Welcome to the Wonderlands! aka a manic pixie dream adventure that stars – you! And… Tiny Tina. Tiny Tina’s Wonderlands is out today on the PlayStation 4|5, Xbox Series X|S, Xbox One and PC – Epic Games.
Just as we expect from anything from the Borderlands franchise, it’s going to be fast-paced, bright coloured and just a bit insane. How you’re going to play your Fatemaker is put to you and one of your first choices is going to be picking your starting class. There are up to six that you can choose each one comes with unique skills and attributes, and some even come with a companion who’ll aid you in battle.
If you’re like me and have a tough time making decisions, I mean have crippling anxiety than not to fear because in Tiny Tina’s Wonderlands you get two classes! There’s no real “best class” for this game it’s all dependent on your playstyle, but there are some classes that will help if you’re planning to play solo or not.
Follow us in our class guide for this chaotic wonderland!
Quick Play Menu
If you have a rough idea about the class you want to pick but want to learn more then skip to that section in our quick play menu.
- Stabbomancer – Alternates between all forms of damage and specialises in dealing both Critical Hits and Status Effects.
- Brr-Zerker – Frost and Melee damage class, ideal for fighting in close combat.
- Clawbringer – Focuses on Fire and Lightning damage and has a Wyvern Companion.
- Spore Warden – Has a Mushroom Companion and deals Poison damage.
- Spellshot – Spell damage class, increasing Fire Rate and can eventually equip two spells.
- Graveborn – Dark Magic user, has a Demi-Lich Companion and an Action Skill which sacrifices health to deal Dark Magic damage.
Class Choice: A medium-range build, the most useful aspect being the stealth ability to get away from enemies. Focuses on Critical Hits for damage output. Ninja/Glass cannon type.
Stabbomancers are sneaky, Critical-hit-focused assassins who summon magic whirling blades to the battlefield and disappear into the shadows at will.
Look, Stabbomancy isn’t really its own school of magic—it’s a way of thinking. Specifically, “How do I stab that guy?” Up close with a dagger in the dark? A well-aimed bullet from afar? Or even an ethereal psychic ghost sword? The thing is, Stabbomancers are all about creating, and capitalizing on opportunities. Jacks of all trades, masters of none, the skilful Stabbomancer exploits foes’ weaknesses to stealthily strike vital targets to bring enemies down before they know what hit them.
Class Feature – Dirty Fighting
The Stabbomancer specializes in Critical Hits and Status Effects. They’re able to keep enemies guessing by alternating between Guns, Melee Weapons, and Spells, all the while moving in and out of stealth to score guaranteed Critical Hits. Though fragile, the Stabbomancer can use their superior speed to evade damage and fire their guns while sprinting.
With Dirty Fighting, the Fatemaker’s Critical Hit Chance is increased.
|Ghost Blade||The Fatemaker throws out a Ghost Blade which spins in place, dealing Melee Damage periodically to nearby enemies based on the Fatemaker’s equipped Melee Weapon. Pressing the Action Skill Button while Ghost Blade is active causes it to teleport to the targeted location and reduces its remaining duration by a small percentage.|
|From the Shadows||The Fatemaker enters Stealth, turning Invisible. While in Stealth, all damage dealt is automatically a Critical Hit, but Critical Hits deal reduced damage.|
Stabbomancer Skill Tree
|Skill Name||# of Ranks||Description||Stats|
|Arsenal||5||Melee Damage is increased. Spell Damage is increased. Gun Damage is increased.||Rank 1 – Melee Damage: +3.0%. Spell Damage: +3.0%. Gun Damage: +3.0%.|
|Haste||3||Melee Attack Speed is increased. Movement Speed is increased. When the Fatemaker casts a Spell, this bonus is doubled for a duration.||Rank 1 – Movement Speed: +4.0%. Melee Attack Speed: +4.0%. Duration: 12 sec.|
|Potent Poisons||5||Status Effect Damage is increased. Status Effect Duration is increased.||Rank 1 – Status Effect Damage: +4.0%. Status Effect Duration: +8.0%.|
|Follow Up||3||Whenever the Fatemaker deals Gun Damage to an enemy, the Fatemaker’s next Melee Attack deals increased damage. This effect can stack. Melee Attacks consume all stacks.||Rank 1 – Melee Attack Damage: +2.0%. Max Stacks: 10.|
|Swift Death||5||While moving, the Fatemaker gains increased Damage Dealt. The faster they move, the greater the bonuses.||Rank 1 – Damage Dealt: +2.0% at default walk speed.|
|Exploit Their Weakness||3||Whenever the Fatemaker applies a Status Effect to an enemy, the affected enemy takes increased Damage from all sources for its duration. This effect can stack per unique Status Effect.||Rank 1 – Damage Increase: +2.0%.|
|Nimble Fingers||3||Whenever the Fatemaker deals Melee Damage, their Fire Rate and Spell Damage are increased for a duration.||Rank 1 – Fire Rate: +6.0%. Spell Damage: +8.0%. Duration: 8 sec.|
|Shadow Step||1||Kill Skill: The Fatemaker’s next Melee Attack is a guaranteed Critical Hit for a short duration.||Rank 1 – Duration: 6 sec.|
|Sneak Attack||5||Critical Hit Damage is increased.||Rank 1 – Critical Hit Damage: +3.0%.|
|Elusive||1||The Fatemaker can now shoot and Sprint at the same time. The Fatemater gains a chance to Evade incoming damage while moving. The faster they move, the greater the bonus.||Rank 1 – Evasion: +10.0% at default walk speed.|
|Contagion||3||Whenever the Fatemaker applies a Status Effect, there is a chance it spreads to nearby enemies. If no enemies are nearby, apply a different random Status Effect to the initial enemy instead.||Rank 1 – Spread Chance: +8%. New Status Effect Damage: 50% of applied Status Effect Damage.|
|A Thousand Cuts||5||Critical Hits grant increased Damage Dealt for a duration. This effect can stack. Melee Critical Hits grant additional stacks.||Rank 1 – Damage Dealt: +0.2% per stack. Duration: 12 sec. Max Stack: 25.|
|Alchemical Agent||1||Melee Critical Hits apply a random Status Effect.||Rank 1 – Status Effect Damage: 10.0% of Melee Damage dealt.|
|Executioner’s Blade||1||Gun and Spell Critical Hits have a chance to create an Ethereal Blade above the target that will impale them after a short delay. Ethereal Blades deal Melee Damage based on the Fatemaker’s equipped Melee Weapon.||Rank 1 – Chance: 20.0%. Damage: 100.0% of Melee Weapon.|
Class Choice: For an aggressive melee-style playstyle. High risk, difficult to solo.
Brr-Zerkers are tenacious Frost-infused bruisers who complement their firepower with an onslaught of brutal, up-close-and-personal melee attacks.
When confronted with a problem, a Brr-Zerker’s first instinct is to turn it into a popsicle and punch their way to a solution. Brr-Zerkers are hardy warriors who hail from the frozen mountains, with a long line of ancestors who trained their bodies to withstand and even harness the bitter cold of icy winters. In battle, Brr-Zerkers prefer to do their fighting up close and personal, taking point on the front lines as a whirling maelstrom of exceptionally chilly death.
Class Feature – Rage Of The Ancients
Brr-Zerkers are specialists in Melee and Frost damage. The Brr-Zerker’s otherworldly powers allow them to become Enraged via their Action Skills, channel the power of Frost through weaponry so that they may Freeze and shatter their enemies, and manifest an arsenal of raw destructive force. Brr-Zerkers are even able to channel their bloodthirst by leeching life from fallen foes using a dash of occult magic.
Rage of the Ancients – Using an Action Skill causes the Fatemaker to become Enraged, adding bonus Frost Damage to their attacks. Enrage Duration will not deplete while an Action Skill is active and ends if the Fatemaker enters Save Your Soul. Activating an Action Skill when already Enraged restores a portion of the Enrage timer.
|Dreadwind||The Fatemaker spins, dealing Melee Damage periodically to nearby enemies based on the Fatemaker’s equipped Melee Weapon, gaining increased Movement Speed and Slow Immunity for a duration. The Fatemaker may press the Action Skill Button again to cancel this Action Skill and refund a portion of the cooldown. Increases to Ability Damage apply to damage dealt by Dreadwind.|
|Feral Surge||The Fatemaker leaps toward their target, dealing Frost Ability Damage to all nearby enemies. Any non-Boss enemies damaged will be instantly killed if their Total HP is below a percentage. If Feral Surge kills, its cooldown is reset.|
Brr-Zerker Skill Tree
|Skill Name||# of Ranks||Description||Stats|
|Ancestral Frost||5||Frost Damage is increased.||Rank 1 – Frost Damage: +4.0%.|
|Savagery||5||Melee Damage is increased. Enrage Duration is increased.||Rank 1 – Melee Damage: +4.0%. Enrage Duration: +1 sec.|
|Unyielding||3||A percentage of missing Health regenerates over time. While Enraged, this effect is doubled.||Rank 1 – Missing Health Regeneration: +0.5 per sec.|
|Ice Breaker||3||The Fatemaker gains increased Damage Dealt to enemies that are Slowed. The closer an enemy is to being fully Frozen, the more Damage is increased.||Rank 1 – Damage: Up to +10.0% against Frozen enemies.|
|The Old Ways||5||The Fatemaker deals Bonus Damage and gains increased Damage Reduction the closer they are to the enemy. The closer the enemy is, the greater the bonus.||Rank 1 – Damage: +6.0% when very close to enemy. Damage Reduction: +7.9% when very close to enemy.|
|Instinct||3||Reload Speed is increased. Weapon Swap Speed is increased.||Rank 1 – Reload Speed: +4.0%. Weapon Swap Speed: +10.0%.|
|Cold Snap||3||Movement Speed is increased. Frost Efficiency is increased. While Enraged, this effect is doubled.||Rank 1 – Movement Speed: +3.0%. Frost Efficiency: +8.0%.|
|Unarmored Defense||1||A portion of the Fatemaker’s Ward is Reserved and cannot be restored, but their Maximum Health is increased. Health can no longer be reserved.||Rank 1 – Ward Reserved: 50.0%. Maximum Health: 150.0% of reserved Ward amount.|
|Blood Frenzy||3||Kill Skill: A portion of the Fatemaker’s active Enrage timer and a percentage of their Maximum Health are restored.||Rank 1 – Maximum Health Restored: 3.0%. Enrage Timer Restored: 1 sec.|
|Ancient Fury||5||Maximum Health is increased. Area Damage is increased.||Rank 1 – Maximum Health: +4.0%. Area Damage: +5.0%.|
|Relentless Rage||1||Dealing Damage while in Save Your Soul partially restores the Save Your Soul meter. The more damage is dealt, the great the restoration. Restoration amount is decreased over time. Killing an enemy while in Save Your Soul will cause the Fatemaker to become Enraged.|
|Blast Chill||1||Whenever the Fatemaker deals Melee Damage to an enemy, there is a chance to release a Frost Nova, dealing Frost Ability Damage to nearby enemies. Frost Nove cannot Critically Hit.||Rank 1 – Chance: 20.0%. Frost Ability Damage: 25% of Melee Damage Dealt.|
|Iron Squall||5||Fire Rate is increased. Melee Attack Speed is increased. While Enraged, this effect is doubled.||Rank 1 – Fire Rate: +3.0%. Melee Attack Speed: +3.0%.|
|Blood of the Fallen||1||Kill Skill: The Fatemaker’s remaining Action Skill Cooldown is reduced by a percentage. If their Action Skill is currently active, restore a percentage of its duration instead.||Rank 1 – Remaining Action Skill Cooldown Reduction: 20.0%. Action Skill Duration Restoration: 20.0%.|
Class Choice: Specialises in melee and elemental damage, but a bit more varied than the Brr-Zerker. Plus companion.
Clawbringers are faithful warriors who bring down thunder and flames upon their enemies with a spectral hammer alongside their fire-breathing Wyvern Companion.
The Clawbringers are an order of warriors who seek to bring Heroism to the Wonderlands through fire and thunder. While it has long been rumoured that Clawbringers are born with dragon blood in their veins, our legal scholars can neither confirm nor deny such blatant hearsay. You know what? Let’s just talk about the game mechanics.
Class Feature – Wyvern Companion
Clawbringers focus on Fire and Lightning damage. The Clawbringer’s Dragon Aura empowers their whole party with additional Fire damage and more. They can either throw their spectral hammer at enemies to deal sizzling Lightning damage or slam it down on the ground to create a massive Fire nova. Their trusty Wyvern Companion flies at their side, breathing Fire upon their enemies and raking them with razor-sharp claws.
The Clawbringer is accompanied by a Wyvern Companion that flies through the environment and attacks enemies with its claws and Fire Breath. Any increases to the Fatemaker’s Damage also apply to their Companions.
|Cleansing Flames||The Fatemaker summons their Hammer and slams it into the ground, dealing Melee Damage and creating a massive Fire Nova, dealing Fire Ability Damage to nearby enemies|
|Storm Dragon’s Judgment||The Fatemaker summons their Hammer and hurls it, dealing Lightning Melee Damage to all enemies it touches. It sticks wherever it lands and deals Lightning Ability Damage every second to all nearby enemies. Pressing Action Skill Button recalls the Hammer, damaging enemies along its path, ending the Action Skill early, and refunding a portion of the cooldown.|
Clawbringer Skill Tree
|Skill Name||# of Ranks||Description||Stats|
|Oath of Fire||5||The Fatemaker’s Gun Damage and their Wyvern Companion deal Bonus Fire Damage.||Rank 1 – Bonus Fire Damage: 4.0%.|
|Radiance||5||The Fatemaker gains increased Maximum Ward Capacity.||Rank 1 – Max Ward Capacity: +6%.|
|Oath of Thunder||5||The Fatemaker’s Melee Damage and their Wyvern Companion deal Bonus Lightning Damage.||Rank 1 – Bonus Lightning Damage: 5.0%.|
|Dragon Aura||5||The Fatemaker is surrounded by an aura that grants themselves and all allies increased Elemental Damage.||Rank 1 – Elemental Damage: +4.0%.|
|Dedication||5||The Fatemaker gains increased Action Skill Cooldown Rate based on their remaining Ward. The greater the remaining Ward, the greater the value.||Rank 1 – Action Skill Cooldown Rate: +5.0% at Maximum Ward.|
|Rebuke||5||The Fatemaker gains increased Damage Reduction. Additionally, all damage dealt to allies is reflected to the attacker as Lightning Ability Damage.||Rank 1 – Damage Reduction: 3.0%. Lightning Ability Damage: 4.0% of damage taken.|
|Blasthamut’s Favor||1||Kill Skill: Killan an enemy with a Gun, or whenever the Wyvern Companion kills an enemy with a breath attack, summons a Fire Orb that seeks out a new enemy dealing Fire Ability Damage. Killing an enemy with Melee Damage, or whenever the Wyvern Companion kills an enemy with its claws, summons a Lightning Orb that seeks out a new enemy dealing Lightning Ability Damage.||Rank 1 – Fire Ability Damage: 440. Lightning Ability Damage: 660.|
|Fire Bolt||1||The Wyvern Companion will occasionally shoot Fire Bolts at enemies, causing Fire Damage over time in the area for a brief duration. Additionally, the Fatemaker gains increased Gun Damage.||Rank 1 – Fire Bolt Damage: 647. Fire Bolt Cooldown: 16 sec. Gun Damage: +8.0%.|
|Friend to Flame||5||The Fatemaker’s Wyvern Companion gains increased Damage Dealt.||Rank 1 – Wyvern Damage: +20%.|
|Storm Breath||1||The Wyvern Companion will occasionally use its Lightning Breath on enemies, dealing Lightning Damage that can arc from enemy to enemy. Additionally, the Fatemaker gains increased Damage Reduction.||Rank 1 – Lightning Breath Damage: 747 per sec. Lightning Breath Cooldown: 32 sec. Damage Reduction: +12.0%.|
|Awe||3||After dealing Fire Damage, the Fatemaker gains increased Critical Hit Damage for a short duration. After dealing Lightning Damage, the Fatemaker gains increased Critical Hit Chance for a short duration.||Rank 1 – Critical Hit Damage: +5.0%. Critical Hit Chance: +11.0%. Duration: 12 sec.|
|Indomitable||1||If the Fatemaker would enter Save Your Soul, instead they instantly refill their Ward and deal Bonus Lightning Damage for a short duration. This skill has a long cooldown.||Rank 1 – Bonus Lightning Damage: 20.0%. Duration: 20 sec. Cooldown: 120 sec.|
|Storm Smite||1||Whenever the Fatemaker activates their Action Skill, they call down Elemental Bolts that deal Fire Ability Damage or Lightning Ability Damage to nearby enemies. This skill has a long cooldown.||Rank 1 – Ability Damage: 550. Bolts: 4. Cooldown: 25 sec.|
Class Choice: Middle and ranged-damage playstyles. Solid all-rounder. (Potential secondary class).
Spore Wardens are masters of nature who summon tornadoes and launch volleys of arcane arrows into enemy lines alongside their toxin-spewing Mushroom Companion.
The Spore Wardens are swift guardians of Tiny Tina’s Wonderlands magical wilderness. Deeply in tune with the natural world, Spore Wardens prowl through forests and bogs alongside their faithful, flatulent Mushroom Companion. Spore Wardens are able to annihilate their foes from afar, showing off their mastery of both conventional firearms and a mystical summoned bow that unleashes a barrage of arcane arrows.
Class Feature – Mushroom Companion
Spore Wardens are Gun and Companion specialists. They can significantly boost the abilities of their companions and allies while laying down withering firepower and slowing advancing enemies with Frost tornadoes. Speed and distance are Spore Warden’s best friends.
The Fatemaker is accompanied by a Mushroom Companion that targets nearby enemies and deals Poison Damage. Pinging an enemy will cause your Mushroom Companion to lunge towards them.
Any increases to the Fatemaker’s Damage also apply to their Companions.
|Barrage||The Fatemaker summons an Ethereal Bow, firing 7 Arrows that deal Ability Damage on impact. Barrage has multiple charges. Increases to Gun Damage apply to damage dealt to Barrage.|
|Blizzard||The Fatemaker creates 3 Frost Cyclones for a duration that seek out nearby enemies, dealing Frost Ability Damage over time.|
Spore Warden Skill Tree
|Skill Name||# of Ranks||Description||Stats|
|Bounty of the Hunt||5||Kill Skill: Action Skill Cooldown Rate is increased for a brief duration.||Rank 1 – Action Skill Cooldown Rate: +4.0%. Duration: 12 sec|
|Kindred Heart||5||Companion Health is increased. Companion Damage is increased.||Rank 1 – Companion Health: +9.0%. Companion Damage: +8.0%.|
|Eagle Eye||5||Gun Damage is increased. Gun Handling is increased.||Rank 1 – Gun Damage: +4.0%. Gun Handling: +5.0%.|
|Affinity||5||Ability Damage is increased.||Rank 1 – Ability Damage: +7.0%.|
|Spore Cloud||1||The Mushroom Companion will occasionally let one rip. Taunting enemies and leaving a Poison Cloud that deals damage over time for a duration.||Rank 1 – Poison Damage: 299 per sec. Duration: 10 sec. Cooldown: 20 sec.|
|Bullseye||5||Gun Critical Hit Chance is increased. Companion Critical Hit Chance is increased.||Rank 1 – Gun Critical Hit Chance: +10.0%. Companion Critical Hit Chance: +10.0%.|
|Quiver of Holding||3||Magazine Size is increased. The Fatemaker’s currently equipped weapon regenerates ammo over time.||Rank 1 – Magazine Size: +10.0%. Ammo Regeneration: 1.0% per sec.|
|Medicinal Mushroom||1||While the Fatemaker is in Save Your Soul, their Mushroom Companion will attempt to revive them. If it does, they and their Companion gain increased Damage dealt for a duration.||Rank 1 – Damage: +15.0%. Duration: 10 sec.|
|Windrunner||3||Kill Skill: Movement Speed and Fire Rate is increased for a duration. This effect can stack.||Rank 1 – Fire Rate: +4.0% per stack. Movement Speed: +4.0% per stack. Duration: 15 sec. Max Stack: 2.|
|Thrill of the Hunt||3||Gun Critical Hits grant Companion Damage for a duration. This effect can stack.||Rank 1 – Companion Damage: +3.0%. Max Stacks: 10. Duration: 10 sec.|
|Called Shot||3||When aiming down sights, the Fatemaker gains increased Gun Damage and Damage Resistance each second.||Rank 1 – Gun Damage: +1.8%. Damage Resistance: +1.8%. Max Stacks: 10.|
|Wrath of Nature||3||Whenever the Fatemaker deals Ability Damage to an enemy, the affected enemy takes increased Damage from all sources for a duration.||Rank 1 – Damage Increase: +18.0%. Duration: 12 sec.|
|Headhunter||1||Gun Damage dealt to Critical Hit Areas is increased.||Rank 1 – Gun Damage: +25.0%.|
|Play the Angles||1||The Fatemaker’s Gun Critical Hits have a chance to Ricochet, dealing reduced Ability Damage to a nearby enemy. Ricocheted shots have a small chance to Ricochet an additional time.||Rank 1 – Chance: 35%. Chance for an additional Ricochet: 15%. Ability Damage: 50.0% of Gun Critical Hit Damage dealt.|
Class Choice: A classic spellcaster/mage build. The best damage-dealer build for medium range. Can go for front line damage, depending on the spell types you choose.
Spellshots are gun-toting wizards who can unleash a constant barrage of spells and bullets and transform their enemies into harmless livestock with the snap of a finger.
Whether they’re slinging spells or shooting shells, Spellshots know that in Tiny Tina’s Wonderlands, an adventurer survives by force of arms and arcana. While others may view their guns as mere weapons, the Spellshot has trained rigorously until it becomes an extension of their own magical will, weaving guns and grimoire together to enhance their spells and imbue their weapons. Also, they can turn enemies into fuzzy little animals, which is just hilarious.
Class Feature – Spellweaving
Spellshots are all about combining Spells with Guns. Able to equip two Spells, their Spellweaving ability increases Spell Damage and Fire Rate as they cast spells or reload, allowing them to seamlessly cycle between different methods of dealing damage. When enemies get too rowdy, their Polymorph ability can take an enemy out of the fight by transforming them into a harmless skeep.
Spellweaving: Casting a Spell or reloading a weapon grants the Spellshot a stack of Spellweaving, increasing Spell Damage. Spellweaving stacks automatically decay after a few seconds.
Casting a Repeating Spell has a chance to award additional Spellweaving stacks with each Repeating Cast.
|Polymorph||The Fatemaker turns an enemy into a Skeep for a few seconds. If they are Immune, the Fatemaker instantly casts a free Spell on that enemy and gains two stacks of Spellweaving. While Polymorph is active, the Fatemaker and their allies have a chance to cast a free Spell after dealing Gun Damage to the Polymorphed target. This effect is guaranteed the first time the Fatemaker deals Gun Damage. After the Fatemaker casts a Spell in this way, they gain a stack of Spellweaving.|
|Ambi-Hextrous||The Fatemaker may equip a second Spell in their inventory. Whenever the Fatemaker presses Action Skill Button, they cast that Spell.|
Spellshot Skill Tree
|Skill Name||# of Ranks||Description||Stats|
|Spell Sniper||5||Spell Critical Hit Chance is increased.||Rank 1 – Spell Critical Hit Chance: +12%.|
|Magic Bullets||3||A portion of all increases the Fatemaker receives to Spell Damage is also applied to their Gun Damage.||Rank 1 – Gun Damage: 15% of Spell Damage.|
|Prestidigitation||5||Reload Speed is increased.||Rank 1 – Reload Speed: +8%.|
|Font of Mana||5||Spell Cooldown Rate and Action Skill Cooldown Rate are increased.||Rank 1 – Spell Cooldown Rate: +4%. Action Skill Cooldown Rate: +3%.|
|Mage Armor||1||Whenever the Fatemaker gains a stack of Spellweaving, a portion of their Ward is restored.||Rank 1 – Ward Restore: 10%.|
|Just Warming Up||5||The Fatemaker gains increased Fire Rate for every stack of Spellweaving.||Rank 1 – Fire Rate: +0.8% per stack.|
|Glass Cannon||1||The Fatemaker no longer automatically recharges their Ward but they gain drastically increased Spell Damage.||Rank 1 – Spell Damage: +30%.|
|Imbued Weapon||5||Whenever the Fatemaker casts a Spell, their Guns deal Bonus Damage of that Spell’s element for a duration. This effect stacks once for each Spell equipped.||Rank 1 – Bonus Damage: 2%. Duration: 8 sec.|
|High Thread Count||1||Max Spellweaving Stacks are increased.||Rank 1 – Spellweaving Stacks: +3.|
|War Caster||5||Kill Skill: Whenever the Fatemaker kills an enemy, there is a chance their currently equipped Gun will be instantly reloaded. This chance is increased per stack of Spellweaving.||Rank 1 – Reload Chance: 12%. Additional Reload Chance: 2% per stack.|
|Double Knot||3||Whenever the Fatemaker scores a Critical Hit with a Spell, they deal Bonus Gun Damage of their Gun’s element.||Rank 1 – Bonus Gun Damage: 7% of damage dealt.|
|One Slot, One Kill||1||The Fatemaker gains increased Gun Damage per stack of Spellweaving.||Rank 1 – Gun Damage: +4% per stack.|
|Sever the Thread||1||Gun Critical Hits have a chance to instantly reset all Spell Cooldowns. This Skill has a short cooldown.||Rank 1 – Chance: 15%. Cooldown: 5 sec.|
Class Choice: A ranged necromancer that balances ability and damage for your own health. This is a high-risk, high-reward class and is one of the more tricky classes, not recommended for beginners.
Graveborn are Death-touched acolytes who sacrifice health to unleash devastating Dark Magic attacks and become the phantasmal Reaper of Bones, accompanied by their manic Demi-Lich companion.
Devotees of Death, Graveborn draw strength from the pain and passing of others, growing in power as they send the souls of their enemies screaming into the void. Where most fear Death, the Graveborn revel in it, and have even made it an ally. Aided by a powerful and ancient demi-lich bound to their service, the Graveborn knows that all power comes at a price paid in blood, whether it be that of their foes or their own…
Class Feature – Demi-Lich Companion
The Graveborn is a master of Kill Skills, Spells, and Dark Magic. They use their Demi-Lich Companion and sacrificial Action Skills to enact suffering upon their enemies, even at the cost of their own life force. Any Spell cast by the Graveborn will cause the Demi-Lich to cast a unique spell of their own, as well as triggering Kill Skills to summon hellish minions.
The Fatemaker is accompanied by a floating Demi-Lich Companion that targets enemies at range and deals Dark Magic damage. Whenever the Fatemaker casts a Spell, the Demi-Lich will cast Hellish Blast, creating a homing projectile of the Spell’s elemental type, dealing damage to nearby enemies on impact.
Any increases to the Fatemaker’s Damage also apply to their Companions.
|Dire Sacrifice||The Fatemaker sacrifices a portion of their Health to deal Dark Magic Ability Damage and apply Dark Magic Status Effects to all nearby enemies. Dire Sacrifice deals Bonus Damage based on the amount of sacrificed Health.|
|Reaper of Bones||The Fatemaker is fully Healed, gains increased Leech Efficiency and deals Bonus Dark Magic Damage, but their Health takes an ever-increasing amount of damage per second. When the Fatemaker would die, they instead become Invulnerable for a short duration and restores a portion of their Health. When they are no longer Invulnerable, Reaper of Bones ends. Action Skill Duration is based on the current Health percentage and cannot be modified by other sources.|
Graveborn Skill Tree
|Skill Name||# of Ranks||Description||Stats|
|Mortal Vessel||5||Maximum Health is increased. Dark Magic Efficiency is increased.||Rank 1 – Maximum Health: +3.0%. Dark Magic Efficiency: +3.0%.|
|Essence Drain||5||Kill Skill: Spell Cooldown Rate is increased for a duration.||Rank 1 – Spell Cooldown Rate: +5.0%. Duration: 12 sec.|
|Faithful Thralls||3||The Fatemaker deals increased Damage Dealt for every companion they have. Companion Respawn Rate is increased.||Rank 1 – Damage Dealt: +3.0% per Companion. Companion Respawn Rate: +15.0%.|
|Sanguine Sacrament||3||Whenever the Fatemaker casts a Spell, they regenerate Health over a brief duration.||Rank 1 – Health Regeneration: +5.0% per sec. Duration: 2 sec.|
|Dark Pact||5||Dark Magic Damage is increased.||Rank 1 – Dark Magic Damage: +4.0%.|
|Harvest||3||Kill Skill: Companions deal Bonus Dark Magic Damage for a duration. This effect can stack.||Rank 1 – Bonus Dark Magic Damage: +3.0% per stack. Duration: 12 sec. Max Stacks: 2.|
|Dread Covenant||1||A portion of the damage taken by the Fatemaker is redirected to their Demi-Lich. When the Fatemaker reaches 1 Health, they immediately restore Health, sacrificing the Demi-Lich. This skill has a long cooldown.||Rank 1 – Damage Redirected: 35.0%. Maximum Health Restored: 75.0%. Cooldown: 120 sec.|
|Stain of the Soul||5||The Fatemaker’s Spells deal Bonus Dark Magic Damage.||Rank 1 – Bonus Dark Magic Damage: 4.0%.|
|Dark Hydra||3||Kill Skill: Chance to summon a Dark Hydra Companion, dealing Dark Magic Ability Damage to nearby enemies for a duration.||Rank 1 – Chance: 60.0%. Dark Magic Ability Damage: 220. Max Hydras: 1. Duration: 10 sec.|
|Ascension||3||Kill Skill: Maximum Health and Spell Damage is increased for a long duration. This effect can stack.||Rank 1 – Maximum Health: +2.0% per stack. Spell Damage: +2.0% per stack. Duration: 30 sec. Max Stacks: 10.|
|Punishment||1||When the Demi-Lich casts Hellish Blast, there is a chance it will be cast again after a brief delay.||Rank 1 – Chance: 20.0%.|
|Lord of Edges||1||The Fatemaker gains increased Damage Dealt and Damage Reduction the lower their Health.||Rank 1 – Damage Dealt: +25.0%. Damage Reduction: +25.0%.|
|Blast Gasp||5||Whenever the Fatemaker deals Spell Damage, there is a chance they will create an Elemental Explosion, dealing Ability Damage of the Spells elemental type to nearby enemies. Elemental Explosion cannot Critically Hit.||Rank 1 – Chance: 20.0%. Ability Damage: 10.0% of Spell Damage dealt.|
|Morhaim’s Blessing||1||Casting a Spell automatically activates all of the Fatemaker’s Kill|