Apparently Trespasser has added an toggle-able upgrades for EVERY skill in the game. Since these were added in Trespasser and not in the 1.10 patch, I thought a thread for these may be meaningful. I'll start adding the list of toggles in this thread.
NOTE: You do not need to play Trespasser to have these toggle-able skills upgrades. You just need to purchase and download the DLC. You have toggle-able skill upgrades right from level 1.
Also, you do not need to respec to switch upgrades. They toggle with a click of a button as long as you are outside of combat. I.E. you can never have BOTH upgrades.
Mage
Spirit
Barrier
- Elegant Defense : 4 sec cd reduction
- Energetic Defense: Barrier stays at full strength for 5 sec before decaying
Dispel
- Transmute Magic: Barrier Restore 50%, Damage bonus 25%, duration 10 seconds
- Strengthened Veil: Damage reduction 40%, duration 10 seconds
Mind Blast
- Fortifying Blast: restores barrier (10%) for each enemy stricen
- Cleansing Blast: you can now remove negative status effects from yourself
Revival
- Life Ward: Damage Resistance 25%, duration 15 sec
- Desperation: Damage bonus 200%, attack speed bonus 50%, duration 10 seconds, cost 30 mana (does not revive!!!!, gives 10 seconds of afterlife type effect like Simulacrum)
Storm
Energy Barrage
- Energy Bombardment: Magic Resistance: -2%/hit (short duration, unknown...4 seconds???)
- Energy Storm: Damage 100%, each bolt hits a different target
Possible Bug (1.10): Doesn't seem to increase damage at all
Chain Lightning
- Arcing Surge: 2 extra hits, distance bonus 4 meters
- Never Strikes Twice: No target is ever hit twice, but damage goes up by 100%
Lightning Bolt
- Exploding Bolt: 200% for every creature within 4 m
- Lightning Cascade: All targets near main target are paralyzed. More targets = shorter duration
Static Cage:
- Lightning Cage: Electric Damage 50% weapon damage
- Tethering Cage: Enemies outside of Cage take constant 50% weapon damage per second
Inferno
Immolate
- Wildfire: Fire damage bonus 100% weapon damage, burning 7% weapon damage per sec, cd reduced 4 sec
- Consuming Fire: No more cooldown on Immolate, casting multiple times in succession costs extra mana (10 mana), duration 8 seconds
Flashfire
- Blistering Pain: Fear Duration Bonus 8 sec
- Blazing Trailers: Panicked enemies leave flame trail, duration 5 sec, burning duration 8 sec
Wall of Fire
- Lasting Flame: size+ 3 m, duration+ 4 sec
- Wave of Flame: Wall of flame created at feet and moves away from you, 15 meters
Fire Mine
- Searing Glyph: 200% weapon damage per sec for 8 sec
Possible Bug (1.10): Does less damage if you have chaotic focus
- Flaming Array: 3 mines created in front of user
Winter
Winter's Grasp
- Winter's Chill: Damage and chill all targets nearby with area of effect of 3 m
- Winter's Ruin: Damage 1000% weapon damage if target is chilled or frozen
Fade Step
- Frost Step: Ice Damage 300%, chill 8 seconds
- Energizing Step: Mana recovery 25% when passing through an enemy
Ice Mine
- Brittle Glyph: Armor Reduction 100%
- Chilling Array: multiple mines in front of you
Wall of Ice
- Glacial Strength: Size+ 3 m, cd reduction 8 seconds
- Ring of Ice: Encases target inside ring
Blizzard
- Ice Storm: Damage bonus 75%, freeze duration 4 sec
- Winter Winds: No longer sustainable, lasts 10 seconds, costs 40 mana
Rift Mage
Stonefist
- Shatterstone: Area of Effect 4 m, weakened duration 10 sec
- Unblockable Force: Bonus damage to guard: 250%
Veilstrike
- Punching down: Cost reduction 15 mana, weakened duration 10 sec
- Wounded Veil: Cooldown reduction of 50% when you take damage, and now targeted at your location
Pull of the Abyss
- Shaken Veil: Cooldown reduction 8 sec, Weakened Duration 10 sec
- Devouring Veil: Damage 500%
Necromancer
Horror
- Despair: Spirit damage 50% per sec, reduces armor by 20%
- Terror: Enemies struck do not run, and do not react until below 25% health
Spirit Mark
- Lingering Mark: spirits fight harder (+100% damage) and longer (45 seconds)
- Wisps of the Fallen: Multiple marked targets now allowed. When a marked target dies, a wisp appears and fights for you. 100% weapon damage, charm duration 30 seconds, cooldown reduction 5 sec
Walking Bomb
- Virulent: Walking bomb spreads when a target dies
- Concentrated Detonation: Manually detonating bomb now causes inward explosion that does 900% weapon damage but none to nearby enemies
Knight Enchanter
Spirit Blade
- Defending Blade: deflecting incoming projectiles and send shockwave
- Amplified Wave: spirit blade generates charge more quickly but expend all charge when striking an enemy
Fade Cloak
- Decloaking Blast: 1000% weapon damage upon re-materializing
- Enduring Cloak: Lower the charge on spirit blade, the longer fade cloak lasts
Disruption Field
- Stasic Lock: Speed reduction 99%, duration 5 sec
- Charged Disruption: When enemies take damage in disruption field, spirit blade gains power
Warrior
Weapon and Shield
Payback Strike
- Sweet Revenge: 200% damage bonus, stun dur 2 sec
- Cruel Revenge: Taunts all enemies 8 sec
Shield Wall
- Chevalier's Step: No longer slowed as much and provides bonus armor to nearby allies, 4 meters, 30% armor bonus
- Immovable Object: Blocking costs less stamina and generates more guard but you cannot move
Shield Bash
- Ring the Bell: Bonus damage to Guard: 400%
- Crippling Smash: Enemy struck by shield bash does no damage with next attack (dur. 10 sec)
Lunge and Slash
- Great Lunge: bonus damage 75% at 5 m, 250% at 10 m
- Effortless Lunge: refunds cost and cooldown if used against target not attacking you. NOTE: bugged and may crash game
Two-Handed Weapon
Mighty blow
- Easy Target: Cost Reduction: 15 stamina, damage bonus 300%
- Stay Down: Enemies take longer (3 sec) to get back up
Block and Slash
- Flawless Defense: Damage Bonus 50%, Guard Amount 15%
- Spinning Defense: 200% damage bonus and hits full circle
Pommel Strike
- Lightning Jab: cd reduction 4 sec, damage bonus 200%
- Staggering Strike: stun dur. bonus 3 sec
Whirlwind
- Rising Winds: Damage bonus per rotation 15%
- Vortex of Steel: Sucks in nearby enemies
Earthshaking Strike
- Shattered Ground: Flames erupt, 20% burning damage per sec, lasts 8 seconds, burn lasts 8 seconds
- Tremor: Second blast immobilizes targets for 4 seconds
Battlemaster
Grappling Chain
- Give them the boot: damage 200%, stun 3 seconds
- Chains for Days: Pulls in all enemies, 5 meter area of effect
Combat Roll
- Roll With it: recover from disabling conditions
- Coming Through: Deal 250% weapon damage to enemies you roll through
Possible Bug (1.10): Damage may be 500%
Horn of Valor
- That's the Spirit: additional armor 15%, damage bonus 15%
- Fortifying Blast: Allies gain 10% guard each time they deal damage
War Horn
- Break Their Spirit: Armor reduction 20%, bonus damage vs. guard 1200%
- Seize the Moment: War horn no longer has a cooldown, instead its effects grow more powerful the longer you wait to use it
Vanguard
Warcry
- Call to Arms: bonus armor 200%, duration 10 sec
- Battle Roar: Area of effect is now 10 meters, 4 sec bonus duration
Challenge
- Throw the Gauntlet: 15 stamina regen per sec.
- Call them Out: No cooldown
Charging Bull
- Gore and Trample: Next skill is free (6 sec)
- Light on your Feet: faster and more control
Livid
- Still Standing: Guard amount 20% per nearby enemy
- Endless Strength: Striking killing blow while livid active resets its duration
Body Guard
- Not Today: damage resistance is 50% for transferred damage
- Over Here: Taunt any enemy that attacks and ally (dur. 4 sec.)
Reaver
Ring of Pain
- Torrent of Pain: Devour costs less and has shorter cd, dragon-rage costs less health, cd red. 4 sec, cost reduction 20%
- Painbringer: Ring of Pain now moves with you
Possible Bug (1.10): Painbringer seems to do physical damage, not spirit damage
Devour
- Consume: Crit bonus 25% of next dragon-rage
- Lifeblood: each use of devour now heals more (health 0.4% per 1% life lost, ring of pain bonus blah blah blah)
Dragon-Rage
- Ravage: Damage Bonus 50%, cd reduction 2 sec
- Leashed Fury: No longer damages you, but has cooldown of 10 seconds (Note: cooldown seems to be closer to 5 seconds and does not begin until the 3rd attack in the dragon-rage attack animation)
Champion
- And No Further: size bonus 3 m
- Everlasting Barricade: no more cost or cooldown, and lasts until until you cancel it
To the Death
- En Garde: Guard Mount 25% (gain guard when hitting target)
Possibly bugged: (some tests show 5%) - Who's Next? Damage bonus of 30% lasts 10 seconds when challenged foe dies
Walking Fortress
- Siege-Breaker: Gain guard when hit, 10%
- Focused Defense: all the damage taken while walking fortress is active is converted into focus
Templar
Blessed Blades
- Lights in the Shadow: attacking enemies while influenced reduces cooldown (0.5 sec) of spell purge and wrath of heaven
- In Their Blood: allies retain the effects for a short time after leaving area of effect
Spell Purge
- Spell Shatter: Damage 600% weapon damage when dispelling barriers or other beneficial effects on enemies
- Annulment: All of your templar abilities now affect magic-using enemies as well as demons
Possible Bug (1.10): May only affect Wrath of Heaven
Wrath of Heaven
- Embrace the Light: Damage bonus 300% to demons, stun bonus for 2 seconds
- Breath of Light: You are healed by 10% for each enemy you strike with Wrath of Heaven
Rogue
Double Daggers
- Ripping Fangs: If flanked, does 100% bonus damage and sunders armor for 8 sec
- Unyielding Fangs: You get bonus damage if facing your target instead
Flank Attack
- Skirmisher: move to stealth after second hit
Possible Bug (1.10): Conflicting interaction with Stealth Lasting Shadows Upgrade (lose stealth after 3 sec) - Bleeding Flanks: Enemies bleed for 10 seconds, effect stacks
Parry
- Effortless Riposte: If you succeed then parry costs nothing at all
- Patient Riposte: cost is 5 stamina per second as you wait to parry
Spinning Blades
- Neverending Spin: 4 extra hits
- Flurry: effects are not removed from stricken foes and targets all around feel your attack
Deathblow
- Thrill of Victory: Damage bonus 100%, no cd on deathblow
- Surprise Attack: bonus damage on undamaged opponents instead of those near death
Archery
- Archer's Lance: long shot rips through enemies along path
- Eagle Eye: Damage Bonus 900% at 25 meters
Explosive Shot
- Chain Reaction: Damage bonus per target 25%, max bonus 100%
- Shockwave: knocks main target back even further (10 meters)
Leaping Shot
- Rolling Draw: Next attack after does 200% bonus damage
- Shot from the shadows: After striking with leaping shot, retreat into the shadows (i.e. stealth)
Full Draw
- Stunning Shot: sleep duration 20 seconds
- Pinning Shot: Immobilize duration: 5 seconds
Sabotage
- Infected Wounds: Damage bonus of 25% on attacks
- Leeching Poison: You gain back health when poisoned weapons is active (health amount 5%)
Caltrops
- Tread Lightly: enemies bleed for 10 seconds (5 m radius)
- Barbed Spikes: Immobilize duration 3 seconds
Hook and Tackle
- It beats Walking: no cooldown or cost
- No Escape: Enemy cannot escape you. Free yourself by using ability again
Possible Bug (1.10): Doesn't seem to do anything
Throwing Knives
- Precision Targeting: Damage bonus 25% for fewer targets, bonus stacks
- Fistful of Daggers: larger range for enemies to be hit (15 m radius) and increased duration of sundered armor
Toxic Cloud
- Contact Poison: Cooldown reduction 5 sec, 25% weapon damage per sec for 8 seconds
- Lost in the Mist: gain a stack of elusive while in the cloud making it harder for your enemies to find you
Subterfuge
- Lost in the Shadows: instant stealth, removes debilitating effects, and pass through enemies
- Clinging Shadows: Remain in stealth for 3 seconds after attacking or taking damage
Evade
- Hidden Step: Enemies still think you are there, attacking and taking 300% weapon damage (duration 3 seconds)
- Shadow Step: You now move directly through the shadows to attack or retreat as needed.
Knockout Powder
- Deep Sleep: Enemies sleep longer (10 sec bonus), and are slow to wake up (3 sec damaged duration)
- Rude Awakening: Does not last as long (-5 sec) but take massive damage if they wake up naturally (600% weapon damage)
Shadow Strike
- Quick Blade: stealth bonus damage 200%, not damaged recently threshold 5 seconds
- Long Shadows: Shadow strike now can be used at range
Tempest
- Unquenchable Flames: While active all abilities have no cooldowns
- Flaming Chain: each unique ability increases duration of flask of fire
Flask of Frost
- Bitter Chill: 5 meter radius taunt
- Frostbite: Shattered enemies while flask of frost is active deals damage to other nearby enemies (5 meter area)
Flask of Lightning
- Thunderstruck: damage enemies take 300% electric damage, speed reduction bonus 39%
- Stormrage: Lasts longer (2 seconds) and knocks back enemies while active
Artficier
- Pyrotechnics: larger spike trap (area 4 meters)
- Shrapnel: bleed duration 10 seconds, stacks
Fallback Plan
- Bait and Switch: Extends duration of fallback plan by 5 seconds
- Clear the Board: resets all cooldowns of your abilities
Elemental Mines
- Throw Everything: Extra bombs: 1 for every 5 stamina
- One-shot: You now only throw one elemental mine at a time to greater effect. Each throw changes the element of the next time
Assassin
- Overkill: Cooldown reduction 4 seconds, additional hits 3
- No Witnesses: damages enemies nearby primary target
Knockout Bomb
- Comatose: Enemies sleep more deeply allowing allies to hit them even harder with flanking damage
- Dream of Pain: Shrapnel from knockout bomb now leaves enemies bleeding for a short time (10 seconds, effect stacks)
Mark of Death (50% damage or 100% manually triggered)
- Lasting Mark: Mark can no longer be manually triggered but lasts 4 seconds longer
Possible Bug (1.10): Appears to only last 8 seconds - Mark of Doom: Mark of Death now does less damage when it expires (25%), but much more (150%) if detonated early





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