Occult Slayer enhancements

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Core abilities
Weapon Bond - Requires: Barbarian Level 1 - Cooldown: 2 minutes - You build a psychic bond with your mainhand weapon. You strengthen your Weapon Bond by damaging enemies with attacks, up to once each second. Your Weapon Bond is lost when you change your mainhand weapon or die. - Activate: You reduce your bond strength by 1 to gain a +5 Insight bonus to Attack for 12 seconds.

Resistance(1/1) - Requires: Weapon Bond(Rank 1), Barbarian Level 3, 5 Points Spent In Tree - +1 to all saving throws & improve your barbarian damage reduction by +1.

Elemental Defense(1/1) - Requires: Resistance(Rank 1), Barbarian Level 6, 10 Points Spent In Tree - When enemy spells deal elemental damage to you, there's a 10% chance you'll gain 25 temporary hitpoints for 30 seconds. This can trigger up to once every 40 seconds.

Blank Thoughts(1/) - Requires: Elemental Defense(Rank 1), Barbarian Level 12, 20 Points Spent In Tree - You gain the Slippery Mind feat & improve your barbarian damage reduction by +1. (When you fail a saving throw vs. enchantments. you roll a second time.)

Force Ward(1/1) - Requires: Blank Thoughts(Rank 1), Barbarian Level 18, 30 Points Spent In Tree - You gain immunity to magic missiles & +5% Competence bonus to entirely avoid incoming Force damage. Improve your barbarian DR by +1

Mind Over Magic(1/1) - Requires: Force Ward(Rank 1), Barbarian Level 20, 40 Points Spent In Tree - You gain a bonus to your Spell Resistance equal to your Constitution score.

Tier 1
Extend Rage(1/3) - Requires: Barbarian Level 1 - Your barbarian rage lasts [25/50/75]% longer.

Ear Smash(1/3) - Requires: Barbarian Level 1 - Action Point Cost: 2 - Melee Attack: Deals +0.5/1/1.5[W] damage. Damaged enemies can't cast spells for 2/4/6 seconds. Cooldown 12 seconds.

Parrying Bond(1/3) - Requires: Barbarian Level 1 - While Weapon Bond 10+: +2/+4/+6 Competence bonus to AC

Uncanny Dodger(1/3) - Requires: Barbarian Level 1 - You gain +1/+2/+3% Dodge

Awareness(1/3) - Requires: Barbarian Level 1 - +1/+2/+3 Listen, Search, Spot and 0/0/+1 reflex save

Tier 2
Willpower Rage(1/3) - Requires: Barbarian Level 2 - You gain +1 to Will saving throws while raged.

Knockout(1/3) - Requires: Ear Smash(Rank 1), Barbarian Level 2 - Ear Smash puts enemies to sleep for 6 seconds. On Vorpal, enemies are stunned instead.

Guarding Bond(1/3) - Requires Parrying Bond(Rank 1), Barbarian Level 2 - You gain +4 PRR at Weapon Bond 30+

Lessons of Travel(1/3) - Requires: Barbarian Level 2 - Action Point Cost: 2 - +2 Energy resistance against Acid, Cold, Electric, Fire, & Sonic damage

Antimagic Boost(1/3) - Requires: Barbarian Level 2 - Action Boost: +1 Action Boost bonus to saving throws vs. magic. Cooldown: 30 seconds

Tier 3
Bond of Retribution(1/1) - Requires: Barbarian Level 3 - Action Point Cost: 2 - While at Weapon Bond 120+ & below 50% health, you gain +1 crit damage multiplier on attack rolls of 19-20.

Lessons of Nature(1/3) - Requires: Barbarian Level 3 - Action Point Cost: 2 - You gain +1 to save vs. both disease & poison.

Arcane Encumbrance(1/3) - Requires: Barbarian Level 3 - When enemies damage you with spells, there's a 10% chance they'll be knocked down. (Does not affect bosses.)

Kinetic Bond(1/3) - Requires: Lessons of Travel(Rank 1), Barbarian Level 3 - At weapon bond strength 45+, you deal 1d20 extra force damage with your attacks. This damage can trigger up to once every 3 seconds.

Con(1/1) - Requires: Barbarian Level 3 - Action Point Cost: 2 - +1 CON

Tier 4
Vicious Strike(1/3) - Requires: Arcane Encumbrance(Rank 1), Barbarian Level 4, 20 Points Spent In Tree - Action Point Cost: 2 - Melee Attack: Deals +1[W] damage & inflicts Feedback on enemy for 6 seconds. Cooldown: 12 seconds. Feedback: When I cast a spell I take 10d10 Force damage.

Con(1/1) - Req: Barb Level 4 - Requires: 20 Points Spent In Tree - AP Cost: 2 - +1 Con

Tier 5
Bond of Destruction(1/1) - Requires: Bond of Retribution(Rank 1), Barbarian Level 5, 40 Points Spent In Tree - AP Cost: 2 - While at Weapon Bond 180+, your Bond of Retribution doesn't have a health requirement.

Vampiric Bond(1/3) - Requires: Lessons of Nature(Rank 1), Barbarian Level 5, 40 Points Spent In Tree - At Weapon Bond 150+, your weapon provides you 20 temporary hitpoints when you damage an enemy. This can trigger at most once every 12 seconds.

Adamantine Bond - Requires: Kinetic Bond(Rank 1), Barbarian Level 5, 40 Points Spent In Tree - Action Point Cost: 3 - At Weapon Bond 120+, your bonded weapon becomes Adamantine, bypassing the Damage Reduction of certain enemies.

Byeshk Bond - Requires: Kinetic Bond(Rank 1), Barbarian Level 5, 40 Points Spent In Tree - Action Point Cost: 3 - At Weapon Bond 120+, your bonded weapon becomes Byeshk, bypassing the Damage Reduction of certain enemies.

Cold Iron Bond - Requires: Kinetic Bond(Rank 1), Barbarian Level 5, 40 Points Spent In Tree - Action Point Cost: 3 - At Weapon Bond 120+, your bonded weapon becomes Cold Iron, bypassing the Damage Reduction of certain enemies.

Silver Bond - Requires: Kinetic Bond(Rank 1), Barbarian Level 5, 40 Points Spent In Tree - Action Point Cost: 3 - At Weapon Bond 120+, your bonded weapon becomes Silver, bypassing the Damage Reduction of certain enemies.

Toughness(1/3) - Requires: Barbarian Level 5, 40 Points Spent In Tree - +10 HP