Skill Tree: Faith

1.) Mark of the Guardian - +5 Max Hit Points. Healing Effects on you have +5% Effect.

2.) Great Vitality - +15 Max Hit Points. This bonus is increased to +50 Max Hit Points instead if you would otherwise have at least 250 Max Hit Points.

3.) Resist the Impure - +20 Max Hit Points. Effects that deplete a percentage of your Max Hit Points have -10% Effect.

4.) Healthbound - +10 Max Hit Points; Whenever you restore Hit Points on yourself or an ally, you restore an additional +5 Hit Points on that ally.

5.) Healer - +10% Healing Effect of your spells.

6.) Invoke Wellness - Upon use, restores ( Spell Effect x 2.5 ) Hit Points to any target on the map. One use per encounter.

7.) Angelic Halo - You have + ( Ally Hit Points restored this turn with spells x 0.2 )m Attack Range, up to +25m Attack Range. Whenever you attack, you can restore ( Spell Effect x 0.1 ) Hit Points on an ally of your choice within your attack range.

8.) Angel's Wings - Upon use, you gain Angel Flight for your next two turns. During those turns, you cannot deal any damage, but your Healing capabilities are increased by +100%, and you can fly to any location on the battlefield. Normally only one use per encounter, but the ability cools down whenever you heal an ally from Near Death.

9.) Angelic Chorus - 35 MP - AoE of ( Spell Effect x 0.2 + 2 )m. Allies in the area recieve + ( Spell Effect x 0.4 )% Effect from Healing Spells you cast this turn. Enemies in the area deal - ( Spell Effect x 0.25 ) Attack Damage until your next turn. If Overcast, AoE is ( Spell Effect x 0.4 + 4 )m large instead.

10.) Pure of Heart - At the beginning of each encounter, name a party member as Pure for the encounter. That party member receives +30% Effect from all healing.

11.) Demon Flesh - At the beginning of each encounter, name a party member as Infernal for the encounter. That party member has +5% Armor and +15% Spell Resist.

12.) Soul Investment - Whenever you heal an ally, you place stacks of Soul Power on that unit equal to ( Hit Points Restored x 0.25 ). Whenever that unit attacks, it expends all Soul Power stacks on it to gain + ( Soul Power Stacks Expended x 0.3 ) Attack Damage on that attack. Whenever that unit casts a spell, it expends all Soul Power stacks on it to gain + ( Soul Power Stacks Expended x 0.4 ) Spell Effect on that spell.

13.) Mark of the Demon - Upon use, marks an enemy with a Demonic Mark. Enemies with Demonic Marks on them take + ( Spell Effect x 0.3 ) Magic Damage whenever they take damage. Only one unit can have a Demonic Mark on it at a time. Unlimited uses per encounter.

14.) Noble Purpose - +30% Healing Effect of Healing you administer on yourself. +5% Max Hit Points.

15.) Change of Heart - All items that would grant you Armor grant you Max Hit Points equal to ( Armor Granted x 5 ) instead. Also passively grants you +20 Hit Points. Also grants a +10% Resistance to Percentage Based Health Depletion Effects.

16.) Blessing of the Rock - 20 MP - You recover 5% of your Max Hit Points, then recover ( Spell Effect x 0.25 ) Hit Points. If Overcast, restores 10% of your Max Hit Points plus ( Spell Effect x 0.50 ) Hit Points instead. When used on yourself, you gain +20% Resistance to Percentage Based Hit Point Depletion Effects until your next turn.

17.) Light's Vitality - +5% Max Hit Points and +5% Healing Effects of Spells. +5 Max Hit Points and +5 Health Restored on All Healing Effects.

18.) Healer II - +20% Healing Effect of your Spells.

19.) Overheal - Whenever you heal an ally or yourself and that unit is healed for over its maximum Hit Points, you can grant that unit a shield equal to 50% of the Hit Points over Max Hit Points restored on that unit. Shielded units you control have +20% Armor and Spell Resist.

20.) Halo Ring - 50 MP - The Faithful envelops all allies within ( Spell Effect x 0.25 + 4 )m in a Healing Halo, granting those allies +25% Healing Effect Received until end of turn, then restoring ( Spell Effect ) Hit Points on each of those units. If Overcast, the Buff is increased to +50% Received Healing Effect this turn instead.

21.) Flight of Angels - While Flying, members of your party have +50% Spell Effect. Additionally, whenever you Overcast a spell, you begin to fly, which lasts until the end of your next turn.

22.) Angelsong - Whenever you heal an ally for any amount of Health, if that ally is not dealt at least that much damage before their next turn, that ally gains a Shield with Hit Points equal to ( Hit Points Originally Restored x 0.4 ).

23.) Codependency - Whenever you heal the ally you have marked as Pure, that ally gains + ( Hit Points Restored x 0.35 ) Attack Damage until end of turn. Whenever the ally you have marked as Pure deals damage, you recover Mana equal to ( Attack Damage Dealt x 0.2 ).

24.) Flaming Halo - 20 MP - Restores ( Spell Effect x 0.2 ) Hit Points on a target within ( Spell Effect x 0.1 + 2 )m. That unit gains + ( Spell Effect x 0.1 ) Armor and Spell Resist until your next turn, then gains Attack Damage equal to ( Armor + Spell Resist ) until your next turn. If Overcast, that target recovers ( Spell Effect x 0.6 ) Hit Points instead.

25.) Dread Pact - Whenever an allied unit casts a spell, that unit can spend 10 Hit Points. If that unit does, that unit gains + ( Spell Effect x 0.2 ) Spell Effect on that spell. ( Uses your Spell Effect )

26.) Degeneration - Upon use, places a Degeneration Mark on target enemy unit within ( Spell Effect x 0.2 + 4 )m. That enemy takes ( Spell Effect x 0.2 ) Magic Damage at the beginning of each turn between this and your next turn. Whenever Degeneration ticks, an ally of your choice recovers ( Spell Effect x 0.1 ) Hit Points and Mana Points.

27.) Golden Sheen - +15% Received Healing and +15% Spell Resist.

28.) Obstinate - +40 Max Hit Points. You resist +10% of Percentage Based Health Depletion Effects.

29.) Blessings of Light - Whenever you heal an ally or yourself, that ally gains a ( Spell Effect x 0.1 ) Hit Points Shield and gains a +30% Resistance to Percentage Based Health Depletion Effects until your next turn.

30.) Healer III - +30% Healing Effect of Spells.

31.) Fortify with Prayer - Upon use, target allied unit within ( Spell Effect x 0.2 + 3 )m recovers ( Spell Effect x 1.5 ) Hit Points, then recovers 10% of his or her Max Hit Points. That unit is then marked with Faith, granting that unit +5 Armor and +5 Spell Resist until end of encounter. Two uses per encounter.

32.) Light's Reach - Whenever you attack, each ally within ( Spell Effect x 0.25 )m of your attack target recovers ( Spell Effect x 0.3 ) Hit Points. Additionally grants you +10 Spell Effect until end of turn whenever you cast a spell that restores Hit Points on at least one party member.

33.) Savior from on High - Whenever you heal an ally, if you are in flight, you can pick up that ally and carry them for up to two turns. Additionally, you have a +10% Overcast Chance.

34.) Graced by Light - 185 MP - Can be cast at any time. AoE of ( Spell Effect x 0.3 + 3 )m. Upon cast, all enemies within the AoE are pushed away from you ( Spell Effect x 0.2 + 5 )m. Then, all allies in the AoE are healed for [ ( Spell Effect x 2.75 ) + ( 3d20 ) ] Hit Points. Until your next turn, allies originally in the AoE as it was cast cannot be dealt damage. If Overcast, also sunders enemies hit completely.

35.) Vow of Protection - Whenever the ally you have Marked as Pure would be dealt damage, you can pay any amount of Mana to prevent that much of a percentage of the damage being dealt to that ally. Whenever your Pure ally deals damage, you recover your choice of 20% that much HP or MP.

36.) Dread Carapace - Whenever your Infernal ally becomes the target of a spell, that ally recovers +( Spell Effect x 0.1 ) Hit Points, and you recover 5 MP.

37.) All Will Toil - You exude an aura of Pain, draining 2% of all units within 10m ( Ally and Enemy )'s Max Hit Points per turn. You are unaffected by this. You gain bonus % Spell Effect equal to ( Hit Points Drained x 0.1 ), up to +20% Spell Effect. You can turn this effect off or on at the end of your turn, but while off, drains you of 5% of your Max HPT.

38.) Infernal Amplification - Upon use, places a Mark of Infernal Amplification on an enemy within 15m. Whenever that enemy takes damage, they gain a stack of Amplification. For each stack of Amplification on enemies, those enemies take +5% damage from all sources. One use per encounter.

39.) Attendant of the Light - +15% Max Hit Points, +15% Received Healing, +15% Spell Resist. You enter encounters with a ( Spell Resist x 0.2 ) Hit Point Spell Shield. While you have this Spell Shield, you are immune to disables.

40.) Hold Fast - +30 Max Hit Points. You cannot lose more than 25% of your Max Hit Points between any two of your turns.

41.) Healer IV - +30% Healing Effect of Spells. Whenever you heal an ally, you restore that ally's choice of ( Their Attack Damage x 0.05 ) or ( Their Spell Effect x 0.05 ) Hit Points to that ally, and that much MP to yourself.

42.) Host of Seraphs - Upon use, a Host of Seraphs swarm the battlefield. All allies are picked up and carried to the location of their choice, while all enemies are dealt ( Spell Effect x 1.5 ) damage. At the end of the Swarm, all allies recover ( Spell Effect x 1.5 ) Hit Points. Until your next turn, all allies are considered flying because they are being carried. One use per encounter.

43.) Fortifying Purity - Your Pure ally receives +50% Healing from all sources.

44.) Demonic Rampage - Your Infernal ally gains a stack of Hell Rage on each of your turns. During that ally's turn, if they are at six stacks of Hell Rage, all stacks are removed, and that unit becomes a Hellfire Demon until their next turn. While a Hellfire Demon, that ally gains +100% Spell Resist and has +20% Lifesteal on all damage. That ally also gains their choice of +50% Attack Damage, +50% Spell Effect, or +50% Armor while a Hellfire Demon.

45.) Blood Ritual - Upon use, drain 5% of all allies' within 15m's Max HP. Then, enrapture a target within 15m in Cursed Blood, causing that unit to take +5% Damage from all sources for each ally drained with the initial Blood Ritual. Passively causes you to heal with +1% Healing Spell Effect for every 1% HP you are missing. Includes you in drain. Two uses per encounter.

46.) Contract from Below - At the beginning of each encounter and when a marked unit dies, select an enemy at random. That enemy is visible at all times and takes +10% Damage from all sources. Whenever that marked enemy dies, you can reset one of your cooldowns.

47.) Purification - Upon use, all allies become Pure until your next turn, then recover ( Spell Effect x 0.8 ) Hit Points. After the duration ends, you can choose a new ally to become Pure. One use per encounter.

48.) Etchings of Eternity - Whenever an Infernal ally attacks or casts a spell, that ally gains a Rune Mark. Whenever an Infernal ally with six hundred and sixty six or more Rune Marks attacks, he can deal bonus damage equal to the target's current Hit Points. Passively grants +40 Spell Effect.

49.) Demon's Drain - 10% Current MP - Drains you and your target within ( Spell Effect x 0.1 + 2 )m of 10% of your Current HP. If Overcast, also drains your target of 10% of their Max HP afterwards.

50.) Boil the Flesh - Upon use, target enemy within 20m begins to burn from within, causing them to take ( Spell Effect x 0.1 ) Pure Damage 1d20 times. One use per encounter. Cannot affect Demons and Artificial units. Cooldown has a 10% chance to reset whenever an enemy dies.