Magus talents
27 talents for the Magus class tree.
Class trees have their own pool: one point per level from 5, kept per class and active only while you are that class.
| Tier | Talent | Ranks | Effect |
|---|---|---|---|
| 1 | Mana Shield | 3 | Take 3% less spell damage per rank. |
| 1 | Arcane Aim | 5 | Your attacks have 1 percentage point more chance to hit per rank. |
| 1 | Arcane Study | 10 | +1% spell damage per rank. |
| 1 | Arcane Precision | 5 | +5% critical hit damage per rank. |
| 1 | Barrier | 5 | Take 2% less damage per rank. |
| 1 | Conduit | 5 | +3% spell damage per rank in group fights and raids. |
| 1 | Boundless Reserves | 5 | +10 maximum Drive per rank. |
| 1 | Tireless | 5 | Drive regenerates 4% faster per rank. |
| 2 | Deep Reserves | 3 | +10 maximum Drive per rank. |
| 2 | Empowered Bolts | 5 | Magic Flurry bolts deal 5% more per rank. |
| 2 | Blink | 5 | Attacks against you have 1 percentage point less chance to hit per rank. |
| 2 | Overcharge | 5 | Each bolt that lands makes the next bolt of the same Flurry deal 1% more per rank. |
| 2 | Mana Burn | 5 | Enemies hit by your bolts deal 2% less damage per rank for 2 turns. |
| 2 | Spell Echo | 5 | A 3% chance per rank that a bolt echoes onto a second enemy for half damage. |
| 2 | Master Craftsman | 5 | +4% profession experience per rank. |
| 2 | Efficient Hands | 5 | A 3% chance per rank that gathering or crafting costs no Drive. |
| 3 | Arcane Barrage (twist) | 1 | Magic Flurry bolts get 15 percentage points more chance to hit, but each deals 10% of your weapon less. Ability twist: costs 5 points; only your main path’s twist can be learned. |
| 3 | Arcane Storm (twist) | 1 | In group fights, raids and packs, Magic Flurry fires one bolt at every standing enemy (at least its usual count), each dealing 20% less. Ability twist: costs 5 points; only your main path’s twist can be learned. |
| 3 | Imbued Flurry (twist) | 1 | Magic Flurry bolts are charged with your craft: they ignore 25% of armor and Ward. Ability twist: costs 5 points; only your main path’s twist can be learned. |
| 4 | Afterglow | 5 | Your first attack after a Magic Flurry deals 5% more per rank. |
| 4 | Arcane Aegis | 5 | After a Magic Flurry, your lowest-health ally (or you) gains a shield worth 2% of your maximum health per rank. |
| 4 | Clear Mind | 5 | 5% less chance per rank to be stunned, frozen, charmed or bound. |
| 4 | Arcane Salvage | 5 | Salvage returns 5% more materials per rank. |
| 4 | Runesmith | 5 | +2% damage per rank with enchanted weapons. |
| 5 | Fourth Bolt (capstone) | 1 | Magic Flurry fires one more bolt, but each bolt deals 15% of your weapon less. Capstone: costs 5 points; only your main path’s capstone can be learned. |
| 5 | Overload (capstone) | 1 | Each landed bolt has a 15% chance to stun for 1 turn. Bosses and minibosses are never stunned. Capstone: costs 5 points; only your main path’s capstone can be learned. |
| 5 | Philosopher’s Hand (capstone) | 1 | Each craft has a 10% chance to make one extra item. Capstone: costs 5 points; only your main path’s capstone can be learned. |
In the game: Talents