowering you lash out at anything that dares strike you, cursing it with a debilitating spell from beyond the grave.”

1/10
4 second duration
1 meter radius
24 vitality damage
53 aether damage
-4% attack speed
-5% vitality resistance
-5% aether resistance


Single 10 - Call of the Grave
“Upon their master’s command, your minions can unleash the power of the grave that fuels them, throwing them into a vicious frenzy”

1/10
36 energy cost
24 second skill recharge
10 second duration

Bonus to All Pets
+28% to All Damage
+5% Crit Damage
+18% Vitality Damage
+18% Poison Damage
+30 Health Regeneration per second


Single 10 - Mark of Torment
“Though all must ultimately answer to that final fate, your mastery of death has allowed you to delay the inevitable. By linking your soul to a nearby foe, you transfer some of the harm intended for you into them instead. Only one enemy can be marked at any one time.”

1/10
34 energy cost
16 second skill recharge
3 second duration
25% damage absorption
150% damage absorbed reflected

Inquisitor going to be a dual wielding range character? Do we already know what kind of damage type he will deal?

I edited your quote to add in the information I’m certain of. Based on the most recent Twitch streams, some of the misadventure information is outdated.

We know of pierce, fire, lightning, cold, some little portions of physical and also chaos OR due to a recent poll maybe something like acid conversion. (Also respective dot types)
He also does have a dual wield pistol passive.

Certainly seems to be the case

I like it, more ranged characters. Keep 'em coming crate.

So he could be geared in any damage type? Sounds like this guy is going be a favourite among theoriecrafters.

Cheers thank you! - I also came across an excel sheet on a reddit forum. Don’t know how up to date it is with numbers, but it seems to include most skills for both Necro and Inq. Inq’s update is up! :slight_smile:

Ranged seems to be the most favourable one, but judging on the skills a 2-h ranged and a dual wield pistol build are both viable. It also seems melee would be possible - however that would not utilise the top row proc skills.

day 1 Gunslinger Arcanum Sigillis Inqusitor build confirmed…don’t care how bad it is and I’m not sure what class to pair with it, but I’ve had 2 AS pistols roting on a mule character forever and I want to use 'em :p.

And I guess pet Cabalist for necro? That’s the only kind of build I haven’t already done.

Arcanum Sigilis used to be best done with Occultist due to CoF but I think Inquisitor’s final skill has -x% Elemental RR so maybe Inquisitor + Soldier.

Certainly will be one of the first new combo’s ill try (next to Nightblade + Necromancer).

Doubting though whether to go for:
Inquisitor + Demo (Purifier) for Fire Strike, Flame Touched, Vindicative Flame
vs
Inquisitor + Arcanist (Mage Hunter) for Elemental Exchange, Maiven, Arcane Will, Mirror, Flash Freeze

Or maybe go Inquisitor + Soldier (Cadence + Modifier to Elemental) and convince a friend to play Sorcerer to grab at least both buffs (Flame Touched & Elemental Exchange), and get the Sorceror buffed with tactician buffs (Field Command & Aura of Conviction).

Either way, I think the combination of having two players combining: Soldier, Inquisitor, Arcanist & Demolitionist would be very strong.

That would be with this one. Though in its current format the range of the aura is limited, perhaps better for a melee build than for a ranged one.

I hope the aura has a way to increase its radius, regardless, I will have to try it out though, it seems cool, maybe that with phoenix feathers + a tempest build.

Wait a sec… does Aura of Censure grants you a buff, or it works like Night’s Chill?

Night’s chill, it’s one of the few offensive auras. Perfect for an auramancer.

That’s… amazing! The more I hear about the Inquisitor, the more I feel that this mastery was specially made for me! :smiley:

I’m literally loving every single skill from the Inquisitor so far, and I can already see me scratching my head on which skills should I go for… Now I’m curious to know what is that skill just besides the last modifier of Word of Pain…

To be perfectly honest I seem to love Inquisitor more than the Necromancer. Of course in actual practice this might be different but Inquisitor has skills that interest me the most - traps, storm box, offensive aura, ranged support

Somewhat ago I made SS for community translators based on this someone’s web information.

Among them, Necromancer 's skill had “Bone Ritual”. This was deleted on the SS of Misadventure #121 on June 26, but it was still in DevStream on July 1st. Do you think that this skill is completely gone?