Gods and Heroes Feats List by Class

Gods and Heroes Feats List by Class by Janiumus

The Gladiator‘s primary function is to do massive damage at melee range while wielding two weapons, but can don a shield occasionally to hold aggro on a hostile NPC. Gladiators have three feat trees: Resiliance, Core and Flourishing Arms. To try out different builds, give the Gladiator Feat Planner a try.

Resiliance Tree

  • Combatants Stamina: Increases your Maximum health by 2%.
  • Secutor Defense: Improve your chance to dodge by 1% per rank.
  • Expert Footwork (Squad): Increases your infantry’s dodge by 0.5% per rank and gives 1% per rank resistance to movement restricting effects.
  • Challenging Yell: Taunts nearby enemies into attacking you.
  • Reassuring Inflection: Increases the effectiveness of Inspiring yell by 5% per rank.
  • Improved Taunt (Squad): Decreases the cooldown time of your infantry minions taunt ability by 1 second per rank.
  • Preparation (Squad): Increases the out of combat health regeneration rate of you and the squad by 2% per rank for every infantry minion in your squad.
  • Antagony: Decrease the cooldown of Challenging Yell by 30 seconds per rank.
  • Studiness: Increase your armor value contribution from items by 2% per rank.
  • Reinvigorating Strike: Attack the target, causing melee damage. In addition, up to the next 5 successful melee attacks will restore health. This affect lasts for 5 successful melee attacks or 20 seconds.
  • Lead Caligae: Increases the duration od cripples stun by .2 seconds per rank.
  • Intimidation: When active, causes your finishing moves to generate twice the threat as normal.
  • Counter Attack: Upon taking melee damage, there is a 3% chance per rank to return 35-65% of your melee damage to the attacker.
  • Champions Resolve: Increases the Gladiators Melee damage and chance to dodge as well as decreases energy cost for all abilities. All three effects are proportional to the Gladiators health, the lower the Gladiators health, the higher the increase to Melee damage and chance to dodge and the lower the energy cost for feats.

Core Tree

  • Barbaric Inotation: Increase the damage bonus from empowering yell by 5% per rank.
  • Andabatus Strike: Swipe all nearby enemies causing 2 weapon damage to each.
  • Medicinus: Reduces the cooldowns of your bind wounds ability by 2 seconds per rank and your inspiring yell ability by 30 seconds per rank.
  • Thrill of the Ring (Squad): Each Melee attack made by infantry minions in your party has a 1% chance per rank to return 2% of the minions total energy per rank.
  • Battles End: Reduce the cost of your finishing moves by 4% per rank.
  • Disabling Strike (Squad): Your infantry minions next successful attack will stun their target for 2 seconds

Flourishing Arms Tree

  • Animosity: Increase your chance to get a critical strike with melee weapons by 1% per rank.
  • Deadliness: Increase your attack rating by 2% per rank.
  • Dual Wield Proficiency: Increase the damage done by your offhand weapon by 10% per rank.
  • Savagery: Increase you critical strike damage bonus by 6% per rank.
  • Ropes proficiency: Increase your skill with ropes by 9 points per rank.
  • Fighting gloves Proficiency: Increase your skill with fighting gloves by 9 points per rank
  • Lacerate: Gives every melee attack a 3% chance to induce bleeding damage over time for 12 seconds.
  • Open Wounds: Finishing move that causes the target to bleed for damage over 12 seconds. Damage increases per combo point and your melee damage.
  • Roar of the crowd: Gives the Gladiator a 10% chance per rank to regain 5% of their energy over the next 5 seconds after dealing a critical strike on any attack that costs energy.
  • Pierce (Squad): Increases the chance for you and your infantry units to critical strike on your next melee attack by 25%.
  • Savage Strikes (Squad): Your infantry minions next successful attack causes the target to bleed for 14 damage every 2 seconds for 12 seconds. This effect stacks up to 2 times on the same target.
  • Bloodthirst: Gives abilities that add a combo point a 10% chance per rank of adding an additional combo point after dealing a critical strike.
  • Spectators Adulation: Your finishing moves increase the damage of all your offensive abilities by an additional 2% per rank for 10 seconds.
  • Dismember: A finishing move that dismembers the target for damage per combo point and causes the target to take 35% additional damage from bleed effects for 6 seconds per combo point.

Mystics are masters of ranged damage dealing. They have a good variety of spells and are adept at doing massive direct damage, area of effect damage, debuffing enemies, summoning creatures for assistance and crowd control. Mystics have three feat trees: Elements, Core and Necromancy. To try out different builds, give the Mystic Feat Planner a try.

Elements Tree

  • Elemental Warding: Increases your resistance to Fire, Ice and Lightning damage by 1% per rank.
  • Cinders: Adds an effect to your Numinous Flame spell, inflicting 8% of the spells damage per rank over 8 seconds.
  • Frostbite: Adds an effect to your Numinous Frost spell, inflicting 5% of the spells damage per rank for 6 seconds.
  • Icy Touch: Feeze target in place.
  • Elemental Tactics: Decrease the cast time of your Numinous aspells by .1 second per rank.
  • Burn: Inflicts 277 to 301 fire damage
  • Jolt: Adds an effect to your Numinous Bolt spell, causing the target to miss attacks 1% more often per rank for 10 seconds
  • Ice Storm (Squad): Chill nearby enemies, causing 0 – 6 ice damage per spellcaster minion every 1 seconds and slowing movement by 35% – Damage over time
  • Discharge: Gives your lightning flash ability a 2% chance per rank to stun enemies for 1 second.
  • Flame Shroud (Squad): Melee attackers that hit your squad receive 15 to 15 damage.
  • Empowered Blaze: Your Numinous Flame spell gains an additional 4% per rank and your Celestial Flare spell gains an additional 2% per rank of your bonus spell damage effects.
  • Chilling Blast: Increases damage done by your ice spells against frozen targets by 20%.
  • Elemental Teachings (Squad): Increases the spell critical strike chance of all abilities of your party members by 0.5% per rank for each spellcaster minion in your squad.
  • Elemental Proficiency: Increases the critical damage of you elemental spells by 2% per rank.
  • Elemental Explosion: Consumes Cinders, Frostbite, or Jolt, applying an effect based on the type consumed (Cinders: Inflict 415 to 490 fire damage; Frostbite: Freeze in place for 6 seconds; Jolt: Silence for 5 seconds).

Core Tree

  • Veiled Defence: Increases your armor rating by 50% of your maximum energy per rank.
  • Energy Chant: Increases energy regeneration by 200% per rank for 15 seconds.
  • Persuasion: Increases the duration of your mesmerize spell by 4 seconds per rank.
  • Energy Mastery: Increase the effectiveness of your energy infusion by 5% per rank.
  • Mind Tap (Squad): Reduces the energy cost of all your abilities and the abilities of your spellcaster minions by 1% per rank.
  • Hypnotise (Squad): Mesmerize, incapacitating the target, but regenerating its health. Any damage will break the spell.

Necromancy Tree

  • Essence of the Night: Increases your maximum health by 3% per rank, but decrease your maximum energy by 2%.
  • Aquired Immunity: Increases your chance to resist poison, dease, and corruption effects by 1% per rank.
  • Consume: Place an effect on a target. If they are killed while active, the responsible group’s Health and energy regeneration rate is increased by 6.7 for 10 seconds. Debuff
  • Talisman of Weakness: Each of your damage over time spells has a 5% chance per rank to reduce the damage caused by the attacker by 5% for 10 seconds.
  • Summon Shade: Summon a shade to battle your enimies.
  • Soul Link: While your shade is active, 10% per rank of your out of combat health regeneration is applied to your in-combat health regeneration.
  • Bad Blood: Inflicts 106 to 115 pollution damage every 3 seconds and reduce the targets maximum energy by 220 – Damage over time
  • Sustained Agony: Gives your damage over time spells a 25% chance per rank to increase their duration by 3 seconds.
  • Blight: Increases the spell damage bonus from items for your poison, disease, and corruption spells by 4% per rank.
  • Miasma: Disease enemies, inflicting 91 to 100 damage every 3 seconds and lowering their maximum health by 78 – Damage over Time
  • Defilement: Increases the amount of health reduced by your Miasma spell by 3% per rank and the amount of energy reduced by your bad blood spell by 2% per rank.
  • Dark Pact: Increase all spell damage done by 1% per rank and all spell damage taken by 1% per rank.
  • Tenebrous Intensity: Increases the damage done by your Snakebite, Miasma and Bad blood spells by 3% per rank.
  • Dark Masters (Squad): Increase the spell damage done by all abilities for you and your squad by 1% per rank for each spellcaster in your squad.
  • Blood Force: Destroy your shade and consume its life force, increasing your spell damage dealt by 25%. During this time, you cannot be stunned, or mesmerized.

The Priest is the main healing class in Gods & Heroes. When playing this class the player will adopt the role of keeping their party members alive, buffing their allies, and cleansing detrimental effects they might acquire in combat. Priests have three feat trees: Blessing, Core and Curses. To try out different builds, give the Priest Feat Planner a try.

Blessing Tree

  • Determination: Gives you a 14% chance per rank to avoid interruption caused by damage while casting.
  • Fortification: Increases the effectiveness of your fortify spell by 5% per rank.
  • Improved Alleviating Sign: Reduces the cooldown time of Alleviating Sign by 4 seconds per rank.
  • Healing Knowledge (Squad): You and your spellcaster minions gain a 10% bonus to healing spells per spellcaster minion in your squad.
  • Mental Toughness (Squad): Gives you and your squad a 5% chance per rank to resist stun, silence, and knockdown effects.
  • Aegis of the God: Reduces all damage taken to you and your spellcaster minions by 0%.
  • Flourishing Arms Tree: Reduce the energy cost of your celer heal, heal healing genius, and healing spells by 3% per rank.
  • Draining Heal: Heals for an amount equal to 130% of the priests maximum health and restores 322 to 525 energy, Drains all of the priests remaining energy when used.
  • Healing Surge: Increases the chance to criically heal with Celer Heal by 4% per rank.
  • Empowered Healing: Your Heal and Celer Heal spells gain an additional 4% per rank of your bonus helaing effects.
  • Healing Swiftness (Squad): Gives each healing spell your spellcaster minions cast a 1% chance per rank for every spellcaster minion in your squad to increase their casting speed by 15% for 15 seconds.
  • Mass Healing: Restore 240 to 263 health.
  • Sheltering Sky: Reduce the cooldowns of your calming Au—-e spell by 2 seconds per rank.
  • Improved Draining Heal: Decreases the cooldown tme of Draining Hael ability by 4 minutes per rank.
  • Voice of the God: All yours healing spells critically heal.

Core Tree

  • Sanctified Armor: Increases your armor from items by 5% per rank.
  • Wisdom (Squad): Gives you and your spellcaster minions 2% more energy per rank.
  • Piety: Restores one favor every 6 seconds per rank.
  • Favor Song: Increases the favor regeneration rate. Only one song per priest can be active at a time.
  • Silvered Tongue: Increases the effectiveness of your songs by 10% per rank.
  • Divine Inspiration: Converts 200 favor into 500 energy.

Curses Tree

  • Sufference: Decrease your chance to be hit by spells by 1% per rank and increases your maximum health by 1% per rank.
  • Vexation: Your spells are less likely to be resisted by 1% per rank.
  • Dark Omen: Increases the damage caused by Baneful Au—-e by 2% per rank.
  • Current of the God: Increases the damage done by your ice wave spell by 5% per rank and the length of your Boreal Wave spell by 1 second per rank.
  • Curse Shield (Squad): You and you spellcaster minions are surrounded by a curse shield which has a chance to reduce an attackers damage by -4 and reduces their chance to resist spells by -4 for 0 seconds.
  • Curse of Impurity: Curse your target, causing 0 poison damage over 24 seconds. This damage is dealt slowly at first, and builds up over time. Only one curse per Priest can be active on any one target – Other
  • Underworld Pact (Squad): Increases the health of each party member by 1% per rank for every spellcaster minion in your squad.
  • Unbridled Power: Increases the chance to critically cast a spell by 1% per rank.
  • Empowered Curse: Your curse of Impunity spell gains an additional 3% per rank of your bonus spell damage effects.
  • Debilitate: Causes your Curse of Fraility spell to reduce your targets armor by 10 plus 5 points per rank.
  • Amplify Curse: Place an affect on your target that causes your next curse spell to be 5% more effective for every spellcaster minion in your squad.
  • Mute: Gives your Curse of Tongues spell a 2% chance per rank to silence your target.
  • Malignance: Gives each curse a 5% chance per rank each time it lands on a target to increase its effectiveness by 10%.
  • Curse of the Empusa: Curse your target, causing all party members to be healed for 25% of all spell damage you deal against the target. Only one curse per priest can be active on any one target.

Scouts are lethally accurate archers who wield an impressive arsenal of shots. Their signature weapons are bows and slings, but with their daggers they can also melee respectably. Scouts have three feat trees: Tactics, Balanced and Precision. To try out different builds, give the Scout Feat Planner a try.

Tactics Tree

  • Deadly Strike: Increases the critical strike chance of your Excursor Strike by 4% per rank.
  • Secutor Defense: Imcreases your chance to dodge attacks by 1% per rank.
  • Elusiveness: Reduce the colldown of your Executor Defense ability by 15 seconds per rank.
  • Break Away: Reduces enemies’ hate towards you.
  • Improved Achilles Slice: Give your Achilles Slice attack 5% chance per rank to root for 3 sconds.
  • Paralzing Edge: Attack for normal damage and stun the target for 3 seconds.
  • Survival: Increases your maximum health by 1 percent per rank and chance to resist and chance to result stun and movement impairing effects by 3% per rank.
  • Incapacitating Telum: A ranged attack that stuns the target for 5 seconds. Only one type of Telum per scout.
  • Close Combat: Increases your melee damage by 2% per rank.
  • Tactial Mastery: Your attacks have a 7% chance to increase your in-combat energy regeneration rate by 125% for 3 seconds per rank.
  • Clean Escape: Reduces the cooldown of Break Away by 4 seconds per rank.
  • Enervate: Increases the energy drain by your Draining Telum by 5% per rank.
  • Perpetual Assault: Your melee attacks have a 3% chance per rank to increase your melee damage by 10% for 10 seconds.
  • Rupture: A melee strike that consumes a Diseased, Dampening, Weakening or Draining Telum effect on a target to apply an additional affect of the type consumed.

Balanced Tree

  • Ranged Weapon Proficiency: Increase the damage done with ranged weapons by 2% per rank.
  • Efficiencey: Reduce the energy requirements of your Telums and Shots by 5% per rank.
  • Marksmanship (Squad): Increases the accuracy of you and your Skirmisher minions by 0.5% per rank for every skirmisher in your squad.
  • Blinding Strikes (Squad): Gives your skirmisher minions a 3% chance per rank when attacking to lower the target’s Melee and Ranged Attack rating for 10 seconds.
  • Resourcefulness: Increase your maximum health by 4% and energy by 2% per rank.
  • Directorious Tormentum: When activated, your attacks have a 100% chance to critical strike for a very short duration.

Precision Tree

  • Lethality: Increases your chance to critically strike with ranged attacks by 1% per rank
  • Improved Quick Shot: Reduces the cooldown on your Quick Shot by 1 second per rank.
  • Predator’s Reach: Increase the maximum range of your ranged attacks by 1 meter per rank.
  • Steady Shot: A shot that deals increased ranged damage, due to increased strength of the shot.
  • Focal Point: Increases the effects of your Auxillarius’ Target spell by 3% per rank.
  • Barrage: Increases your critial strike bonus damage by 5% per rank.
  • Weak Point: Increases the bonus damage of your Focused Shot ability by 2% per rank.
  • Jagged Arrows (Squad): Increase the ranged damage for your and your skirmisher minions by 1% per rank.
  • Assailment: Increases the damage and energy cost of all your shots by 10%
  • Eagle Eye: Your ranged attacks have a 5% chance to increase your ranged attack critical strik value with your next attack by 2% per rank.
  • Armor Piercing: Give all of your attacks a 1% chance per rank to ignore the target’s armor.
  • Weighted Ammunition: Increases the damage from ammunition by 2% per rank.
  • Searing Shots: Your ranged attacks that hit will explode for 65 fire damage for 5 seconds.

Though they are able to wreak havoc with two handed weapons, the Soldier‘s defining role is that of aggro management. As Soldiers are the most durable class in the game, the other classes depend on them for protection. Soldiers have three feat trees: Defensive, Core and Offensive. To try out different builds, give the Soldier Feat Planner a try.

Defensive Tree

  • Shield Proficiency: Increase your skill with shields by 9 points per rank.
  • Toughness: Increases your maximum health by 2% per rank.
  • Tenacity: Increase your resistance to stun and mesmerize efffects by an additional 3% per rank.
  • Signum of Warding: Signum: Reduces the damage received from all sources by 5% and returns up to 0 energy to you each time you take damage. Only one sigmum can be active at a time. Resolvo: Unleashing this signum’s power with Resolvo drains 20 energy from the target and grants that amount to each member of the party.
  • Cage of Steel: Increase your chance to parry melee attacks 1% per rank.
  • Safeguard (Squad): Increases the spell avoidance for your infantry minions by 1% per rank.
  • Deterrence: Increases the effectiveness of your resistance auras by 10% per rank.
  • Hardened Defences (Squad): Increases you and your squad’s chance to block by 0.5% per rank for every infantry minion in your squad.
  • Shield Bang: Distract nearby enemies, reducing their melee accuracy by 148. Causes additional threat.
  • Defence of Rome: Increases the effectiveness of your Defiance Aura by 3% per rank.
  • Signum of Courage: Signum: Increases the amount of threat generated by your melee attacks by. Only one sigmun can be active at a time. Resolvo: unleashing this Signum’s power with Resolvo will taunt your target to attack you for 4 seconds.
  • Armor Breach: Your melee attacks have a 2% chance per rank to cause the target’s armor to be lowered by x per rank for 20 seconds.
  • Armor Mastery: Increases your armor value contribution from items by 3% per rank.
  • Shield Wall: Increases your Shield skill by 60, maximum health by 10% and all resistances by 10%.

Core Tree

  • 1H Weapons Proficiency: Increases your skill with 1H weapons by 9 points per rank.
  • Precision: Increases your chance to hit with melee weapons by 1% per rank.
  • Combat Experience (Squad): Increase the physical damage and armor of your infantry minions by 2% per rank.
  • Emblem of the Legions: Reduce the energy cost of your Signums by 10% per rank.
  • Iron Will: Provides immunity to mesmerize and movement impairing effects.
  • Interpidity: Any time you are hit by melee attacks, your melee damage will be increased by 2% for 20 seconds. This damage stacks up to 5 times.

Offensive Tree

  • Veteran Strikes: Increase the critical strike bonus damage of your Triairius Strike ability by 10% per rank.
  • Assault: Increases your chance to critically strike with melee weapons by 1% per rank.
  • 2H Weapon Proficiency: Increases your skill with 2H weapons by 9 points per rank.
  • Aortic Slice: Increases the effectiveness of your Gut ability by 3% per rank.
  • Improved Signum of Arms: Increases the effectiveness of your Signum of Arms damage bonus by 4% and its Resolvo by 2% per rank.
  • Improved Sever: Decrease the cooldown time of your Sever ability by 2 seconds per rank.
  • Belligerence: Increases the damage of your Signum of Wraith Resolvo effect by 3% per rank.
  • Signum of Fury: Signum: Increases your critical strike damage bonus by 20%. Only one signum can be active at a time. Resolvo: Unleashing this signum’s power with Resolvo will reduce your target’s critical strike level by 10 for 20 seconds.
  • Pinpoint Strikes (Squad): Increases the melee accuracy of you and your squad by 0.5% per rank for every infantry minion in your squad.
  • Flurry: Gives you a 2% chance per rank of adding an additional swing to your attacks.
  • Rage: Increases your Melee Damage by 2% per rank, but decreases your Armor by 2% per rank.
  • Annihilate: A attack that deals high damage. Ony usable on targets below 20% health.

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