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There are no tomes dedicated to this manipulation. There has been no time for academics, only the practical—and not in a manner that mitigates risk. Power in a raw form has found an outlet, both visible and in ways that only we of arcane proclivity can sense. The risk is great.
From this page forward, these are the notes of Thelric. They began as the work of my mentor Julion, and I will continue in the research she began, as she cannot, because she is dead. The rift we were examining did not react well to her last investigation. We believed ourselves prepared for demonic manifestation. We were not prepared for how the energies we expected would be encountered. Well-versed in the forces that magic can produce, my senior was surprised by an alteration, a deviance. That which previously had to be coaxed is now a flood that must be staunched. The same amount in different intensity, quick to expose fault in the way it is accessed. She drew too much, expecting resistance. There was none, and her form suffered the brunt. Tread carefully in studies of new matters, for I cannot unsee the end of her.Scattered symbols and sketches follow.
—From Codex entry: Way of the Rift Mage
Rift Mages take their mastery of the Fade to the next level with this specialization, allowing them to use powerful offensive spells or dragging and throwing their opponents across the field like rag dolls.
Many of the abilities in this specialization weaken enemies, lowering the damage of the enemies' attacks or setting them up for sleep combos. Pull of the Abyss (Inquisition) is a great ability to pack enemies for a focused attack.
Ability tree Edit
| Veilstrike|| Active |
Activation: 35 Mana
| You recreate your own fist from the essence of the Fade and smash nearby foes to the ground. |
Area of Effect: 5 Meters
| You cast Veilstrike more easily, and the blow weakens your enemies, causing them to do less damage. |
Cost Reduction: 15 mana
Weakened Duration: 10 seconds
| Veilstrike can only be used at your location, but the cooldown is reduced whenever you take damage. |
Cooldown Reduction: 50%
| Stonefist|| Upgrade |
Activation: 50 Mana
| You summon a boulder from the Fade and smash it into your target, sending them flying. |
Spirit Damage: 500% weapon damage
| The boulder summoned by Stonefist now explodes on impact, weakening and staggering nearby enemies. |
Area of Effect 4 meters
Weakened Duration: 10 Seconds
| Stonefist now deals additional damage against enemies with guard. |
Bonus Damage vs. Guard: 250%
| Restorative Veil|| Passive |
| You pull stray magic from around weakened enemies to regain mana based on the damage you do to them. |
Mana Recovery: 10%
| Encircling Veil|| Passive |
| You use stray magic around weakened enemies to increase the power of status effects on them. |
Duration Bonus vs. Weakened: 25%
| Smothering Veil|| Passive |
Requires: Restorative Veil
| Weakened enemies have the damage they inflict reduced even further. |
Damage Reduction: 30%
| Twisting Veil|| Passive |
Requires: Encircling Veil
| You catch stray magic around weakened enemies and use it to increase the damage of your own attacks. |
Damage Bonus vs. Weakened: 15%
| Pull of the Abyss|| Active |
Activation: 65 Mana
Requires: Smothering Veil or Twisting Veil
|You create a tiny rift that pulls enemies toward a central point.|
Requires: Pull of the Abyss
| You can cast Pull of the Abyss more often, and enemies caught in its effect are weakened. |
Cooldown Reduction: 8 seconds
Weakened Duration: 10 seconds
| Pull of the Abyss now wrenches in enemies quickly enough to damage them. |
Damage: 500% weapon damage
| Firestorm|| Activated |
Requires: Restorative Veil or Encircling Veil
| You summon flaming meteors, raining fire down upon enemies all over the area for the next several seconds. This ability consumes and is powered by focus. |
Tier 1: Summon 15 meteors.
Tier 2: Summon 30 meteors.
Tier 3: Summon 55 meteors.
Known Rift Mages Edit