The Player (Grim Dawn)

==Summary==
The Player is the unnamed protagonist of the action hack-n-slash RPG Grim Dawn. His start was with his being possessed by an Aetherial spirit but as he was strung up, it left, thus his life was saved but him being forever changed.
==Powers and Stats==
Tier: Likely , possibly higher with Herald of the Apocalypse
Name: Player determined, The Taken
Origin: Grim Dawn
Gender: Player determined
Age: Unknown
Classification: Human, Taken, many others depending on their class
Powers and Abilities:
<tabber widths="375">
|-|General= Superhuman Physical Characteristics, Enhanced Senses (Capable of navigating through completely dark areas), Extrasensory Perception, Immortality (Type 2), Accelerated Development (Through the use of leveling system), Weapon Mastery (Swords, Shield, Axes, Maces, Daggers, Scepters, Pistols, Rifles, and Crossbows; including dual-wielding them), Non-Physical Interaction (Can interact with intangible beings made out of mana, aether energy, chaos energy, or the elements), Magic, Energy Manipulation (Mana, Aether Energy, Chaos Energy, Entropic Energy and Elderich Energy), Portal Creation, Dimensional Storage, Teleportation, BFR (Through Riftgates that open the Void to travel through. Can send people or objects away through these Riftgates), Healing (Through potions and Life Steal), Damage Reduction (Via various Armor Sets), Absorption (Absorbs a percentage of the energy spent on attacks and spells that strikes them, replenishing their own energy reserve), Healing (Will gain a percent of the damage they suffer as healing), Attack Reflection (Will passively reflect a percentage of the damage inflicted upon them back to the attacker), Danmaku (With various spells or attacks), Resistance to: Fire Manipulation (Resistant to attacks and spells that deal Fire or Burn damage), Ice Manipulation (Resistant to attacks and spells that deal Ice or Frostburn damage), Electricity Manipulation (Resistant to attacks and spells that deal Lightning or Electrocute damage), Poison Manipulation, Acid Manipulation (Resistant to attacks and spells that deal Acid or Poison damage), limited Durability Negation (Resistant to attacks and spells that deal Piercing or Internal Trauma damage), Chaos Manipulation (Resist to Chaos damage dealt by the unstable energies of the Universe itself used by Chthonian beings), Paralysis Inducement (Stun effects wear off faster for them), Energy Manipulation (Resistance to Aether-bound attacks and sorcery that deal Aether Damage), Corruption (Type 2; the Aether can alter and distort living beings into the aether-warped), Radiation Manipulation (Aether is hazardous to living creatures similar to radiation), Soul Manipulation (Aether damages the spiritual body), Blood Manipulation (Resistant to bleeding induced by lacerations and spells), Power Nullification (Resistant to spells and attacks which interrupt the ability to cast spells), Healing (Damage-absorption effects like their own to not work on them), Absorption (Resistant to attacks which drain their energy), Status Effect Inducement (Resistant to entrapment effects which can immobilize them), Petrification (Resist to spells that petrify the target), Sleep Manipulation (Resistant to spells that place the target in a deep sleep-like state), Statistics Reduction (Resistant to effects which reduce the speed of the target), Possession (Their body become immune to it thanks to the Aether Energy they are infused with), Madness Manipulation (Type 3; regularly exposed to Eldritch, Cthonic, and Aether beings with no ill-effects)
|-|Soldier=Regeneration, Healing (Once their HP drops under 33%, Menhir's Will activate granting increased health regeneration and 65% of their HP; Overguard once activated will increase HP regeneration; Increased regeneration via Veterancy; Menhir's Bulwark once used), Analytical Prediction (Via Decorated Soldier), Statistics Reduction (Via various abilities), Statistics Amplification (Via various abilities), Air Manipulation (Can compress air and project out a wave of energy that stuns and damages foes), Paralysis Inducement (Via Forcewave; Chance to stun via Menhir's Bulwark), Blood Manipulation (Via various abilities), Status Effect Inducement (Chance to knock down the foe via Blade Arc; Knockdown via Blitz), Durability Negation (Via various attacks), Elemental Manipulation (Via Discord), Damage Boost (Each third attack via Cadence; via Counter Strike), Attack Reflection (Via Counter Strike, Menhir's Bulwark), Fear Manipulation (Via War Cry which may make the target flee), Empathic Manipulation (Via Blitz which can taunt foes), Resistance Reduction (Via War Cry), Damage Reduction (Via Overguard), Power Nullification (Via War Cry which can disrupt the target's skills), Aura (Via Olreon's Rage and Menhir's Bulwark), Resistance to: Paralysis Inducement (Via Overguard which reduces the duration of the stun), Elemental Manipulation (Via Decorated Soldier), Statistics Reduction (Via Decorated Soldier), Blood Manipulation (Via Scars of Battle), Ice Manipulation (Via Scars of Battle), Life Manipulation (Via Menhir's Bulwark)
|-|Demolitionist=Regeneration (Via Vindictive Flame which increases the regeneration rate), Knockdown (Chance to knockdown via Fire Strike and Grenado), Paralysis Inducement (Via Stun Jack; Chance to stun via Canister Bomb and Mortar Trap), Statistics Reduction (Via Mortar Trap - Speed), Fire Manipulation (Via various attacks), Electricity Manipulation (Chance to hit the target with Lightning via Fire Strike; via Stun Jacks, Flame Touched, and Mortar Trap), Explosion Manipulation (Via various attacks), Magma Manipulation (Via Fire Strike, which causes attacks to split into molten fragments), Chaos Manipulation (Via Fire Strike, Blackwater Cocktail, and Thermite Mine), Light Manipulation (Via Flashbang which can blind enemies even causing confusion), Durability Negation (Via Stun Jacks and Grenado), Statistics Reduction (Via Flashbang and Blackwater Cocktail), Statistics Amplification (Via various abilities), Resistance Negation (Via Blackwater Cocktail and Thermite Mine), Damage Reduction (Via Blast Shield, which will absorb a portion of incoming damage below 60% HP), Forcefield Creation (Via Blast Shield), Summoning (Via Mortar Trap can summon 3 automated mortars or "Tge Big One"), Aura (Via Flame Touched, Vindictive Flame, Ulzuin's Chosen), Resistance to: Fire Manipulation (Via Blast Shield), Electricity Manipulation (Via Blast Shield)
|-|Occultist=Regeneration (Through the use of Blood of Dreeg, the user will increase their regeneration), Paralysis Inducement (Via Summon Familiar), Blood Manipulation (Through Dreeg's Evil Eye and Bloody Pox), Statistics Reduction (Via Curse of Frailty), Paralysis Inducement (Via Dreeg's Evil Eye), Resistance Negation (Via Curse of Frailty), Poison Manipulation (Via Dreeg's Evil Eye and Possession), Acid Manipulation (Via Dreeg's Evil Eye and Possession), Fire Manipulation (Through Sigil of Consumption; the Hellhound has Fire-type attacks), Curse Manipulation (Via Curse of Frailty and Bloody Pox), Disease Manipulation (Bloody Pox can make the organs of the sufferer liquify), Electricity Manipulation (Through Summon Familiar which hurls orbs or bolts of lightning at foes), Chaos Manipulation (Via various abilities), Life Manipulation (Via various attacks that directly attack one's life-force), Empathic Manipulation (The Bond of Bysmiel beguiles one's minions into feeling overwhelming devotion towards them, causing them to fight with fanatical strength and speed), Fear Manipulation (Via Dreeg's Evil Eye), Reality Warping (Via Doom Bolt), Summoning, Self-Destruction (When the Hellhound dies or the owner wills him to self-destruct), Statistics Reduction (Via various attacks), Statistics Amplification (Via Solael's Witchfire), Healing (Summon Familiar can mend the flesh of his allies; Once the Blood of Dreeg is used, 26% of the user's HP will be restored), Empowerment (Via various abilities), Attack Reflection (Through the use of Blood of Dreeg, the user will reflect damage back to the attacker), Damage Reduction (Via various abilities), Aura, Resistance to: Elemental Manipulation (Via Summon Familiar), Poison Manipulation, Acid Manipulation (Through the use of the Blood of Dreeg), Power Nullification (Via Possession), Chaos Manipulation (Via Possession)
|-|Nightblade= Analytical Prediction (Via Pneumatic Burst, the user can calculate the path of enemy attacks and shift subtly to lessen the impact of weapon attacks on his armor or to deflect projectiles), Regeneration (Pneumatic Burst will accelerate their metabolism to increase regeneration; Blade Barrier will regenerate HP), Absorption (Via Pneumatic Burst and Phantasmal Armor), Statistics Reduction (Via various attacks), Blood Manipulation (Via various attacks), Entrapment Inducement (Via Blade Trap), Paralysis Inducement (Via Ring of Steel and Belgothian's Sheers), Ice Manipulation (Via various attacks), Poison Manipulation (Via various abilities), Acid Manipulation (Via Amarasta's Blade Burst and Merciless Repertoire), Chaos Manipulation (Via Phantasmal Blades), Darkness Manipulation, Durability Negation, Sleep Manipulation (Via Shadow Strike which has a chance to put the target to sleep), Illusion Creation (Via Shadow Strike which uses illusions to make the user invisible), Mind Manipulation (Via Veil of Shadow which clouds the mind of the foe, slowing their movements and diminishing their effectiveness in combat), Statistics Amplification (Via various abilities), Summoning (Via Blade Spirit which can summon two-spirit blades that are immune to damage), Healing (Via Phantasmal Blades, Shadow Strike a percent of the damage is converted to health for the user; Pneumatic Burst once used will restore 40 percent of the HP; via Blade Trap), Damage Reduction (Via Dual Blades), Power Nullification (Via Ring of Steel which has a chance to make the target to fumble his skills), Invisibility (Via Shadow Strike), Invulnerability (Via Blade Barrier), Empowerment (Against humans), Resistance Negation (Through Veil of Shadow), Aura, Resistance to: Elemental Manipulation (Through the use of Pneumatic Burst), Petrification (Via Phantasmal Armor and Blade Barrier), Ice Manipulation (Via Phantasmal Armor and Blade Barrier), Paralysis Inducement (Via Blade Barrier), Status Effect Inducement (Via Blade Barrier; Pneumatic Burst will reduce the duration of entrapments), Durability Negation (Via Phantasmal Armor) 
|-|Arcanist= Paralysis Inducement (Panetti's Replicating Missle has a chance to stun foes), Status Effect Inducement (Via Callidor's Tempest), Statistics Reduction (Via Olexra's Flash Freeze and Trozan's Sky Shard), Elemental Manipulation (Via Iskandra's Elemental Exchange and Panetti's Replicating Missile), Ice Manipulation (Via various attacks), Fire Manipulation (Via various abilities), Electricity Manipulation (Via Iskandra's Elemental Exchange, Panetti's Replicating Missile, and Callidor's Tempest), Energy Manipulation (Via various attacks), Corruption (Type 2; Aether can alter and distort living beings in the aether-warped), Radiation Manipulation (Aether is hazardous to living creatures similar to radiation), Absorption (Via Iskandra's Elemental Exchange which can leech energy from foes and Maiven's Sphere of Protection which creates a shield around the user that absorbs the incoming damage), Radiation Manipulation (Aether is hazardous to living creatures similar to radiation via Panetti's Replicating Missile), Power Nullification(Via Nullification which will remove enemy buffs, auras, and elemental damage), Statistics Amplification (Via various abilities), Duplication (Panetti's Replicating Missle defies the law of conservation of energy to replicate itself on impact), Deconstruction (Via Albrecht's Aether Ray which disintegrates all it touches), Empowerment (Against Cthonics, Aetherials, and Aetherial Constructs), Forcefield Creation (Via Mirror of Ereoctes which will harden the air around to absorb attacks), Resistance Negation (Via Olexra's Flash Freeze), Summoning (Via Trozan's Sky Shard which are shards of meteors), Reality Warping (Via Devastation which tears a rift in reality through which fall embers of raw arcane energy), Aura, Resistance to: Energy Manipulation (More resistant to Aether-bound attacks and sorcery that deals Aether Damage)
|-|Shaman= Regeneration (Savagery and Mogdrogon's Pact increase the rate of regeneration), Blood Manipulation (Via various attacks), Paralysis Inducement (Each third strike with Primal Strike will stun the target; via Primal Beast who can stun the target), Statistics Reduction (Via Grasping Vine, and Wind Devil), Electricity Manipulation (Via Brute Force, Savagery, Primal Strike, and Storm Totem), Life Manipulation (Storm Totem can unleash hungering bolts that sap vitality from foes), Vibration Manipulation (Can create shockwaves via Brute Force), Plant Manipulation (Via Grasping Vine), Poison Manipulation (Via Primal Spirit), Durability Negation (Via Brute Force and Primal Bond), Healing (Brute Force and Devouring Swarm a chance to return a percentage of health back from the damage done), Damage Boost (Via various abilities), Statistics Amplification (Via various abilities), Attack Reflection (Mogdrogen's Pact increase the potency of reflections), Summoning, Resistance Negation (Via Devouring Swarm and Wind Devil), Aura (Via Briarthorn, Mogdrogen's Pact, and Stormcaller's Pact), Damage Reduction (Via Primal Bond, beasts cause less damage), Resistance to: Resistance Negation (Via Savagery), Poison Manipulation (Via Mogdrogen's Pact which reduces the duration of poisons), Blood Manipulation (Via Mogdrogen's Pact which reduces the duration of bleeding), Paralysis Inducement (Via Stormcaller's Pact), Energy Manipulation (Via Mogdrogen's Pact), Durability Negation (Via Mogdrogen's Pact)
|-|Inquisitor= Regeneration (Increased within the Inquisitor Seal), Healing (Via Word of Renewal), Statistics Reduction (Via various abilities), Sense Manipulation (Via Word of Pain), Status Effect Inducement (Via Rune of Kalastor), Fire Manipulation (Via various attacks), Ice Manipulation (Via various attacks), Electricity Manipulation (Via various attacks), Elemental Manipulation (Via Word of Pain), Energy Manipulation (Via Storm Box of Elgoloth), Chaos Manipulation (Via Flame of Ignaffar), Life Manipulation (Via Flame of Ignaffar), Mind Manipulation (Via Horn of Gandarr which creates confusion between foes, making them attack their allies), Regeneration-Power Nullification (Via Word of Pain and Flame of Ignaffar), Resistance Negation (Via Word of Pain), Summoning (Via various abilities), Forcefield Creation (Via Inquisitor Seal), Statistics Amplification (Via various abilities), Aura (Via Aura of Conviction and Aura of Censure), Resistance to: Chaos Manipulation (Via Word of Renewal), Status Effect Inducement (Via Word of Renewal), Petrification (Via Word of Renewal), Ice Manipulation (Via Word of Renewal), Energy Manipulation (Via Word of Renewal), Elemental Manipulation (Within the Inquisitor Seal)
|-|Necromancer= Healing (Via various attacks), Statistics Reduction (Via various abilities), Sense Manipulation (Via Blight Fiend, whose very presence can cause blindness), Blood Manipulation (Via Siphon Souls), Soul Manipulation (Can attack the soul via Reaping Strike, Bone Harvest, Siphon Souls, and Reap Spirit), Energy Manipulation (Via Reaping Strike, Drain Essence, Spectral Binding, and Siphon Souls), Life Manipulation (Via various attacks), Ice Manipulation (Via Drain Essence, and Bone Harvest), Poison Manipulation (Via Ravenous Earth, Blight Fiend, and Flight Fiend), Bone Manipulation (Via Bone Harvest), Disease Manipulation (Via Ravenous Earth), Fear Manipulation (Bone Harvest can rerrify the foe making them flee; the mere presence of a Necromancer can inspire terror), Biological Manipulation (Via Necrotic Edge), Mind Manipulation (Via Blight Fiend which can cause confusion, making allies turn upon themselves), Durability Negation (Via Bone Harvest), Power Nullification (Via Blight Fiend has a chance to make the target to fumble his skills), Regeneration Negation (Via Siphon Souls), Absorption (Via Reaping Strike and Mark of Torment), Deconstruction (Via Drain Essence), Necromancy (Via various abilities), Summoning, Damage Transferal (Via Mark of Torment which transfers 200% of the damage taken back by linking with the foe), Statistics Amplification (Via various abilities), Resistance Negation (Via Spectral Binding), Aura, Resistance to: Life Manipulation (Via Master of Death)
|-|Oathkeeper= Regeneration (Via Presence of Virtue and Resilience), Paralysis Inducement (Via Aegis of Menhir), Statistics Reduction (Via various abilties), Blood Manipulation (Via Vire's Might), Status Effect Inducement (Via Judgement), Fire Manipulation (Via various attacks), Electricity Manipulation (Via Eye of Reckoning), Poison Manipulation (Via Aegis of Menhir, Guardian of Empyrion, and Path of the Three), Acid Manipulation (Via Righteous Fervor, and Path of the Three), Life Manipulation (Via Righteous Fervor, Guardian of Empyrion, and Path of the Three), Empathic Manipulation (Taunt via Aegis of Menhir, and Judgement), Summoning, Damage Boost (Via Righteous Fervor), Attack Reflection (Via Presence of Virtue can return Physical attacks), Damage Reduction (Via Resilience), Resistance Negation (Via Guardian of Empyrion), Statistics Amplification (Via various abilities), Aura, Resistance to: Life Manipulation, Attack Reflection (Via Presence of Virtue), Life Manipulation (Via Ascension), Absorption (Via Ascension), Statistics Reduction (Via Ascension and Heaven Mandate), Status Effect Inducement (Via Ascension), Ice Manipulation (Via Ascension)
|-|Weapons, Relics, and Accessories= Regeneration, Healing, Dimensional Travel, Dimensional Attack, Status Effect Inducement (Slow, Stun, and Bleeding), Elemental Manipulation, Earth Manipulation, Fire Manipulation, Electricity Manipulation, Water Manipulation, Lightning Manipulation, Ice Manipulation, Explosion Manipulation, Acid Manipulation, Weather Manipulation, Light Manipulation, Web Creation, Life Manipulation, Soul Manipulation, Curse Manipulation, Poison Manipulation, Disease Manipulation, Pain Manipulation, Sense Manipulation, Aether Manipulation, Chaos Manipulation, Time Manipulation, Darkness Manipulation, Empathic Manipulation, Madness Manipulation, Mind Manipulation, Fear Manipulation, Dream Manipulation, Corruption, Ice Manipulation, Petrification, Statistics Amplification, Statistics Reduction, Empowerment, Rage Power, Purification, Transmutation, Damage Boost, Damage Reduction, Attack Reflection, Aura (AP, Durability, Speed, Elemental damage, etc), Summoning, Precognition, Duplication, Durability Negation, Regeneration-Negation, Blessing, Forcefield Creation, Barrier Creation, Supernatural Luck (Bad Luck granting), Reality Warping, Existence Erasure, Disintegration
</tabber>
Attack Potency: Likely Universe level+ (The Taken defeated Korvaak, who reigns over the Eldritch Realm, a plane of existence parallel to the existent one of his own making. Korvaak was also a threat to Ch'thon, the Dead God whose body was used to create the mortal planes), possibly higher with Herald of the Apocalypse (As it torn open the reality and release a cataclysm of apocalyptic proportion, rumored to be the thing that opened the first rift which let the Aetherials, Chthonians, Gods and Eldritch beings upon the material plane)
Speed: Massively Hypersonic+ (Can attack with lightning and dodge it)
Lifting Strength: Unknown
Striking Strength: Likely Universe level+ (The Taken defeated Korvaak, who reigns over the Eldritch Realm, a plane of existence parallel to the existent one of his own making. Korvaak was also a threat to Ch'thon, the Dead God whose body was used to create the mortal planes)
Durability: Likely Universe level+ (The Taken defeated Korvaak, who reigns over the Eldritch Realm, a plane of existence parallel to the existent one of his own making. Korvaak was also a threat to Ch'thon, the Dead God whose body was used to create the mortal planes)
Stamina: Unknown
Range: Extended Melee Range with weapons, Tens of Meters with ranged weapons. Anywhere from Several Meters to Thousands of Kilometers with spells
Standard Equipment: Health Potions, Mana Potions, Weapons, Armors
Intelligence: Gifted, shows the potential to become a God even if they're not already on the path of Ascension. Expert fighter, weapon master, summoner, arcanist, and researcher.
Weaknesses: None notable
Notable Attacks/Techniques:
Teleportation: The Player can create small stone portals with which they can instantly travel to set locations in Cairn.
Masteries: The Player gets his powers from 9 special skill trees, that help them in combat
Abilities with a (*) are passives. Abilities with a (**) are toggle skills. Double-indents abilities are passive boosts/extensions to single-indent abilities
<tabber widths="375">
|-|Soldier= 
Markovian's Advantage (*): The renowned tactician Markovian always maneuvered to strike from the higher ground. This classic attack, inspired by Markovian's battlefield tactics, features a powerful downward strike to throw enemies off balance, weakening their defenses.
Forcewave: Such force is channeled into the attack that it compresses the very air, projecting out a wave of energy that stuns and damages foes.
* Tremor: With the will of Menhir, smash the ground with a mighty two-hander and let rip devastating waves of energy upon your foes.
* Rending Force: Forcewave shatters enemy armor, making them more susceptible to physical attacks.
* Internal Trauma: Forcewave shatters bones and ruptures organs, causing profuse internal and external bleeding.
Cadence: The use of weapon forms in combat gives your attacks a natural cadence with peaks and ebbs that, while predictable, are nonetheless effective and difficult to counter.
* Discord: The discord of a wrathful soul flows into the Soldier's pure fighting cadence and sows it with elemental and chaotic energy.
* Fightning Form: The fury of Cadence resonates with nearby enemies, causing heavy bleeding and striking additional nearby targets.
* Deadly Momentum: You push the advantage following a Cadence strike, briefly causing all your blows to strike with additional deadly force.
Fightning Spirit (*): Far from beating you into submission, the sting of enemy blows rouses your anger instead, adding extra force to your attacks.
Menhir's Will (*): As you draw close to death, the unyielding will of Menhir fills you with renewed strength.
Military Conditioning (*): Heavily regimented military training strengthens and fortifies the body against the hardships of war.
Zolhan's Technique (*): Named for the famed fighting master, this attack uses a low center of mass and powerful thrust to imbalance your opponents.
Blade Arc: An arched swing that slices through multiple enemies around you. 
* Clean Sweep: A more powerful form of Blade Arc in which the Soldier builds power between attacks to unleash it in one focused burst of intense damage that can knock foes to the ground.
* Laceration: Expert technique causes Blade Arc to strike more enemies and to tear them open, causing bleeding.
Blitz: Charge forth into the fray with devastating momentum, taking your enemies by surprise.
* Blindside: The suddenness and ferocity of your attack puts enemies off-balance, reducing their combat prowess.
Overguard: Assume a defensive stance that greatly boosts your combat awareness. You can only maintain this focus for a short duration.
* Markovian's Defense: Markovian became a legend on the battlefield for his tactical knowledge, but it was his mastery of the shield is what allowed him to endure countless conflicts and emerge the victor. With enough focus and training, Markovian was capable of maintaining a defensive stance nearly indefinitely at the cost of his offensive, opting to wear out his opponents before striking the killing blow.
Shiled Training (*): Extensive study of shield combat techniques provides improved handling and expert maneuverability; ensuring that your shield is never a hindrance, even when on the offensive.
Veterancy (*): Experience in some of the toughest theaters of the colonial wars has given you the ability to survive ordeals that would be fatal to others.
War Cry: A blood-chilling war cry weakens the resolve of your foes and disrupts their focus. 
* Terrify: Less resolute foes will flee at the sound of your fearsome challenge.
* Break Morale: War Cry shatters enemy morale, rendering them powerless against you.
Field Command (**): A superior sense of discipline and knowledge of battlefield tactics makes you a natural leader in the heat of battle.
* Squad Tactics: Inspires your allies to perform to the very best of their abilities.
Decorated Soldier (*): An ability to remain calm and think clearly in the heat of battle enables veterans to more easily spot the gaps in an enemy's defense, or predict the flow of their attacks so that they can be easily countered.
Counter Strike (*): Enter a state of intense readiness in order to unleash lightning-fast counter strikes against your attackers.
Scars of Battle (*): Through countless violent encounters, you have seen the worst that battle has to offer. The horrors of war no longer hinder your actions, and neither does a little spilled blood.
Oleron's Rage (**): Call out to the war deity, Oleron. Oleron is an ancient aspect that inspires unwavering ferocity in his followers.
Menhir's Bulwark (**): Call out to the earth deity, Menhir. Menhir is an ancient aspect that blesses his followers with the tenacity of the very earth.
|-|Demolitionist= 
Fire Strike: A deadly alchemical technique causes martial attacks to combust the air around the enemy. When used as your default weapon attack, Fire Strike inflicts additional damage.
* Explosive Strike: Increases the potency of Fire Strike with an explosive charge that inflicts additional harm upon nearby foes.
* Searing Might: When channeled through a mighty two-handed melee or ranged weapon, Fire Strike inflicts devastating harm.
* Searing Strike: Focusing the destructive power of Fire Strike to within melee distance of the Demolitionist allows it to hit with greater intensity while requiring less energy, but this technique can only be achieved with the proper handling of one-handed melee weapons.
* Static Strike: Further alchemical alterations cause Fire Strike to electrocute the target with a chance of knocking them off their feet.
* Brimstone: Pyromancy with a hint of the occult imbues Fire Strike with the chaotic power of brimstone.
Stun Jacks: Throw out an array of tiny, electrically charged jacks that will temporarily stop enemies in their tracks.
* Quick Jacks: They lose the stopping power of Stun Jacks but can be thrown in rapid succession to spread devastating electrical damage among large packs of foes.
* Full Spread: Boosts the electrical capacity of each stun jack and increases the number of jacks that can be thrown at once.
Flashbang: A blinding light temporarily confuses enemies and disrupts their ability to defend themselves. 
* Searing Light: After-images burnt into enemy's retina reduce their ability to land attacks.
Flame Touched: Crossing over, as many Demolitionists eventually do, to dabble in the sorcerous arts of pyromancy unlocks the ability to imbue yourself and nearby allies with a living flame that augments attacks and retaliates at enemies.
* Temper: Delving deeper into the secrets of pyromancy grants such refined control over fire that it can be used to temper the weapons and armor of allies beyond conventional means and to imbue them with a living flame.
Blackwater Cocktail: Blackwater Cocktails were concocted when more conventional explosives ran low. These improvised fire bombs leave a self-fueled blaze upon impact and are particularly effective against tightly packed enemies.
* High Potency: This more potent formulation burns longer and degrades your foes ability to fight.
* Demon Fire: Sorcerous enchantment imbues the flames with chaotic power that melts enemy flesh and deteriorates armor.
* Agonizing Flame: Intensifies the fire and hellflame to degrees that will render your enemies to ashes.
Vindictive Flame (**): Ulzuin's eternal flame once brought life and healing to the world, but betrayal and torment twisted this gift into a weapon of vengeance. Those sworn to Ulzuin receive vigor in battle and fiery retaliation upon their foes.
* Ulzuin's Wrath: As the flame of Ulzuin scorches adjacent enemies, bolts of sorcerous flame and electricity will arc out to strike more distant foes.
Grenado The Grenado is a recent invention that has quickly grown in use on the battlefield where it has evened the playing field between sorcerous manipulation and conventional weaponry. 
* Skyfire Grenado: When just exploding an enemy is not enough, this alchemical alteration to Grenado's chemistry unleashes a maelstrom of electricity upon detonation.
* High Impact: An improved design on the standard grenado causes it to explode with intense heat and gives it a chance to inflict devastating physical harm.
* Shattering Blast: The intense blastwave created by the Grenado explosion ripples through your foes, inflicting grievous internal harm.
Canister Bomb: An explosive packed with more explosives, this devilish contraption is capable of laying waste to an entire field of enemies.
* Concussive Bomb: Packed for higher impact blast, the Concussive Bomb does a little less damage but will leave foes shell-shocked.
* Improved Casing: An adjustment to the Canister Bomb's casing improves it's concussive power, inflicting internal trauma on enemies and slowing them down; all in an even larger blast radius.
Mortar Trap: Places a mortar that will continuously lob explosives into the air until depleted.
* Heavy Ordnance: Potent sorcery increases the damage output of mortar shells and infuses them with electrical damage.
* The Big One: Loads the mortar trap with a devastating bomb known only as "The Big One", which will be fired off towards the beginning of the mortar trap's barrage. The resulting colossal explosion will leave your enemies shellshocked, if they survive at all.
Thermite Mine: Drops a trio of small but deadly pyrotechnic charges that will sear enemies with intense jets of flame.
* Hellfire Mine: Half pyrotechnics, half alchemy, this lethal improvement to the Thermite Mine causes it to scorch enemies with unearthly flame that sears the very being.
Blash Shield (*): A combination of military gear and pyromancy creates a ward capable of deflecting a fixed amount of all incoming damage while reducing Pierce and Fire Damage. Attacking enemies will suffer the fiery blowback from the shield.
Ulzuin's Chosen (*): Those who have sacrificed much in the pursuit of pyrotechnics eventually come to be favored by Ulzuin, receiving his blessing in wreaking fiery devastation upon the world. 
|-|Occultist= 
Dreeg's Evil Eye:Summons one of the infinite eyes of Dreeg, the great guardian of the hidden realm. The eye quickly speeds toward the target and then detonates itself.
* Blood Burst: The mystical eye bursts on impact, showering nearby enemies with vitriolic gore.
* Focused Gaze: Channel the foul powers of Dreeg into each Eye, causing it to burst with greater intensity and harm, but also requiring a longer pause between casts.
* Terrifying Gaze: The frightful gaze of the eldritch and immortal Dreeg may cause enemies to stand frozen in fear or simply run in fruitless terror.
* Vile Eruption: Putrid chunks burst forth from the eye upon impact, inflicting further damage upon any foes unfortunate enough to be close to its detonation.
Curse of Frailty: A cruel word of power that robs enemies of their fortitude, making them slow and fragile.
* Vulnerability: Empowers the curse's vile potency so that it also weakens the constitutions of your enemies, making them more susceptible to witchcraft and poisons.
Summon Familiar: Summon a mythical storm raven to support you. Storm ravens are eldritch creatures of uncanny intelligence and magical ability quite different from mundane ravens. Some believe they are not birds at all but rather some manner of ancient sky spirit for which the raven is a preferred manifestation.
* Mend Fleesh: The raven channels eldritch energies to mend the flesh of wounded allies.
* Storm Spirit: The raven projects its eldritch spirit into selected allies, empowering them beyond their mortal means.
* Lightning Strike: The storm raven calls forth a powerful lightning bolt to electrocute nearby foes.
Solael's Witchfire (**): Harness the eldritch power of Solael, burning your enemies with entropic energy upon every strike.
* Consecrated Blade: Witchfire consumes your weapon, turning it into a focal point for chaotic powers.
* Second Rite:Deepens the Occultist's bond to the hidden realm, intensifying the power of witchfire such that the slightest touch burns through the arcane essence of foes.
Bloody Pox: Shunned even by many Occultists for the prolonged suffering it inflicts, this abhorrent curse calls down a virulent plague to spread amongst foes, inexorably sapping their life-force and causing them to bleed from every orifice.
* Fevered Rage: This transmutation of Pox can be as dangerous to the Occultist as to the foe. The plague will progress rapidly, more than doubling its damage, but as the afflicted burn with fever, they will become crazed, moving with unnatural speed and attacking with berserker fury that makes them both more deadly and more vulnerable.
* Wasting: Causes Pox to destroy your foes' vitality and turn weeping sores into gouts of blood. Such insidious spell-craft has earned Occultists their dark repute and seen many burnt at the stake.
* Black Death: Burning with fever and suffering the liquefaction of their internal organs, the infected may be hit by sudden bouts of confusion and wander the battlefield attacking the air or even their own allies.
Sigil of Consumption: Creates an occult sigil on the ground that consumes the life-force of enemies caught within its power, returning a portion of the damage dealt as health to the Occultist.
* Destruction: Imbues the sigil with the destructive powers of chaos itself.
Summon Hellhound: Calls forth a hellhound from the phantom realm to savage the Occultist's enemies. This vicious beast will battle alongside you until its life is extinguished in a blazing inferno.
* Ember Claw: Brimstone claws tear an arc of flame through enemies within the Hellhound's reach.
* Hellfire: An aura of hellfire surrounds the hellhound, augmenting it with power from its natural realm and searing enemies that get too close.
* Infernal Breath: The hellhound belches forth furious hellfire, incinerating your enemies.
Blood of Dreeg: A binding with the great guardian confers some of Dreeg's regenerative ability, while wounds inflicted by enemies will spray caustic blood as though inflicted upon Dreeg himself.
* Aspect of the Guardian: Deepening the connection to dreeg causes enemy attacks on the occultist to impact as though they were striking the quilled scales of the guardian.
Bonds of Bysmiel (*): Strengthens the bonds of control with your minions causing them to fight with greater vigor and determination.
* Manipulation: Subtle manipulation of the bonds of control beguiles minions into feeling overwhelming devotion towards you, causing them to fight with fanatical strength and speed.
Doom Bolt: A bolt of entropic power tears through the fabric of reality to inflict massive damage on any foe it strikes.
Possession (**): You allow your body to act as a mortal vessel for the witch god Solael. The spirit of Solael radiates through your body, fortifying you against attacks as it magnifies your occult power.
|-|Nightblade=
Dual Blades (*): Mastery of dual-wielding melee weapons, favoring the use of blades and piercing implements.
* Belgothian's Shears: The brawny Belgothian was an anomaly among the Nightblade masters, but he exceeded them all in raw power. Leveraging his strength in direct but lethal attacks like the shears, Belgothian could often finish an enemy in a single move.
* Nidalla's Hidden Hand: The controversial Nightblade master Nidalla demonstrated the cruel effectiveness of poisons during the Age of Unreason when she combined the foul toxins with the Whirling Death technique, allowing her to prevail in battle against greatly superior numbers.
* Amarasta's Quick Cut: Legendary for her speed, Amarasta's blades were said to sound like a whip through the air, leaving only streaks of light to fast for the eye to follow. masters of this technique can strike thrice in the space of a normal attack.
* Whirling Death: A devastating technique intended for multi-target combat. Those that survive are left bleeding as if from a thousand cuts.
* Execution: A merciless blow struck during a moment of opportunity, with the intent to quickly finish a foe. Those that survive are not likely to remain alive very long.
Amarasta's Blade Burst: Master of assassins Amarasta, legendary among the Nightblades for her alacrity, developed a technique by which she would unleash a burst of deadly phantasmal blades which spread out from the point of attack to impale all adjacent foes.
* Lethal Assault: Committed to the offensive, Amarasta would continue her relentless assault following a blade burst to quickly and decisively finish off any surviving adversaries with her imbued weapons.
Veil of Shadow (**): A psionic veil clouds the minds of nearby enemies, slowing their movements and diminishing their effectiveness in combat.
* Night's Chill: Causes foes affected by the Veil of Shadow to feel the dark chill of the nightfall over them, sapping their life and weakening their defenses.
Phantasmal Blades: A legendary technique of the Nightblades. Hurl a conjured blade infused with shadow magic that rends through flesh like paper.
* Frenetic Throw: Dispense continuous volleys of phantasmal blades with frenetic speed but less killing power per blade.
* Heart Seeker: With refined technique, Phantasmal Blades are conjured so sharp that they can pierce through multiple targets while invisible phantasmal threads draw vitality from the victims.
* Nether Edge: Empowers the phantom blade with dark magic, a loathsome technique used only in the most dire circumstances.
Pneumatic Burst: Secret martial techniques of the Nightblades enable you to draw vital breath or "pneuma" from your surroundings for short bursts of speed and power. The metabolic acceleration caused by these vital breaths also confers minor healing.
* Breath of Belgothian: Overly muscled and slow by Nightblade standards, part of Belgothian's success was attributed to his ability to recover health and outlast opponents through a profound mastery of the pneuma breathing technique.
* Shadow Dance: Practice in combat meditation allows you to achieve a calm clarity in the heat of battle where you can calculate the path of enemy attacks and shift subtly to lessen the impact of weapon attacks on your armor or to deflect projectiles.
* Elemental Awakening: Adept Nightblades can pull energy from the air or even foes their weapons come in contact with to deliver blows of intense cold.
Shadow Strike: A cunning combination of illusion and mental deflection allows you to seemingly vanish and reappear above your victim like a nightmarish specter.
* Nidalla's Justifiable Ends: As a practitioner of poisons, found unsavory by most Nightblades, Nidalla maintained that the end justified the means. This toxic twist on the traditional Shadow Strike will ensure the end of any foe that survives the initial attack.
* Nightfall: As you reappear and engage your prime target, a pall of darkness will descend upon surrounding enemies like the darkest, coldest night, chilling their blood and invading their minds with an uncontrollable weariness.
Phantasmal Armor (*): A Metaphysical barrier forms around you, brought into being by the focused power of mind and spirit. This barrier repels physical damage and transfers energy from magical attacks into your own pneuma reserves.
Ring of Steel: In the blink of an eye, hundreds of phantasmal blades encircle you at lethal speed, cutting down adjacent foes.
* Ring of Frost: A powerful pneumatic technique causes the ring of steel to draw energy from the nearby air, magnifying cold damage and freezing foes but at the cost of piercing damage.
* Circle of Slaughter: Vicious phantasmal blades slice deep into foes caught within the ring, spilling copious amounts of blood.
Blade Barrier: For a master Nightblade, Belgothian was rumored to lack fine control of his conjuring; but he had the unremitting willpower to summon so many blades that they would form an impenetrable shield surrounding him, giving him a moment of respite from his foes.
Anatomy of Murder (*): Knowledge prized by royal assassins, the extensive study of anatomy familiarizes you with all of the most vulnerable and damaging locations in which to slide a blade.
Blade Trap: Your command of Nightblade techniques allows you to entrap enemies within a prison of deadly phantasmal blades.
* Devouring Blades: The phantasmal blades drain the life essence of the foes trapped within their grasp, transferring it to you.
Merciless Repertoire (*): Though traditionally shunned, sometimes a knowledge of poisons and elemental powers can be the most effective means to gain the upper hand in combat.
Blade Spirit: Conjure a swirling cloud of lethal blades that will roam the battlefield, slicing enemies to pieces.
|-|Arcanist= 
Iskandra's Elemental Exchange (**): Iskandra taught her students that the most efficient path to victory was to turn an opponent's own energies against them. Just so, Elemental Exchange causes the weapons of allies to hungrily absorb arcane energy from foes and return it in the form of elemental damage.
* Manifestation: Arcane energies manifest in many forms. Arcanists who delve into the art of summoning often transfer some of their power to their loyal minions so that they can better serve the will of their masters.
* Overload: The incantation becomes overloaded with arcane forces, causing your weapons to crackle with the raw powers of the elements.
* Elemental Balance: Strike a finely-tuned balance within your incantation, harmonizing the opposing forces of fire and ice with wild electricity.
Panetti's Replicating Missile: The greatest of the Cortosian Arcanists, Panetti devoted himself to advancing the classic arcane missile. His triumph was the devastating alteration that seemingly defies the laws of conservation of energy, causing the missile to be replicated on impact, spawning multiple copies of itself.
* Distortion: Replicating Missile distorts your enemy's very being, causing the projectile to sometimes completely pass through your target.
* Supercharged: The air around the Replicating Missile becomes supercharged with static energy, electrocuting any enemies unfortunate enough to come in contact with the projectile. 
* Proliferation: A more advanced technique of Replicating Missile perfected by a student of Panetti draws upon the energy of the target itself to spawn even more missiles on impact.
Inner Focus (*): Focusing the mind and body into a locus for arcane energies is one of the first meditative techniques taught to aspiring Arcanists.
Callidor's Tempest: Master Callidor famously served as a general in King Samuel's army. While deployed on the front lines, Callidor perfected a technique which, by creating a sudden concentrated burst of aetherial energy, would ignite the air around him in an arcane tempest.
* Wrath of Agrivix: Agrivix was reknown for channeling such immense power into the Tempest that the resulting explosion would leave nothing but ashes of anyone foolish enough to stray within reach. However, his technique required great concentration and could not be repeated without rest.
* Inferno: The tempest becomes a blazing inferno, searing enemy flesh with lasting flames.
Olexra's Flash Freeze: A victim of political intrigue, Olexra was condemned to the Black Legion where her former life of arcane academia turned into a bitter struggle to survive on the frontlines of a brutal war. Olexra quickly put her studies to practical use, developing a technique to flash freeze enemies who made it within striking distance.
* Absolute Zero: Completely sap the nearby air of heat, leaving anything caught within the Flash Freeze slowed and debilitated even after the initial effects wear off.
Mirror of Ereoctes: In an instant, the air around you becomes as hard as stone, absorbing all manner of attacks and reflecting them back at the attacker; a favored technique of Master Ereoctes.
Trozan's Sky Shard: The mythical Trozan was said to be a natural; wild and unwilling to conform to the doctrines of the Imperial Arcanists. When the Imperials finally surrounded his mountaintop refuge, Trozan humbled them using an unknown technique to bring down the very sky upon them.
* Frozen Core: The ice trapped within the sky Shard is released upon collision, bathing those near the point of impact with a freezing chill.
* Shattered Star: The Sky Shard becomes increasingly unstable upon descent, building up a dangerous amount of charge as it propels through the sky.
Maiven's Sphere of Protection: A rare defensive technique of arcane magic invented by the revered Arcanist Maiven. Creates a protective shield around the caster, but at a great cost in concentration.
* Conversion: The sphere absorbs harmful debilitating effects and converts them into energy reserves.
Arcane Will (*): Adrenaline is a powerful force in dire situations that can turn the tide of combat. Battle Arcanists learn to use this to their advantage.
Nullification: Concentrates massive amounts of negative energy within the target area, purging all enemies caught within it of beneficial auras and spells while allies are purged of negative ailments.
Albrecht's Aether Ray: A powerful arcane technique perfected by Master Albrecht in the years just preceding the Grim Dawn that channels raw arcane energies into a concentrated beam of destruction.
* Tainted Power: Corrupts the beam by instead fueling it with the raging powers of the chaotic void.
* Disintegration: Pours all of your energy into the Aether Ray, turning it into a catastrophic force that disintegrates all it touches.
Mental Alacrity (*): Master Arcanists learn to channel their powers with great speed and concentration, no longer concerned by the paltry limitations of the mind.
Fabric of Reality (*): Unravel the secrets of the very fabric of reality. The raw powers of the aether and the void become as playthings to you.
Reckles Power (**): Turn your body into a conduit of the aether, manifesting terrifying arcane energies through your mortal form that ignite the air and send ripples through reality.
Devastation: Hailed as the ultimate force of destruction known to Arcanists, this technique tears a rift in reality through which fall embers of raw arcane energy. This dangerous spell is extremely draining and should not be used lightly.
Star Pact (**): Many Arcanists sacrifice much in the pursuit of limitless power. There are some who do not heed the ancient warnings and tap into sources of power that others would consider unsafe, or even unnatural. It is these Arcanists that strike fear into the hearts of lesser mortals.
|-|Shaman=
 
Brute Force: To many Shamans, a brutal two-handed weapon serves as the conduit for their storm powers. These practitioners favor a closer connection to the wilds through animalistic rage and close-quarters combat rather than through fragile wands and tomes which they consider to be the toys of those who would prefer to spend their time reading books over practicing their craft.
* Feral Hunger: Embrace your primal side, shredding your enemies and feasting voraciously on the spilled blood.
* Upheavel: Strike with the strength of the earth. Whenever you land a critical strike with your basic weapon attacks, the ground shakes with the force of the blow, reverberating in a shockwave that strikes the initial target and all those around them.
Savagery: The heat of battle rouses savage animal impulses within you that heighten your aggression and empower you with nature's fury. When used as your default weapon attack, Savagery increases the intensity of your attacks with every strike.
* Might of the Bear: Shamans dedicated to the spirit of the bear embrace the use of brutal two-handed weapons when entering their savage battle stance. Their unbridled fury is unmatched among the northern tribes.
* Tenacity of the Boar: Embrace the aspect of the boar, becoming a ferocious and unstoppable foe in the wake of battle.
* Storm Touched: Calling out to the heavens, you infuse your attacks with the fury of a thunderstorm.
Devouring Swarm: Out in the wild, one must do whatever it takes to survive. Some Shaman Conjurers take this lesson to heart by conjuring a voracious swarm which hungrily tears apart anything it comes in contact with, inflicting grievous wounds and exposing vulnerabilities.
Primal Strike: The first rite undertaken by novice Shamans is to imbue their favored weapon with the raw force of a thunderstorm. Those that survive this critical step become scions to Mogdrogen's will and guardians of their people.
* Thunderous Strike: Stormcallers, members of a sect of shamanism devoted to the heavens, are known to call out to Ultos, the god of the sky, when delivering nature's wrath upon their adversaries, allowing them to call down lightning with greater frequency.
* Torrent: Torrential force cascades from your weapon, electrocuting your target and leaping to nearby foes.
* Storm Surge: Primal Strike's raw power surges through the target, bursting blood vessels.
Grasping Vines: At your whim, thorned vines erupt from the earth underneath your foes, inhibiting their movement.
* Entangling Vines: The vines grow virulently, entrapping helpless foes in a tangle of thorns.
Mogdrogen's Pact (**): Call upon the beast god, Mogdrogen, to bestow nature's blessing upon you and your nearby allies.
* Heart of the Wild: The wild spirit of nature flows through your veins, rapidly sealing wounds and cleansing poisons.
* Oak Skin: Take on the aspect of ancient trees, solemn ageless titans that have outlived civilizations, bestowing additional protection upon those under Mogdrogen's blessing.
Wind Devil: Shamans were often called upon to bring rain in times of heavy drought. This ritual has been manipulated by clever Stormcallers to conjure a swirling wind devil that lifts rocks and debris into the air, battering foes and ravaging them with the harsh power of the elements.
* Raging Tempest: The swirling vortex grows with tumultuous power. Freezing winds buffet enemies with a numbing cold that increases their vulnerability to further elemental exposure.
* Maelstrom: Unleash the ultimate wrath of the sky, instilling the Wind Devil with static energy.
Summon Briarthorn: Briarthorns are tenacious beasts, born of brambly woods and wild magic. Skilled Shamans can call upon these beasts to aid them in battle.
* Ground Slam: The Briarthorn slams its thorned claws into the ground, crushing any foe unlucky enough to be within reach.
* Emboldening Presence: The Briarthorn is an imposing presence on the battlefield, which emboldens its allies to fight with greater ferocity.
Wendigo Totem: Wendigo Totems represent a darker side to Shaman rituals, embracing the vicious duality of nature: one must die so that another may feed and live. Once placed, the totem will drain the life from nearby foes, all while creating a soothing aura that heals allies. The totems are taboo to most tribes though as the primal hunger spirit invoked to power the totem is perilous to control and has driven many shamans mad, filling them with an insatiable hunger that inevitably leads to cannibalism.
* Blood Pact: Seal a pact with the wendigo spirit inhabiting the totem. So long as you stand within its aura, your taste for blood will be insatiable.
Storm Totem: Channeling the power of storm is one of the most sacred rites of the Stormcallers. With sufficient practice, a Shaman can imbue a totem with the destructive force of lightning, causing it to rapidly fire off electric bursts at nearby foes.
* Corrupted Storm: Twisted shamans obsessed with the power of Wendigos can corrupt a Storm Totem to unleash hungering bolts that sap vitality from foes
Stormcaller's Pact (**): Become one with Ultos, God of the Sky, turning your mortal form into a conduit for the destructive power of lightning storms.
Conjure Primal Spirit: Legends speak of a great predator, the loyal pet of Mogdrogen, which relentlessly hunts down anyone that treads into the beast god's domain uninvited. As a favored follower of Mogdrogen, you call upon this Primal Spirit to aid you in battle.
Primal Bond (**): Embrace your savage side as you seal your bond with Mogdrogen. Creatures from the beast god's domain readily answer your call.
|-|Inquisitor= 
Ranged Expertise (*): Though armed with an array of powerful artifacts and relics, all Inquisitors must be prepared to face an opponent while relying solely on their wits and their firearm. Expertly wielding ranged weapons allows trained Inquisitors to take out their prey from a safe distance.
Word of Pain: With arcane runes carefully woven into their gear, even the voices of inquisitors are sufficient to inflict immense suffering upon the enemies of humanity. With a single word, your foes writhe in pain as arcane energies assault their very being.
* Word of Agony: The Word of Pain becomes empowered with its full elemental potential, expanding the area of influence and inflicting agonizing harm that blurs vision.
* Death Sentence: With a single word, elemental energies rupture within your foes, sealing their fate.
Storm Box of Elgoloth: Open the runed Storm Box of Elgoloth, surrounding the target foe with a psychic energy that electrifies the very air around them, shocking the target and all unfortunate enough to stand too close.
* Allagast's Arcane Net: Although the Luminari were known to police the activities of the Gildam Arcanum, sanctioned collaboration was not unheard of between the two orders. With carefully calculated adjustments to the Storm Box, the field becomes infused with arcane energies that swell with the Aether.
* Lightning Tether: The target becomes tethered to you through an electrified connection that shocks all enemies unfortunate to pass through it. The power within the tether is limited however and will snap should the distance between you and target becomes too great.
Bursting Round (*): A carefully calibrated round that explodes upon contact with the target to consume them and nearby foes in flames.
Rune of Hagarrad: The Rune of Hagarrad was once of the first objects contained within the Vault of the Luminari but, after mounting pressure from the imperial court to exterminate occult activity within the capital, it also became the first artifact to be sanctioned for study and replicated by the Luminari in order to cut off escape routes for fleeing targets.
* Biting Cold: The chilling energy released from the Rune of Hagarrad dulls the wits of the afflicted and makes them easy prey for follow-up attacks.
* Chillsurge: Unleash the full potential of the Rune of Hagarrad, chilling weaker foes to the bone.
Word of Renewal: With the power to destroy their foes or revitalize allies with a single phrase, Words of Power quickly became a staple of the Inquisitor arsenal. The Word of Renewal established Inquisitors as priceless assets during wartime due to its ability to invigorate the Inquisitor and their allies and steel them against occult foes.
* Word of Arms: By extending their will through massive two-handed weapons, Inquisitors can inscribe additional runes into their equipment and thus enact the Word of Renewal with greater frequency.
* Vigor: A skilled Inquisitor lets nothing stand in the way of their doomed prey.
* Steel Resolve: Word of Renewal sharpens the senses and steels the heart against corruption.
Flames of Ignaffar: Hold the stone of Ignaffar in front of you, unleashing a torrent of flame from the palm of your hand for as long as you channel your will into the artifact.
* Tainted Flame: Though it is rare, some Inquisitors have been known to fall from grace and embrace the very powers that they were trained to defeat. By channeling the void itself into the Stone of Ignaffar, it instead unleashes a torrent of tainted flames.
* Intensify: The Flames of Ignaffar intensify, melting through defenses and turning flesh to ashes.
* Infernal Purge: Your will pours forth through the Stone of Ignaffar, purging the weak with a blazing inferno.
* Endless Flame: With enough training, and Inquisitor can maintain the power within the Stone of Ignaffar for longer periods and with increasingly devastating effect.
Deadly Aim (*): For an Inquisitor facing off against some of humanity's greatest foes, sometimes a single shot or well-placed critical blow is all the opportunity they have, and the only one they need.
Rune of Kalastor: Place the Rune of Kalastor upon the ground, This unstable artifact explodes upon contact with enemies, spilling explosive shrapnel upon the battlefield that shatters and erupts to inflict grievous harm.
* Ignition: The Rune of Kalastor becomes increasingly unstable, triggering an immediate additional detonation at point of contact that dazes nearby enemies.
Chilling Rounds (*): A barrage infused with chilling arcane energies freezes the target to the core, ensuring an easy kill.
Inquisitor Seal: Inscribe a protective seal upon the ground that shields allies and rebukes foes that cross its border. The seal is not permanent however and will fade over time.
* Null Field: The Inquisitor Seal's inscription can be altered, if the need arises, to harden its barrier against incoming projectiles, but this comes at a cost in increased mental drain.
* Arcane Empowerment: Allies standing within the seal are empowered with arcane energies, infusing their weapons and spells with renewed strength.
Storm Spread (*): A reckless technique for when enemy numbers prove overwhelming, a spread across a room can quickly even the odds.
Horn of Gandarr: Study of the Horn of Gandarr was forbidden for centuries due to its mind-shattering properties, but desperation called it into use when High Inquisitor Serenir utilized the Horn to great effect while singlehandedly taking on an occult coven. The cultists turned upon each other in confusion, allowing Serenir to finish off the stragglers with ease. This earned the Inquisitor a commendation and the Horn was later replicated by the Luminari scholars for field use, though with reduced potency.
Artifact Handling (*): Careful handling of the dangerous relics and artifacts replicated from the Vault of the Luminari storage is central to all Inquisitor training. In inexperienced hands, even the best of intentions could spell doom for the wielder, and those around them.
Aura of Conviction (**): The protective properties of the runes emblazoned upon Inquisitor armor can be extended to nearby allies, offering enhanced combat awareness and martial prowess.
Aura of Censure (**): An Inquisitors' mere presence is enough to inspire dread within the foes of mankind. With arcane runes emblazoned upon their armor, Inquisitors march into the thick of battle with fire in their hearts.
|-|Necromancer= 
Reaping Strike (*): By infusing their weapons with deadly necrotic energies, Necromancers can inflict physical wounds that cut deeper than just the flesh.
Drain Essence: Necromancers firmly believe in the concept of greater good, and sometimes the greater good means that one's life essence must be sacrificed so that another may live. Though this transfer is frowned upon, some practitioners have trouble resisting the temptation of raw vital energy.
* Gravechill: Necromancers well versed in the whispers of death can force the chill of the grave upon their unwilling victims, slowing their actions, but sapping less of their life essence
* Hungering Reach: The hunger for life's essence cannot be easily sated once experienced. With your hungering desires poured into the spell, Drain Essence sometimes affects nearby foes in addition to the primary target.
* Decomposition: Even before life has left their eyes, your foes begin to decompose and fall apart where they stand.
Raise Skeletons: The art of reanimating skeletal remains is among the first rites of aspiring Necromancers, but also one of the most rudimentary. Through sheer will, a Necromancer may call upon the spirits beyond the veil and draw them into the bones of the deceased. Should the ritual succeed, skeletal minions, loyal only to the summoner, shall rise.
* Undead Legion: Mastery of the resurrection ritual reduces the mental strain upon the caster, enabling you to maintain additional minions.
* Will of the Crypt: Infuse your skeletal minions with necrotic energies, strengthening their bones against physical blows.
Bone Harvest: Through a force of necrotic energies, a Necromancer can force the bones of the long-forgotten to burst forth from the earth like jagged spines and impale unwary foes.
* Harvester of Death: Necromancers trained in melee combat are not uncommon, but those who brandish heavy two-handed weapons to cut swathes of death across battlefields rightfully earn themselves the title of bone harvesters. There have been rumors of the Black Legion having employed such individuals into their ranks rather than having them executed for defying Imperial decree.
* Dread: The necrotic bone spires pierce into the very essence of your enemies, ripping the life from their bodies and sending weaker foes fleeing, if their lives are not already claimed.
* Soul Harvest: The bones of the dead fragment and absorb the souls of your foes, empowering you and your minions with the power of death.
Spectral Binding (**): Binding spirits is a dangerous practice, but one that can be vastly rewarding with forgotten knowledge or even protection. By forcing the spirits of the fallen to serve, you become infused with their essence, granting you vitality and further control over your necrotic powers.
* Spectral Wrath: The specters empowering you lash out at anything that dares strike you, cursing it with a debilitating spell from beyond the grave.
Ill Omen: The mere presence of a Necromancer is often enough to inspire terror within their enemies. You unleash a ghostly wail upon your target that shatters the confidence of lesser foes and rapidly spreads confusion and fear amongst your enemies.
Necrotic Edge (*): By striking with the chill of the grave, your attacks inflict instant necrosis upon the afflicted wound, the sight of which can cause even the most resolute foe to falter.
Ravenous Earth: At your command, disease and rot pour forth through a hellish maw within the earth and infect all unfortunate enough to stand too close.
* Decay: The toxic fumes of decay emanate from the earth, weakening the resolve of enemies standing too close.
* Foul Eruption: The vile necrotic energies suffuse the flesh, causing slain foes to sometimes erupt violently, spilling disease and ichor onto nearby enemies.
Summong Flight Fiend: Unmoved by the noxious fumes of decay, conjure forth an abomination made of corpses and rotting filth to rise up from the earth and subdue your enemies. 
* Unstable Anomaly: While a blight fiend can serve as an ample guardian, a twist in the necromantic ritual can also turn it into a highly unstable vector for spreading rot and decay across the battlefield. These unstable abominations will rampage through your foes before violently erupting after a brief period.
* Rotting Fumes: The stench emanating from the blight fiend becomes impossible to withstand, with the very air around the creature inducing vomiting and blurring vision.
* Blight Burst: Toxic gases build up within the rotting bulk of the blight fiend, which it can then release upon unsuspecting foes in a toxic eruption of decay.
Siphon Souls: In a ghastly release of necrotic energies, you attempt to harvest the spirits of nearby foes with a cruel curse, draining them of their very essence while transferring it to you.
* Sear Souls: By channeling the raw energies of the Aether into the Soul Siphon, a necromancer can sear the very souls of their enemies for an extended period of time, but the essence transferred in this manner is not as stable.
* Blood Boil: The curse boils within your enemies, causing them to rapidly decay even as they draw their final breaths.
Call of the Grave: Upon their master's command, your minions can unleash the power of the grave that fuels them, throwing them into a vicious frenzy.
Mark of Torment: Though all must ultimately answer to that final fate, your mastery of death has allowed you to delay the inevitable. By linking your soul to a nearby foe, you transfer some of the harm intended for you into them instead.
Harbinger of Souls (**): Having mastered death, you become a living harbinger of that final fate, the life essence of your enemies but a plaything to manipulate at will.
Reap Spirit: One of the most powerful techniques bestowed upon his followers by Uroboruuk. By ripping apart the very being of your foe, one can not only inflict grievous harm, but also conjure for a fragment of their soul to serve you. The resulting spirit is unstable and highly aggressive, which makes it all the more useful in battle.
Master of Death (**): A fully trained Necromancer is a terrifying thing to behold, their arrival heralded by the endless legions of the dead, forever bound to the will of their master.
|-|Oathkeeper= 
Safeguard (*): In the hands of a trained Oathkeeper, a shield is not just an unbreakable defense, but also a formidable weapon.
Aegis of Menhir: With the strength of the earth flowing through you by the blessings of Menhir, hurl a magical aegis that will home in upon your target and leave it staggered and dazed before returning to you.
* Avenging Shield: The Aegis of Menhir reverberates with celestial might and echoes from your initial target to strike additional nearby foes before returning to you.
* Aegis of Thorns: Infused with the Great Guardian's suffering, the Aegis of Menhir becomes an extension of Dreeg's will, and of his thorns endlessly dripping with acid-blood.
* Reprisal: Tireless training with the Aegis of Menhir turns it into the vehicle of your vengeance, unhindered by your physical limitations.
Righteous Fervor: Oathkeepers charge into battle with prayers on their lips and righteousness in their hearts. When used as your default weapon attack, Righteous Fervor increases the intensity of your attacks with every strike.
* Dreeg's Reproach: Your prayers become twisted and dark, your fervor driven by the maddening whispers of Dreeg.
* Consecration: Your very essence becomes consecrated in celestial grace, filling you with unshakable determination.
* Retribution: Your concentration is unflinching, every blow dealt to you returned a thousand-fold.
Smite (*): A precise strike fueled by the Oathkeeper's righteous fury leaves enemies staggered and broken. With sufficient practice, this technique can even be extended to a shield.
Presence of Virtue: Oathkeepers are paragons of virtue and faith, properties they inspire within nearby allies. Those that stand beside them cannot help but be inspired into feats of valor.
* Haven: The Oathkeeper's presence becomes a haven on the battlefield, offering solace from relentless blows.
* Rebuke: The hearts of the Oathkeeper and their allies are stoked with righteous fury.
* Vire's Might: First recorded in Arkovian texts when Agavold the Stalwart of the Temple of Vire selflessly charged through an entire legion of enemy forces, scattering their ranks and exposing them to an onslaught of arrows, all without taking a scratch. Vire's Might has since become a prime display of an Oathkeeper's strength, both physical and spiritual, in the face of seemingly impossible odds.
* Volcanic Might: When struck with an Oathkeeper's shield, the burning vengeance of Vire's Might knocks less resolute foes off their feet.
* Volcanic Stride: With fire in your heart and a prayer to Vire on your lips, your valiant charge leaves behind volcanic flames to incinerate your foes.
* Tectonic Shift: You charge forth with the might of the earth, traveling further and inflicting even greater lasting harm.
Resilience (*): For an Oathkeeper, resolute faith is the absolute defense. As life fades, so the spirit rises to oppose further harm.
Judgement: Oathkeepers are the zealous enforcers of celestial judgment. By their will, heathens foes are drawn in so that their final judgment may be rendered.
* Crushing Verdict: Judged foes find their wills broken, their fates already sealed.
* Heart of Wrath: Rendering judgment fills your heart with fiery purpose which burns nearby foes.
Ascension: Through deep contemplation and resolute faith, an Oathkeeper may experience, even if briefly, a fragment of their deity's presence within them. This guiding light offers solace in trying times, a taste of a god's true might.
* Clarity of Purpose: Driven to destroy their foes without hesitation, an Oathkeeper becomes the embodiment of celestial fury.
Shattering Smash (*): Such is an Oathkeeper's prowess with a shield that the force of the blow resonates through the earth and sends an additional shockwave through your initial target.
Eye of Reckoning: When the first Oathkeepers looked upon the celestial vale and witnessed the astounding power of Empyrion's light, they sought to replicate its brilliance and might. The culmination of their prayers and training was the Eye of Reckoning, a devastating display of martial combat that rapidly cleaves through all nearby foes in a whirlwind of fire and light for as long as the Oathkeeper channels their focus into the attack.
* Soulfire: Through the righteous fire burning with the Oathkeeper's soul, the light becomes as if a physical force, spiraling outward and piercing through unwary foes during the Eye of Reckoning.
Summoning Guardian of Empyrion: Call forth a loyal servant of Empyrion to cleave through your foes and render celestial judgment.
* Scion of Dreeg: Tainted by the gaze of Dreeg, the Celestial Guardian becomes a scion of acid and decay, a mirror of the deity it now serves.
* Celestial Presence: The guardian's very presence sears the souls of your heretical foes.
Divine Mandate (**): Whether raising their shield in the name of Empyrion himself, or serving under the banners of a member of his celestial court, Oathkeepers that have risen in the ranks are considered to be an extension of divine will and heralds of celestial retribution.
Path of the Three (**): Not all Oathkeepers swear fealty to deities blessing the Erulan empire. Some offer themselves before the three Witch Gods in the hopes of harnessing even a fraction of their terrible powers. These Oathkeepers consider themselves to be upon the true path, not deceived by empty promises of a light that has forsaken humanity.
</tabber>
==Explanations==
Weapon Explanations
A list of the Lore Weapons in Grim Dawn
==Axes==
Butcher of Burrwitch: - Life Manipulation, convert life essence on hit from foe to The Player.
Crescent Moon: - Statistics Reduction, reduce the AP, Durability and Cold Resistance.
Damnation: - Soul Manipulation, Life Manipulation - attack directly the Life essence and convert a part of the damage done into Health for The Player.
Earthsplitter: - Earth Manipulation, cleave the earth in two, creating a fissure.
Hellclaw Slicer - Fire Manipulation
Immaterial Edge: - Aether Manipulation - attack with Aether damage.
==Daggers==
Basilisk Claw: - Petrification.
Dracarris: - Empowerment via killing a foe, the minions of The Player are empowered.
Fang of Ch'thon: - Curse Manipulation with Madness Inducement as all Void's horros will gaze upon them.
Glacierborn Spellblade: - Freezing on hit.
Shard of Asterkarn: - Aura Chilling Presence as the dagger steal heat from the air granting Cold Damage, Frostburm Damage, Slow Effect Inducement and Resistance Negation for Cold Manipulation and Lightning Manipulation.
Skyshard Speellblade: - Summoning, bring down the sky fragments upon the foes.
Slithtongue: - Poison Manipulation.
Soulcraver: - Soul Manipulation with Life Manipulation that steal the life essence from a foe and granting it to The Player.
Spellweaver: - Statistics Amplification increase the Casting Speed of spells and decreases the mana cost of them.
Stormcaller's Spellblade: - Lightning Manipulation.
Tainted Blade of Nera'Val: - Disease Manipulation.
Temporal Tempest: - Time Manipulation, The Player can warp time around himself, creating a bubble that makes all close enemies to barely move.
Venomlash: - Poison Manipulation.
Voidblade: - invoke the Doom Bolt, a bolt of entropic energy Chaos Manipulation that hit the foes.
Warpfire: - Fire Manipulation with Aether Manipulation properties.
==Maces==
Agony: - Curse Manipulation which inflict Pain Manipulation and Statistics Reduction (Physical Resistance and Poison plus Acid Resistance).
Beacon of the Winter's Veil: - Ice Manipulation.
Black Hand of Sanar'Siin: - Summoning (Summons a Chthonian Devourer from Void).
Blessed Torch: - Fire Manipulation.
Dawnbreaker's Siege: - Lightning Manipulation (Summons a Lightning Bolt).
Death Omen: - Statistics Reduction (Durability, Attack plus Casting and Movement Speed)
Defiance: - Statistics Amplification (Increase the Aether resistance plus Stun, Freeze, Entrapment, Petrify and Sleep Resistance).
Fist of the Venomblade: - Poison Manipulation.
Gravel of Barthollem: - Fire Manipulation.
Herald of Blazing Ends: - Summoning (Summon a Meteor by ripping the barrier between Nether and the Mortal Realm).
Plaguebearer of Dreeg: - Disease Manipulation.
Progenitor: - Aura Lightning and Aether emanates from The Player which attack the foes.
Spiritcrushed: - Sense Manipulation, Regeneration-Negation, and Statistics Reduction (Attack and Casting Speed) plus Life Manipulation (Resistance decrease).
Warborn Gavel: - Earth Manipulation (Create Earthquake).
==Scepters==
Black Scourge: - Summoning (Summons three Black Scourge from Void).
Burning Hatred: - Fire Manipulation.
Chillheart Scepter: - Freezing.
Clairvoyant's Wand: - Precognition (The Player will open his mind to the infinite possibilities of the arcane).
Coldsnap: - Freezing.
Cortosion Invoker: - Duplication upon hitting a target the attack will duplicate.
Firestorm Scepter: - Fire Manipulation.
Lifebinder: - Life Manipulation (Attack the life essence and drains a part of the damage done which is converted to The Player health).
Olexra's Chill: - Freezing.
Panetti's Replicating Wand: - Duplication upon hitting a target the attack will duplicate.
Soulbearer: - Soul Manipulation by traping the souls.
Spark of Ultos: - Empowerment (Increase the Lightning damage power/potency).
Spellfire Wand: - Elemental Manipulation (Create a seal on the ground that will explode with elemental damage).
Stormtrap: - Summoning (Summons three Wind Devils which attack the foe with Lightning).
Touch of Purity: - Purification (Bleeding, Burn, Forstburn, Electrocute, Poison, and Life Decay effects on the user and/or allies and Healing.
Torzan's Starkeeper: - Summoning (The Player will summon falling stars upon his foes).
Wrath of the Ascendant: - Statistics Reduction (Durability, Ap and Aether Resistance) upon hitting an enemy.
==Swords==
Assassin's Calling: - Poison Manipulation which Petrify.
Baronath, Reforged: - Transmutation (Converts the Elemental and Chaos Damage to Physical Damage).
Bloodborn Sabre: - Summoning (Summons hundreds of phantasmal blades that encircle The Player).
Crimson Spike: - Life Manipulation (Damage/Potency increased and a part of the damage given is converted to Health).
Crystallum: - Aura that emanates Electricity.
Flamebrand: - Fire Manipulation.
Grim Fate: - Explosion Manipulation.
Hound's Bite: - Poison Manipulation and Slow Effect Inducement (Attack Speed reduction).
Lightning Rod: - Lightning Manipulation.
Mad Queen's Claw: - Acid Manipulation and Life Manipulation.
Madness: - Madness Manipulation upon hiting.
Magistrate's Censor: - Mind Manipulation that inflict Terror.
Mindwarp: - Reality Warping.
Nex: - Darkness Manipulation.
Omen: - Life Manipulation.
Ortus: - Healing.
Razor of the Venomblade: - Poison Manipulation.
Reaver's Claw: - Summoning (Summons hundreds of phantasmal blades around The Player).
Salazar's Sovereign Blade: - Summoning (Summons Salazar's Harbringer from the Void).
Soulthief: - Soul Manipulation and Life Manipulation.
Stormheart: - Electricity Manipulation.
Stormseeker's Sabre: - Lightning Manipulation.
==Two-Handed Weapons==
Alkamos' Scythe: - Dimensional Travel (Can disappear in the Veil of the Dead).
Alkamos' Warsword: - Dimensional Travel (Can disappear in the Veil of the Dead).
Alvarick's Rebuke: - Lightning Manipulation.
Bane of the Winter King: - Aura which grants Cold Manipulation (Increased damage/potency), Cold Manipulation (Resistance and reduce the Freeze duration), and Statistics Amplification (Durability).
Conduit: - Elemental Manipulation.
Falcon's Claw: - Lightning Manipulation.
Golemfirst Gravel: - Empowerment which grants Regeneration and increase the Durability.
Hevill's Greatsword: - Lightning Manipulation.
Infernal Brimstone: - Fire Manipulation.
Leviathan: - Water Manipulation.
Nightshade's Reach: - Poison Manipulation that Petrify.
Obsidian Juggernaut: - Dimensional Attack.
Razorleaf Glaive: - Healing.
Shar'Zul's Furnace: - Fire Manipulation.
Shar'Zul's Incinerator: - Fire Manipulation.
Slithbane: - Empowerment (Versus Beast and Beastkin).
Stonefist Rebuke: - Damage Boost.
Stormreaver: - Weather Manipulation.
Temporal Archblade: - Empowerment with Aether Manipulation.
The Guillotine: - On enemy death, there is a chance that the Regeneration of Health and Energy is accelerated.
Tremor: - Earth Manipulation (Seismic Wave).
Ultos'Stormseeker: - Lightning Manipulation.
Warhammer of Heavenly Judgement: - Fire Manipulation.
Wrathblade: - Life Manipulation (Attack directly the Life Essence and the entire damage is converted to Health for the user).
Wrathmourne: - Reality Warping.
==Pistols==
Aracnum Sigillis: - Elemental Manipulation (Creates a seal on the ground imbued with elemental force).
Chillborer: - Summoning (Summons Sky Fragments upon the foes).
Deathdealer's Sidearm: - Life Manipulation.
Demonslayer's Life-Ender: - Summoning (Summons two spinning blades).
Deviltongue: - Fire Manipulation.
Earthscorcher: - Summoning (Summons a Fire Rain from the Sky).
Exonerator: - Electricity Manipulation.
Exteminus: - Empathic Manipulation (Will mark the foes with a dark flame that will weaken his resolve).
Francis's Gun: - Fire Manipulation (Creates a fireball).
Havoc: - Statistics Amplification (Increase the Attack Speed and Ap for a few shots).
Orwell's Revolver: - Lightning Manipulation (Summons a Lightning Bolt from the heavens).
Outlaw's Retribution: - Rage Power (Increase the AP but decreases the Durability).
Plagueborne Revolver: - Curse Manipulation that calls down a virulent plague.
Slime Bolter: - Disease Manipulation which also has Slow Effect Inducement (Slow the movement).
Soulflayer: - Soul Manipulation.
The Mediator: - Fire Manipulation.
Witchstalker: - Chaos Manipulation.
==Rifles and Crossbows==
Curse of Burrwitch: - Curse Manipulation which decrease the Movement Speed and the resistance to Chaos.
Frigid Quillbreath: - Freezing.
Ghavlin's Crossbow: - Stun Inducement.
Gutripper: - Bleeding Effect Inducement.
Harbinger of Eternal Suffering: - Statistics Reduction (Durability and resistance to Physical and Chaos damage).
Hellborne: - Fire Manipulation.
Hellmaw Shotgun: - Fire Manipulation.
Nar's Arcane Destroyer: - Elemental Manipulation.
Quillthrower of Dreeg: - Summoning (Summons three of the Infinite Eyes of Dreeg to protect the user).
Raka'Jax: - Electricity Manipulation.
Silverbolt: - Empowerment (Against Chthonics).
Sparkbolt Arbalest: - Electricity Manipulation that can stun the target.
Shake-Thrower: - Explosion Manipulation by throwing bombs.
The Arachnid's Embrace: - Web Creation.
The Northern Wyrm: - Freezing.
The Scarlet Marksman: - Regeneration-Negation.
Thunderclap: - Lightning Manipulation (Summon a lightning bolt to strike the foe).
Ulda' Jax: - Aura which erupt sparks of lightning around The Player.
Ulzuin's Flamespreader: - Fire Manipulation.
Vortex of Souls: - Soul Manipulation.
Will of Fate: - Fate Manipulation (Every bullet is destined to meet it's true mark).
Witching Hour: - Empowerment (Empower The Player with Chaos Damage/Potency and the allies with Chaos Damage and Ap).
Wrathbringer: - Summoning (Summons spirits that will drain the life of the enemies).
Wrathsteel Repeater: - Reality Warping.
==Shields==
Blazeguard Arbiter: - Fire Manipulation.
Dawnbreaker's Duty: - Lightning Manipulation.
Dawnshard Bulwark: - Light Manipulation.
Defend of Devil's Crossing: - Earth Manipulation (Seismic force erupts from it).
Devil's Grin: - Chaos Manipulation.
Flamebreaker: - Fire Manipulation.
Lichguard: - Damage Reduction (Upon lethal harm, a barrier will activate that will absorb the incoming damage for several seconds).
Meat Shield: - Empowerment (Increased Regeneration and a portion of the damage given is converted to Health).
Siegebreaker: - Earth Manipulation.
Skybreach Bulwark: - Electricity Manipulation.
The Untouchable: - Barrier Creation.
Will of the Living: - Damage Reduction (Upon extreme harm a barrier will form around the user which will absorb the incoming damage).
==Off-Hand Weapon==
Aldanar's Vanity: - Physics Manipulation and Law Manipulation.
Banshee's Misery: - Fear Manipulation.
Black Grimoire of Og'Napesh: - Summoning (Summons the Revenant of Og'Napesh).
Blood Orb of Ch'thon: - Corruption (Type 2 since it can affect even the Arcane).
Code of Eternal Storms: - Electricity Manipulation.
Codex of Lies: - Curse Manipulation which affects the senses.
COnsumption of Agrivix: - Chaos Manipulation and Aether Manipulation.
Deathlord's Tome: - Life Manipulation converts the entire damage given as Health for The Player.
Dementia: - Fear Manipulation.
Eye of Dominion: - Mind Manipulation.
Fiend's Resolve: - Empowerment (Which grants Healing, Acid, Poison and Chaos potency and increase physical resistance).
Heretic's Tome: - Chaos Manipulation and Fire Manipulation.
Invoker's Blaze: - Elemental Manipulation (Create and arcane seal on the ground with elemental force).
Iskandra's Texts: - Durability Negation.
Korvor's Conjuring Bone: - Summoning (Summons a Reckless Guardian).
Malformed Effigy: - Poison Manipulation.
Nocturnis: - Mind Manipulation (Control the mind of the target to fight for The Player).
Orb of the Black Flame: - Pain Manipulation.
Pulsing Shard: - Aether Manipulation.
Rolderathis' Tome: - Freezing.
Sacred Text of Menhir: - Blessing (Bestow the allies with Durability and Regeneration).
Scorcher's Archive: - Fire Manipulation.
Skull of Gul'Amash: - Damage Reduction (Reduce the physical damage taken).
Speaker for the Dead: - Cold Manipulation and Life Manipulation.
Storm Scion: - Lightning Manipulaiton.
Stormcaller's Effigy: - Lightning Manipulaiton.
Tome of Names: - Existence Erasure.
Tome of the Aracne Wastes: - Existence Erasure.
Wretched Tome of Nar'Adin: - Disintegration through acid.
Zarthuzellan's Codex: - Fire Manipulation.
Relics and Accesories Explanations
==Relics==
Agrivix's Malice: - Aether Manipulation and Chaos Manipulation.
Ancestor: - Aura (Increase the AP, Attack and Movement Speed and Elemental damage for summons).
Annihilation: - Summoning (Summons a Meteor).
Arbiter: - Damage Boost.
Avenger: - Damage Boost.
Belgothian's Carnage: - Empowerment (By killing).
Blight: - Aura via Poison Manipulation.
Bone Talisman: - Mind Manipulation (Resistance).
Bysmiel's Doomination: - Rage Power (For Summons once they see The Player injured).
Calamity: - Fire Manipulation.
Citadel: - Empowerment (Durability for The Player and his allies).
Conflagration: - Fire Manipulation.
Deathchil: - Empowerment as Aura (Increase the Cold and Life damage/potency).
Desolation: - Electricity Manipulation.
Dirge of Arkovia: - Summoning (Summon a Skeletal Servan).
Dreeg's Affliction: - Poison Manipulation.
Equilibrium: - Mind Manipulation.
Eye of the Storm: - Empowerment as Aura (Increases the Lightning damage/potency).
Fervor: - Rage Power.
Fortitude: - Stun Effect Inducement.
Fortress: - Damage Reduction.
Glacier: - Aura (Increase the Cold damage/potency and grant Freeze).
Gluttony: - Life Manipulation (Life Essence damage and healing as a part of the damage given is returned as Health).
Guile: - Precognition (Via prediction).
Haunt: - Summoning (Summons the spirit of the tortured that will haunt the enemy).
Hysteria: - Summoning (Summons a spirit of the swamp - Crab Spirit).
Inferno: - Fire Manipulation.
Iskandra's Balance: - Elemental Manipulation.
Ivory Talisman: - Mind Manipulation (Resistance).
Juggernaut: - Healing and Damage Reduction.
Malediction: - Aura (Grant Disease and Poison to nearby foes).
Meditation: - Aura (Via Empowerment from the Eldritch Realm).
Menhir's Bastion: - Empowerment.
Mistborn Talisman: - Rage Power.
Necrosis: - Curse Manipulation (Make foes flesh to rot and their senses to slow).
Nemesis: - Summoning (Summons the Nemesis, a demigog of the shadow).
Oblivion: - Chaos Manipulation.
Oleron's Wrath: - Empowerment.
Primal Instinct: - Summoning (For each strike there is a chance a Swarming will appeard).
Rampage: - Rage Power.
Sacred Talisman: - Mind Manipulation (Resistance).
Sacrifice: - Life Manipulation (Increase the potency of The Player attacks but at the cost of his own life essence).
Salvation: - Forcefield Creation.
Sanctuary: - Barrier Creation.
Savage: - Summoning (Summons the Stormhound, an Eldritch beast).
Scourge: - Life Manipulation (Attack direcly the Life Essence and return a portion of the damage done as Health).
Solael's Decimation: - Chaos Manipulation.
Specter: - Aether Manipulation.
Squall: - Weather Manipulation.
Terror: - Fear Manipulation.
Torment: - Curse Manipulation (Cause weakness and intense pain on the foe).
Ulzuin's Pyroclasm: - Fire Manipulation.
==Medals==
Black Star of Deceit: - Supernatural Luck (Grant bad luck on foes).
Combat Medic's Mark: - Healing and Regeneration.
Mark of Dark Dreams: - Dream Manipulation.
Mark of Divinity: - Healing and Damage Reduction (Via absorbing the damage).
Mark of the Forbidden: - Poison Manipulation.
Undying Oath: - Summoning (Summons the restless spirits).
==Rings==
Band of Wandering Souls: - Summoning (Summons the resltess spirits).
Belgothian's Sigil: - Statistics Amplification (Speed).
Entropic Coil: - Chaos Manipulation.
Marrow Band: - Summoning (Summons the Stalwart Guardian).
Screams of the Aether: - Fear Manipulation (Via Sound).
Sigil of the Depraved: - Summoning (Summons the Doom Bolt, a bolt of entropic power that tears through the fabric of reality).
Signet of the Damned: - Life Manipulation.
Signed of the Fallen: - Curse Manipulation (Makes the foes hold on the physical realm to weaken).
Starfire: - Summoning (Summon Sky Fragments from the sky).
Time-Flux Band: - Time Manipulation (Slowing the enemy).
==Amulets==
Amulet of Scorched Earth: - Fire Manipulation.
Arcane Shard of Agrivix: - Reality Warping (By tearing rifts in reality which makes arcane ember to falls through).
Avatar of Mercy: - Status Effect Inducement (Reistance) and Healing.
Avenger of Cairn: - Aura (Which grant Attack Reflection).
Bane of Nuram' Siin: - Freezing.
Black Gem of Dreeg: - Summoning (Summons the Eyes of Dreeg)).
Blightshard Amulet: - Summoning (Summons the Blighted Rift Scourge).
Bloodmoon: - Healing.
Celestial Stone of Halakor: - Electricity Manipulation.
Cerulean Shard: - Lightning Manipulation.
Death Ward: - Healing and Life Manipulation (Resistance).
Deathbound Amethyst: - Empowerment (By killing).
Devil's Charm: - Mind Manipulation.
Doombringer: - Empowerment.
Doomslayer's Defense: - Empowerment (Versus Chthonics and fiends from Void).
Essence of the Grim Dawn: - Chaos Manipulation.
Frozen Core: - Freezing.
Heart of the Mountain: - Summoning (Summons the Chillmane Yeti).
Herald of the Apocalypse: - Reality Warping (Tears open reality and release a cataclysm of apocalyptic proportion).
Locust Gem:' - Disease Manipulation.
Maiven's Lens: - Forcefield Creation (Against physical damage and durability negation).
Night's Embrace: - Freezing (By absorbing all heat from the air).
Pendant of Valiance: - Statistics Amplification (Durability) and Regeneration.
Plaguemancer's Amulet: - Disease Manipulation.
Shard of Menhir: - Status Effect Inducement (Resistance) and Aether Manipulation (Resistance).
Soul Pendant: - Dimensional Travel (Can partially enter the spirit realm to ward himself against attacks).
Sovereign Ruby of Domination: - Empathic Manipulation (Upon his will upon the summons granting them increased damage).
Sulfury Emerald: - Summoning (Summons falling stars).
Stormcaller's Gem: - Lightning Manipulaion.
The Peerless Eye of Beronath: - Fear Manipulation {That turns beings to stone).
Thread of Mortality: - Life Manipulation.
Valdun's Bounty: - Explosion Manipulation.
Will of Bysmiel: - Summoning (Summons three Voidfiends).
==Gallery==
File:GrimDawn_Summon_Familiar.jpg|Familiar
File:GrimDawn_Summon_Hellhound.jpg|Hellhound
File:GrimDawn_Summon_Briarthorn.jpg|Briarthorn
File:GrimDawn_Conjure_Primal_Spirit.jpg|Primal Spirit
File:GrimDawn_Summon_Blight_Fiend.jpg|Blight Fiend
File:GrimDawn_Raise_Skeletons.jpg|Warrior Archer Arcanist Revenant Skeleton
File:GD_Chthonian_Fiend.jpg|Chthonian Fiend
File:GD_Yeti.jpg|Yeti
File:GD_Nemesis_Pet.jpg|Nemesis
File:GD_Stormhound_Pet.jpg|Stormhound
File:GD_Swarmling_Pet.jpg|Swarmling
File:GD_Guardian_Pet.jpg|Guardian
File:GD_Harbinger_Pet.jpg|Harbringer
==Notable Matchups==
Victories: 
Losses:
Inconclusive:
Category:Characters
Category:Grim Dawn
Category:Game Characters
Category:Accelerated Development Users
Category:BFR Users
Category:Weapon Masters
Category:Non-Physical Interaction Users
Category:Magic Users
Category:Energy Users
Category:Dimensional Storage Users
Category:Teleportation Users
Category:Healers
Category:Absorption Users
Category:Attack Reflection Users
Category:Danmaku Users
Category:Regeneration Users
Category:Statistics Amplification Users
Category:Statistics Reduction Users
Category:Status Effect Users
Category:Air Users
Category:Water Users
Category:Fire Users
Category:Earth Users
Category:Electricity Users
Category:Element Users
Category:Poison Users
Category:Damage Boost Users
Category:Damage Reduction Users
Category:Portal Users
Category:Power Nullification Users
Category:Durability Negation Users
Category:Forcefield Users
Category:Summoners
Category:Paralysis Users
Category:Disease Users
Category:Chaos Users
Category:Life Users
Category:Reality Warpers
Category:Empathic Manipulation Users
Category:Fear Users
Category:Empowerment Users
Category:Aura Users
Category:Precognition Users
Category:Ice Users
Category:Mind Users
Category:Illusionists
Category:Invulnerability Users
Category:Corruption Users
Category:Madness Users
Category:Radiation Users
Category:Duplication Users
Category:Deconstruction Users
Category:Existence Erasure Users
Category:Plant Users
Category:Sound Users
Category:Biology Users
Category:Necromancers
Category:Damage Transferal Users
Category:Dream Users
Category:Explosion Users
Category:Weather Users
Category:Light Users
Category:Soul Users
Category:Freezing
Category:Rage Users
Category:Petrification Users
Category:Video Game Characters
Category:Role-playing Characters
Category:Knife Users
Category:Scepter Users
Category:Sword Users
Category:Shield Users
Category:Mace Users
Category:Axe Users
Category:Hunters
Category:Knights
Category:Warlords
Category:Tricksters
Category:Humans
Category:Soldiers
Category:Warriors
Category:Crossbow Users
Category:Gun Users
Category:Dual Wielders
Category:Playable Characters
Category:Paladins