Arboris
Hearthkeeper

Callings

Hearthkeeper

Keeper of the Hearth's warmth: mends, protects, and lets the grove fight.

Role
Healer
Weapon
Rod
Main stat
Intellect
Health
Falls sooner

Resource: Mana

Fills slowly in battle and faster out of it.

The plain blow: Ember Touch

A spark of the Hearth's fire.

  1. Hearthkeeper, blow 1 of the chain
    1
  2. Hearthkeeper, blow 2 of the chain
    2
  3. Hearthkeeper, blow 3 of the chain
    3

Blows come in threes: the third strikes hardest, and leaves you a breath to recover. Use a skill, and your next plain blow lands as the third.

In play

Blessing of Vigor
Blessing of Vigor
Wrath of the Grove
Wrath of the Grove
Sanctuary
Sanctuary

Paths

Each path has five skills. The first two are open from the start; the deeper ones open as you put points into the path: five points for the second tier, ten for the third, fifteen for the last.

Mender

Heal the wounded, renew the weary, rekindle the fallen.

  1. Tier 1

    • Mend

      Close the wounds of an ally (or your own).

      • Cooldown 3 s
      • Cost 15 Mana
      • Cast 0.6 s
      • Range 20 m
      • Ranks 1–5
    • Renewal

      Warmth that keeps healing for ten seconds.

      • Cooldown 6 s
      • Cost 15 Mana
      • Range 20 m
      • Ranks 1–5
  2. Tier 2 5 points in the path

    • Gentle Hands

      Your healing grows.

      • Passive
      • Ranks 1–5
  3. Tier 3 10 points in the path

    • Circle of Mending

      Heal yourself and everyone near you.

      • Cooldown 15 s
      • Cost 35 Mana
      • Radius 12 m
      • Ranks 1–5
  4. Tier 4 15 points in the path

    • Rekindle

      Call a fallen Seedborn back before the Hearth does, with 40% health.

      • Cooldown 120 s
      • Cost 50 Mana
      • Cast 2 s
      • Range 15 m
      • One rank

Thornspeaker

The grove's anger: thorns, roots and swarms.

  1. Tier 1

    • Thorn Burst

      Thorns burst from a foe's own shadow.

      • Cooldown 4 s
      • Cost 12 Mana
      • Range 20 m
      • Ranks 1–5
    • Entangle

      Roots hold a foe fast.

      • Cooldown 14 s
      • Cost 20 Mana
      • Range 20 m
      • Ranks 1–5
  2. Tier 2 5 points in the path

    • Wild Growth

      The grove's anger grows: more nature damage.

      • Passive
      • Ranks 1–5
  3. Tier 3 10 points in the path

    • Swarm

      A swarm of stinging things poisons every foe in an area.

      • Cooldown 18 s
      • Cost 30 Mana
      • Range 20 m
      • Radius 5 m
      • Ranks 1–5
  4. Tier 4 15 points in the path

    • Wrath of the Grove

      The ground itself rises: heavy damage and roots all around you.

      • Cooldown 40 s
      • Cost 55 Mana
      • Radius 8 m
      • One rank

Oathkeeper

Oaths that hold: blessings, sanctuary, wards against harm.

  1. Tier 1

    • Blessing of Vigor

      You and those near you take less damage for a while.

      • Cooldown 30 s
      • Cost 25 Mana
      • Radius 15 m
      • Ranks 1–5
    • Purify

      Wash away two ill effects and heal a little.

      • Cooldown 8 s
      • Cost 15 Mana
      • Range 20 m
      • Ranks 1–5
  2. Tier 2 5 points in the path

    • Steadfast Oath

      Your health grows by 3% per rank.

      • Passive
      • Ranks 1–5
  3. Tier 3 10 points in the path

    • Sanctuary

      Hallowed ground: those near you take a quarter less damage.

      • Cooldown 40 s
      • Cost 40 Mana
      • Radius 8 m
      • Ranks 1–5
  4. Tier 4 15 points in the path

    • Hearthward

      Wrap an ally in the Hearth's ward: a strong shield, and ill effects wash away.

      • Cooldown 30 s
      • Cost 40 Mana
      • Range 20 m
      • One rank