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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.

TierTalentRanksEffect
1Mana Shield3Take 3% less spell damage per rank.
1Arcane Aim5Your attacks have 1 percentage point more chance to hit per rank.
1Arcane Study10+1% spell damage per rank.
1Arcane Precision5+5% critical hit damage per rank.
1Barrier5Take 2% less damage per rank.
1Conduit5+3% spell damage per rank in group fights and raids.
1Boundless Reserves5+10 maximum Drive per rank.
1Tireless5Drive regenerates 4% faster per rank.
2Deep Reserves3+10 maximum Drive per rank.
2Empowered Bolts5Magic Flurry bolts deal 5% more per rank.
2Blink5Attacks against you have 1 percentage point less chance to hit per rank.
2Overcharge5Each bolt that lands makes the next bolt of the same Flurry deal 1% more per rank.
2Mana Burn5Enemies hit by your bolts deal 2% less damage per rank for 2 turns.
2Spell Echo5A 3% chance per rank that a bolt echoes onto a second enemy for half damage.
2Master Craftsman5+4% profession experience per rank.
2Efficient Hands5A 3% chance per rank that gathering or crafting costs no Drive.
3Arcane Barrage (twist)1Magic 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.
3Arcane Storm (twist)1In 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.
3Imbued Flurry (twist)1Magic 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.
4Afterglow5Your first attack after a Magic Flurry deals 5% more per rank.
4Arcane Aegis5After a Magic Flurry, your lowest-health ally (or you) gains a shield worth 2% of your maximum health per rank.
4Clear Mind55% less chance per rank to be stunned, frozen, charmed or bound.
4Arcane Salvage5Salvage returns 5% more materials per rank.
4Runesmith5+2% damage per rank with enchanted weapons.
5Fourth Bolt (capstone)1Magic 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.
5Overload (capstone)1Each 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.
5Philosopher’s Hand (capstone)1Each 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

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